added elvish castle. Some transitions are weird, but it basicly works.

This commit is contained in:
J.W. Bjerk 2007-02-15 15:13:29 +00:00
parent 807508a0e7
commit 1126754064
49 changed files with 71 additions and 30 deletions

View file

@ -39,6 +39,7 @@ Version 1.3-svn:
* added peaks to the impassable mountains
* added bridges crossing swamp and deep water
* added farmland
* added elvish castle
* unit art
* added a recruit animation for Skeleton
* added additional frames to the Elven Hero's melee attack.

View file

@ -546,6 +546,7 @@
{FLAG_IF_ADJACENT _K Chr keep-of-chr keep-flag}
{FLAG_IF_ADJACENT _K Chw keep-of-chw keep-flag}
{FLAG_IF_ADJACENT _K Chs keep-of-chs keep-flag}
{FLAG_IF_ADJACENT _K Cef keep-of-cef keep-flag}
{FLAG_IF_ADJACENT _K Ce keep-of-ce keep-flag}
{FLAG_IF_ADJACENT _K Cud keep-of-cud keep-flag}
@ -561,6 +562,9 @@
{TERRAIN_BASE (Ch,Kh*) castle/cobbles}
{TERRAIN_BASE Cef castle/elven/grounds}
{TERRAIN_BASE Kef castle/elven/keep}
{TERRAIN_BASE_PROB Cud castle/dwarven-castle-floor3 33}
{TERRAIN_BASE_PROB Cud castle/dwarven-castle-floor2 50}
{TERRAIN_BASE Cud castle/dwarven-castle-floor}
@ -580,6 +584,7 @@
#{TERRAIN_BASE O orccastle}
{TERRAIN_BASE_FLAG _K keep-of-ch castle/cobbles}
{TERRAIN_BASE_FLAG _K keep-of-cef castle/elven/keep}
{TERRAIN_BASE_FLAG _K keep-of-cud castle/dwarven-keep-floor}
{TERRAIN_BASE_FLAG _K keep-of-ce flat/dirt}
@ -619,6 +624,17 @@
{TERRAIN_ADJACENT_CORNER_FLAG1 _K _K (!,_K) 56,76 keep-of-ch castle/keep-keep}
{TERRAIN_ADJACENT_CORNER Kh Kh* (!,Kh*) 56,76 castle/keep-keep}
# Elven castle
{TERRAIN_ADJACENT_CORNER Cef (!,Cef,Kef,_K) (!,Cef,Kef,_K) 52,76 castle/elven/convex}
{TERRAIN_ADJACENT_CORNER (!,Cef,Kef,_K) Cef Cef 56,68 castle/elven/concave}
{TERRAIN_ADJACENT_CORNER (Kef,_K) Cef Cef 54,72 castle/elven/keep-inside}
{TERRAIN_ADJACENT_CORNER_FLAG1 _K (!,Cef,Kef,_K) (!,Cef,Kef,_K) 52,76 keep-of-ch castle/elven/keep-wall}
{TERRAIN_ADJACENT_CORNER Kef (!,Cef,Kef,_K) (!,Cef,Kef,_K) 52,76 castle/elven/keep-wall}
{TERRAIN_ADJACENT_CORNER (Kef,_K) (!,Cef,Kef,_K) Cef 52,72 castle/elven/keep-wall-0}
{TERRAIN_ADJACENT_CORNER (Kef,_K) Cef (!,Cef,Kef,_K) 56,76 castle/elven/keep-wall-1}
{TERRAIN_ADJACENT_CORNER_FLAG1 _K _K (!,_K) 56,76 keep-of-ch castle/elven/keep-keep}
{TERRAIN_ADJACENT_CORNER Kef Kef (!,Kef) 56,76 castle/elven/keep-keep}
# ruined castle
#17% 17% 17% 17% 17% 17%
@ -911,7 +927,7 @@
{TERRAIN_ADJACENT -240 (Fa,Aa,Vha,Vea) (!,Fa,Aa,Vha,Vea,Qxu) snow}
{TERRAIN_ADJACENT -260 (Ft,Gs,Vht) (W*,B*,Vwm) flat/savanna-to-water}
{TERRAIN_ADJACENT -250 (Ss,Vs,Chs,Bss*) (!,Ss,Vss,Chs,H*,M*,Vhh*,Vhm,Xm,Bss*) swamp/water}
{TERRAIN_ADJACENT -250 (Ss,Vs,Chs,Bss*) (!,Ss,Vss,Chs,H*,M*,Vhh*,Vhm,Xm,Bss*) swamp/water}
# These two work in conjunction with the mountain and hill transitions to create
@ -935,17 +951,17 @@
# Water Transitions draw below everything else
{SET_ADJACENT_FLAG (Chs,Chr) _K (W*,B*,Vwm,Vs) transition2}
{TERRAIN_ADJACENT_CUSTOM -500 (Ch,Ce,Chr,Cud,Kh,Ke,Khr,Kud,_K) (Ai,W*,B*,Vwm) castle/castle-to-ice transition3}
{TERRAIN_ADJACENT_CUSTOM -505 (Ch,Ce,Chr,Cud,Kh,Ke,Khr,Kud,_K) (W*,B*,Vwm) castle/castle-to-water transition2}
{TERRAIN_ADJACENT_CUSTOM -510 Ai (W*,B*,Vwm,Vs,Ss) ice-to-water submerged_part}
{SET_ADJACENT_FLAG (Chs,Chr) _K (W*,B*,Vwm,Vs) transition2}
{TERRAIN_ADJACENT_CUSTOM -500 (Ch,Ce,Chr,Cud,Kh,Ke,Khr,Kud,_K) (Ai,W*,B*,Vwm) castle/castle-to-ice transition3}
{TERRAIN_ADJACENT_CUSTOM -505 (Ch,Ce,Chr,Cud,Kh,Ke,Khr,Kud,_K) (W*,B*,Vwm) castle/castle-to-water transition2}
{TERRAIN_ADJACENT_CUSTOM -510 Ai (W*,B*,Vwm,Vs,Ss) ice-to-water submerged_part}
{TERRAIN_ADJACENT -503 Ai (!,Ai,Qxu) ice}
{TERRAIN_ADJACENT -520 (Ww,Vwm,Bww*) (!,Ww,Vwm,Bww*,Mm) water/coast}
{TERRAIN_ADJACENT -530 Wwf (!,Wwf) water/ford}
{TERRAIN_ADJACENT -540 (Wo,Bwo*) (!,Wo,Bwo*) water/ocean}
{TERRAIN_ADJACENT_CUSTOM -550 Chw (Ch,Chr) sunken-ruin transition2}
{TERRAIN_ADJACENT_CUSTOM -550 Chs (Ch,Chr) swamp/water transition2}
{TERRAIN_ADJACENT_CUSTOM -550 Chs (Ch,Chr) swamp/water transition2}
{TERRAIN_ADJACENT -560 Chw (!,Chw,Chr) water/coast}
{TERRAIN_ADJACENT -570 (!,Chr,Chw) Chr flat/grass}

