v50 Steam/Premium information for editors
  • 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.
This notice may be cached—the current version can be found here.

Difference between revisions of "Graphics token"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
(→‎Layered Conditons: Added additional known conditions for shutoff and material flag)
(Moved the graphics usage explanation to the graphics page. Simplified to just tokens.)
Line 1: Line 1:
 
{{Quality|Unrated}}
 
{{Quality|Unrated}}
 
{{av}}
 
{{av}}
{{old}}
 
 
{{Modding}}
 
{{Modding}}
 +
:{{for/see|an explanation of how to use the various graphics types|[[Graphics]]}}
 +
  
 
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.
 
Making custom graphics requires multiple interacting files to function:
 
# An 8bit RGBA (sometimes called 32bit) "imagename.png" in the <code>\<mod_id>\graphics\images</code> folder
 
# A "tile_page_name.txt" in the <code>\<mod_id>\graphics</code> folder
 
# A "graphics_type_name.txt" in the <code>\<mod_id>\graphics</code> 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 file]]s, 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 <code>\graphics\images</code> 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 <code>[TILE_DIM:32:32]</code> 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 <code>[PAGE_DIM_PIXELS:<x dim>:<y dim>]</code> 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 ==
 +
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> token that tells the game that the file contains graphics definitions.
 
  
 +
=== Types ===
 +
{| {{prettytable}}
 +
|- bgcolor="#dddddd"
 +
! Type
 +
! Arguments
 +
! Description
  
=== Basic Graphics ===
+
|-
The most basic form of creature graphics is a single tile, defined below:
+
| {{text anchor|CREATURE_GRAPHICS}}
[CREATURE_GRAPHICS:<creature id>]
+
|
    [<condition>:<tile page identifier>:<x position>:<y position>:<color type>:<secondary condition>]
+
* [[Creature token|creature id]]
 +
| The simplest and most common form of creature graphics for defining one sprite for each [[#Condition|basic condition]].
  
* ''[[#Condition|condition]]'': The condition the creature needs to be in for this image to be displayed. Use <code>DEFAULT</code> for generic graphics.
+
Further conditions are required for this to function following the [[Graphics#Basic_Graphics|creature graphics]] format. Accepts [[Graphics#Large_Graphics|large graphics tokens]].
* ''creature id'': The [[Creature token|Creature ID]] of the creature the graphics represent.
 
* ''[[#Tile page|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&rarr;right).
 
* ''y position'': The y position of the graphic to be displayed in tiles counting from 0 (top&rarr;bottom).
 
* ''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}}
 
* ''[[#Condition|secondary condition]]'': (optional) An additional condition that must be satisfied for the image to be displayed.
 
  
When the condition {{token|DEFAULT|g}} is used, this graphic will be displayed for the creature in all conditions unless additional, more specific conditions are also defined.
+
Additionally used to start defining a [[Graphics#Layered_Graphics|layered graphics]] set.
  
 +
|-
 +
| {{text anchor|CREATURE_CASTE_GRAPHICS}}
 +
|
 +
* [[Creature token|creature id]]
 +
* [[Caste|Caste ID]]
 +
| Nearly the same as {{token|CREATURE_GRAPHICS|g}}, but allows a separate sprite to be defined for {{token|MALE|c}} and {{token|FEMALE|c}} castes.
 +
A simple alternative to [[Graphics#Layered Graphics|Layered Graphics]].
  
==== Caste Graphics ====
+
Requires conditions defined in [[Graphics#Basic_Graphics|creature graphics]] format. Accepts [[Graphics#Large_Graphics|large graphics tokens]].
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>]
 
    [<condition>:<tile page identifier>:<x position>:<y position>:<color type>:<secondary condition>]
 
  
* ''caste id'': The [[Caste|Caste ID]] of the caste whose graphics are being specifically defined.
+
|-
 +
| {{text anchor|STATUE_CREATURE_GRAPHICS}}
 +
|
 +
* [[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.
  
