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Editing Body token

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{{Quality|Superior}}
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{{Quality|Superior|18:11, 11 September 2014 (UTC)}}
 
{{av}}
 
{{av}}
{{Modding}}
 
  
 
'''Body tokens''' are one of the fundamental parts of creatures, and determine their bodily structure.  There are two major types of body tokens: ''body templates'' (BODY) and ''body parts'' (BP).
 
'''Body tokens''' are one of the fundamental parts of creatures, and determine their bodily structure.  There are two major types of body tokens: ''body templates'' (BODY) and ''body parts'' (BP).
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Body parts can be renamed with a [[bodygloss]], allowing someone to reuse an existing template instead of defining a similar template with only the names of the body parts changed.
 
Body parts can be renamed with a [[bodygloss]], allowing someone to reuse an existing template instead of defining a similar template with only the names of the body parts changed.
{{clear}}
 
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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! Arguments
 
! Arguments
 
! Description
 
! Description
 +
 +
|-
 +
| {{text anchor|APERTURE}}
 +
|
 +
| Marks the body part as an opening in the body. If it is EMBEDDED, it cannot be gouged.
  
 
|-
 
|-
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*name
 
*name
 
*pluralized name
 
*pluralized name
| Begin the definition of a body part with the given ID, name, and plural name.  If the plural form would just add an 's' then it can be replaced with 'STP' (which stands for "Standard Plural").
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| "STP stands for "Standard Plural" and it just adds an 's' to the singular word to save some typing. If you don't add something in that slot, the body part won't even load." --Toady. Note that this can cause confusing issues when porting from 40d to 2010. Make sure you add your pluralizations!
 
 
|-
 
| {{text anchor|APERTURE}}
 
|
 
| Marks the body part as an opening in the body. If it is {{token|EMBEDDED|bo}}, it cannot be gouged.
 
  
 
|-
 
|-
 
| {{text anchor|BREATHE}}
 
| {{text anchor|BREATHE}}
 
|  
 
|  
| Body part is used to breathe. If all body parts with [BREATHE] are damaged or destroyed, the creature will suffocate unless it has the {{token|NOBREATHE|c}} tag. Note that bruising counts as (fast-healing) damage.
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| Body part is used to breathe. If all body parts with [BREATHE] are damaged or destroyed, the creature will suffocate unless it has the NOBREATHE tag. Note that bruising counts as (fast-healing) damage.
  
 
|-
 
|-
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|  
 
|  
 
*ID
 
*ID
| Assigns the body part to a user-defined category. Used by {{token|CON_CAT|bo}} to attach to other body parts.
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| Assigns the body part to a user-defined category. Used by CON_CAT to attach to other body parts.
  
 
|-
 
|-
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|  
 
|  
 
*value
 
*value
| Connects the body part to all other body parts having the specified {{token|CATEGORY|bo}}.
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| Connects the body part to all other body parts having the specified CATEGORY.
  
 
|-
 
|-
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|  
 
|  
 
*value
 
*value
| Connects the body part to all other body parts having the specified type token. Valid values are [[body_token#UPPERBODY|UPPERBODY]], [[body_token#LOWERBODY|LOWERBODY]], [[body_token#HEAD|HEAD]], [[body_token#GRASP|GRASP]], or [[body_token#STANCE|STANCE]].
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| Connects the body part to all other body parts having the specified type token. Valid values are UPPERBODY, LOWERBODY, HEAD, GRASP, or STANCE.
  
 
|-
 
|-
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| {{text anchor|FLIER}}
 
| {{text anchor|FLIER}}
 
|  
 
|  
| Flags the body part as being needed for flight.  Damage to a certain number of FLIER body parts will prevent the creature from flying.  Note that a creature can only fly if the creature has the {{token|FLIER|c}} tag in its creature definition, and that a flying creature does not actually need any FLIER body parts.  This tag's only purpose is to identify body parts which will cause a creature to '''lose''' the ability to fly when damaged.
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| Flags the body part as being needed for flight.  Damage to a certain number of FLIER body parts will prevent the creature from flying.  Note that a creature can only fly if the creature has the [[Creature_token#FLIER|FLIER]] tag in its creature definition, and that a flying creature does not actually need any FLIER body parts.  This tag's only purpose is to identify body parts which will cause a creature to '''lose''' the ability to fly when damaged.
  
 
|-
 
|-
 
| {{text anchor|GELDABLE}}
 
| {{text anchor|GELDABLE}}
 
|  
 
|  
| Creatures with a body part containing this token may be [[gelder|gelded]], creating a sterile creature that is typically marked with {{DFtext|x{{char|11}}x}}. Gelding may also occur during combat if this body part is damaged sufficiently.
+
| Creatures with a body part containing this token may be [[gelder|gelded]]. Gelding may also occur during combat if this body part is damaged sufficiently.  
Despite its name, GELDABLE does not need to be combined with [[Creature token#MALE|MALE]]. A modded [[Creature token#FEMALE|FEMALE]] creature with a GELDABLE body part can be "gelded" through the regular gelding interface or through combat damage, resulting in a sterile creature marked {{DFtext|x{{char|12}}x}}.
 