View file

@ -174,6 +174,30 @@ recruit_onto=true
editor_group=castle
[/terrain]
[terrain]
symbol_image=castle/elven/tile
id=castle
name= _ "Castle"
string=Cef
#char=C
unit_height_adjust=3
recruit_onto=true
editor_group=castle
[/terrain]
[terrain]
symbol_image=castle/dwarven-castle-tile
id=dwarven_castle
name= _ "Dwarven Castle"
string=Cud
char=o
aliasof=Ch
unit_height_adjust=0
recruit_onto=true
editor_group=castle, cave
[/terrain]
[terrain]
symbol_image=castle/castle-ruin-tile
id=ruin
@ -223,18 +247,6 @@ editor_group=castle, water
#[/terrain]
[terrain]
symbol_image=castle/dwarven-castle-tile
id=dwarven_castle
name= _ "Dwarven Castle"
string=Cud
char=o
aliasof=Ch
unit_height_adjust=0
recruit_onto=true
editor_group=castle, cave
[/terrain]
#
# Keeps
#
@ -278,6 +290,30 @@ recruit_onto=true
editor_group=castle
[/terrain]
[terrain]
symbol_image=castle/elven/keep-tile
id=elven_keep
name= _ "Keep"
string=Kef
aliasof=Ch
unit_height_adjust=20
recruit_from=true
recruit_onto=true
editor_group=castle
[/terrain]
[terrain]
symbol_image=castle/dwarven-keep-tile
id=dwarven_keep
name= _ "Dwarven keep"
string=Kud
aliasof=Ch
unit_height_adjust=0
recruit_from=true
recruit_onto=true
editor_group=castle, cave
[/terrain]
[terrain]
symbol_image=castle/ruined-keep-tile
id=ruined_keep
@ -324,18 +360,6 @@ editor_group=castle, water
#[/terrain]
[terrain]
symbol_image=castle/dwarven-keep-tile
id=dwarven_keep
name= _ "Dwarven keep"
string=Kud
aliasof=Ch
unit_height_adjust=0
recruit_from=true
recruit_onto=true
editor_group=castle, cave
[/terrain]
#
# Desert
#

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