hackedpassword / Z2

Zelda 2 for Unciv! A fully coherent integration of the classic NES game into the 4X gameplay of Unciv! Actively being developed, very frequently updated!
https://github.com/hackedpassword/Z2
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Removing extra tile defaults to hexarealm tile #9

Open hackedpassword opened 8 months ago

hackedpassword commented 8 months ago

Not-quite-a-bug. More of an artifact.

When removing Z2 desert3.png, which was just a duplicate of Z2 desert.png, any use of ruleset Z2 including built in Zelda 2 map, 1 out of 3 desert tiles are using hexarealm desert.

This was not correctable by:

No iteration of Desert3 in any json sans the fallback test.

Temporary solution - re-add Desert3.png to the Tileset.

Question is how in funk is Unciv retaining any reference to Desert3, unless, and most probable, the existence of core HexaRealm Desert3.png is implicit until superseded by the mod Tileset.

unciv: android/Images.Tilesets/TileSets/HexaRealm/Tiles/Desert3.png

So, if that's true, is there an exclusion attribute for sprites we're not trying to use? Thought maybe the fallback hack above might do the trick if that was possible.

image

hackedpassword commented 8 months ago

The square highlight above tagged by a ? was solved by removing fallback="" from the hexarealm json, simply commenting the line out.

I thought up a potential solution, kinda brute force. Create another desert tile, maybe called 'Sands', dupe desert attributes, paint the desert.

Maybe there's an exclusion method to ignore certain images, for other situations like this one.