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.

Graphics token

From Dwarf Fortress Wiki
Jump to navigation Jump to search
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. Vanilla 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.


World Map Graphics

Where Accepts Variation is Yes the graphics tag has 5 variants:

   [TILE_GRAPHICS:<tile page identifier>:<x position>:<y position>:<TOKEN>:1]
   [TILE_GRAPHICS:<tile page identifier>:<x position>:<y position>:<TOKEN>:2]
   [TILE_GRAPHICS:<tile page identifier>:<x position>:<y position>:<TOKEN>:3]
   [TILE_GRAPHICS:<tile page identifier>:<x position>:<y position>:<TOKEN>:4]
   [TILE_GRAPHICS:<tile page identifier>:<x position>:<y position>:<TOKEN>:5]

Otherwise:

  [TILE_GRAPHICS:<tile page identifier>:<x position>:<y position>:<TOKEN>]

These values can be validated by checking the RAW vanilla file [DF Installion]\data\vanilla\vanilla_world_map\graphics\graphics_world_map.txt

Token Accepts Variation
EMBARK_OVERLAY_RESTRICTED No
EMBARK_OVERLAY_GOOD No
EMBARK_OVERLAY_FIND_RESULT No
EMBARK_OVERLAY_FIND_RESULT_PARTIAL No
SITE_MOUNTAINHOME No
SITE_FORTRESS No
SITE_HILLOCKS No
SITE_CASTLE No
SITE_MONASTERY No
SITE_TOMB No
SITE_SHRINE_TITAN No
SITE_FORT No
SITE_FOREST_RETREAT_1 No
SITE_FOREST_RETREAT_2 No
SITE_VILLAGE No
SITE_CITY_1 No
SITE_CITY_2 No
SITE_CITY_3 No
SITE_CITY_4 No
SITE_VAULT No
SITE_RUIN No
SITE_RUIN_DWARF No
SITE_RUIN_CASTLE No
SITE_RUIN_FOREST_RETREAT_1 No
SITE_RUIN_FOREST_RETREAT_2 No
SITE_RUIN_VILLAGE No
SITE_RUIN_CITY No
SITE_RUIN_GOBLIN No
SITE_LABYRINTH No
SITE_LAIR_BURROW No
SITE_CAVE No
SITE_DARK_FORTRESS_1 No
SITE_DARK_FORTRESS_2 No
SITE_NECROTOWER No
SITE_CAMP No
ARMY No
ELEVATION_INDICATOR No
MAP_CURSOR No
MAP_YOUR_FORT No
MAP_YOUR_CIV No
MAP_NEUTRAL No
MAP_HOSTILE No
MAP_ATTACK No
MAP_MISSION_PATH No
MAP_MISSION_MARKER No
MAP_ALLY No
MAP_HOLDING No
MAP_OCCUPIED_HOLDING No
MAP_VASSAL No
MAP_TRIBUTARY No
MAP_OCCUPIED_TRIBUTARY No
MAP_MARKET_DEPENDENCE No
WORLD_EL_OCEAN No
WORLD_EL_MID No
WORLD_EL_MOUNTAINS No
WORLD_CLIFF Yes
GRASSLAND_TEMP Yes
GRASSLAND_TEMP_EVIL Yes
GRASSLAND_TEMP_EVILSAV Yes
GRASSLAND_TEMP_GOOD Yes
GRASSLAND_TEMP_GOODSAV Yes
GRASSLAND_TROP Yes
GRASSLAND_TROP_EVIL Yes
GRASSLAND_TROP_EVILSAV Yes
GRASSLAND_TROP_GOOD Yes
GRASSLAND_TROP_GOODSAV Yes
HILLS Yes
HILLS_EVIL Yes
HILLS_EVILSAV Yes
HILLS_GOOD Yes
HILLS_GOODSAV Yes
SHRUBLAND Yes
SHRUBLAND_EVIL Yes
SHRUBLAND_EVILSAV Yes
SHRUBLAND_GOOD Yes
SHRUBLAND_GOODSAV Yes
