DAWNFORTRESS v0.28
16x16 and 32x32 Dwarf Fortress Graphics Set
Download v0.28 (http://sta.sh/download/1385574406298809/dawnfortress_v0_28_by_dragondeplatino-d7a7rsx.zip?token=8c81154fd4ca3058a29ff9b3091949a131a50365&ts=1394852715)
WHAT IS THIS?
DawnFortress is a project I have just begun! I will be retexturing every single creature in Dwarf Fortress. This includes child, undead, skeleton, humanoid and giant variations with every possible combination thereof. I will be using sprites from my own roguelike tileset, DawnLike, and creating new ones as necessary. It's not a beautiful graphics set, but it will be a functional one with a high clarity between sprites. When finished, it will also be a nice template for anyone who wants to make a better graphics set. :)
In regard to my sanity and limitations of 16x16 pixel art, only the default and child sprites will be unique. Undead creatures are green with red eyes. Skeletal creatures are undead ones with a skull icon. Giant creatures have a small blue arrow in the upper right and creaturemen are plain humans with swapped heads.
I already have all of the graphics files typed out, so all that remains is to type in the tileset coordinates and make the sprite sheets themselves! I would say this graphics set is about...28% done. I will also be retexturing all of the non-creature graphics in an effort to attract potential mod makers...I mean, a guy can dream...right?
SCREENSHOTS
(http://fc02.deviantart.net/fs71/f/2014/073/c/9/mishthemstukos_1_by_dragondeplatino-d7a7u63.png)
Mishthemstukos, a fledgling fortress.
CREDITS
DawnBringer, for his excellent 16-color palette.
Derek Yu, for his pixel art tutorial I read all those years ago.
Hyllian, for his very useful 4xBrh algorithm I used to make the 32x32 version of this graphics set.
UPDATES
== UPDATE 2/15/14 ==
- DawnFortresses's Kenran-based tileset, KenranFortress, added to main download.
- 412 creatures in bird.txt and birds_new are finished.
- Glow shadow added to all tiles.
== UPDATE 2/17/14 ==
- KenranFortress has consistent accented characters.
- 58 body tiles for gore and cooking.
- 172 insect, arachnid and pest sprites.
== UPDATE 3/1/14 ==
- 3072 unique graphics for all professions. Included are humans, dwarves, elves, goblins, kobolds and orcs with undead/skeletal versions.
- 2x version of all DawnFortress and KenranFortress graphics so far.
- Raw .ASE image files. Edit these with ASEprite to modify tiles.
- Raw .PDN image files for 32x32 version. Open these with Paint.NET.
== UPDATE 3/14/14 ==
- 112 new graphics in creatures_standard.
First of all: Awesome to see a real artist try his hand on new content here. :)
First you must understand that graphics and tilesets are different. Only creatures use sprites. You have spriters for adult creatures, child creatures, baby creatures and undead creatures. Also special sprites for war-trained and hunting-trained ones. Thats it.
If you make sprites for intelligent creatures, that are part of a civilization, the sprites work by profession. So you have mason, miner, swordsdwarf, and so forth. Nobles also get special sprites.
What you cant do, is that shield of yours. Shields are items of the type SHIELD. Sounds silly, but thats how it is. Like a "large serrated disc" is a item of the type TRAPCOMP. They use a tile from the tileset, which is hardcoded. You can change how the tile looks, but you cant change their tilenumber. Only a few things allow this, like grasses, plants, trees and inorganics. Items like furniture, armor, weapons, etc are hardcoded.
A big problem is that Toady One mapped many graphics into a single tile. For example the tile that is used for BLOCKS is also the tree-top, when seen from a zlevel above. Or broken ammo uses the same tile as ASH. Or shields, armors, traousers, shirts, pants, gloves and helmets all share the same equipment-tile.
This means that making a tileset is a lot harder than "just" designed the actual graphics. It also has transparency, and foreground/background color that you can do tricks with. I for example use letters for vermin. GREY/BLACK looks like a grey letter on black background, but BLACK/GREEN looks like a green snake on black background. This works by using grey for the letter, a solid black for the background and a 100% transparent snake painted around the letter.
The best utility to test how this looks ingame is workshop draw, which can load different tilesets and show colors.
I was working on a 64x64 or 48x48 tileset that has been abandoned for now (http://www.bay12forums.com/smf/index.php?topic=123604.0 (http://www.bay12forums.com/smf/index.php?topic=123604.0)) and I made the MDF tileset, the default tileset for the Masterwork mod.
(http://i.imgur.com/FqFg8vn.png)
If you want to do a tileset, I would be so happy with a 48x48 one. I would help as much as I can, and add a lot of creature sprites. Roses just brought that topic up 2 days ago... guess there is some interest for it.
EDIT: I know this a bit incoherent. ^^ Anyway, the tilesets are in data/art, in case you didnt knew this. The wiki has some great pages about it,, like this one http://dwarffortresswiki.org/index.php/DF2012:Tilesets (http://dwarffortresswiki.org/index.php/DF2012:Tilesets)
Colorschemes also play a role. The resident expert is Vherid. :)
Unfortunately, it would have to take a really talented graphic set to get me to change back to graphics mode.
Oh ho ho, is that a challenge I hear? It's definitely one I'll take up! I took your words to heart and am currently working on my own tileset that's a heavy edit of Kenran. I'm referencing both Aesomatica and Red Jack to see what the general consensus is on tiles, and if both sets disagree on something then I'm just leaving it as ASCII. So far, I'm about halfway done and have tiled roughly the same amount of graphics, give or take a few. There is some stuff I've tiled in KenranFortress that wasn't tiled in either tileset which I think will still look nice.
Posting to watch...with anticipation. :)
Replying to notify of progress...WITH ANTICIPATION.
Please, for the love of Armok, dont do it in 16x. We already have all creature tiles in 16x, you will only make people chose between apples and oranges. Use a different size, so people can chose between apples and monster trucks.
OTL It's a little late for that, man. I already have a good half of the tileset done and about 15% of the creature graphics ready, so I can't turn back at this point. And anyways, this is going to be the first complete graphics set with everything in the same style done by only one person. Now THAT hasn't been done yet.
And keep in mind that style is a much bigger factor in determining size than resolution. More detail will give the illusion of a higher resolution. A heavily anti-aliased 16x16 tileset (like mine) will appear to be just about the same size as a sparingly-shaded 18x18 tileset while still giving you more view distance to work with. On the other hand, my tiles are a tad more realistic than most sets so they rarely break out of a 12x16 resolution. Really, it's just how you look at things.