  
 
|-
 
|-
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*name
 
*name
 
*plural
 
*plural
| Adding individual names tells the game what to call each individual part in a [[body_token#NUMBER|NUMBER]]ed bodypart.  This command replaces "first upper front tooth" for example.
+
| Adding individual names tells the game what to call each individual part in a NUMBERed bodypart.  This command replaces "first upper front tooth" for example.
  
 
|-
 
|-
 
| {{text anchor|INTERNAL}}
 
| {{text anchor|INTERNAL}}
 
|
 
|
| Marks the body part as being inside the body. It is behind all the other tissues of the body part, cannot be severed, nor used for wrestling. It cannot be targeted directly in combat, but can be damaged by attacks to the parent body part.
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| Marks the body part as being inside the body. It is behind all the other tissues of the body part, cannot be severed, nor used for wrestling. In combat it cannot be targeted directly, but can be damaged by attacks to the parent body part.
  
 
|-
 
|-
 
| {{text anchor|JOINT}}
 
| {{text anchor|JOINT}}
 
|  
 
|  
| Body part is a joint. If the limb it's in is grabbed in a wrestling hold, it can be broken with bending force, disabling the parent limb. If the joint is modded to sit outside the body, grabbing and breaking it snaps the entire limb right off.
+
| Body part is a joint. If the limb it's in is grabbed in a wrestling hold, it can be broken with bending force. This disables the parent limb. If the joint is modded to sit outside the body, grabbing and breaking it snaps the entire limb right off.
  
 
|-
 
|-
 
| {{text anchor|LIMB}}
 
| {{text anchor|LIMB}}
 
|  
 
|  
| Body part is a limb.  It can be used to initiate most wrestling moves. If it is located between an {{token|UPPERBODY|bo}} part and a {{token|GRASP|bo}} body part, it is eligible to be covered by certain types of armor (body armors and gauntlets). If it is located between a {{token|LOWERBODY|bo}} part and a {{token|STANCE|bo}} body part, it is eligible to be covered by other types of armor (Leg armors like pants, etc.; trailing body armors like mail shirts and robes; and high boots).
+
| Body part is a limb.  It can be used to initiate most wrestling moves. If it is located between an UPPERBODY part and a GRASP body part, it is eligible to be covered by certain types of armor (body armors and gauntlets). If it is located between a LOWERBODY part and a STANCE body part, it is eligible to be covered by other types of armor (Leg armors like pants, etc.; trailing body armors like mail shirts and robes; and high boots).
  
 
|-
 
|-
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|  
 
|  
 
*value
 
*value
| The number lets you stack identical body parts.  These can be individually damaged by wounds, but you don't have to define them explicitly one by one.  If you don't give them individual names (see teeth) they'll be preceded by ordinal numbers (first, second, etc.). In practice, though, they cannot be individually damaged - if you knock out one tooth, the entire group will be knocked out at once (and will be scattered across the area). Butchering doesn't respect this and produces only a single body part per group. The value is capped at 32.
+
| The number lets you stack identical body parts.  These can be individually damaged by wounds, but you don't have to define them explicitly one by one.  If you don't give them individual names (see teeth) they'll be preceded by ordinal numbers (first, second, etc.). In practice, though, they cannot be individually damaged - if you knock out one tooth, the entire group will be knocked out at once (and will be scattered across the area). Butchering doesn't respect this and produces only a single body part per group. The maximum value is 32.
  
 
|-
 
|-
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| {{text anchor|STANCE}}
 
| {{text anchor|STANCE}}
 
|  
 
|  
| Allows the creature to stand. Damage or loss of these body parts will cause creature to fall over. Loss of one STANCE part can be substituted with a crutch. Does not give the body part an ability to initiate wrestling moves, unlike {{token|GRASP|bo}} or {{token|LIMB|bo}}.
+
| Allows the creature to stand. Damage or loss of these body parts will cause creature to fall over. Loss of one STANCE part can be substituted with a crutch. Does not give the body part an ability to initiate wrestling moves, unlike GRASP or LIMB.
  