MARSH Yes
MARSH_EVIL Yes
MARSH_EVILSAV Yes
MARSH_GOOD Yes
MARSH_GOODSAV Yes
SWAMP Yes
SWAMP_EVIL Yes
SWAMP_EVILSAV Yes
SWAMP_GOOD Yes
SWAMP_GOODSAV Yes
SAVANNA_TROP Yes
SAVANNA_TROP_EVIL Yes
SAVANNA_TROP_EVILSAV Yes
SAVANNA_TROP_GOOD Yes
SAVANNA_TROP_GOODSAV Yes
SAVANNA_TEMP Yes
SAVANNA_TEMP_EVIL Yes
SAVANNA_TEMP_EVILSAV Yes
SAVANNA_TEMP_GOOD Yes
SAVANNA_TEMP_GOODSAV Yes
BADLANDS Yes
BADLANDS_EVIL Yes
BADLANDS_EVILSAV Yes
BADLANDS_GOOD Yes
BADLANDS_GOODSAV Yes
ROCKY_HILLS Yes
ROCKY_HILLS_EVIL Yes
ROCKY_HILLS_EVILSAV Yes
ROCKY_HILLS_GOOD Yes
ROCKY_HILLS_GOODSAV Yes
ROCKY_PLAINS Yes
ROCKY_PLAINS_EVIL Yes
ROCKY_PLAINS_EVILSAV Yes
ROCKY_PLAINS_GOOD Yes
ROCKY_PLAINS_GOODSAV Yes
SAND_DESERT Yes
SAND_DESERT_YELLOW Yes
SAND_DESERT_WHITE Yes
SAND_DESERT_BLACK Yes
SAND_DESERT_RED Yes
SAND_DESERT_EVIL Yes
SAND_DESERT_EVILSAV Yes
SAND_DESERT_GOOD Yes
SAND_DESERT_GOODSAV Yes
BEACH Yes
BEACH_EVIL Yes
BEACH_EVILSAV Yes
BEACH_GOOD Yes
BEACH_GOODSAV Yes
TUNDRA Yes
TUNDRA_EVIL Yes
TUNDRA_EVILSAV Yes
TUNDRA_GOOD Yes
TUNDRA_GOODSAV Yes
GLACIER Yes
GLACIER_EVIL Yes
GLACIER_EVILSAV Yes
GLACIER_GOOD Yes
GLACIER_GOODSAV Yes
FROZEN_OCEAN Yes
FROZEN_OCEAN_EVIL Yes
FROZEN_OCEAN_EVILSAV Yes
FROZEN_OCEAN_GOOD Yes
FROZEN_OCEAN_GOODSAV Yes
LAKE Yes
LAKE_EVIL Yes
LAKE_EVILSAV Yes
LAKE_GOOD Yes
LAKE_GOODSAV Yes
OCEAN Yes
OCEAN_EVIL Yes
OCEAN_EVILSAV Yes
OCEAN_GOOD Yes
OCEAN_GOODSAV Yes
OCEAN_DEEP Yes
OCEAN_DEEP_EVIL Yes
OCEAN_DEEP_EVILSAV Yes
OCEAN_DEEP_GOOD Yes
OCEAN_DEEP_GOODSAV Yes
MOUNTAIN_PEAK Yes
VOLCANO Yes
MOUNTAIN_HIGH Yes
MOUNTAIN_MID Yes
MOUNTAIN_LOW Yes
MOUNTAIN_PEAK_EVIL Yes
VOLCANO_EVIL Yes
MOUNTAIN_HIGH_EVIL Yes
MOUNTAIN_MID_EVIL Yes
MOUNTAIN_LOW_EVIL Yes
MOUNTAIN_PEAK_EVILSAV Yes
VOLCANO_EVILSAV Yes
MOUNTAIN_HIGH_EVILSAV Yes
MOUNTAIN_MID_EVILSAV Yes
MOUNTAIN_LOW_EVILSAV Yes
MOUNTAIN_PEAK_GOOD Yes
VOLCANO_GOOD Yes
MOUNTAIN_HIGH_GOOD Yes
MOUNTAIN_MID_GOOD Yes
MOUNTAIN_LOW_GOOD Yes
MOUNTAIN_PEAK_GOODSAV Yes
VOLCANO_GOODSAV Yes
MOUNTAIN_HIGH_GOODSAV Yes
MOUNTAIN_MID_GOODSAV Yes
MOUNTAIN_LOW_GOODSAV Yes
FOREST_BROADLEAF_TROP_MOIST Yes
FOREST_BROADLEAF_TROP_MOIST_EVIL Yes
FOREST_BROADLEAF_TROP_MOIST_EVILSAV Yes
FOREST_BROADLEAF_TROP_MOIST_GOOD Yes
FOREST_BROADLEAF_TROP_MOIST_GOODSAV Yes
FOREST_BROADLEAF_TROP_DRY Yes
FOREST_BROADLEAF_TROP_DRY_EVIL Yes
FOREST_BROADLEAF_TROP_DRY_EVILSAV Yes
FOREST_BROADLEAF_TROP_DRY_GOOD Yes
FOREST_BROADLEAF_TROP_DRY_GOODSAV Yes
FOREST_BROADLEAF_TEMP Yes
FOREST_BROADLEAF_TEMP_EVIL Yes
FOREST_BROADLEAF_TEMP_EVILSAV Yes
