Some general info I haven't seen elsewhere below. Note that I compiled this info manually, so I cannot guarantee not having missed something.
Graphics-related objects are split into three groups: tile pages, palettes, and other graphics.
The tile page files begin with "tile_page_
something", and "[OBJECT:TILE_PAGE]". The objects for the tile pages are unsurprisingly "TILE_PAGE", so a tile page definition starts with "[TILE_PAGE:
OBJECT_ID]". They have four subtokens: FILE, TILE_DIM, PAGE_DIM, and PAGE_DIM_PIXELS. FILE and TILE_DIM are seemingly always used, with one of PAGE_DIM and PAGE_DIM_PIXELS as the third subtoken.
The palette files begin with "palette_
something", and "[OBJECT:PALETTE]". The objects for the tile pages are unsurprisingly "PALETTE", so a tile page definition starts with "[PALETTE:
OBJECT_ID]". They have three subtokens: FILE, PALETTE_DEFAULT, and PALETTE_COLOR. The only palette object which exists in vanilla, vanilla_descriptors_graphics/palette_default.txt/PALETTE:DEFAULT, uses one FILE token, one PALETTE_DEFAULT, and then several PALETTE_COLOR, what I assume is one for every vanilla COLOR object.
The other graphics begin with "graphics_
something", and "[OBJECT:GRAPHICS]". There are several kinds of objects which can then be included in a graphics raw file:
- TILE_GRAPHICS
- TILE_GRAPHICS_RECTANGLE
- CREATURE_GRAPHICS
- STATUE_CREATURE_GRAPHICS
- SHAPE_GRAPHICS_SMALL_GEM
- SHAPE_GRAPHICS_LARGE_GEM
- ASCII_GRAPHICS
- ASCII_RECTANGLE
- ROUGH_GEM_GRAPHICS
- BOULDER_GRAPHICS
- BARS_GRAPHICS
- FOOD_GRAPHICS
- ARMOR_GRAPHICS
- GLOVES_GRAPHICS
- HELM_GRAPHICS
- PANTS_GRAPHICS
- SHOES_GRAPHICS
- SHOES_GRAPHICS_METAL
- SHIELD_GRAPHICS
- SHIELD_GRAPHICS_WOODEN
- TOY_GRAPHICS
- TRAPCOMP_GRAPHICS
- SIEGEAMMO_GRAPHICS
- AMMO_GRAPHICS
- WEAPON_GRAPHICS
- TOOL_GRAPHICS
- PLANT_GRAPHICS
There is also "FOOD_CONTAINER_GRAPHICS" found in vanilla_items_graphics/graphics_containers.txt and "WOOD_GRAPHICS" in vanilla_items_graphics/graphics_items.txt, but these are deactivated, and may thus not work.
Of the above, only the following clearly have subtokens:
- CREATURE_GRAPHICS
- STATUE_CREATURE_GRAPHICS
- SIEGEAMMO_GRAPHICS
- AMMO_GRAPHICS
- WEAPON_GRAPHICS
- PLANT_GRAPHICS
This is clear because the line starting the object does only do that, and name an object id. This object id presumably needs to be the same as that of the (creature, ammo, plant, etc.) object you're giving graphics. The other graphics objects are more like
BODYGLOSS; seemingly one-line constructions that contain all information without subtokens. It's unclear how it is with TRAPCOMP_GRAPHICS and TOOL_GRAPHICS, since they might have subtokens (e.g. TRAPCOMP_GRAPHICS_WEAPON_TRAP, TOOL_GRAPHICS_WOOD), but also convey more information than id in the first line. ROUGH_GEM_GRAPHICS, BOULDER_GRAPHICS, BARS_GRAPHICS, and some TILE_GRAPHICS are also indented, suggesting they may be subtokens.