But what I CAN promise are multiple versions of this graphics set. Expect some reasonably-readable 24x and 32x versions when everything's finished. I'll be using Hylian's BRh algorithm, which was well-received with DawnHack. Here's a little example of how well it works:
(http://fc06.deviantart.net/fs71/f/2014/044/c/3/hrbexample_by_dragondeplatino-d76bij7.png)
You see, it's very hit-or-miss but it's incredibly faithful (resizing it back to 16x16 with some algorithms will give you the original image pixel-for-pixel) and gives tiles a nice painterly look. It also works well with my style of heavy-antialiasing and is reasonable at 24x with bicubic resizing.
I wouldn't mind a 24x or 32x set.
How odd. You posted that right as I was about to submit my post. Well, I hope I just answered your question. :)
oh wow this tileset is so nice, it just made me put down grim fortress.
Nope, man. Don't sound pushy at all. I need more people like you to throw ideas out there ^.^ I've played around with a lot of ideas, and for very many reasons I think a nice drop highlight would be perfect for what you're asking for. It'll also make this tileset stand out as no other tileset has drop highlights. Things will also be more apple-and-monster truck. ;)
That's the first time I've noticed blocks like that for the solids. That's pretty cool. The outlining and shading makes the fonts much easier on the eyes as well.
I can't thank you enough for taking the time to make and post these screenshots! They're exactly what I was looking for.
But...they also show the innumerable flaws in this tileset. Some tiles look rather ugly, and some don't really work at all. I hastily posted this last night to get some feedback, but now I think it's time to take this tileset seriously. So ready yourselves, because here it is...
(http://fc08.deviantart.net/fs71/f/2014/045/e/3/kenranfortress_by_dragondeplatino-d76hciw.png)
Update List:
- Drop shadow beneath characters to fill in blank space.
- Aligned all lowercase letters to 10px block height.
- Made ores and ground textures more sparse and added floor pattern below + and -.
- Made wall/river/track tiles more abstract, but consistent. They're much thicker and quite smooth.
- Smoothed out dithered tiles
- Abstracted uppercase ash (Æ) as a box, stone as a plain sphere, paragraph letter as a cylinder and characters 9-11. Abstracted faces of @ and &.
- Changed the silly military human and elf tiles. Much more dignified now.
- Embossed seige engine tiles.
- Lots of other tiny changes...
And if you go to this (http://sta.sh/21riep4jqr6a) link, click one of the images then press the left/right arrow keys, you'll be able to visibly compare the updates.
Overall I'm very happy with this version of the tileset. I made a few more graphics for things and took some things away, and I've struck that perfect balance between abstraction and identification. Embark looks great, fortress is OK, adventure mode looks decent...From here on out, I'll probably only be making very tiny tweaks. But I think a screenshot or two of each gamemode would help me put the final touches on this if need be any.
Well, and with the tileset side of things complete, I think it's time to get back to...drawing more birds? Man...so many birds. I swear, Toady One must have some sort of hidden bird fetish or something.
== EDIT ==
Oh, and here's a 2x version I whipped up with Hyllian's xBr algorithm for those aliens with their space-age monitors. If anyone can, can they test this one too?
(http://fc04.deviantart.net/fs71/f/2014/045/1/5/kenranfortress2x_by_dragondeplatino-d76igm0.png)
My monitor can only show this with a 20x20 resolution. :C
Well...several ASEprite crashes, a few days and 412 bird sprites later, I've finally gotten over the largest hurdle of the graphics set! Here's what's new in DawnFortress v0.17...
== UPDATE 2/15/14 ==
- DawnFortresses's Kenran-based tileset, KenranFortress, added to main download.
- All creatures in bird.txt and birds_new are finished.
- Glow shadow added to all tiles.
And to celebrate, I bring you a short completely unoriginal short poem.
The Confused Dwarf
(With apologies to Edward Lear)
There was an Old Dwarf with a beard,
Who said, "It is just as I feared!—
Two Owls and a Hen, four Larks and a Wren,
Have all build their nests in my beard!"
I seriously didn't realize that there were that many! How are you getting this done so fast?
In the past I've made tons of tileset/texture pack mods, so by this point I know how to make a project realistic. :) In actuality, I've really only made 204 unique sprites! 102 adults and 102 children. Zombies are palette-swapped adults and skeletons/giants are just normal tiles with icons. Making both of those takes all of 30 seconds. I've limited my palette to 16-colors so that I won't overdo things and for the creature men, I've pre-prepared a "template" to speed things up:
(http://fc09.deviantart.net/fs71/f/2014/046/b/3/template_by_dragondeplatino-d76o3a6.png)
I have yet to use the fourth row though...saving those templates for the big guys, like moosemen and tigermen. :D
Hey Meph, what's the history about deploying a graphic set without the accented characters?
Back to DragonDePlantino, I'm still tooling around in your first tileset. The walls are really growing on me. Are they from your previous work?
Yes...those are a very basic version of the walls used in my DawnHack tileset: http://bilious.alt.org/~paxed/nethack/nhsshot/?dump=0&tileset=dawn
Texturing the walls in NetHack was interesting because the top/bottom of a room shares a tile and the west/east sides share a tile. You can't do something like, say, Zelda and make each side have a unique tile:
(http://www.zeldadungeon.net/Zelda03/Walkthrough/249.png)
To fix this, I changed the perspective to a really artificial-looking axonometric one and made the light source of the entire tileset be directly from the west. It looks artificial, but works.
I know your question was directed at Meph, but I couldn't help but interject. Being able to disable accented characters would be a great boon for DawnFortress...As a matter of fact, I had an idea that could make the best usage of that! It's a bit complicated, so everyone, hear me out...
One problem with the current tileset setup is that Toady isn't fully utilizing all 256 characters. Some characters are used for tons of things, and some are used for just one! So let's say I went through the tileset, and erased every tile that isn't hard coded (eliminating accented characters would be great). I would be left over with just the characters you can alter in the raws. So next, I would use this nifty (http://dwarffortresswiki.org/index.php/DF2012:Tilesets) wiki page to make a list of every object that can have a tile assigned to it, including stuff like workshops. Then, I would categorize every single object to a very general shape...for example:
Box with 4 wheels - Minecart, Wheelbarrow, Trade wagon, etc...
Upright cylinder - Quiver, dark fortresses, mugs, logs, wells, barrels, etc...
Rectangular Cube - Chests, hamlets, Coffins, etc.
After I categorized everything and "assigned" them to tiles, it would be as easy as editing the raws to use this new graphical setup. You could even edit creatures to use general sprites! Like, instead of letters, all fish would use a generic fish character. Forest creatures could use a generic quadraped sprite, avians would use a generic bird sprite...I've already done this with the demon and @.
So would this idea work? Is it too out there? What kind of obstacles would I run into? Would people be willing to download edited raws to make this thing work? If this kind of thing would be possible, I'll be holding it off until I finish the standard graphics set. I have no idea how long this would take or how complicated it might become. But the implications would be incredible...Combined with a graphics set, every single creature and every single raw-editable object would have a graphic for it! Toady wouldn't need to add full graphics support, because Dwarf Fortress would make the most of Code Page 437, editing it for it's own needs!
