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Editing v0.34:Body detail plan token

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! width="60%" | Description
 
! width="60%" | Description
  
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| {{text anchor|ADD_MATERIAL}}
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| ADD_MATERIAL  
 
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* identifier
 
* identifier
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| Adds a new material to the creature based on the specified template and assigned to the specified identifier.
 
| Adds a new material to the creature based on the specified template and assigned to the specified identifier.
  
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| {{text anchor|ADD_TISSUE}}
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| ADD_TISSUE  
 
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* identifier
 
* identifier
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| Adds a new tissue to the creature based on the specified template and assigned to the specified identifier.
 
| Adds a new tissue to the creature based on the specified template and assigned to the specified identifier.
  
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| {{text anchor|BODY_DETAIL_PLAN}}
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| BODY_DETAIL_PLAN  
 
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| Begins defining a body detail plan for use in creature raws
 
| Begins defining a body detail plan for use in creature raws
  
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| {{text anchor|BP_LAYERS}}
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| BP_LAYERS  
 
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*BY_CATEGORY or BY_TYPE or BY_TOKEN
 
*BY_CATEGORY or BY_TYPE or BY_TOKEN
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| Defines a series of tissue layers. Alternatively to specifying a tissue, variable arguments can be entered (numbered arbitrarily to a max of 5) to be filled with tissues when the plan is called in the creature entry. The SELECT_TISSUE creature token with TL_RELATIVE_THICKNESS can change tissue thickness, but tissue ''layering'' is hard to do without a new detail plan.
 
| Defines a series of tissue layers. Alternatively to specifying a tissue, variable arguments can be entered (numbered arbitrarily to a max of 5) to be filled with tissues when the plan is called in the creature entry. The SELECT_TISSUE creature token with TL_RELATIVE_THICKNESS can change tissue thickness, but tissue ''layering'' is hard to do without a new detail plan.
  
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| {{text anchor|BP_LAYERS_OVER}}
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| BP_LAYERS_OVER  
 
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| Works like BP_LAYERS, but defines layers over existing layers.
 
| Works like BP_LAYERS, but defines layers over existing layers.
  
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| {{text anchor|BP_LAYERS_UNDER}}
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| BP_LAYERS_UNDER
 
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| Works like BP_LAYERS, but defines layers under existing layers.
 
| Works like BP_LAYERS, but defines layers under existing layers.
  
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| {{text anchor|BP_POSITION}}
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| BP_POSITION  
 
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*BY_CATEGORY or BY_TYPE or BY_TOKEN
 
*BY_CATEGORY or BY_TYPE or BY_TOKEN
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| Defines a position for the specified body part (the nose is assigned the position FRONT, as it's on the front of the face). This has some effects on combat, attacks and the like. Valid position tokens are FRONT, BACK, SIDES, TOP and BOTTOM.
 
| Defines a position for the specified body part (the nose is assigned the position FRONT, as it's on the front of the face). This has some effects on combat, attacks and the like. Valid position tokens are FRONT, BACK, SIDES, TOP and BOTTOM.
  
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| {{text anchor|BP_RELATION}}
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| BP_RELATION  
 
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*BY_CATEGORY or BY_TYPE or BY_TOKEN
 
*BY_CATEGORY or BY_TYPE or BY_TOKEN
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| Defines a positional relationship between one body part and another (the right eyelid is AROUND the right eye with coverage 50, as it only partially covers the eye). This has some effects on combat, attacks and the like. Valid relation tokens are AROUND, SURROUNDED_BY, ABOVE, BELOW, IN_FRONT, BEHIND, CLEANS, and CLEANED_BY. The lattermost two tokens are used when specifying parts that clean each other (such as eyelids to eyes).
 
| Defines a positional relationship between one body part and another (the right eyelid is AROUND the right eye with coverage 50, as it only partially covers the eye). This has some effects on combat, attacks and the like. Valid relation tokens are AROUND, SURROUNDED_BY, ABOVE, BELOW, IN_FRONT, BEHIND, CLEANS, and CLEANED_BY. The lattermost two tokens are used when specifying parts that clean each other (such as eyelids to eyes).
  
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| {{text anchor|BP_RELSIZE}}
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| BP_RELSIZE  
 
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*BY_CATEGORY (or, presumably, BY_TYPE or BY_TOKEN)
 
*BY_CATEGORY (or, presumably, BY_TYPE or BY_TOKEN)

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