some night-time village images (#2084)
* some night-time village images * more variations, and revision to VILLAGE_TOD macro * lights for swamp villages
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data/core/images/terrain/village/desert-night.png
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data/core/images/terrain/village/desert2-night.png
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data/core/images/terrain/village/desert3-night.png
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data/core/images/terrain/village/desert4-night.png
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data/core/images/terrain/village/desert5-night.png
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data/core/images/terrain/village/desert6-night.png
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data/core/images/terrain/village/desert7-night.png
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data/core/images/terrain/village/elven-night.png
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data/core/images/terrain/village/elven2-night.png
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data/core/images/terrain/village/elven3-night.png
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data/core/images/terrain/village/elven4-night.png
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data/core/images/terrain/village/human-city-night.png
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data/core/images/terrain/village/human-city2-night.png
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data/core/images/terrain/village/human-city3-night.png
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data/core/images/terrain/village/human-city4-night.png
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data/core/images/terrain/village/human-night.png
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data/core/images/terrain/village/human2-night.png
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data/core/images/terrain/village/human3-night.png
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data/core/images/terrain/village/human4-night.png
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data/core/images/terrain/village/hut-night.png
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data/core/images/terrain/village/hut2-night.png
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data/core/images/terrain/village/hut3-night.png
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data/core/images/terrain/village/hut3.png
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data/core/images/terrain/village/hut4-night.png
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data/core/images/terrain/village/hut4.png
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data/core/images/terrain/village/log-cabin-night.png
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data/core/images/terrain/village/log-cabin2-night.png
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data/core/images/terrain/village/log-cabin3-night.png
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data/core/images/terrain/village/log-cabin4-night.png
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data/core/images/terrain/village/orc-night.png
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data/core/images/terrain/village/orc2-night.png
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data/core/images/terrain/village/orc3-night.png
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data/core/images/terrain/village/orc4-night.png
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data/core/images/terrain/village/orc5-night.png
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data/core/images/terrain/village/orc5.png
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data/core/images/terrain/village/swampwater-night.png
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data/core/images/terrain/village/swampwater2-night.png
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data/core/images/terrain/village/swampwater3-night.png
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@ -268,6 +268,7 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
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# top of both 'base' and 'overlay'
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#Human villages
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{NEW:VILLAGE_TOD *^Vh village/human}
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{NEW:VILLAGE *^Vh village/human}
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{NEW:VILLAGE *^Vha village/human-snow}
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{NEW:VILLAGE *^Vhr village/human-cottage-ruin}
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@ -276,6 +277,7 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
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{NEW:VILLAGE *^Vhha village/human-snow-hills}
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{NEW:VILLAGE *^Vhhr village/human-hills-ruin}
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{NEW:VILLAGE_TOD *^Vhc village/human-city}
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{NEW:VILLAGE *^Vhc village/human-city}
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{NEW:VILLAGE *^Vhca village/human-city-snow}
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{NEW:VILLAGE *^Vhcr village/human-city-ruin}
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@ -284,10 +286,12 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
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{NEW:VILLAGE *^Vht village/tropical-forest}
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#Crude villages (grassland)
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{NEW:VILLAGE *^Vc village/hut}
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{NEW:VILLAGE_TOD *^Vc village/hut}
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{NEW:VILLAGE *^Vc village/hut}
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{NEW:VILLAGE *^Vca village/hut-snow}
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{NEW:VILLAGE_TOD *^Vl village/log-cabin}
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{NEW:VILLAGE *^Vl village/log-cabin}
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{NEW:VILLAGE *^Vla village/log-cabin-snow}
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@ -305,16 +309,18 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
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{NEW:VILLAGE *^Vd village/drake5}
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#Orcish villages
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{NEW:VILLAGE_TOD *^Vo village/orc}
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{NEW:VILLAGE *^Vo village/orc}
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{NEW:VILLAGE *^Voa village/orc-snow}
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#Elven villages
