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Difference between revisions of "Graphics token"
(→Creature Graphics: Added statue and layer graphics) |
(→Layered Conditons: Added additional known conditions for shutoff and material flag) |
||
Line 62: | Line 62: | ||
==== Caste Graphics ==== | ==== Caste Graphics ==== | ||
− | Creature caste graphics allow a simple alternative to [[#Layered Graphics:|Layered Graphics]] to represent males and females of a creature with | + | Creature caste graphics allow a simple alternative to [[#Layered Graphics:|Layered Graphics]] to represent males and females of a creature with different images. |
[CREATURE_CASTE_GRAPHICS:<creature id>:<caste id>] | [CREATURE_CASTE_GRAPHICS:<creature id>:<caste id>] | ||
[<condition>:<tile page identifier>:<x position>:<y position>:<color type>:<secondary condition>] | [<condition>:<tile page identifier>:<x position>:<y position>:<color type>:<secondary condition>] | ||
Line 114: | Line 114: | ||
* ''LARGE_IMAGE:x1:y1:x2:y2'': (optional) Allows a multiple tile image to be displayed. Replaces <x position>:<y position>. | * ''LARGE_IMAGE:x1:y1:x2:y2'': (optional) Allows a multiple tile image to be displayed. Replaces <x position>:<y position>. | ||
* ''color type'': (optional) Frequently replaced with <code>AS_IS</code> in vanilla [[Raw|RAW]]s. ColorTypeEnum{{cite|DF language server|https://gitlab.com/df-modding-tools/df-raw-language-server/-/blob/dev/df_ls_structure/src/objects/graphics.rs}} | * ''color type'': (optional) Frequently replaced with <code>AS_IS</code> in vanilla [[Raw|RAW]]s. ColorTypeEnum{{cite|DF language server|https://gitlab.com/df-modding-tools/df-raw-language-server/-/blob/dev/df_ls_structure/src/objects/graphics.rs}} | ||
+ | |||
==== Layered Conditons ==== | ==== Layered Conditons ==== | ||
Line 149: | Line 150: | ||
* Armor type | * Armor type | ||
* Item ID(s) | * Item ID(s) | ||
− | || Armor || Causes the current layer to not be rendered if the creature has one of the items worn or equipped. Also accepts the input <code>WIELD:WEAPON:ANY</code>. | + | || Armor || Causes the current layer to not be rendered if the creature has one of the items worn or equipped. Also accepts the input <code>ANY_HELD</code> or <code>WIELD</code> (e.g. <code>WIELD:WEAPON:ANY</code>). |
|- | |- | ||
Line 164: | Line 165: | ||
| {{text_anchor|CONDITION_MATERIAL_FLAG}} || | | {{text_anchor|CONDITION_MATERIAL_FLAG}} || | ||
* material flag | * material flag | ||
− | || Material || Changes graphics based on the material an equipped item is made of. Valid material flags | + | || Material || Changes graphics based on the material an equipped item is made of. Valid material flags are similar to [[Reaction#Full_token_list|reactant conditions]] including: |
* WOVEN_ITEM | * WOVEN_ITEM | ||
− | * | + | * ANY_X_MATERIAL |
− | + | :with X being: | |
− | + | :* PLANT, SILK, YARN, LEATHER, WOOD, SHELL, BONE, STONE, GEM, TOOTH, HORN, PEARL | |
− | |||
− | |||
− | * | ||
* IS_DIVINE_MATERIAL | * IS_DIVINE_MATERIAL | ||
+ | * NOT_ARTIFACT | ||
* IS_CRAFTED_ARTIFACT | * IS_CRAFTED_ARTIFACT | ||
+ | * METAL_ITEM_MATERIAL | ||
+ | * GLASS_MATERIAL | ||
+ | * FIRE_BUILD_SAFE | ||
+ | * MAGMA_BUILD_SAFE | ||
+ | [http://www.bay12forums.com/smf/index.php?topic=169696.msg8442543#msg8442543 among other, less useful ones.] | ||
|- | |- | ||
Line 210: | Line 214: | ||
|- | |- | ||
| {{text_anchor|CONDITION_CHILD}} || General || | | {{text_anchor|CONDITION_CHILD}} || General || | ||
− | || Checks if the creature is a child. | + | || Checks if the creature is a child or baby. |
|- | |- | ||
Line 229: | Line 233: | ||
* RAISED_UNDEAD | * RAISED_UNDEAD | ||
* GHOUL | * GHOUL | ||
− | |||
|- | |- | ||
Line 313: | Line 316: | ||
|- | |- | ||
− | | {{text anchor|CHILD}} || Yes || Will only be displayed if the creature | + | | {{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|ANIMATED}} || Yes || Displayed if the creature is | + | | {{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}}. |
|- | |- |
Revision as of 00:28, 7 January 2023
v50.14 · v0.47.05 This article is about the current version of DF.Note that some content may still need to be updated. |
This article or section may need to be updated due to recent changes. |
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 |
The [OBJECT:GRAPHICS]
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.
