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Graphics token
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 |
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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 |
- 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:
|
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. Vanilla values include:
| |
CONDITION_TISSUE_LAYER |
|
Tissue | Selects a tissue layer to use for checking other conditions. Ex:
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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 |
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
World map graphics are defined in Dwarf Fortress\data\vanilla\vanilla_world_map\graphics\graphics_world_map.txt
Tokens that accept variants have 5 of them:
[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>]