Creature caste graphics only accept <code>MALE</code> and <code>FEMALE</code> as caste id's even in custom creatures that have more than two castes.
+
|-
 +
| {{text anchor|TILE_GRAPHICS_RECTANGLE}}
 +
|
 +
* [[Creature token|creature id]]
 +
| 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]].
  
 +
|}
  
==== Large Graphics ====
 
The only difference between graphics for large creatures and small creatures is the addition of <code>LARGE_IMAGE</code> 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.
+
=== Basic Conditions ===
* ''x1'': The x position of the upper left tile counting from 0 from the left of the tile page.
+
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.
* ''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 <code>CREATURE_GRAPHICS</code> or <code>CREATURE_CASTE_GRAPHICS</code> definition, and in fact it is often useful to include a single tile image to act as a {{token|LIST_ICON|g}} for menus.
+
{| {{prettytable}}
 +
|- bgcolor="#dddddd"
 +
! Condition
 +
! Accepts<br>Secondary
 +
! Description
 +
|-
 +
| {{text anchor|DEFAULT}} || No || The default condition that will be displayed unless overwritten by a more specific one below.
  
 +
|-
 +
| {{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.
  
==== 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:
+
| {{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}}.
[STATUE_CREATURE_GRAPHICS:<creature id>]
 
        [DEFAULT:STATUES_LAYERED:<x1>:<y1>:<x2>:<y2>]
 
  
* ''creature id'': The [[Creature token|Creature ID]] the graphics represent.
+
|-
* ''x1'': The x position of the upper left tile counting from 0 from the left of the tile page.
+
| {{text anchor|CORPSE}} || Yes || Displayed as soon as the creature dies.
* ''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.
 
  
 +
|-
 +
| {{text anchor|TRAINED_HUNTER}} || Yes || Shown for hunting-trained versions of this creature.
  
=== 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|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:
+
| {{text anchor|TRAINED_WAR}} || Yes || Shown for war-trained versions of this creature.
[CREATURE_GRAPHICS:<creature id>]
 
[LAYER_SET:<condition>]
 
  
* ''creature id'': The [[Creature token|Creature ID]] of the creature the graphics represent.
+
|-
* ''[[#Condition|condition]]'': The condition the creature needs to be in for this set of layers to be displayed.
+
| {{text anchor|LIST_ICON}} || Unknown || Displayed in menus. Useful for large images that would extend beyond the menu boxes otherwise/
  
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:
+
|-
 +
| {{text anchor|SKELETON}} || Unknown || Decayed remains of the creature.{{verify}}
  
[LAYER:<layer name>:<tile page id>:<x position>:<y position>:<color type>]
+
|-
 +
| {{text anchor|SKELETON_WITH_SKULL}} || Unknown || Decayed remains of the creature with a skull.{{verify}}
 +
|}
  
* ''layer name'': The internal name of the layer. Only one layer with the same name is displayed at a time.{{verify}}
 
* ''[[#Tile page|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&rarr;right).
 
* ''y position'': The y position of the graphic to be displayed in tiles counting from 0 (top&rarr;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 <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 Conditions ===
==== 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.
 
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.
  
Line 287: Line 262:
  
  
=== Forgotten Beast Graphics ===
+
=== Vermin Conditions ===
Forgotten beast graphics define layered graphics based on which body parts are present in each procedurally-generated forgotten beast.
+
Special Conditions for {{token|VERMIN|c}} creature graphics:
 
 
    [TILE_GRAPHICS_RECTANGLE:<tile page id>:<x1>:<y1>:<x2>:<y2>:<beast body token>]
 
 
 
* ''[[#Tile Page|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 <code>TILE_GRAPHICS_RECTANGLE</code> 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-{{token|FEATURE_BEAST|c}} 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.
 
 
 
{| {{prettytable}}
 
|- bgcolor="#dddddd"
 
! Condition
 
! Accepts<br>Secondary
 
! Description
 
|-
 
| {{text anchor|DEFAULT}} || No || The default condition that will be displayed unless overwritten by a more specific one below.
 
 
 
|-
 
| {{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 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|CORPSE}} || Yes || Displayed as soon as the creature dies.
 