Hey Meph, what's the history about deploying a graphic set without the accented characters? So far I've only notice Phoebus pulling that off.
(eliminating accented characters would be great)
Since accented characters are only used in text, and the text is made up of words in the language files, all it takes is replaces all á,à and â with a. And so forth. There should be several standardized word and language files flying around for this. I guess just borrowing the ones from ironhand or phoebus should be fine.
Getting rid of accented characters is easy.
After I categorized everything and "assigned" them to tiles, it would be as easy as editing the raws to use this new graphical setup. You could even edit creatures to use general sprites! Like, instead of letters, all fish would use a generic fish character. Forest creatures could use a generic quadraped sprite, avians would use a generic bird sprite...I've already done this with the demon and @.
So would this idea work? Is it too out there? What kind of obstacles would I run into? Would people be willing to download edited raws to make this thing work? If this kind of thing would be possible, I'll be holding it off until I finish the standard graphics set. I have no idea how long this would take or how complicated it might become. But the implications would be incredible...Combined with a graphics set, every single creature and every single raw-editable object would have a graphic for it! Toady wouldn't need to add full graphics support, because Dwarf Fortress would make the most of Code Page 437, editing it for it's own needs!
That doesnt work. You cant remap the tilenumbers for most items. Chests are always one tile, coffins are always the '0'. Barrles, wells, logs, mugs, quivers, all these are hardcoded to their respective tiles. They are not in the raws.
Only creatures are in the raws (you can ignore them, because they use sprites), tools, plants, inorganics. And buildings. I use a lot of unique graphics for modded buildings, but of course that doesnt make sense here, as this is a tileset for vanilla DF.
Vermin also use tiles, but can be edited in the raws. For example I use inverted letter tiles for them, as I mentioned before. Wouldnt work on your set, because of the drop shadow. Just saying that inverted tiles are a neat way to use the same tile twice, for different graphics. Ironhand made a nice example of that, showing his crab/spider/lobster or the mouse/snake/squirrel tile. 2 tiles, 6 graphics.
You could even edit creatures to use general sprites!
But why? People couldnt see the difference between a undead killer whale (I know, not a fish by definition) and a trout. Or between trout, eel or manta ray.
I just noticed Aesomatica uses colors, particularly in the switches and trees. How does that work and what does it do?
The ingame graphics are made up of 3 colors. The color of the tile. The foreground color. The background color.
(http://i.imgur.com/GFyfBKA.png)
The tile ingame will take the color the way its painted, as can be seen on the magenta mushroom. But all solid color in it will get a hue. The hue is the foreground color. So to make the magenta tile look magenta ingame, the foreground color must be... white. 7:0:1. This way its not changed. You can see I also made a yellow and a green hue, which is done in the raws. 2:0:1 and 6:0:1. The background color fills all the transparent parts. I made the grass around the mushroom transparent, so you can color the grass independantly from the mushroom. You can see its black, white, white, green, green, green on the six mushroom examples. Even if I make the foreground color green, white or yellow, the grass stays green.
This allows fancy tricks. For example the top right is a river tile, but inverted it looks like a railroad. The letter C includes a moth. Its invisible in text, but the vermin uses an inverted C as tile, and shows the background color. Foreground color is black, hiding the C. Also lobster/spider. I have beetle/crab, bee/bat and splint/rat that way.
Below the line you can see different uses for background color. You can fill containers, like the bucket. I use this on mugs, flasks, minecarts, buckets... example shows an empty one, a water and a blood bucket. The little spheres are either marbles, seeds or musket bullets. The 5 bullets on the left are foreground color, the 7 bullets on the right are background color, and in the center you can see both combined. Thats taken from the Phoebus set. :)
And the walls: Engraved walls. Green Runes (inverted wall with green background), and normal wall.
In the end it allows a lot more freedom when designing buildings and plants and inorganics.
(http://i.imgur.com/n6rDsYo.png)
Hey, thanks everyone for the feedback! It means a lot to me that this tileset has gotten such a warm reception so far. It's positive feedback like this that keeps me going. :)
== UPDATE 2/17/14 ==
- KenranFortress has consistent accented characters.
- 58 body tiles for gore and cooking.
- 172 insect, arachnid and pest sprites.
And to celebrate the unnecessary addition of body graphics, a surprisingly relevant song from Adventure Time, courtesy of Jake.
http://www.youtube.com/watch?v=1UJgBetBDsE (http://www.youtube.com/watch?v=1UJgBetBDsE)
And coming up next update is some exciting news! I've been patiently going through the raw files alphabetically, and I've finally gotten to "graphics_creature_standard.txt", which is the file containing all of the major races! This is going to be the most important (and fun) part of the graphics set, so I thought I'd get a bit of user feedback before I dive in.
(http://fc05.deviantart.net/fs70/f/2014/048/2/a/df_races_by_dragondeplatino-d76yk9f.png)
Humans, Dwarves, Elves, Goblins, Orcs, Cutebolds
I'm aware that goblins are green and orcs aren't in DF, but I'd like to make some contrast between the two and add in orcs just for fun once the pack's done. :) What do you guys think? Any edits I should make? These are very important sprites which will serve as a base for every single job with skeletal and undead combinations included. If you don't like these sprites right now, you're going to be sick of them when I make the 300+ sprites necessary for each race. Be very harsh with critisisms, please, because once I start drawing these guys there's no going back.
Hey, thanks everyone for the feedback! It means a lot to me that this tileset has gotten such a warm reception so far. It's positive feedback like this that keeps me going. :)
== UPDATE 2/17/14 ==
- KenranFortress has consistent accented characters.
- 58 body tiles for gore and cooking.
- 172 insect, arachnid and pest sprites.
And to celebrate the unnecessary addition of body graphics, a surprisingly relevant song from Adventure Time, courtesy of Jake.
http://www.youtube.com/watch?v=1UJgBetBDsE (http://www.youtube.com/watch?v=1UJgBetBDsE)
And coming up next update is some exciting news! I've been patiently going through the raw files alphabetically, and I've finally gotten to "graphics_creature_standard.txt", which is the file containing all of the major races! This is going to be the most important (and fun) part of the graphics set, so I thought I'd get a bit of user feedback before I dive in.
(http://fc05.deviantart.net/fs70/f/2014/048/2/a/df_races_by_dragondeplatino-d76yk9f.png)
Humans, Dwarves, Elves, Goblins, Orcs, Cutebolds
I'm aware that goblins are green and orcs aren't in DF, but I'd like to make some contrast between the two and add in orcs just for fun once the pack's done. :) What do you guys think? Any edits I should make? These are very important sprites which will serve as a base for every single job with skeletal and undead combinations included. If you don't like these sprites right now, you're going to be sick of them when I make the 300+ sprites necessary for each race. Be very harsh with critisisms, please, because once I start drawing these guys there's no going back.
love the cutebolds, but they look more like dinosaurs than the adorable grey dog(?) creatures I always seen people draw. maybe the color?