FOREST_BROADLEAF_TEMP_GOOD Yes
FOREST_BROADLEAF_TEMP_GOODSAV Yes
FOREST_CONIFER_TROP Yes
FOREST_CONIFER_TROP_EVIL Yes
FOREST_CONIFER_TROP_EVILSAV Yes
FOREST_CONIFER_TROP_GOOD Yes
FOREST_CONIFER_TROP_GOODSAV Yes
FOREST_CONIFER_TEMP Yes
FOREST_CONIFER_TEMP_EVIL Yes
FOREST_CONIFER_TEMP_EVILSAV Yes
FOREST_CONIFER_TEMP_GOOD Yes
FOREST_CONIFER_TEMP_GOODSAV Yes
FOREST_TAIGA Yes
FOREST_TAIGA_EVIL Yes
FOREST_TAIGA_EVILSAV Yes
FOREST_TAIGA_GOOD Yes
FOREST_TAIGA_GOODSAV Yes
TUNNEL_NS No
TUNNEL_WE No
TUNNEL_SE No
TUNNEL_SW No
TUNNEL_NE No
TUNNEL_NW No
TUNNEL_NSE No
TUNNEL_SWE No
TUNNEL_NWE No
TUNNEL_NSW No
TUNNEL_NSWE No
TUNNEL_0 No
TUNNEL_S No
TUNNEL_N No
TUNNEL_W No
TUNNEL_E No
ROAD_PAVED_NS No
ROAD_PAVED_WE No
ROAD_PAVED_SE No
ROAD_PAVED_SW No
ROAD_PAVED_NE No
ROAD_PAVED_NW No
ROAD_PAVED_NSE No
ROAD_PAVED_SWE No
ROAD_PAVED_NWE No
ROAD_PAVED_NSW No
ROAD_PAVED_NSWE No
ROAD_PAVED_0 No
ROAD_PAVED_S No
ROAD_PAVED_N No
ROAD_PAVED_W No
ROAD_PAVED_E No
ROAD_DIRT_NS No
ROAD_DIRT_WE No
ROAD_DIRT_SE No
ROAD_DIRT_SW No
ROAD_DIRT_NE No
ROAD_DIRT_NW No
ROAD_DIRT_NSE No
ROAD_DIRT_SWE No
ROAD_DIRT_NWE No
ROAD_DIRT_NSW No
ROAD_DIRT_NSWE No
ROAD_DIRT_0 No
ROAD_DIRT_S No
ROAD_DIRT_N No
ROAD_DIRT_W No
ROAD_DIRT_E No
BROOK_NS Yes
BROOK_WE Yes
BROOK_SE No
BROOK_SW No
BROOK_NE No
BROOK_NW No
BROOK_NSE No
BROOK_SWE No
BROOK_NWE No
BROOK_NSW No
BROOK_NSWE No
BROOK_0 No
BROOK_N No
BROOK_S No
BROOK_W No
BROOK_E No
BROOK_MOUTH_NARROW_N No
BROOK_MOUTH_NARROW_S No
BROOK_MOUTH_NARROW_W No
BROOK_MOUTH_NARROW_E No
RIVER_NS Yes
RIVER_WE Yes
RIVER_SE No
RIVER_SW No
RIVER_NE No
RIVER_NW No
RIVER_NSE No
RIVER_SWE No
RIVER_NWE No
RIVER_NSW No
RIVER_NSWE No
RIVER_0 No
RIVER_N No
RIVER_S No
RIVER_W No
RIVER_E No
RIVER_MOUTH_NARROW_N No
RIVER_MOUTH_NARROW_S No
RIVER_MOUTH_NARROW_W No
RIVER_MOUTH_NARROW_E No
RIVER_MAJOR_NS Yes
RIVER_MAJOR_WE Yes
RIVER_MAJOR_SE No
RIVER_MAJOR_SW No
RIVER_MAJOR_NE No
RIVER_MAJOR_NW No
RIVER_MAJOR_NSE No
RIVER_MAJOR_SWE No
RIVER_MAJOR_NWE No
RIVER_MAJOR_NSW No
RIVER_MAJOR_NSWE No
RIVER_MAJOR_0 No
RIVER_MAJOR_N No
RIVER_MAJOR_S No
RIVER_MAJOR_W No
RIVER_MAJOR_E No
RIVER_MAJOR_MOUTH_NARROW_N No
RIVER_MAJOR_MOUTH_NARROW_S No
RIVER_MAJOR_MOUTH_NARROW_W No
RIVER_MAJOR_MOUTH_NARROW_E No
WORLD_EDGE_SHAPE_STRAIGHT_W Yes
WORLD_EDGE_SHAPE_STRAIGHT_N Yes
WORLD_EDGE_SHAPE_STRAIGHT_E Yes
WORLD_EDGE_SHAPE_STRAIGHT_S Yes
WORLD_EDGE_SHAPE_THICK_CORNER_NW Yes
WORLD_EDGE_SHAPE_THICK_CORNER_NE Yes
WORLD_EDGE_SHAPE_THICK_CORNER_SE Yes
WORLD_EDGE_SHAPE_THICK_CORNER_SW Yes
