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ARG1 in the detail plan is replaced by SKIN, the first tissue we entered. ARG2 is replaced by FAT, ARG3 by MUSCLE, ARG4 by BONE, and ARG5 by CARTILAGE. Hence, our creature's body part designated as BODY is made up of SKIN with thickness 1, FAT with thickness 5, and MUSCLE with thickness 50. Its nose is made up of SKIN (thickness 1) and CARTILAGE (thickness 4).
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ARG1 in the detail plan is replaced by SKIN, the first tissue we entered. ARG2 is replaced by FAT, ARG3 by MUSCLE, ARG4 by BONE, and ARG5 by CARTILAGE. Hence, our creature's bodypart designated as BODY is made up of SKIN with thickness 1, FAT with thickness 5, and MUSCLE with thickness 50. Its nose is made up of SKIN (thickness 1) and CARTILAGE (thickness 4).
  
 
Things left out of the body plans aside, our dwarf's entire body, material, tissue and tissue layer tokens have been boiled down to this:
 
Things left out of the body plans aside, our dwarf's entire body, material, tissue and tissue layer tokens have been boiled down to this:
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Imagine you have this fantastic idea for a multi-tentacled winged spider-monster. Sounds great! But in order to make this a reality you may need to create a new set of body parts for it. That's no problem! Making body parts is easy, though it may look complicated at first.  
 
Imagine you have this fantastic idea for a multi-tentacled winged spider-monster. Sounds great! But in order to make this a reality you may need to create a new set of body parts for it. That's no problem! Making body parts is easy, though it may look complicated at first.  
  
All of the default body definitions are located in body_default.txt and then linked to a creature in the creature's entry. We've talked about how bodyparts make up creatures earlier, in the creature section. You can mix and match them in the creature entry and it makes no difference, as long as they're there: each body part will link itself to the appropriate connection automatically when the creature is first created.
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All of the default body definitions are located in body_default.txt and then linked to a creature in the creature's entry. We've talked about how bodyparts make up creatures earlier, in the creature section. You can mix and match them in the creature entry and it makes no difference, as long as they're there: each bodypart will link itself to the appropriate connection automatically when the creature is first created.
  
Body parts work by sections: you can add as many sections as you want to a body part definition, but generally you should keep it fairly low for ease of use. Each body section entry is in the, very simple, format:
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Body parts work by sections: you can add as many sections as you want to a bodypart definition, but generally you should keep it fairly low for ease of use. Each body section entry is in the, very simple, format:
  
 
{{code|
 
{{code|
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}}
 
}}
  
The most important tokens are "CONTYPE" and "CON": CONTYPE means the body part in question is connected to a certain ''type'' of body part, while CON means it's connected to a ''specific'' one. TOKENID is yet another identifier, which should be unique, as it's referenced every time something uses CON or BY_TOKEN. DEFAULT_RELSIZE defines, of course, what the body part's size is in relation to the other parts. CATEGORY defines a category for the part, which can be unique or shared with other parts. This is referenced whenever BY_CATEGORY is used.
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The most important tokens are "CONTYPE" and "CON": CONTYPE means the bodypart in question is connected to a certain ''type'' of bodypart, while CON means it's connected to a ''specific'' one. TOKENID is yet another identifier, which should be unique, as it's referenced every time something uses CON or BY_TOKEN. DEFAULT_RELSIZE defines, of course, what the bodypart's size is in relation to the other parts. CATEGORY defines a category for the part, which can be unique or shared with other parts. This is referenced whenever BY_CATEGORY is used.
  
A list of body part tokens can be found [[body token|here]].
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A list of bodypart tokens can be found [[body token|here]].
  
 
Let's take a simple example, a head:
 
Let's take a simple example, a head:

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