 
|-
 
|-
 
| {{text anchor|SIGHT}}
 
| {{text anchor|SIGHT}}
 
|  
 
|  
| Body part is used to see with.  If the creature has no SIGHT body parts, or if all its sight body parts are damaged or destroyed, it can't see unless it has the {{token|EXTRAVISION|c}} tag in its creature definition.
+
| Body part is used to see with.  If the creature has no SIGHT body parts, or if all its sight body parts are damaged or destroyed, it can't see unless it has the EXTRAVISION tag in its creature def.
  
 
|-
 
|-
 
| {{text anchor|SMELL}}
 
| {{text anchor|SMELL}}
 
|  
 
|  
| Body part is used to smell. Currently unused.
+
| Body part is used to smell. No known function. (could possibly control reactions to miasma in fortress mode?)
  
 
|-
 
|-
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| {{text anchor|SOCKET}}
 
| {{text anchor|SOCKET}}
 
|  
 
|  
| Body part breaks off and goes flying if broken, even with blunt force. Used on teeth to make them easy to knock out. Rendered invalid by {{token|INTERNAL|bo}}.
+
| Body part breaks off and goes flying if broken, even with blunt force. Used on teeth to make them easy to knock out. Rendered invalid by INTERNAL.
  
 
|-
 
|-
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| {{text anchor|THOUGHT}}
 
| {{text anchor|THOUGHT}}
 
|  
 
|  
| The central core of the body. Used with the brain. Damage causes instant death unless the creature has {{token|NO_THOUGHT_CENTER_FOR_MOVEMENT|c}}/{{token|NOTHOUGHT|c}}.{{verify}}  
+
| The central core of the body. Used with the brain. Damage causes instant death unless the creature has NO_THOUGHT_CENTER_FOR_MOVEMENT/NOTHOUGHT.{{verify}}  
  
 
|-
 
|-
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|}
 
|}
 
==Example==
 
The following example creates an arrangement of spike parts that emerge from spike bases arranged along the upper and lower back. The parts are attached together in a flexible way that allows the creature definition to choose how many spikes bases are arranged on the body, how thick the spike bases are, and how many spikes emerge from each individual base.
 
 
{{code|defines spikes that are intended to looking something like this:
 
      /\          <-SPIKE
 
      <nowiki>||</nowiki>         
 
    _<nowiki>||</nowiki>_        <-SPIKE_BASE
 
____/    \____    <-SPIKE_LAYOUT (flush with existing skin)
 
 
 
[BODY:SPIKE_LAYOUT_8] arranges 8 spikes along the back
 
[BP:UBACK_SPIKE_AREA_UL:left upper back:STP][CONTYPE:UPPERBODY][EMBEDDED][LEFT][CATEGORY:SPIKE_LAYOUT] the SPIKE_LAYOUT category marks where our spike bases will grow out of the body later
 
[DEFAULT_RELSIZE:80]
 
[BP:UBACK_SPIKE_AREA_UR:right upper back:STP][CONTYPE:UPPERBODY][EMBEDDED][RIGHT][CATEGORY:SPIKE_LAYOUT]
 
[DEFAULT_RELSIZE:80]
 
[BP:UBACK_SPIKE_AREA_LL:left upper middle back:STP][CONTYPE:UPPERBODY][EMBEDDED][LEFT][CATEGORY:SPIKE_LAYOUT]
 
[DEFAULT_RELSIZE:80]
 
[BP:UBACK_SPIKE_AREA_LR:right upper middle back:STP][CONTYPE:UPPERBODY][EMBEDDED][RIGHT][CATEGORY:SPIKE_LAYOUT]
 
[DEFAULT_RELSIZE:80]
 
[BP:LBACK_SPIKE_AREA_UL:left lower middle back:STP][CONTYPE:LOWERBODY][EMBEDDED][LEFT][CATEGORY:SPIKE_LAYOUT]
 
[DEFAULT_RELSIZE:80]
 
[BP:LBACK_SPIKE_AREA_UR:right lower middle back:STP][CONTYPE:LOWERBODY][EMBEDDED][RIGHT][CATEGORY:SPIKE_LAYOUT]
 
[DEFAULT_RELSIZE:80]
 
[BP:LBACK_SPIKE_AREA_LL:left lower back:STP][CONTYPE:LOWERBODY][EMBEDDED][LEFT][CATEGORY:SPIKE_LAYOUT]
 
[DEFAULT_RELSIZE:80]
 