WORLD_EDGE_SHAPE_THIN_CORNER_NW Yes
WORLD_EDGE_SHAPE_THIN_CORNER_NE Yes
WORLD_EDGE_SHAPE_THIN_CORNER_SE Yes
WORLD_EDGE_SHAPE_THIN_CORNER_SW Yes
WORLD_EDGE_SHAPE_TINY_CORNER_NW Yes
WORLD_EDGE_SHAPE_TINY_CORNER_NE Yes
WORLD_EDGE_SHAPE_TINY_CORNER_SE Yes
WORLD_EDGE_SHAPE_TINY_CORNER_SW Yes
WORLD_EDGE_SHAPE_INLET_NSW Yes
WORLD_EDGE_SHAPE_INLET_NWE Yes
WORLD_EDGE_SHAPE_INLET_NSE Yes
WORLD_EDGE_SHAPE_INLET_SWE Yes
WORLD_EDGE_SHAPE_SURROUND Yes
WORLD_EDGE_SHAPE_THINNING_W_S Yes
WORLD_EDGE_SHAPE_THINNING_W_N Yes
WORLD_EDGE_SHAPE_THINNING_N_W Yes
WORLD_EDGE_SHAPE_THINNING_N_E Yes
WORLD_EDGE_SHAPE_THINNING_E_N Yes
WORLD_EDGE_SHAPE_THINNING_E_S Yes
WORLD_EDGE_SHAPE_THINNING_S_E Yes
WORLD_EDGE_SHAPE_THINNING_S_W Yes
WORLD_EDGE_SHAPE_THIN_CORNER_TRANSITION_NW_W Yes
WORLD_EDGE_SHAPE_THIN_CORNER_TRANSITION_NW_N Yes
WORLD_EDGE_SHAPE_THIN_CORNER_TRANSITION_NE_N Yes
WORLD_EDGE_SHAPE_THIN_CORNER_TRANSITION_NE_E Yes
WORLD_EDGE_SHAPE_THIN_CORNER_TRANSITION_SE_E Yes
WORLD_EDGE_SHAPE_THIN_CORNER_TRANSITION_SE_S Yes
WORLD_EDGE_SHAPE_THIN_CORNER_TRANSITION_SW_S Yes
WORLD_EDGE_SHAPE_THIN_CORNER_TRANSITION_SW_W Yes
WORLD_EDGE_WATER_STRAIGHT_W Yes
WORLD_EDGE_WATER_STRAIGHT_N Yes
WORLD_EDGE_WATER_STRAIGHT_E Yes
WORLD_EDGE_WATER_STRAIGHT_S Yes
WORLD_EDGE_WATER_THICK_CORNER_NW Yes
WORLD_EDGE_WATER_THICK_CORNER_NE Yes
WORLD_EDGE_WATER_THICK_CORNER_SE Yes
WORLD_EDGE_WATER_THICK_CORNER_SW Yes
WORLD_EDGE_WATER_THIN_CORNER_NW Yes
WORLD_EDGE_WATER_THIN_CORNER_NE Yes
WORLD_EDGE_WATER_THIN_CORNER_SE Yes
WORLD_EDGE_WATER_THIN_CORNER_SW Yes
WORLD_EDGE_WATER_TINY_CORNER_NW Yes
WORLD_EDGE_WATER_TINY_CORNER_NE Yes
WORLD_EDGE_WATER_TINY_CORNER_SE Yes
WORLD_EDGE_WATER_TINY_CORNER_SW Yes
WORLD_EDGE_WATER_INLET_NSW Yes
WORLD_EDGE_WATER_INLET_NWE Yes
WORLD_EDGE_WATER_INLET_NSE Yes
WORLD_EDGE_WATER_INLET_SWE Yes
WORLD_EDGE_WATER_SURROUND Yes
WORLD_EDGE_WATER_THINNING_W_S Yes
WORLD_EDGE_WATER_THINNING_W_N Yes
WORLD_EDGE_WATER_THINNING_N_W Yes
WORLD_EDGE_WATER_THINNING_N_E Yes
WORLD_EDGE_WATER_THINNING_E_N Yes
WORLD_EDGE_WATER_THINNING_E_S Yes
WORLD_EDGE_WATER_THINNING_S_E Yes
WORLD_EDGE_WATER_THINNING_S_W Yes
WORLD_EDGE_WATER_THIN_CORNER_TRANSITION_NW_W Yes
WORLD_EDGE_WATER_THIN_CORNER_TRANSITION_NW_N Yes
WORLD_EDGE_WATER_THIN_CORNER_TRANSITION_NE_N Yes
WORLD_EDGE_WATER_THIN_CORNER_TRANSITION_NE_E Yes
WORLD_EDGE_WATER_THIN_CORNER_TRANSITION_SE_E Yes
WORLD_EDGE_WATER_THIN_CORNER_TRANSITION_SE_S Yes
WORLD_EDGE_WATER_THIN_CORNER_TRANSITION_SW_S Yes
