- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
Difference between revisions of "Creature variation token"
Alpacalypse (talk | contribs) |
|||
(5 intermediate revisions by 5 users not shown) | |||
Line 1: | Line 1: | ||
− | + | {{Quality|Exceptional}} | |
− | {{Quality| | ||
{{av}} | {{av}} | ||
{{Modding}} | {{Modding}} | ||
Line 160: | Line 159: | ||
as the tokens added to the target creature. | as the tokens added to the target creature. | ||
− | The conditional tags ({{token|CV_NEW_CTAG|cv}}/{{token|CV_ADD_CTAG|cv}}, {{token|CV_REMOVE_CTAG|cv}} and {{token|CV_CONVERT_CTAG|cv}}) 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. [ | + | The conditional tags ({{token|CV_NEW_CTAG|cv}}/{{token|CV_ADD_CTAG|cv}}, {{token|CV_REMOVE_CTAG|cv}} and {{token|CV_CONVERT_CTAG|cv}}) 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_ADD_CTAG:2:HUMANOID:CAN_SPEAK] will only add [CAN_SPEAK] if argument number two is "HUMANOID". |
+ | <sup>1</sup>Functionally. Up to 65537=2<sup>16</sup>+1 arguments have been tested, with no problems other than a long load time. | ||
+ | |||
+ | ===Example=== | ||
The following is an example of a creature variation, demonstrating most of the tokens and arguments mentioned above; with an explanation of how you would use it to change the properties of a cow. | The following is an example of a creature variation, demonstrating most of the tokens and arguments mentioned above; with an explanation of how you would use it to change the properties of a cow. | ||
Line 194: | Line 196: | ||
[APPLY_CREATURE_VARIATION:CREATURE_EDIT:X:CNAME:cow:bovine:super-cow:cowtastic:FC:7|0|1:MYEL] | [APPLY_CREATURE_VARIATION:CREATURE_EDIT:X:CNAME:cow:bovine:super-cow:cowtastic:FC:7|0|1:MYEL] | ||
− | This will change the cow creature file so that the cows are now called "super-cows", which can be | + | This will change the cow creature file so that the cows are now called "super-cows", which can be described as "cowtastic", are white colored and produce "super-cow's milk", and it will also change the color of the bulls to yellow. |
Here is a step-by-step explanation of what is happening in order of the arguments: | Here is a step-by-step explanation of what is happening in order of the arguments: | ||
Line 201: | Line 203: | ||
* "CNAME" does match the second CTAG so we are changing the name of a caste which matches arguments !ARG3 & !ARG4, as well as looking for specific liquids with state names that contain !ARG3 followed by the characters "'s milk". | * "CNAME" does match the second CTAG so we are changing the name of a caste which matches arguments !ARG3 & !ARG4, as well as looking for specific liquids with state names that contain !ARG3 followed by the characters "'s milk". | ||
* Using arguments 3 & 4 we look for a caste name that matches "cow:cows:bovine" and any liquid name or adjective that matches "cow's milk". | * Using arguments 3 & 4 we look for a caste name that matches "cow:cows:bovine" and any liquid name or adjective that matches "cow's milk". | ||
− | * The caste name and liquids do | + | * The caste name and liquids do exist, so !ARG5 & !ARG6 now declare what we want to change these names to; in this case the caste name "super-cow:super-cows:cowtastic" and liquid name and adjective "super-cow's milk". |
* Now we declare that we want CTAG argument 7 to match "FC" which means we will select the [FEMALE] caste and add a color to it which is decided by the next argument !ARG8. | * Now we declare that we want CTAG argument 7 to match "FC" which means we will select the [FEMALE] caste and add a color to it which is decided by the next argument !ARG8. | ||
− | * We need to choose three digits but they need to be | + | * We need to choose three digits but they need to be separated by ":". Using this character here will move us onto the next argument, so we separate the digits with "|" instead choosing "7|0|1" (white), for a white cow (not necessarily represented by the graphics). |
* The next argument has multiple CTAGs numbered "9", but with different arguments. Either option will use [SELECT_CASTE:MALE] but we can choose between the argument MRED or MYEL. We have chosen MYEL which adds the tag [CASTE_COLOR:6:0:1] (yellow) for us, giving the male caste (in this case a bull) yellow as a caste color. | * The next argument has multiple CTAGs numbered "9", but with different arguments. Either option will use [SELECT_CASTE:MALE] but we can choose between the argument MRED or MYEL. We have chosen MYEL which adds the tag [CASTE_COLOR:6:0:1] (yellow) for us, giving the male caste (in this case a bull) yellow as a caste color. | ||
− | |||
− | |||
==See Also== | ==See Also== |
Latest revision as of 16:12, 2 April 2024
v50.14 · v0.47.05 This article is about the current version of DF.Note that some content may still need to be updated. |
Modding |
---|
Tokens |
Audio · Biome · Graphics · Interaction · Mod info · Plant · Speech · Sphere · Syndrome · World |
Body tokens |
Body · Body detail plan · Bodygloss · Tissue |
Creature tokens |
Creature · Creature mannerism · Personality · Creature variation · Procedural graphics layer |
Descriptor tokens |
Descriptor color · Color · Descriptor pattern · Descriptor shape |
Entity tokens |
Entity · Ethic · Language · Value · Position |
Job tokens |
Building · Labor · Reaction · Skill · Unit type |
Item tokens |
Item type · Item definition · Ammo · Armor · Instrument · Tool · Trap component · Weapon |
Material tokens |
Material type · Material definition · Inorganic material definition |
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 |
|
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 |
|
Alias for CV_NEW_TAG. |
CV_REMOVE_TAG |
|
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 |
|
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 |
|
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 |
|
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 |
|
Conditional variant of [CV_NEW_TAG] , see Arguments and conditional tokens.