I always thought it would be pretty awesome to have a set of body part graphics (i.e. wings, tails, different body types, etc...)
Yeah, I've put some thought into it and I'll definitely be doing something like that...possibly for forgotten creatures, too. Anyone know how texturing those works?
Do you plan on doing full profession sets for all races?
Most certainly. This tileset is going to texture EVERYTHING in Dwarf Fortress, used or unused, and then some. That's just how I do my modding projects!
In today's news, I've taken the first few steps into making the hundreds of profession tiles. Learning from my mistakes, I'm being very meticulous so I won't have to redo anything. For now, here are the finalized race designs and the 100+ pieces of clothing/skin/hair that I'll be mixing and matching to make each profession.
(http://fc03.deviantart.net/fs70/f/2014/049/4/a/df_races_by_dragondeplatino-d7739pk.png)
Races | Dark Races
Clothed Example | Dark Clothed Example
Zombies | Skeletons
Shirts | More Shirts
Pants | More Pants
Head Features | More Head Features
So far, there are 2352 possible combinations for the haired creatures and 1176 for goblins and kobolds. Coupled with some tools, hats, capes and armors, there won't be any problem in telling professions apart. Oh, and they'll be color-coded just like Vanilla DF.
And here's where I'm running into trouble...I've just started planning the sheet organization and I'm not sure I'm covering everything. I might be missing some stuff, the unused professions in particular and some weird alternate duplicates like TAXCOLLECTOR and TAX_COLLECTOR. Again, I'll be texturing everything so I'll need to make sure these are in the list. Can someone check this list to see if I've gotten everything? I'll also be doing zombie and skeleton variants for each profession, so how do I do that? I'd assume you'd just do something like [SWORDSMAN:DUMBDWARVES:1:1:AS_IS:ZOMBIE], but then again that might be 40d only...getting my information from here (http://dwarffortresswiki.org/index.php/40d_Talk:Graphics_set_repository#Questions:_making_your_own_set).
DEFAULT
STANDARD
BABY
CHILD
DRUNK
GHOST
ADVENTURER
SLAVE
PRISONER
GUARD
ROYALGUARD
THIEF
MASTER_THIEF
ADMINISTRATOR
FORCED_ADMINISTRATOR
CLERK
BOOKKEEPER
DIPLOMAT
HOARDMASTER
LEADER
MANAGER
MAYOR
TREASURER
GRAND_TREASURER
OUTPOSTLIAISON
OUTPOST_LIAISON
BARON
BARON_CONSORT
COUNT
COUNT_CONSORT
DUKE
DUKE_CONSORT
KING
KING_CONSORT
MONARCH
MONARCH_CONSORT
DUNGEONMASTER
DUNGEON_MASTER
DUNGEON_NASTER
DUNGEON_KEEPER
DUNGEON_LORD
EXECUTIONER
DRUID
PRIEST
HIGH_PRIEST
DOCTOR
BONE_SETTER
CHIEF_MEDICAL_DWARF
CRUTCH_WALKER
DIAGNOSER
SURGEON
SUTURER
MERCHANT
TRADER
SHOPKEEPER
BROKER
GUILDREP
MERCHANTBARON
MERCHANTPRINCE
TAXCOLLECTOR
TAX_COLLECTOR
RANGER
ANIMAL_CARETAKER
ANIMAL_DISSECTOR
ANIMAL_TRAINER
HUNTER
TRAPPER
FARMER
BEEKEEPER
BREWER
BUTCHER
CHEESE
CHEESE_MAKER
COOK
DYER
HERBALIST
LYE_MAKER
MILKER
MILLER
PLANTER
POTASH_MAKER
PRESSER
SHEARER
SOAP_MAKER
SPINNER
TANNER
THRESHER
WOOD_BURNER
FISHERY_WORKER
FISH_CLEANER
FISH_DISSECTOR
FISHERMAN
CRAFTSMAN
BONE_CARVER
CLOTHIER
GLASSMAKER
GLAZER
LEATHERWORKER
POTTER
STONECRAFTER
STRAND_EXTRACTOR
WAX_WORKER
WEAVER
WOODCRAFTER
WOODWORKER
BOWYER
CARPENTER
WOODCUTTER
STONEWORKER
ARCHITECT
ENGRAVER
MASON
MINER
METALSMITH
ARMORER
BLACKSMITH
FURNACE_OPERATOR
METALCRAFTER
WEAPONSMITH
JEWELER
GEM_CUTTER
GEM_SETTER
ENGINEER
MECHANIC
PUMP_OPERATOR
SIEGE_ENGINEER
SIEGE_OPERATOR
CAPTAIN_OF_THE_GUARD
CAPTAIN
GENERAL
LIEUTENANT
SHERIFF
MILITIA_COMMANDER
MILITIA_CAPTAIN
RECRUIT
AXEMAN
BLOWGUNMAN
BOWMAN
CROSSBOWMAN
HAMMERMAN
LASHER
MACEMAN
PIKEMAN
SPEARMAN
SWORDSMAN
WRESTLER
CHAMPION
MASTER_AXEMAN
MASTER_BLOWGUNMAN
MASTER_BOWMAN
MASTER_CROSSBOWMAN
MASTER_HAMMERMAN
MASTER_LASHER
MASTER_MACEMAN
MASTER_PIKEMAN
MASTER_SPEARMAN
MASTER_SWORDSMAN
MASTER_WRESTLER
(Tax Excorts)
(Master Tax Escorts)
ADVISOR
ALCHEMIST
PHILOSOPHER
PSYCHIATRIST
Can't wait to do bookeeper kobold. Hurr. :B
Since they are creatures, it should be possible to give them sprites, which I do in MDF.
Thanks! Everything makes a bit more sense now. I've taken a look into Phoebus's tileset and found everything in "graphics_phoebus_procedural.txt". I'll be doing something similar to that.