Making custom graphics requires multiple interacting files to function:
- An 8bit RGBA (sometimes called 32bit) "imagename.png" in the
\<mod_id>\graphics\images
folder - A "tile_page_name.txt" in the
\<mod_id>\graphics
folder - A "graphics_type_name.txt" in the
\<mod_id>\graphics
folder
Mods can reuse any graphics loaded ahead of them (including vanilla) by using the same tile page token.
Tile Page
Tile pages link image files to a tile page token so they can be referenced by the graphics file. Just like all other Raw files, Tile Pages must be defined from within a properly named "tile_page_<name>.txt" file and follow:
tile_page_<name> [OBJECT:TILE_PAGE]
After the object type is defined as above, any number of tile pages can be defined according to the format below.
[TILE_PAGE:<tile page identifier>] [FILE:images/imagename.png] [TILE_DIM:<tile x dim>:<tile y dim>] [PAGE_DIM_PIXELS:<page x dim>:<page y dim>]
- tile page identifier: The Internal ID being created for the image.
- imagename.png: The file name of the 8bit RGBA (sometimes called 32bit) in the
\graphics\images
folder of the mod. - tile x dim: The width of each tile in pixels (usually 32).
- tile y dim: The height of each tile in pixels (usually 32).
- page x dim: The width of the image file in pixels.
- page y dim: The height of the image file in pixels.
Known issues:
- Currently it is only recommended to use
[TILE_DIM:32:32]
as only the upper left 32x32 pixels are displayed on tiles defined larger, and smaller tiles are displayed starting from the upper left of each in-game square (individually by tile with large graphics) rather than centered and bottom justified as might be expected. - It is important that the
[PAGE_DIM_PIXELS:<x dim>:<y dim>]
matches the size of the referenced image exactly - as the game will stretch tile pages with a dimension larger than the actual image by inserting blank lines, and a tile page smaller than the image will cause a crash to desktop.
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 [OBJECT:GRAPHICS]
token that tells the game that the file contains graphics definitions.
Basic Graphics
The most basic form of creature graphics is a single tile, defined below:
[CREATURE_GRAPHICS:<creature id>] [<condition>:<tile page identifier>:<x position>:<y position>:<color type>:<secondary condition>]
- condition: The condition the creature needs to be in for this image to be displayed. Use
DEFAULT
for generic graphics. - creature id: The Creature ID of the creature the graphics represent.
- tile page identifier: The Internal ID of the image defined in the Tile Page.
- x position: The x position of the graphic to be displayed in tiles counting from 0 (left→right).
- y position: The y position of the graphic to be displayed in tiles counting from 0 (top→bottom).
- color type: (optional) Frequently replaced with
AS_IS
in vanilla RAWs. ColorTypeEnum[1]
- secondary condition: (optional) An additional condition that must be satisfied for the image to be displayed.
When the condition [DEFAULT]
is used, this graphic will be displayed for the creature in all conditions unless additional, more specific conditions are also defined.
Caste Graphics
Creature caste graphics allow a simple alternative to Layered Graphics to represent males and females of a creature with different images.
[CREATURE_CASTE_GRAPHICS:<creature id>:<caste id>] [<condition>:<tile page identifier>:<x position>:<y position>:<color type>:<secondary condition>]
- caste id: The Caste ID of the caste whose graphics are being specifically defined.
Creature caste graphics only accept MALE
and FEMALE
as caste id's even in custom creatures that have more than two castes.
Large Graphics
The only difference between graphics for large creatures and small creatures is the addition of LARGE_IMAGE
and additional coordinates to the line below:
[<condition>:<tile page identifier>:LARGE_IMAGE:<x1>:<y1>:<x2>:<y2>:<color type>:<secondary condition>]
- LARGE_IMAGE: This tag allows a rectangular image with multiple tiles to be defined by its upper left and lower right tiles. Valid for 1x1 - 3x2 tiles.
- x1: The x position of the upper left tile counting from 0 from the left of the tile page.
- y1: The y position of the upper left tile counting from 0 from the top of the tile page.
- x2: The x position of the lower right tile.
- y2: The y position of the lower right tile.
