Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Question about caste_tile token  (Read 529 times)

pastafriend

  • Bay Watcher
    • View Profile
Question about caste_tile token
« on: August 21, 2014, 11:35:42 am »

Using [Caste_Tile] seems to result in an invisible creature, instead of it using the specified tile.
Here's an example of a modified goblin caste.

Code: [Select]
[CASTE:DRONE]
[CASTE_NAME:drone:drones:drone]
[DESCRIPION:Your standard locust drone.]
[CASTE_TILE:"d"]
[MALE]
[POP_RATIO:80]
[NATURAL_SKILL:CROSSBOW:6]

How would I make this work?
Logged

scamtank

  • Bay Watcher
    • View Profile
Re: Question about caste_tile token
« Reply #1 on: August 21, 2014, 12:39:23 pm »

Try using the actual character table identifier (64) instead. See the character table on the wiki for a neat reference.
Logged

pastafriend

  • Bay Watcher
    • View Profile
Re: Question about caste_tile token
« Reply #2 on: August 21, 2014, 12:53:43 pm »

Thanks, works perfectly now!
Logged

Dirst

  • Bay Watcher
  • [EASILY_DISTRA
    • View Profile
Re: Question about caste_tile token
« Reply #3 on: August 21, 2014, 01:18:58 pm »

Tiles take single quotes, not double quotes.  But as you already found out, ASCII codes work as well.
Logged
Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

pastafriend

  • Bay Watcher
    • View Profile
Re: Question about caste_tile token
« Reply #4 on: August 21, 2014, 01:45:28 pm »

Ah, okay.
Logged