And now...after dozens of confused wiki readings, several viewings of many different graphics sets and many screams of frustration, I've managed to compactly categorize every single profession into a neatly-organized, finalized .txt file.
graphics_creature_dwarves
[OBJECT:GRAPHICS]
[TILE_PAGE:CREATURE_DWARVES]
[FILE:images/creature_dwarves.png]
[TILE_DIM:16:16]
[PAGE_DIM:5:154]
[CREATURE_GRAPHICS:DWARF]
[DEFAULT:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[DEFAULT:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[DEFAULT:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[STANDARD:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[STANDARD:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[STANDARD:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[BABY:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[BABY:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[BABY:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[CHILD:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[CHILD:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[CHILD:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[DRUNK:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[DRUNK:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[DRUNK:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[GHOST:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[GHOST:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[GHOST:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[ADVENTURER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[ADVENTURER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[ADVENTURER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[CRIMINAL:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[CRIMINAL:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[CRIMINAL:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[THIEF:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[THIEF:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[THIEF:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[MASTER_THIEF:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[MASTER_THIEF:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[MASTER_THIEF:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[PRISONER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[PRISONER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[PRISONER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[FORMER_PRISONER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[FORMER_PRISONER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[FORMER_PRISONER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[SLAVE:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[SLAVE:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[SLAVE:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[FORMER_SLAVE:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[FORMER_SLAVE:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[FORMER_SLAVE:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[GUARD:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[GUARD:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[GUARD:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[ROYALGUARD:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[ROYALGUARD:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[ROYALGUARD:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[BARON:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[BARON:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[BARON:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[BARON_CONSORT:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[BARON_CONSORT:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[BARON_CONSORT:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[COUNT:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[COUNT:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[COUNT:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[COUNT_CONSORT:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[COUNT_CONSORT:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[COUNT_CONSORT:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[DUKE:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[DUKE:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[DUKE:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[DUKE_CONSORT:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[DUKE_CONSORT:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[DUKE_CONSORT:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[KING:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[KING:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[KING:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[KING_CONSORT:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[KING_CONSORT:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[KING_CONSORT:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[BOOKKEEPER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[BOOKKEEPER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[BOOKKEEPER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[BROKER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[BROKER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[BROKER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[CAPTAIN_OF_THE_GUARD:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[CAPTAIN_OF_THE_GUARD:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[CAPTAIN_OF_THE_GUARD:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[CHAMPION:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[CHAMPION:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[CHAMPION:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[CHIEF_MEDICAL_DWARF:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[CHIEF_MEDICAL_DWARF:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[CHIEF_MEDICAL_DWARF:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[DUNGEON_MASTER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[DUNGEON_MASTER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[DUNGEON_MASTER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[EXECUTIONER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[EXECUTIONER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[EXECUTIONER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[LEADER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[LEADER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[LEADER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[MANAGER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[MANAGER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[MANAGER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[MAYOR:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[MAYOR:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[MAYOR:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[SHERIFF:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[SHERIFF:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[SHERIFF:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[ADVISOR:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[ADVISOR:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[ADVISOR:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[DIPLOMAT:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[DIPLOMAT:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[DIPLOMAT:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[OUTPOST_LIASON:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[OUTPOST_LIASON:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[OUTPOST_LIASON:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[GUILDREP:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[GUILDREP:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[GUILDREP:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[MERCHANT:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[MERCHANT:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[MERCHANT:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[MERCHANTBARON:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[MERCHANTBARON:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[MERCHANTBARON:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[MERCHANTPRINCE:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[MERCHANTPRINCE:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[MERCHANTPRINCE:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[SHOPKEEPER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[SHOPKEEPER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[SHOPKEEPER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[TAX_COLLECTOR:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[TAX_COLLECTOR:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[TAX_COLLECTOR:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[DRUID:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[DRUID:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[DRUID:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[PHILOSOPHER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[PHILOSOPHER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[PHILOSOPHER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[PRIEST:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[PRIEST:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[PRIEST:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[HIGH_PRIEST:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[HIGH_PRIEST:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[HIGH_PRIEST:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[MINER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[MINER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[MINER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[BOWYER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[BOWYER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[BOWYER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[CARPENTER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[CARPENTER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[CARPENTER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[WOODCUTTER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[WOODCUTTER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[WOODCUTTER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[WOODWORKER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[WOODWORKER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[WOODWORKER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[ENGRAVER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[ENGRAVER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[ENGRAVER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