[BP:LBACK_SPIKE_AREA_LR:right lower back:STP][CONTYPE:LOWERBODY][EMBEDDED][RIGHT][CATEGORY:SPIKE_LAYOUT]
 
[DEFAULT_RELSIZE:80]
 
 
[BODY:SPIKE_LAYOUT_4] arranges 4 spikes in the middle of the back
 
[BP:UBACK_SPIKE_AREA_LL:left upper middle back:STP][CONTYPE:UPPERBODY][EMBEDDED][LEFT][CATEGORY:SPIKE_LAYOUT]
 
[DEFAULT_RELSIZE:80]
 
[BP:UBACK_SPIKE_AREA_LR:right upper middle back:STP][CONTYPE:UPPERBODY][EMBEDDED][RIGHT][CATEGORY:SPIKE_LAYOUT]
 
[DEFAULT_RELSIZE:80]
 
[BP:LBACK_SPIKE_AREA_UL:left lower middle back:STP][CONTYPE:LOWERBODY][EMBEDDED][LEFT][CATEGORY:SPIKE_LAYOUT]
 
[DEFAULT_RELSIZE:80]
 
[BP:LBACK_SPIKE_AREA_UR:right lower middle back:STP][CONTYPE:LOWERBODY][EMBEDDED][RIGHT][CATEGORY:SPIKE_LAYOUT]
 
[DEFAULT_RELSIZE:80]
 
 
 
[BODY:SPIKE_BASE_THIN] a small base for spike(s)
 
[BP:SB_THIN:thin spike base:STP][CON_CAT:SPIKE_LAYOUT][CATEGORY:SPIKE_BASE] a SB_THIN will grow out of every SPIKE_LAYOUT part we have added to the body
 
[DEFAULT_RELSIZE:20]
 
 
[BODY:SPIKE_BASE_MED] a medium base for spike(s)
 
[BP:SB_MED:spike base:STP][CON_CAT:SPIKE_LAYOUT][CATEGORY:SPIKE_BASE] a SB_MED will grow out of every SPIKE_LAYOUT part
 
[DEFAULT_RELSIZE:30]
 
 
[BODY:SPIKE_BASE_THICK] a large base for spike(s)
 
[BP:SB_THICK:thick spike base:STP][CON_CAT:SPIKE_LAYOUT][CATEGORY:SPIKE_BASE] a SB_THICK will grow out of every SPIKE_LAYOUT part
 
[DEFAULT_RELSIZE:40]
 
 
 
[BODY:SPIKE_1] a single spike
 
[BP:S1:spike:STP][CON_CAT:SPIKE_BASE][CATEGORY:SPIKE] a S1 will grow out of every SPIKE_BASE part we have added to the body
 
[DEFAULT_RELSIZE:30]
 
 
[BODY:SPIKE_2] a pair of spikes
 
[BP:S1:spike:STP][CON_CAT:SPIKE_BASE][CATEGORY:SPIKE] a S1 and S2 will grow out of every SPIKE_BASE part
 
[DEFAULT_RELSIZE:30]
 
[BP:S2:spike:STP][CON_CAT:SPIKE_BASE][CATEGORY:SPIKE]
 
[DEFAULT_RELSIZE:30]
 
 
[BODY:SPIKE_3] a trio of spikes
 
[BP:S1:spike:STP][CON_CAT:SPIKE_BASE][CATEGORY:SPIKE] a S1, S2, and S3 will grow out of every SPIKE_BASE part
 
[DEFAULT_RELSIZE:30]
 
[BP:S2:spike:STP][CON_CAT:SPIKE_BASE][CATEGORY:SPIKE]
 
[DEFAULT_RELSIZE:30]
 
[BP:S2:spike:STP][CON_CAT:SPIKE_BASE][CATEGORY:SPIKE]
 
[DEFAULT_RELSIZE:30]
 
}}
 
Usage:
 
 
``[BODY:QUADRUPED_NECK:SPIKE_LAYOUT_8:SPIKE_BASE_THICK:SPIKE_2]`` would create a creature with 8 thick spike bases that each hold 2 spikes.
 
 
``[BODY:QUADRUPED_NECK:SPIKE_LAYOUT_4:SPIKE_BASE_THIN:SPIKE_1]`` would create a creature with 4 thin spike bases that each hold a single spike.
 
  
 
{{Category|Modding}}
 
{{Category|Modding}}
 
{{Category|Tokens}}
 
{{Category|Tokens}}
 
[[ru:Body token]]
 
[[ru:Body token]]

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