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#10% 25% 25% 40%
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{NEW:VILLAGE *^Ve village/elven}{VILLAGE_PROBABILITY 10}
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{NEW:VILLAGE *^Ve village/elven3}{VILLAGE_PROBABILITY 28}
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{NEW:VILLAGE *^Ve village/elven4}{VILLAGE_PROBABILITY 38}
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{NEW:VILLAGE *^Ve village/elven2}
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{NEW:VILLAGE_TOD *^Ve village/elven}
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#{NEW:VILLAGE *^Ve village/elven}{VILLAGE_PROBABILITY 10}
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#{NEW:VILLAGE *^Ve village/elven3}{VILLAGE_PROBABILITY 28}
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#{NEW:VILLAGE *^Ve village/elven4}{VILLAGE_PROBABILITY 38}
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{NEW:VILLAGE *^Ve village/elven}
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#10% 25% 25% 40%
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{NEW:VILLAGE *^Vea village/elven-snow}{VILLAGE_PROBABILITY 10}
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@ -323,6 +329,7 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
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{NEW:VILLAGE *^Vea village/elven-snow2}
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#Desert villages
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{NEW:VILLAGE_TOD *^Vda village/desert}
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{NEW:VILLAGE *^Vda village/desert}
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{NEW:VILLAGE *^Vdr village/desert-ruin}
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{NEW:VILLAGE *^Vdt village/desert-camp}
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@ -332,6 +339,7 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
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{NEW:VILLAGE *^Vud village/dwarven}
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#Swamp village
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{NEW:VILLAGE_TOD *^Vhs village/swampwater}
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{NEW:VILLAGE *^Vhs village/swampwater}
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#Merfolk village
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@ -339,7 +347,7 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
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# {NEW:VILLAGE *^Vm village/coast2}{VILLAGE_PROBABILITY 24}
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# {NEW:VILLAGE *^Vm village/coast3}{VILLAGE_PROBABILITY 29}
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# {NEW:VILLAGE *^Vm village/coast4}{VILLAGE_PROBABILITY 35}
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{NEW:VILLAGE_TOD_P *^Vm 80 village/coast}
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{NEW:VILLAGE_TOD *^Vm village/coast}
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{NEW:VILLAGE *^Vm village/coast_5-A ANIM=[01~04] TIME=140}
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#
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@ -787,9 +795,6 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
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# New Generic Castle-to Chasm transition
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{TRANSITION_COMPLETE_LF (Cha,Kha,Coa,Koa,Cea,Kea) Qx* -89 transition2 chasm/regular-snow-castle}
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{TRANSITION_COMPLETE_LF (!,Cud,Kud,!,C*,K*) Qxe -89 transition2 chasm/earthy-castle}
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# Xo* included for now, because castle chasm looks better than regular chasm, but eventually need dedicated images
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# {TRANSITION_COMPLETE_LF (!,Cud,Kud,!,C*,K*,Xo*) Qx* -89 transition2 chasm/regular-castle}
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# moved it down lower
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{TRANSITION_COMPLETE_LF (!,Cud,Kud,!,C*,K*) Qx* -89 transition2 chasm/regular-castle}
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{TRANSITION_COMPLETE_LF (!,Cud,Kud,!,C*,K*) Ql* -89 transition2 unwalkable/castle-lava-chasm}
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@ -808,7 +813,8 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
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{WALL_TRANSITION_LF Qxe (!,Qx*,Xv,_off^_usr) -290 ground chasm/earthy}
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{WALL_TRANSITION_LF Qx* (!,Qx*,Xv,_off^_usr) -290 ground chasm/regular}
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{TRANSITION_COMPLETE_LF (Xo*) Qx* -289 transition2 chasm/regular-castle}
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{TRANSITION_COMPLETE_LF (Xo*) Ql -289 transition2 chasm/regular-wall}
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{TRANSITION_COMPLETE_LF (Xo*) Qx* -289 transition2 chasm/regular-wall}
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# Stone wall transitions
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@ -2360,7 +2360,14 @@ X*#endarg
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{NEW:VILLAGE {TERRAINLIST} {IMAGESTEM} (ANIM=[01~03]) (TIME={TIME})}
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#enddef
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#define NEW:VILLAGE_TOD_P TERRAINLIST PROB IMAGESTEM
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#define NEW:VILLAGE_TOD TERRAINLIST IMAGESTEM
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#arg PROB
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25#endarg
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#arg TIME
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first_watch,dusk,dusk1,dusk2,short_dark,long_dark1,underground#endarg
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[terrain_graphics]
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map="
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, *
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@ -2383,7 +2390,7 @@ X*#endarg
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base=90,144
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center=90,144
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[variant]
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tod=first_watch,midnight,second_watch,dusk,dusk2,short_dark,long_dark1,long_dark2,long_dark3,long_dark4
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tod={TIME}
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name={IMAGESTEM}@V-night.png
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[/variant]
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[/image]
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