WORLD_EDGE_WATER_THIN_CORNER_TRANSITION_SW_W Yes
WORLD_EDGE_GLACIER_STRAIGHT_W Yes
WORLD_EDGE_GLACIER_STRAIGHT_N Yes
WORLD_EDGE_GLACIER_STRAIGHT_E Yes
WORLD_EDGE_GLACIER_STRAIGHT_S Yes
WORLD_EDGE_GLACIER_THICK_CORNER_NW Yes
WORLD_EDGE_GLACIER_THICK_CORNER_NE Yes
WORLD_EDGE_GLACIER_THICK_CORNER_SE Yes
WORLD_EDGE_GLACIER_THICK_CORNER_SW Yes
WORLD_EDGE_GLACIER_THIN_CORNER_NW Yes
WORLD_EDGE_GLACIER_THIN_CORNER_NE Yes
WORLD_EDGE_GLACIER_THIN_CORNER_SE Yes
WORLD_EDGE_GLACIER_THIN_CORNER_SW Yes
WORLD_EDGE_GLACIER_TINY_CORNER_NW Yes
WORLD_EDGE_GLACIER_TINY_CORNER_NE Yes
WORLD_EDGE_GLACIER_TINY_CORNER_SE Yes
WORLD_EDGE_GLACIER_TINY_CORNER_SW Yes
WORLD_EDGE_GLACIER_INLET_NSW Yes
WORLD_EDGE_GLACIER_INLET_NWE Yes
WORLD_EDGE_GLACIER_INLET_NSE Yes
WORLD_EDGE_GLACIER_INLET_SWE Yes
WORLD_EDGE_GLACIER_SURROUND Yes
WORLD_EDGE_GLACIER_THINNING_W_S Yes
WORLD_EDGE_GLACIER_THINNING_W_N Yes
WORLD_EDGE_GLACIER_THINNING_N_W Yes
WORLD_EDGE_GLACIER_THINNING_N_E Yes
WORLD_EDGE_GLACIER_THINNING_E_N Yes
WORLD_EDGE_GLACIER_THINNING_E_S Yes
WORLD_EDGE_GLACIER_THINNING_S_E Yes
WORLD_EDGE_GLACIER_THINNING_S_W Yes
WORLD_EDGE_GLACIER_THIN_CORNER_TRANSITION_NW_W Yes
WORLD_EDGE_GLACIER_THIN_CORNER_TRANSITION_NW_N Yes
WORLD_EDGE_GLACIER_THIN_CORNER_TRANSITION_NE_N Yes
WORLD_EDGE_GLACIER_THIN_CORNER_TRANSITION_NE_E Yes
WORLD_EDGE_GLACIER_THIN_CORNER_TRANSITION_SE_E Yes
WORLD_EDGE_GLACIER_THIN_CORNER_TRANSITION_SE_S Yes
WORLD_EDGE_GLACIER_THIN_CORNER_TRANSITION_SW_S Yes
WORLD_EDGE_GLACIER_THIN_CORNER_TRANSITION_SW_W Yes
WORLD_EDGE_GLACIER_EVIL_STRAIGHT_W Yes
WORLD_EDGE_GLACIER_EVIL_STRAIGHT_N Yes
WORLD_EDGE_GLACIER_EVIL_STRAIGHT_E Yes
WORLD_EDGE_GLACIER_EVIL_STRAIGHT_S Yes
WORLD_EDGE_GLACIER_EVIL_THICK_CORNER_NW Yes
WORLD_EDGE_GLACIER_EVIL_THICK_CORNER_NE Yes
WORLD_EDGE_GLACIER_EVIL_THICK_CORNER_SE Yes
WORLD_EDGE_GLACIER_EVIL_THICK_CORNER_SW Yes
WORLD_EDGE_GLACIER_EVIL_THIN_CORNER_NW Yes
WORLD_EDGE_GLACIER_EVIL_THIN_CORNER_NE Yes
WORLD_EDGE_GLACIER_EVIL_THIN_CORNER_SE Yes
WORLD_EDGE_GLACIER_EVIL_THIN_CORNER_SW Yes
WORLD_EDGE_GLACIER_EVIL_TINY_CORNER_NW Yes
WORLD_EDGE_GLACIER_EVIL_TINY_CORNER_NE Yes
WORLD_EDGE_GLACIER_EVIL_TINY_CORNER_SE Yes
WORLD_EDGE_GLACIER_EVIL_TINY_CORNER_SW Yes
WORLD_EDGE_GLACIER_EVIL_INLET_NSW Yes
WORLD_EDGE_GLACIER_EVIL_INLET_NWE Yes
WORLD_EDGE_GLACIER_EVIL_INLET_NSE Yes
WORLD_EDGE_GLACIER_EVIL_INLET_SWE Yes
WORLD_EDGE_GLACIER_EVIL_SURROUND Yes
WORLD_EDGE_GLACIER_EVIL_THINNING_W_S Yes
WORLD_EDGE_GLACIER_EVIL_THINNING_W_N Yes
WORLD_EDGE_GLACIER_EVIL_THINNING_N_W Yes