Large images and small images can be used within the same CREATURE_GRAPHICS
or CREATURE_CASTE_GRAPHICS
definition, and in fact it is often useful to include a single tile image to act as a [LIST_ICON]
for menus.
Statue Graphics
Statue graphics are the generic images placed on top of a pedestal whenever a creature is the primary subject of a statue. The image is implied to occupy multiple tiles, and all examples in vanilla are 1x2 vertical rectangles. Statue graphics are defined as below:
[STATUE_CREATURE_GRAPHICS:<creature id>] [DEFAULT:STATUES_LAYERED:<x1>:<y1>:<x2>:<y2>]
- creature id: The Creature ID the graphics represent.
- x1: The x position of the upper left tile counting from 0 from the left of the tile page.
- y1: The y position of the upper left tile counting from 0 from the top of the tile page.
- x2: The x position of the lower right tile.
- y2: The y position of the lower right tile.
Layered Graphics
Layered graphics are a method for displaying overlapping body parts, equipment, clothing, professions, hairstyles.. etc. They allow much more freedom in conditions than normal Creature Graphics, and they allow combinations of many graphical variations within the same creature to give your graphics more personality and display more information about the individuals. All layered graphics started as shown below:
[CREATURE_GRAPHICS:<creature id>] [LAYER_SET:<condition>]
- creature id: The Creature ID of the creature the graphics represent.
- condition: The condition the creature needs to be in for this set of layers to be displayed.
Once you start defining a Layer Set, you can begin adding individual layers from the bottom up to create your final image. For example, if you want to draw a helmet being worn on a head, you would define the head layer first, then define the helmet layer. Layers are defined according to this format:
[LAYER:<layer name>:<tile page id>:<x position>:<y position>:<color type>]
- layer name: The internal name of the layer. Only one layer with the same name is displayed at a time.[Verify]
- tile page identifier: The Internal ID of the image defined in the Tile Page.
- x position: The x position of the graphic to be displayed in tiles counting from 0 (left→right).
- y position: The y position of the graphic to be displayed in tiles counting from 0 (top→bottom).
- LARGE_IMAGE:x1:y1:x2:y2: (optional) Allows a multiple tile image to be displayed. Replaces <x position>:<y position>.
- color type: (optional) Frequently replaced with
AS_IS
in vanilla RAWs. ColorTypeEnum[2]
Layered Conditons
Layers aren't very useful on their own, so they come with a set of conditions to define how when they are displayed and how they interact.
Token | Arguments | Type | Description |
---|---|---|---|
LAYER_GROUP | Layer Group |
Begins defining a layer group. Current effect unknown.[Verify] | |
END_LAYER_GROUP | Layer Group |
marks the end of a layer group. Current effect unknown.[Verify] | |
CONDITION_ITEM_WORN |
|
Armor 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:
|
SHUT_OFF_IF_ITEM_PRESENT |
|
Armor | Causes the current layer to not be rendered if the creature has one of the items worn or equipped. Also accepts the input ANY_HELD or WIELD (e.g. WIELD:WEAPON:ANY ).
|
CONDITION_DYE |
|
Armor | Should represent which color the clothing is dyed. Currently nonfunctional.v50.05 |
CONDITION_NOT_DYED | Armor | Should check if the clothing is dyed. Currently nonfunctional.v50.05 | |
CONDITION_MATERIAL_FLAG |
|
Material | Changes graphics based on the material an equipped item is made of. Valid material flags are similar to reactant conditions including:
|
CONDITION_MATERIAL_TYPE |
|
Material | Changes graphics based on the material an equipped item is made of. Valid material types take the form METAL:COPPER where copper can be replaced with any weapons-grade metal. Initial testing has shown that some material tokens are not functional. [CONDITION_MATERIAL_FLAG] is a better option for any material condition other than metal.
|
CONDITION_PROFESSION_CATEGORY | General | Checks the profession of the creature to act as a condition. Multiple profession tokens can be chained together. | |
CONDITION_RANDOM_PART_INDEX |
|
General | 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:
|
CONDITION_HAUL_COUNT_MIN |
|
General | Counts how many items the creature is hauling. Used for [PACK_ANIMAL] s in vanilla.
|
CONDITION_HAUL_COUNT_MAX |
|
General | Counts how many items the creature is hauling. Used for [PACK_ANIMAL] s in vanilla.
