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Author Topic: Getting undead-critter tiles to display in 0.40.X?  (Read 2357 times)

geoduck

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Getting undead-critter tiles to display in 0.40.X?
« on: August 18, 2014, 01:14:29 pm »

With the new version of DF, does anyone know how to make undead critters display properly with a graphic tile set? I had a couple of zombie elves show up at one of my forts, and using my own set (see my sig), they are using the standard elf-tiles for "recruit" and "spearman" instead of being zombies. I assume I have to do something different with the relevant .txt file?
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burned

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Re: Getting undead-critter tiles to display in 0.40.X?
« Reply #1 on: August 18, 2014, 08:24:12 pm »

I know that 0.34.01 changed Skeleton/Zombie tokens to Animated, but I would like to further your query to someone who might know the obvious follow up question.

Using geoduck's dwarf tags "[DEFAULT:DWARVES:0:27:AS_IS:SKELETON]" would become "[DEFAULT:DWARVES:0:27:AS_IS:ANIMATED]" and "DEFAULT:DWARVES:0:28:AS_IS:ZOMBIE]" would become "DEFAULT:DWARVES:0:28:AS_IS:ANIMATED]" but then how does that work? How does one specify a Skeleton graphic versus a Zombie graphic?

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Doren

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Re: Getting undead-critter tiles to display in 0.40.X?
« Reply #2 on: August 19, 2014, 10:50:24 pm »

How does one specify a Skeleton graphic versus a Zombie graphic?

i don't think its possible after 0.34.01 version

Deon

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Re: Getting undead-critter tiles to display in 0.40.X?
« Reply #3 on: August 20, 2014, 08:04:23 am »

There's no difference between zombies and skeletons now, they are all considered "undead".
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burned

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Re: Getting undead-critter tiles to display in 0.40.X?
« Reply #4 on: August 20, 2014, 09:53:54 am »

Thank you Doren and Deon.
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geoduck

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Re: Getting undead-critter tiles to display in 0.40.X?
« Reply #5 on: August 20, 2014, 12:19:04 pm »

Thanks for the replies all; I found the (or at least an) answer by rooting around in the .txt files for Phoebus's version of the game. It appears the correct coding is:

[ANIMATED:DWARVES:0:28:AS_IS:DEFAULT]

With the "0:28" of course changing to wherever your "undead" tile is located in your own setup. When installed, it blinks back and forth between that tile and "Ñ".

And that one line now covers all undead for the species in question. You can't differentiate between zombies and skeletons, and you can't show any different weapon-users. Here's hoping that Toady gets around someday to making it more specific again.
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