WORLD_EDGE_GLACIER_EVIL_THINNING_N_E Yes
WORLD_EDGE_GLACIER_EVIL_THINNING_E_N Yes
WORLD_EDGE_GLACIER_EVIL_THINNING_E_S Yes
WORLD_EDGE_GLACIER_EVIL_THINNING_S_E Yes
WORLD_EDGE_GLACIER_EVIL_THINNING_S_W Yes
WORLD_EDGE_GLACIER_EVIL_THIN_CORNER_TRANSITION_NW_W Yes
WORLD_EDGE_GLACIER_EVIL_THIN_CORNER_TRANSITION_NW_N Yes
WORLD_EDGE_GLACIER_EVIL_THIN_CORNER_TRANSITION_NE_N Yes
WORLD_EDGE_GLACIER_EVIL_THIN_CORNER_TRANSITION_NE_E Yes
WORLD_EDGE_GLACIER_EVIL_THIN_CORNER_TRANSITION_SE_E Yes
WORLD_EDGE_GLACIER_EVIL_THIN_CORNER_TRANSITION_SE_S Yes
WORLD_EDGE_GLACIER_EVIL_THIN_CORNER_TRANSITION_SW_S Yes
WORLD_EDGE_GLACIER_EVIL_THIN_CORNER_TRANSITION_SW_W Yes
WORLD_EDGE_GLACIER_EVILSAV_STRAIGHT_W Yes
WORLD_EDGE_GLACIER_EVILSAV_STRAIGHT_N Yes
WORLD_EDGE_GLACIER_EVILSAV_STRAIGHT_E Yes
WORLD_EDGE_GLACIER_EVILSAV_STRAIGHT_S Yes
WORLD_EDGE_GLACIER_EVILSAV_THICK_CORNER_NW Yes
WORLD_EDGE_GLACIER_EVILSAV_THICK_CORNER_NE Yes
WORLD_EDGE_GLACIER_EVILSAV_THICK_CORNER_SE Yes
WORLD_EDGE_GLACIER_EVILSAV_THICK_CORNER_SW Yes
WORLD_EDGE_GLACIER_EVILSAV_THIN_CORNER_NW Yes
WORLD_EDGE_GLACIER_EVILSAV_THIN_CORNER_NE Yes
WORLD_EDGE_GLACIER_EVILSAV_THIN_CORNER_SE Yes
WORLD_EDGE_GLACIER_EVILSAV_THIN_CORNER_SW Yes
WORLD_EDGE_GLACIER_EVILSAV_TINY_CORNER_NW Yes
WORLD_EDGE_GLACIER_EVILSAV_TINY_CORNER_NE Yes
WORLD_EDGE_GLACIER_EVILSAV_TINY_CORNER_SE Yes
WORLD_EDGE_GLACIER_EVILSAV_TINY_CORNER_SW Yes
WORLD_EDGE_GLACIER_EVILSAV_INLET_NSW Yes
WORLD_EDGE_GLACIER_EVILSAV_INLET_NWE Yes
WORLD_EDGE_GLACIER_EVILSAV_INLET_NSE Yes
WORLD_EDGE_GLACIER_EVILSAV_INLET_SWE Yes
WORLD_EDGE_GLACIER_EVILSAV_SURROUND Yes
WORLD_EDGE_GLACIER_EVILSAV_THINNING_W_S Yes
WORLD_EDGE_GLACIER_EVILSAV_THINNING_W_N Yes
WORLD_EDGE_GLACIER_EVILSAV_THINNING_N_W Yes
WORLD_EDGE_GLACIER_EVILSAV_THINNING_N_E Yes
WORLD_EDGE_GLACIER_EVILSAV_THINNING_E_N Yes
WORLD_EDGE_GLACIER_EVILSAV_THINNING_E_S Yes
WORLD_EDGE_GLACIER_EVILSAV_THINNING_S_E Yes
WORLD_EDGE_GLACIER_EVILSAV_THINNING_S_W Yes
WORLD_EDGE_GLACIER_EVILSAV_THIN_CORNER_TRANSITION_NW_W Yes
WORLD_EDGE_GLACIER_EVILSAV_THIN_CORNER_TRANSITION_NW_N Yes
WORLD_EDGE_GLACIER_EVILSAV_THIN_CORNER_TRANSITION_NE_N Yes
WORLD_EDGE_GLACIER_EVILSAV_THIN_CORNER_TRANSITION_NE_E Yes
WORLD_EDGE_GLACIER_EVILSAV_THIN_CORNER_TRANSITION_SE_E Yes
WORLD_EDGE_GLACIER_EVILSAV_THIN_CORNER_TRANSITION_SE_S Yes
WORLD_EDGE_GLACIER_EVILSAV_THIN_CORNER_TRANSITION_SW_S Yes
WORLD_EDGE_GLACIER_EVILSAV_THIN_CORNER_TRANSITION_SW_W Yes
WORLD_EDGE_GLACIER_GOOD_STRAIGHT_W Yes