 
 
|-
 
| {{text anchor|TRAINED_HUNTER}} || Yes || Shown for hunting-trained versions of this creature.
 
 
 
|-
 
| {{text anchor|TRAINED_WAR}} || Yes || Shown for war-trained versions of this creature.
 
 
 
|-
 
| {{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}}
 
|}
 
 
 
Special Conditions for {{token|VERMIN|c}} creature graphics:
 
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#dddddd"
 
|- bgcolor="#dddddd"
Line 388: Line 311:
  
 
==See Also==
 
==See Also==
*[[Palette token]]
 
*[[Body detail plan token]]
 
*[[Body token]]
 
 
*[[Creature token]]
 
*[[Creature token]]
*[[Material definition token]]
 
 
*[[Syndrome]]
 
*[[Syndrome]]
*[[Tissue definition token]]
 
 
*[[Creature examples]]
 
*[[Creature examples]]
  

Revision as of 06:56, 7 January 2023

This article is about the current version of DF.
Note that some content may still need to be updated.


For an explanation of how to use the various graphics types, see Graphics.


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.


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] type that tells the game that the file contains graphics definitions. A more detailed explanation on how to use these can be found in creature graphics.


Types

Type Arguments Description
CREATURE_GRAPHICS The simplest and most common form of creature graphics for defining one sprite for each basic condition.

Further conditions are required for this to function following the creature graphics format. Accepts large graphics tokens.

Additionally used to start defining a layered graphics set.

CREATURE_CASTE_GRAPHICS Nearly the same as [CREATURE_GRAPHICS], but allows a separate sprite to be defined for [MALE] and [FEMALE] castes.

A simple alternative to Layered Graphics.

Requires conditions defined in creature graphics format. Accepts large graphics tokens.

STATUE_CREATURE_GRAPHICS Format for beginning a creature statue definition. Defines a 1x2 vertical rectangle to be displayed when a statue depicts one of these creatures.
TILE_GRAPHICS_RECTANGLE Graphics for a 3x2 rectangle that is used exclusively for representing Forgotten Beasts based on their body parts. Uses forgotten beast graphics.


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.

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]


Layered Conditions

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: [CONDITION_ITEM_WORN:BY_TOKEN:RH:GLOVES:ITEM_GLOVES_GLOVES:ITEM:GLOVES:MITTENS]

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
  • dye color
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 flag
Material Changes graphics based on the material an equipped item is made of. Valid material flags are similar to reactant conditions including:
  • WOVEN_ITEM
  • ANY_X_MATERIAL
with X being:
  • PLANT, SILK, YARN, LEATHER, WOOD, SHELL, BONE, STONE, GEM, TOOTH, HORN, PEARL
  • IS_DIVINE_MATERIAL
  • NOT_ARTIFACT
  • IS_CRAFTED_ARTIFACT
  • METAL_ITEM_MATERIAL
  • GLASS_MATERIAL
  • FIRE_BUILD_SAFE
  • MAGMA_BUILD_SAFE

among other, less useful ones.

CONDITION_MATERIAL_TYPE
  • material token
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
  • body part
  • integer index
  • integer range
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_RANDOM_PART_INDEX:HEAD:3:4] 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.

CONDITION_HAUL_COUNT_MIN
  • integer
General Counts how many items the creature is hauling. Used for [PACK_ANIMAL]s in vanilla.
CONDITION_HAUL_COUNT_MAX
  • integer
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:
  • ZOMBIE
  • NECROMANCER
  • VAMPCURSE
  • RAISED_UNDEAD
  • GHOUL
CONDITION_TISSUE_LAYER Tissue Selects a tissue layer to use for checking other conditions. Ex:

[CONDITION_TISSUE_LAYER:BY_CATEGORY:ALL:SKIN]

TISSUE_MIN_LENGTH
  • integer
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
  • integer
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
  • styling token
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
  • IF_MIN_CURLY
  • integer
  • tile page id
  • x position
  • y position
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 [CONDITION_TISSUE_LAYER] group must also include a [TISSUE_MIN_LENGTH].


Vermin Conditions

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.


See Also