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In Dwarf Fortress, a '''token''' is a game code tag that adds information, restrictions or behaviour to a [[creature]], object, [[material]], terrain feature or other part of the game.  Tokens are visible in the [[RAW]] .txt files, and can often be [[modding|modified]] to create some interesting results - some useful, some not so much.
{{av}}
 
{{Modding}}
 
In ''Dwarf Fortress'', a '''token''' is a piece of text that defines the properties of an object.  An "object" could be a material, a type of tissue, an organ, a piece of armor, a creature, a biome, a civilisation, or anything else in the game.  A "property" could be how large something is, what it is made from, its melting temperature, its name, its biome preference (for civilisations) or anything else that makes it unique.  All information associated with the properties of an object in the game is defined using tokens. Tokens are used in the [[raws]], which can be easily [[modding|modified]], allowing users to create (and distribute) new content.
 
  
:* [[Ammo token]]s define ammunition, such as arrows and bolts.
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Examples of tokens include...
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:* [[Ammo token]]s, used for ammo.
 
:* [[Armor token]]s define armor.
 
:* [[Armor token]]s define armor.
:* [[Biome token]]s define environments for creatures, plants and entities (entities being civilisations).
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:* [[Biome token]]s are used in creature, entity and plant definitions for placement.
:* [[Building token]]s define buildings.
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:* [[Building token]]s define buildings, their tiles, hotkeys, and how they block movement.
:* [[Body token]]s determine bodily structure and materials.
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:* [[Body token]]s determine bodily structure, both ''body templates'' (BODY) and ''body parts''
:* [[Body detail plan token]]s define some details of a body, similar to body tokens.
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:* [[Body detail plan token]] Like the above but for detail.
:* [[Bodygloss]] tokens perform a single-word substitution of a creature's body parts.
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:* [[Bodygloss]] change how body parts appear.
 
:* [[Creature token]]s determine the properties of creatures.
 
:* [[Creature token]]s determine the properties of creatures.
:* [[Creature variation token]]s are used to create creatures derived from other already-existing creatures, without duplicating every single token.
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:* [[DF2012:Creature variation token]] change the properties of creatures.
:* [[Descriptor color token]]s define colors used in text-based descriptions. Not to be confused with [[color scheme]]s.
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:* [[Entity token]] defines entities, or [[civilizations]], in entity_*.txt files.
:* [[Descriptor pattern token]]s define color patterns.
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:* [[Item token]]s are used in reactions, creatures and entities to refer to specific items.
:* [[Descriptor shape token]]s define [[shape]]s.
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:* [[Item definition token]] is used in item definitions in the raws.
:* [[Entity token]]s define entities, or [[civilization]]s.
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:* [[Interaction token]] is used by interactions.
:* [[Graphics token]] define tile-based [[graphics]].
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:* [[Labor token]] define labors.
:* [[Item token]]s define the most basic form of items (made specific by material tokens). Item tokens are mainly used in [[reactions]].
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:* [[Language token]] define language.
:* [[Item definition token]]s are used for actual definitions of items.
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:* [[Material token]]s are the same as item tokens, but for materials.
:* [[Instrument token]]s define instruments.
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:* [[Material definition token]]s are used to define materials, like item definitions.
:* [[Interaction token]]s define interactions.
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:* [[Plant token]]s define what plants are made of, where they grow, what can be made out of them, etc.
:* [[Labor token]]s define labors.
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:* [[Profession token]]s are referred to by tilesets and entities for purposes of nobility and the like.
:* [[Language token]]s define a language's vocabulary. Since fictional languages in ''Dwarf Fortress'' are currently only used in names, language tokens do not define grammar.
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:* [[Position token]]s define positions in entity_*.txt files.
:* [[Material token]]s are used to refer to materials, similar to item tokens.
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:* [[Skill token]]s are referred to by creatures for natural skills and such.
:* [[Material definition token]]s are used to define materials, similar to item definition tokens.
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:* [[Syndrome tokens]] define syndromes.
:* [[Inorganic material definition token]]s are used to define inorganic materials, similar to material definition tokens.
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:* [[Tool token]] define tools. They're a lot like weapon tokens.  
:* [[Plant token]]s define plants.
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:* [[Trap component token]]s define traps. A bit like weapon tokens.
:* [[Position token]]s define roles/occupations/positions in character entities.
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:* [[Weapon token]]s define weapons. They're fairly simple, so it's a good place to start with DF modding.
:* [[Skill token]]s reference skills.
 
:* [[Syndrome token]]s define syndromes (ie conditions, diseases, bonuses and maluses).
 
:* [[Tissue definition token]]s define tissues.
 
:* [[Tool token]]s define tools, similar to weapon tokens.
 
:* [[Trap component token]]s define traps.
 
:* [[Unit type token]]s are referred to by tilesets and entities, for purposes of nobility and the like.
 
:* [[Weapon token]]s define weapons.
 
 
:* [[World token]]s are used in custom world generation.
 
:* [[World token]]s are used in custom world generation.
:* [[Music token]]s These are the triggers for the default music effects.
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:* [[Unit type token]]s are used with various entity tokens, as well as in graphical tilesets.  
:* [[Sound token]]s These are the triggers for the default sound effects.
 
  
Also note [[reactions]], which are a little more complicated than simple tokens.
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Also note [[Reactions]], which are a little more complicated than simple tokens.
  
== See also ==
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This [http://www.bay12games.com/forum/index.php?board=13.0 forum] is the official DF subforum dedicated to discussions about modding.
{{catbox|Tokens}}
 
  
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'''See Also:'''
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* [[Bodygloss]]
 
* [[Raw file]]
 
* [[Raw file]]
 
* [[Modding]]
 
* [[Modding]]
* [[Dipscript]]
 
* [[Speech file]]
 
 
 
[[category:Modding]]
 
[[category:Modding]]
[[ru:Token]]
 

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