|
CONDITION_CHILD | General | Checks if the creature is a child or baby. | |
CONDITION_NOT_CHILD | General | Checks if the creature is an adult. | |
CONDITION_GHOST | General | Checks if the creature is a ghost. | |
CONDITION_SYN_CLASS | Syndrome | Changes graphics based on any syndromes the creature is affected by. Valid values include:
| |
CONDITION_TISSUE_LAYER |
|
Tissue | Selects a tissue layer to use for checking other conditions. Ex:
|
TISSUE_MIN_LENGTH |
|
Tissue | Checks the current [CONDITION_TISSUE_LAYER] 's LENGTH appearance modifier. Is true if the LENGTH is greater than the integer input.
|
TISSUE_MAX_LENGTH |
|
Tissue | Checks the current [CONDITION_TISSUE_LAYER] 's LENGTH appearance modifier. Is true if the LENGTH is less than the integer input.
|
TISSUE_MAY_HAVE_COLOR | Tissue | Checks the selected tissue's color. Accepts multiple color tokens, and is true if the any of the colors is present in the selected tissues. | |
TISSUE_MAY_HAVE_SHAPING |
|
Tissue | Checks the current [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]
|
TISSUE_NOT_SHAPED | Tissue | Checks the current [CONDITION_TISSUE_LAYER] 's color. Accepts multiple color tokens, and is true if the any of the colors is present in the selected tissues.
| |
TISSUE_SWAP |
|
Tissue | Checks if a tissue is sufficiently curly, and if so swaps to display a different image. The new image is defined by the tile page ID, x position, and y position.
This condition should be within a [LAYER:... ] that has a similar graphic to the on in the TISSUE_SWAP.
The current |
Forgotten Beast Graphics
Forgotten beast graphics define layered graphics based on which body parts are present in each procedurally-generated forgotten beast.
[TILE_GRAPHICS_RECTANGLE:<tile page id>:<x1>:<y1>:<x2>:<y2>:<beast body token>]
- tile page identifier: Internal ID of the image defined in Tile Page.
- x1: The x position of the upper left tile counting from 0 from the left of the tile page.
- y1: The y position of the upper left tile counting from 0 from the top of the tile page.
- x2: X position of the lower right tile.
- y2: Y position of the lower right tile.
- beast body token: The internal ID of generated forgotten beast body types and body parts.
The TILE_GRAPHICS_RECTANGLE
token displays a large image with the upper left corner being defined by <x1>, <y1> and the lower right corner defined by <x2>, <y2>. The <beast body token> is a conditional token that causes the graphics for each layer to be displayed only when the forgotten beast has that particular body type or part.[Verify]
There is not currently a way to use procedurally defined graphics like this for non-[FEATURE_BEAST]
creatures.[Verify]
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.
Condition | Accepts Secondary |
Description |
---|---|---|
DEFAULT | No | The default condition that will be displayed unless overwritten by a more specific one below. |
CHILD | Yes | Will only be displayed if the creature is a [CHILD] or [BABY] and is younger than one of those ages.
|
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 [CONDITION_SYN_CLASS] or from having [NOT_LIVING] /[OPPOSED_TO_LIFE] .
|
CORPSE | Yes | Displayed as soon as the creature dies. |
TRAINED_HUNTER | Yes | Shown for hunting-trained versions of this creature. |
TRAINED_WAR | Yes | Shown for war-trained versions of this creature. |
LIST_ICON | Unknown | Displayed in menus. Useful for large images that would extend beyond the menu boxes otherwise/ |
SKELETON | Unknown | Decayed remains of the creature.[Verify] |
SKELETON_WITH_SKULL | Unknown | Decayed remains of the creature with a skull.[Verify] |
Special Conditions for [VERMIN]
creature graphics:
Condition | Description |
---|---|
VERMIN | Necessary for defining graphics that use the tokens below.[Verify] |
VERMIN_ALT | Image cycles every 1 second. |
SWARM_SMALL | For swarming vermin like flies and fairies in small groups. |
SWARM_MEDIUM | For swarming vermin like flies and fairies in medium-sized groups. |
SWARM_LARGE | For swarming vermin like flies and fairies in large groups. |
LIGHT_VERMIN | For fireflies etc. Does not replace [VERMIN] .
|
LIGHT_VERMIN_ALT | Like [VERMIN_ALT] for fireflies etc.
|
LIGHT_SWARM_SMALL | Like [SWARM_SMALL] for fireflies etc in small groups.
|
LIGHT_SWARM_MEDIUM | Like [SWARM_LARGE] for fireflies etc in large groups.
|
LIGHT_SWARM_LARGE | Like [SWARM_LARGE] for fireflies etc.
|
REMAINS | Vermin corpses. |
HIVE | Vermin hives. |
Item Graphics
Item graphics can also be defined, but are mostly hardcoded. This section of the wiki needs to be fleshed out.