[MASON:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[MASON:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[MASON:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[STONEWORKER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[STONEWORKER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[STONEWORKER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[ANIMAL_CARETAKER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[ANIMAL_CARETAKER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[ANIMAL_CARETAKER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[ANIMAL_DISSECTOR:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[ANIMAL_DISSECTOR:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[ANIMAL_DISSECTOR:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[ANIMAL_TRAINER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[ANIMAL_TRAINER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[ANIMAL_TRAINER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[HUNTER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[HUNTER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[HUNTER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[RANGER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[RANGER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[RANGER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[TRAPPER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[TRAPPER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[TRAPPER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[BONE_SETTER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[BONE_SETTER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[BONE_SETTER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[DIAGNOSER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[DIAGNOSER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[DIAGNOSER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[DOCTOR:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[DOCTOR:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[DOCTOR:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[PSYCHIATRIST:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[PSYCHIATRIST:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[PSYCHIATRIST:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[SURGEON:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[SURGEON:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[SURGEON:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[SUTURER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[SUTURER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[SUTURER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[BEEKEEPER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[BEEKEEPER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[BEEKEEPER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[BREWER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[BREWER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[BREWER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[BUTCHER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[BUTCHER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[BUTCHER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[CHEESE_MAKER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[CHEESE_MAKER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[CHEESE_MAKER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[COOK:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[COOK:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[COOK:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[DYER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[DYER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[DYER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[FARMER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[FARMER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[FARMER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[HERBALIST:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[HERBALIST:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[HERBALIST:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[LYE_MAKER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[LYE_MAKER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[LYE_MAKER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[MILKER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[MILKER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[MILKER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[MILLER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[MILLER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[MILLER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[PLANTER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[PLANTER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[PLANTER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[POTASH_MAKER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[POTASH_MAKER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[POTASH_MAKER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[PRESSER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[PRESSER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[PRESSER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[SHEARER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[SHEARER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[SHEARER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[SOAP_MAKER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[SOAP_MAKER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[SOAP_MAKER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[SPINNER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[SPINNER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[SPINNER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[TANNER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[TANNER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[TANNER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[THRESHER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[THRESHER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[THRESHER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[WOOD_BURNER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[WOOD_BURNER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[WOOD_BURNER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[FISH_CLEANER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[FISH_CLEANER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[FISH_CLEANER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[FISH_DISSECTOR:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[FISH_DISSECTOR:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[FISH_DISSECTOR:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[FISHERMAN:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[FISHERMAN:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[FISHERMAN:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[FISHERY_WORKER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[FISHERY_WORKER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[FISHERY_WORKER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[ARMORER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[ARMORER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[ARMORER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[BLACKSMITH:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[BLACKSMITH:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[BLACKSMITH:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[FURNACE_OPERATOR:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[FURNACE_OPERATOR:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[FURNACE_OPERATOR:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[METALCRAFTER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[METALCRAFTER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[METALCRAFTER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[WEAPONSMITH:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[WEAPONSMITH:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[WEAPONSMITH:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[METALSMITH:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[METALSMITH:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[METALSMITH:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[GEM_CUTTER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[GEM_CUTTER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[GEM_CUTTER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[GEM_SETTER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[GEM_SETTER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[GEM_SETTER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[JEWELER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[JEWELER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[JEWELER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[BONE_CARVER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[BONE_CARVER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[BONE_CARVER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[CLOTHIER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[CLOTHIER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[CLOTHIER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[CRAFTSMAN:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[CRAFTSMAN:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[CRAFTSMAN:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[GLASSMAKER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[GLASSMAKER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[GLASSMAKER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[GLAZER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[GLAZER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[GLAZER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[LEATHERWORKER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[LEATHERWORKER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[LEATHERWORKER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[POTTER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[POTTER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[POTTER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[STONECRAFTER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[STONECRAFTER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[STONECRAFTER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[STRAND_EXTRACTOR:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[STRAND_EXTRACTOR:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[STRAND_EXTRACTOR:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[WAX_WORKER