|
CV_ADD_CTAG |
|
Alias for CV_NEW_CTAG. |
CV_REMOVE_CTAG |
|
Conditional variant of [CV_REMOVE_TAG] , see Arguments and conditional tokens.
|
CV_CONVERT_CTAG |
|
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_ADD_CTAG: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.
Example[edit]
The following is an example of a creature variation, demonstrating most of the tokens and arguments mentioned above; with an explanation of how you would use it to change the properties of a cow.
[CREATURE_VARIATION:CREATURE_EDIT] [CV_CONVERT_CTAG:1:NAME] [CVCT_MASTER:NAME] [CVCT_TARGET:!ARG3:!ARG3s:!ARG4] [CVCT_REPLACEMENT:!ARG5:!ARG5s:!ARG6] [CV_CONVERT_CTAG:2:CNAME] [CVCT_MASTER:CASTE_NAME] [CVCT_TARGET:!ARG3:!ARG3s:!ARG4] [CVCT_REPLACEMENT:!ARG5:!ARG5s:!ARG6] [CV_NEW_CTAG:7:FC:SELECT_CASTE:FEMALE] [CV_NEW_CTAG:7:FC:COLOR:!ARG8] [CV_CONVERT_TAG] [CVCT_MASTER:STATE_NAME:LIQUID] [CVCT_TARGET:!ARG3's milk] [CVCT_REPLACEMENT:!ARG5's milk] [CV_CONVERT_TAG] [CVCT_MASTER:STATE_ADJ:LIQUID] [CVCT_TARGET:!ARG3's milk] [CVCT_REPLACEMENT:!ARG5's milk] [CV_NEW_CTAG:9:MRED:SELECT_CASTE:MALE] [CV_NEW_CTAG:9:MREL:CASTE_COLOR:4:0:0] [CV_NEW_CTAG:9:MYEL:SELECT_CASTE:MALE] [CV_NEW_CTAG:9:MYEL:CASTE_COLOR:6:0:1]
We add the following to a creature file.
[SELECT_CREATURE:COW] [APPLY_CREATURE_VARIATION:CREATURE_EDIT:X:CNAME:cow:bovine:super-cow:cowtastic:FC:7|0|1:MYEL]
This will change the cow creature file so that the cows are now called "super-cows", which can be described as "cowtastic", are white colored and produce "super-cow's milk", and it will also change the color of the bulls to yellow.
Here is a step-by-step explanation of what is happening in order of the arguments:
- "X" doesn't match the first CTAG argument of "NAME", so we have decided not to change the overall name of the creature.
- "CNAME" does match the second CTAG so we are changing the name of a caste which matches arguments !ARG3 & !ARG4, as well as looking for specific liquids with state names that contain !ARG3 followed by the characters "'s milk".
- Using arguments 3 & 4 we look for a caste name that matches "cow:cows:bovine" and any liquid name or adjective that matches "cow's milk".
- The caste name and liquids do exist, so !ARG5 & !ARG6 now declare what we want to change these names to; in this case the caste name "super-cow:super-cows:cowtastic" and liquid name and adjective "super-cow's milk".
- Now we declare that we want CTAG argument 7 to match "FC" which means we will select the [FEMALE] caste and add a color to it which is decided by the next argument !ARG8.
- We need to choose three digits but they need to be separated by ":". Using this character here will move us onto the next argument, so we separate the digits with "|" instead choosing "7|0|1" (white), for a white cow (not necessarily represented by the graphics).
- The next argument has multiple CTAGs numbered "9", but with different arguments. Either option will use [SELECT_CASTE:MALE] but we can choose between the argument MRED or MYEL. We have chosen MYEL which adds the tag [CASTE_COLOR:6:0:1] (yellow) for us, giving the male caste (in this case a bull) yellow as a caste color.