WORLD_EDGE_GLACIER_GOOD_STRAIGHT_N Yes
WORLD_EDGE_GLACIER_GOOD_STRAIGHT_E Yes
WORLD_EDGE_GLACIER_GOOD_STRAIGHT_S Yes
WORLD_EDGE_GLACIER_GOOD_THICK_CORNER_NW Yes
WORLD_EDGE_GLACIER_GOOD_THICK_CORNER_NE Yes
WORLD_EDGE_GLACIER_GOOD_THICK_CORNER_SE Yes
WORLD_EDGE_GLACIER_GOOD_THICK_CORNER_SW Yes
WORLD_EDGE_GLACIER_GOOD_THIN_CORNER_NW Yes
WORLD_EDGE_GLACIER_GOOD_THIN_CORNER_NE Yes
WORLD_EDGE_GLACIER_GOOD_THIN_CORNER_SE Yes
WORLD_EDGE_GLACIER_GOOD_THIN_CORNER_SW Yes
WORLD_EDGE_GLACIER_GOOD_TINY_CORNER_NW Yes
WORLD_EDGE_GLACIER_GOOD_TINY_CORNER_NE Yes
WORLD_EDGE_GLACIER_GOOD_TINY_CORNER_SE Yes
WORLD_EDGE_GLACIER_GOOD_TINY_CORNER_SW Yes
WORLD_EDGE_GLACIER_GOOD_INLET_NSW Yes
WORLD_EDGE_GLACIER_GOOD_INLET_NWE Yes
WORLD_EDGE_GLACIER_GOOD_INLET_NSE Yes
WORLD_EDGE_GLACIER_GOOD_INLET_SWE Yes
WORLD_EDGE_GLACIER_GOOD_SURROUND Yes
WORLD_EDGE_GLACIER_GOOD_THINNING_W_S Yes
WORLD_EDGE_GLACIER_GOOD_THINNING_W_N Yes
WORLD_EDGE_GLACIER_GOOD_THINNING_N_W Yes
WORLD_EDGE_GLACIER_GOOD_THINNING_N_E Yes
WORLD_EDGE_GLACIER_GOOD_THINNING_E_N Yes
WORLD_EDGE_GLACIER_GOOD_THINNING_E_S Yes
WORLD_EDGE_GLACIER_GOOD_THINNING_S_E Yes
WORLD_EDGE_GLACIER_GOOD_THINNING_S_W Yes
WORLD_EDGE_GLACIER_GOOD_THIN_CORNER_TRANSITION_NW_W Yes
WORLD_EDGE_GLACIER_GOOD_THIN_CORNER_TRANSITION_NW_N Yes
WORLD_EDGE_GLACIER_GOOD_THIN_CORNER_TRANSITION_NE_N Yes
WORLD_EDGE_GLACIER_GOOD_THIN_CORNER_TRANSITION_NE_E Yes
WORLD_EDGE_GLACIER_GOOD_THIN_CORNER_TRANSITION_SE_E Yes
WORLD_EDGE_GLACIER_GOOD_THIN_CORNER_TRANSITION_SE_S Yes
WORLD_EDGE_GLACIER_GOOD_THIN_CORNER_TRANSITION_SW_S Yes
WORLD_EDGE_GLACIER_GOOD_THIN_CORNER_TRANSITION_SW_W Yes
WORLD_EDGE_GLACIER_GOODSAV_STRAIGHT_W Yes
WORLD_EDGE_GLACIER_GOODSAV_STRAIGHT_N Yes
WORLD_EDGE_GLACIER_GOODSAV_STRAIGHT_E Yes
WORLD_EDGE_GLACIER_GOODSAV_STRAIGHT_S Yes
WORLD_EDGE_GLACIER_GOODSAV_THICK_CORNER_NW Yes
WORLD_EDGE_GLACIER_GOODSAV_THICK_CORNER_NE Yes
WORLD_EDGE_GLACIER_GOODSAV_THICK_CORNER_SE Yes
WORLD_EDGE_GLACIER_GOODSAV_THICK_CORNER_SW Yes
WORLD_EDGE_GLACIER_GOODSAV_THIN_CORNER_NW Yes
WORLD_EDGE_GLACIER_GOODSAV_THIN_CORNER_NE Yes
WORLD_EDGE_GLACIER_GOODSAV_THIN_CORNER_SE Yes
WORLD_EDGE_GLACIER_GOODSAV_THIN_CORNER_SW Yes
WORLD_EDGE_GLACIER_GOODSAV_TINY_CORNER_NW Yes
WORLD_EDGE_GLACIER_GOODSAV_TINY_CORNER_NE Yes
WORLD_EDGE_GLACIER_GOODSAV_TINY_CORNER_SE Yes
WORLD_EDGE_GLACIER_GOODSAV_TINY_CORNER_SW Yes
WORLD_EDGE_GLACIER_GOODSAV_INLET_NSW Yes
WORLD_EDGE_GLACIER_GOODSAV_INLET_NWE Yes
WORLD_EDGE_GLACIER_GOODSAV_INLET_NSE Yes