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[WAX_WORKER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[WAX_WORKER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[WOODCRAFTER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[WOODCRAFTER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[WOODCRAFTER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[ENGINEER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[ENGINEER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[ENGINEER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[MECHANIC:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[MECHANIC:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[MECHANIC:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[PUMP_OPERATOR:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[PUMP_OPERATOR:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[PUMP_OPERATOR:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[SIEGE_ENGINEER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[SIEGE_ENGINEER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[SIEGE_ENGINEER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[SIEGE_OPERATOR:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[SIEGE_OPERATOR:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[SIEGE_OPERATOR:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[ALCHEMIST:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[ALCHEMIST:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[ALCHEMIST:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[ADMINISTRATOR:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[ADMINISTRATOR:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[ADMINISTRATOR:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[FORCED_ADMINISTRATOR:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[FORCED_ADMINISTRATOR:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[FORCED_ADMINISTRATOR:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[ARCHITECT:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[ARCHITECT:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[ARCHITECT:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[CLERK:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[CLERK:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[CLERK:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[TRADER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[TRADER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[TRADER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[CAPTAIN:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[CAPTAIN:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[CAPTAIN:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[GENERAL:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[GENERAL:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[GENERAL:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[LIEUTENANT:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[LIEUTENANT:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[LIEUTENANT:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[MILITIA_CAPTAIN:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[MILITIA_CAPTAIN:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[MILITIA_CAPTAIN:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[MILITIA_COMMANDER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[MILITIA_COMMANDER:CREATURE_DWARVES:1:0:AS_IS:ZOMBIE]
[MILITIA_COMMANDER:CREATURE_DWARVES:2:0:AS_IS:SKELETON]
[RECRUIT:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[RECRUIT:CREATURE_DWARVES:1:0:AS_IS:LAW_ENFORCE]
[RECRUIT:CREATURE_DWARVES:2:0:AS_IS:TAX_ESCORT]
[RECRUIT:CREATURE_DWARVES:3:0:AS_IS:ZOMBIE]
[RECRUIT:CREATURE_DWARVES:4:0:AS_IS:SKELETON]
[AXEMAN:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[AXEMAN:CREATURE_DWARVES:1:0:AS_IS:LAW_ENFORCE]
[AXEMAN:CREATURE_DWARVES:2:0:AS_IS:TAX_ESCORT]
[AXEMAN:CREATURE_DWARVES:3:0:AS_IS:ZOMBIE]
[AXEMAN:CREATURE_DWARVES:4:0:AS_IS:SKELETON]
[BLOWGUNMAN:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[BLOWGUNMAN:CREATURE_DWARVES:1:0:AS_IS:LAW_ENFORCE]
[BLOWGUNMAN:CREATURE_DWARVES:2:0:AS_IS:TAX_ESCORT]
[BLOWGUNMAN:CREATURE_DWARVES:3:0:AS_IS:ZOMBIE]
[BLOWGUNMAN:CREATURE_DWARVES:4:0:AS_IS:SKELETON]
[BOWMAN:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[BOWMAN:CREATURE_DWARVES:1:0:AS_IS:LAW_ENFORCE]
[BOWMAN:CREATURE_DWARVES:2:0:AS_IS:TAX_ESCORT]
[BOWMAN:CREATURE_DWARVES:3:0:AS_IS:ZOMBIE]
[BOWMAN:CREATURE_DWARVES:4:0:AS_IS:SKELETON]
[CROSSBOWMAN:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[CROSSBOWMAN:CREATURE_DWARVES:1:0:AS_IS:LAW_ENFORCE]
[CROSSBOWMAN:CREATURE_DWARVES:2:0:AS_IS:TAX_ESCORT]
[CROSSBOWMAN:CREATURE_DWARVES:3:0:AS_IS:ZOMBIE]
[CROSSBOWMAN:CREATURE_DWARVES:4:0:AS_IS:SKELETON]
[HAMMERMAN:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[HAMMERMAN:CREATURE_DWARVES:1:0:AS_IS:LAW_ENFORCE]
[HAMMERMAN:CREATURE_DWARVES:2:0:AS_IS:TAX_ESCORT]
[HAMMERMAN:CREATURE_DWARVES:3:0:AS_IS:ZOMBIE]
[HAMMERMAN:CREATURE_DWARVES:4:0:AS_IS:SKELETON]
[LASHER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[LASHER:CREATURE_DWARVES:1:0:AS_IS:LAW_ENFORCE]
[LASHER:CREATURE_DWARVES:2:0:AS_IS:TAX_ESCORT]
[LASHER:CREATURE_DWARVES:3:0:AS_IS:ZOMBIE]
[LASHER:CREATURE_DWARVES:4:0:AS_IS:SKELETON]
[MACEMAN:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[MACEMAN:CREATURE_DWARVES:1:0:AS_IS:LAW_ENFORCE]
[MACEMAN:CREATURE_DWARVES:2:0:AS_IS:TAX_ESCORT]
[MACEMAN:CREATURE_DWARVES:3:0:AS_IS:ZOMBIE]
[MACEMAN:CREATURE_DWARVES:4:0:AS_IS:SKELETON]
[PIKEMAN:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[PIKEMAN:CREATURE_DWARVES:1:0:AS_IS:LAW_ENFORCE]
[PIKEMAN:CREATURE_DWARVES:2:0:AS_IS:TAX_ESCORT]
[PIKEMAN:CREATURE_DWARVES:3:0:AS_IS:ZOMBIE]
[PIKEMAN:CREATURE_DWARVES:4:0:AS_IS:SKELETON]
[SPEARMAN:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[SPEARMAN:CREATURE_DWARVES:1:0:AS_IS:LAW_ENFORCE]
[SPEARMAN:CREATURE_DWARVES:2:0:AS_IS:TAX_ESCORT]
[SPEARMAN:CREATURE_DWARVES:3:0:AS_IS:ZOMBIE]
[SPEARMAN:CREATURE_DWARVES:4:0:AS_IS:SKELETON]
[SWORDSMAN:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[SWORDSMAN:CREATURE_DWARVES:1:0:AS_IS:LAW_ENFORCE]
[SWORDSMAN:CREATURE_DWARVES:2:0:AS_IS:TAX_ESCORT]
[SWORDSMAN:CREATURE_DWARVES:3:0:AS_IS:ZOMBIE]
[SWORDSMAN:CREATURE_DWARVES:4:0:AS_IS:SKELETON]
[WRESTLER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[WRESTLER:CREATURE_DWARVES:1:0:AS_IS:LAW_ENFORCE]
[WRESTLER:CREATURE_DWARVES:2:0:AS_IS:TAX_ESCORT]
[WRESTLER:CREATURE_DWARVES:3:0:AS_IS:ZOMBIE]
[WRESTLER:CREATURE_DWARVES:4:0:AS_IS:SKELETON]
[MASTER_AXEMAN:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[MASTER_AXEMAN:CREATURE_DWARVES:1:0:AS_IS:LAW_ENFORCE]
[MASTER_AXEMAN:CREATURE_DWARVES:2:0:AS_IS:TAX_ESCORT]
[MASTER_AXEMAN:CREATURE_DWARVES:3:0:AS_IS:ZOMBIE]
[MASTER_AXEMAN:CREATURE_DWARVES:4:0:AS_IS:SKELETON]
[MASTER_BLOWGUNMAN:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[MASTER_BLOWGUNMAN:CREATURE_DWARVES:1:0:AS_IS:LAW_ENFORCE]
[MASTER_BLOWGUNMAN:CREATURE_DWARVES:2:0:AS_IS:TAX_ESCORT]
[MASTER_BLOWGUNMAN:CREATURE_DWARVES:3:0:AS_IS:ZOMBIE]
[MASTER_BLOWGUNMAN:CREATURE_DWARVES:4:0:AS_IS:SKELETON]
[MASTER_BOWMAN:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[MASTER_BOWMAN:CREATURE_DWARVES:1:0:AS_IS:LAW_ENFORCE]
[MASTER_BOWMAN:CREATURE_DWARVES:2:0:AS_IS:TAX_ESCORT]
[MASTER_BOWMAN:CREATURE_DWARVES:3:0:AS_IS:ZOMBIE]
[MASTER_BOWMAN:CREATURE_DWARVES:4:0:AS_IS:SKELETON]
[MASTER_CROSSBOWMAN:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[MASTER_CROSSBOWMAN:CREATURE_DWARVES:1:0:AS_IS:LAW_ENFORCE]
[MASTER_CROSSBOWMAN:CREATURE_DWARVES:2:0:AS_IS:TAX_ESCORT]
[MASTER_CROSSBOWMAN:CREATURE_DWARVES:3:0:AS_IS:ZOMBIE]
[MASTER_CROSSBOWMAN:CREATURE_DWARVES:4:0:AS_IS:SKELETON]
[MASTER_HAMMERMAN:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[MASTER_HAMMERMAN:CREATURE_DWARVES:1:0:AS_IS:LAW_ENFORCE]
[MASTER_HAMMERMAN:CREATURE_DWARVES:2:0:AS_IS:TAX_ESCORT]
[MASTER_HAMMERMAN:CREATURE_DWARVES:3:0:AS_IS:ZOMBIE]
[MASTER_HAMMERMAN:CREATURE_DWARVES:4:0:AS_IS:SKELETON]
[MASTER_LASHER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[MASTER_LASHER:CREATURE_DWARVES:1:0:AS_IS:LAW_ENFORCE]
[MASTER_LASHER:CREATURE_DWARVES:2:0:AS_IS:TAX_ESCORT]
[MASTER_LASHER:CREATURE_DWARVES:3:0:AS_IS:ZOMBIE]
[MASTER_LASHER:CREATURE_DWARVES:4:0:AS_IS:SKELETON]
[MASTER_MACEMAN:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[MASTER_MACEMAN:CREATURE_DWARVES:1:0:AS_IS:LAW_ENFORCE]
[MASTER_MACEMAN:CREATURE_DWARVES:2:0:AS_IS:TAX_ESCORT]
[MASTER_MACEMAN:CREATURE_DWARVES:3:0:AS_IS:ZOMBIE]
[MASTER_MACEMAN:CREATURE_DWARVES:4:0:AS_IS:SKELETON]
[MASTER_PIKEMAN:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[MASTER_PIKEMAN:CREATURE_DWARVES:1:0:AS_IS:LAW_ENFORCE]
[MASTER_PIKEMAN:CREATURE_DWARVES:2:0:AS_IS:TAX_ESCORT]
[MASTER_PIKEMAN:CREATURE_DWARVES:3:0:AS_IS:ZOMBIE]
[MASTER_PIKEMAN:CREATURE_DWARVES:4:0:AS_IS:SKELETON]
[MASTER_SPEARMAN:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[MASTER_SPEARMAN:CREATURE_DWARVES:1:0:AS_IS:LAW_ENFORCE]
[MASTER_SPEARMAN:CREATURE_DWARVES:2:0:AS_IS:TAX_ESCORT]
[MASTER_SPEARMAN:CREATURE_DWARVES:3:0:AS_IS:ZOMBIE]
[MASTER_SPEARMAN:CREATURE_DWARVES:4:0:AS_IS:SKELETON]
[MASTER_SWORDSMAN:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[MASTER_SWORDSMAN:CREATURE_DWARVES:1:0:AS_IS:LAW_ENFORCE]
[MASTER_SWORDSMAN:CREATURE_DWARVES:2:0:AS_IS:TAX_ESCORT]
[MASTER_SWORDSMAN:CREATURE_DWARVES:3:0:AS_IS:ZOMBIE]
[MASTER_SWORDSMAN:CREATURE_DWARVES:4:0:AS_IS:SKELETON]
[MASTER_WRESTLER:CREATURE_DWARVES:0:0:AS_IS:DEFAULT]
[MASTER_WRESTLER:CREATURE_DWARVES:1:0:AS_IS:LAW_ENFORCE]
[MASTER_WRESTLER:CREATURE_DWARVES:2:0:AS_IS:TAX_ESCORT]
[MASTER_WRESTLER:CREATURE_DWARVES:3:0:AS_IS:ZOMBIE]
[MASTER_WRESTLER:CREATURE_DWARVES:4:0:AS_IS:SKELETON]
The total came out to a very large 154 rows and 5 columns. Add on 6 different races, and that brings the grand total of profession sprites to 2994 individual tiles. But it won't take that long at all because of my nice little layered template. Reordering the text file would be a nightmare but if I decide to move a pixel or two on the plain base, that would take about a minute or two to update. Work will be approximately 80% c/p and 20% actually drawing. I expect this all to take about 3 days.
You can find the colors.txt in the main download. The palette is DawnBringer's (http://www.pixeljoint.com/forum/forum_posts.asp?TID=12795), a very famous one in the pixel art community. It's only a measly 16 colors and I've been using it for months, but even now I'm still learning more about it every day. It's the perfect 16-color palette, with the exception of magenta/bright-purple being missing. DawnBringer has acknowledged this and says he had to make some sacrifices because they're not commonly used colors.
I transferred the colors over before I realized you posted a color.txt. I hadn't noticed the download option before. Well in any case, the colors in the following chart are unaltered from the link you supplied with them scooted around to their like positions on the DF pallet.
[BLACK_R:20]
[BLACK_G:12]
[BLACK_B:28]
[BLUE_R:48]
[BLUE_G:52]
[BLUE_B:109]
[GREEN_R:52]
[GREEN_G:101]
[GREEN_B:36]
[CYAN_R:133]
[CYAN_G:149]
[CYAN_B:161]
[RED_R:208]
[RED_G:70]
[RED_B:72]
[MAGENTA_R:68]
[MAGENTA_G:36]
[MAGENTA_B:52]
[BROWN_R:133]
[BROWN_G:76]
[BROWN_B:48]
[LGRAY_R:117]
[LGRAY_G:113]
[LGRAY_B:97]
[DGRAY_R:78]
[DGRAY_G:74]
[DGRAY_B:78]
[LBLUE_R:89]
[LBLUE_G:125]
[LBLUE_B:206]
[LGREEN_R:109]
[LGREEN_G:170]
[LGREEN_B:44]
[LCYAN_R:109]
[LCYAN_G:194]
[LCYAN_B:202]
[LRED_R:210]
[LRED_G:125]
[LRED_B:44]
[LMAGENTA_R:210]
[LMAGENTA_G:170]
[LMAGENTA_B:153]
[YELLOW_R:218]
[YELLOW_G:212]
[YELLOW_B:94]
[WHITE_R:222]
[WHITE_G:238]
[WHITE_B:214]
(http://i.imgur.com/kpz4quk.png)
(http://i.imgur.com/SCbWVf2.png)
(http://i.imgur.com/G1KBPvB.png)
DawnFortress, the tileset, the colorscheme and the dwarf sprites are now officially in the launcher of Masterwork DF.
Finally! I've been waiting to be included in Masterwork DF. I'll definitely check that out later. :D Oh, if you have Notepad++ (I assume most programmers do) then fixing those errors is a cinch...
Open the file you want to fix.
Press Ctrl + H then go into the "Mark" tab.
Bookmark all lines containing SKELETON or ZOMBIE.
Go to Search -> Bookmark -> Remove Bookmarked lines.
???
PROFIT!!
OK...and as for your colors, I can see what you mean. I've taken a look at Tahin's stuff, experimented a bit, and decided on a finalized palette:
(http://fc07.deviantart.net/fs70/f/2014/061/b/0/dawnbringer_by_dragondeplatino-d78nzw6.png)
Dawnbringer (Normal vision) | Dawnbringer (Colorblind)
Dawnbringer (Color-Corrected) | Dawnbringer (Colorblind with color-correction)
This palette would be nigh-unusable for color-blind folks (8% of the population) so I decided to make a first and make DawnFortress colorblind-friendly. Without color correction cyan/magenta, cyan/blue, cyan/gray, green/orange, green/red and magenta/gray are nigh indiscernible. But with daltonization, everything except cyan/gray is fixed. And the color-corrected palette still looks nice, so sharing screenshots will normal-visioned people will still work. Here are the color files:
Dawnbringer
[BLACK_R:0]
[BLACK_G:0]
[BLACK_B:0]
[BLUE_R:48]
[BLUE_G:52]
[BLUE_B:109]
[GREEN_R:52]
[GREEN_G:101]
[GREEN_B:36]
[CYAN_R:97]
[CYAN_G:154]
[CYAN_B:255]
[RED_R:174]
[RED_G:48]
[RED_B:48]
[MAGENTA_R:117]
[MAGENTA_G:65]
[MAGENTA_B:138]
[BROWN_R:211]
[BROWN_G:125]
[BROWN_B:44]
[LGRAY_R:134]
[LGRAY_G:150]
[LGRAY_B:162]
[DGRAY_R:77]
[DGRAY_G:73]
[DGRAY_B:77]
[LBLUE_R:89]
[LBLUE_G:125]
[LBLUE_B:207]
[LGREEN_R:109]
[LGREEN_G:170]
[LGREEN_B:44]
[LCYAN_R:109]
[LCYAN_G:195]
[LCYAN_B:203]
[LRED_R:219]
[LRED_G:85]
[LRED_B:97]
[LMAGENTA_R:215]
[LMAGENTA_G:121]
[LMAGENTA_B:186]
[YELLOW_R:219]
[YELLOW_G:215]
[YELLOW_B:93]
[WHITE_R:223]
[WHITE_G:239]
[WHITE_B:215]
Dawnbringer (Daltonized)
[BLACK_R:0]
[BLACK_G:0]
[BLACK_B:0]
[BLUE_R:48]
[BLUE_G:51]
[BLUE_B:106]
[GREEN_R:52]
[GREEN_G:91]
[GREEN_B:10]
[CYAN_R:97]
[CYAN_G:142]
[CYAN_B:225]
[RED_R:174]
[RED_G:73]
[RED_B:113]
[MAGENTA_R:117]
[MAGENTA_G:75]
[MAGENTA_B:164]
[BROWN_R:211]
[BROWN_G:142]
[BROWN_B:88]
[LGRAY_R:134]
[LGRAY_G:146]
[LGRAY_B:153]
[DGRAY_R:77]
[DGRAY_G:73]
[DGRAY_B:79]
[LBLUE_R:89]
[LBLUE_G:117]
[LBLUE_B:188]
[LGREEN_R:109]
[LGREEN_G:157]
[LGREEN_B:12]
[LCYAN_R:109]
[LCYAN_G:177]
[LCYAN_B:158]
[LRED_R:219]
[LRED_G:112]
[LRED_B:166]
[LMAGENTA_R:215]
[LMAGENTA_G:140]
[LMAGENTA_B:234]
[YELLOW_R:219]
[YELLOW_G:215]
[YELLOW_B:95]
[WHITE_R:223]
[WHITE_G:235]
[WHITE_B:206]
@DragonDePlatino: This is progressing nicely, I especially love the new colors.
I found three things that bother me a bit:
(http://i.imgur.com/nnIYDKe.png)
1. Slabs: they look like a boulders.
(http://i.imgur.com/jHZqOCJ.png)
2. Engraved walls: a bit plain, and not different enough from smoothed walls.
3. Engraved floors: too complex, and difficult to read what's happening.
I found three things that bother me a bit
Hmmm...I've been meaning to fix those for a while. I think the slabs are OK (For me, hills take priority) but the engravings definitely needed to be fixed. Give these a try...
(http://fc07.deviantart.net/fs70/f/2014/074/0/3/kenranfortress_by_dragondeplatino-d7aa3jf.png)
(http://fc05.deviantart.net/fs71/f/2014/074/c/c/kenranfortress2x_by_dragondeplatino-d7aa3n6.png)