WORLD_EDGE_GLACIER_GOODSAV_INLET_SWE Yes
WORLD_EDGE_GLACIER_GOODSAV_SURROUND Yes
WORLD_EDGE_GLACIER_GOODSAV_THINNING_W_S Yes
WORLD_EDGE_GLACIER_GOODSAV_THINNING_W_N Yes
WORLD_EDGE_GLACIER_GOODSAV_THINNING_N_W Yes
WORLD_EDGE_GLACIER_GOODSAV_THINNING_N_E Yes
WORLD_EDGE_GLACIER_GOODSAV_THINNING_E_N Yes
WORLD_EDGE_GLACIER_GOODSAV_THINNING_E_S Yes
WORLD_EDGE_GLACIER_GOODSAV_THINNING_S_E Yes
WORLD_EDGE_GLACIER_GOODSAV_THINNING_S_W Yes
WORLD_EDGE_GLACIER_GOODSAV_THIN_CORNER_TRANSITION_NW_W Yes
WORLD_EDGE_GLACIER_GOODSAV_THIN_CORNER_TRANSITION_NW_N Yes
WORLD_EDGE_GLACIER_GOODSAV_THIN_CORNER_TRANSITION_NE_N Yes
WORLD_EDGE_GLACIER_GOODSAV_THIN_CORNER_TRANSITION_NE_E Yes
WORLD_EDGE_GLACIER_GOODSAV_THIN_CORNER_TRANSITION_SE_E Yes
WORLD_EDGE_GLACIER_GOODSAV_THIN_CORNER_TRANSITION_SE_S Yes
WORLD_EDGE_GLACIER_GOODSAV_THIN_CORNER_TRANSITION_SW_S Yes
WORLD_EDGE_GLACIER_GOODSAV_THIN_CORNER_TRANSITION_SW_W Yes
WORLD_EDGE_BEACH_LINE_STRAIGHT_W Yes
WORLD_EDGE_BEACH_LINE_STRAIGHT_N Yes
WORLD_EDGE_BEACH_LINE_STRAIGHT_E Yes
WORLD_EDGE_BEACH_LINE_STRAIGHT_S Yes
WORLD_EDGE_BEACH_LINE_THICK_CORNER_NW Yes
WORLD_EDGE_BEACH_LINE_THICK_CORNER_NE Yes
WORLD_EDGE_BEACH_LINE_THICK_CORNER_SE Yes
WORLD_EDGE_BEACH_LINE_THICK_CORNER_SW Yes
WORLD_EDGE_BEACH_LINE_THIN_CORNER_NW Yes
WORLD_EDGE_BEACH_LINE_THIN_CORNER_NE Yes
WORLD_EDGE_BEACH_LINE_THIN_CORNER_SE Yes
WORLD_EDGE_BEACH_LINE_THIN_CORNER_SW Yes
WORLD_EDGE_BEACH_LINE_TINY_CORNER_NW Yes
WORLD_EDGE_BEACH_LINE_TINY_CORNER_NE Yes
WORLD_EDGE_BEACH_LINE_TINY_CORNER_SE Yes
WORLD_EDGE_BEACH_LINE_TINY_CORNER_SW Yes
WORLD_EDGE_BEACH_LINE_INLET_NSW Yes
WORLD_EDGE_BEACH_LINE_INLET_NWE Yes
WORLD_EDGE_BEACH_LINE_INLET_NSE Yes
WORLD_EDGE_BEACH_LINE_INLET_SWE Yes
WORLD_EDGE_BEACH_LINE_SURROUND Yes
WORLD_EDGE_BEACH_LINE_THINNING_W_S Yes
WORLD_EDGE_BEACH_LINE_THINNING_W_N Yes
WORLD_EDGE_BEACH_LINE_THINNING_N_W Yes
WORLD_EDGE_BEACH_LINE_THINNING_N_E Yes
WORLD_EDGE_BEACH_LINE_THINNING_E_N Yes
WORLD_EDGE_BEACH_LINE_THINNING_E_S Yes
WORLD_EDGE_BEACH_LINE_THINNING_S_E Yes
WORLD_EDGE_BEACH_LINE_THINNING_S_W Yes
WORLD_EDGE_BEACH_LINE_THIN_CORNER_TRANSITION_NW_W Yes
WORLD_EDGE_BEACH_LINE_THIN_CORNER_TRANSITION_NW_N Yes
WORLD_EDGE_BEACH_LINE_THIN_CORNER_TRANSITION_NE_N Yes
WORLD_EDGE_BEACH_LINE_THIN_CORNER_TRANSITION_NE_E Yes
WORLD_EDGE_BEACH_LINE_THIN_CORNER_TRANSITION_SE_E Yes
WORLD_EDGE_BEACH_LINE_THIN_CORNER_TRANSITION_SE_S Yes
WORLD_EDGE_BEACH_LINE_THIN_CORNER_TRANSITION_SW_S Yes
WORLD_EDGE_BEACH_LINE_THIN_CORNER_TRANSITION_SW_W Yes

See Also