Added new macros for animated villages...

...and setting village variation probabilities, and converted all
villages to use these.
This commit is contained in:
Lari Nieminen 2010-09-27 12:40:20 +00:00
parent b15973ed97
commit 189c4e2019
2 changed files with 94 additions and 38 deletions

View file

@ -115,7 +115,7 @@
{NEW:FOREST Ha*^Fma (C*,K*,X*,Ql*,Qx*,Gv*,W*,M*,*^V*,*^B*) forest/mixed-winter-snow-sparse}
{NEW:FOREST *^Fma (C*,K*,X*,Ql*,Qx*,Gv*,W*,M*,*^V*,*^B*) forest/mixed-winter-snow}
{NEW:FOREST *^Uf* (C*,K*,X*,Ql*,Qx*,Gv*,W*,M*,Hd,*^V*,*^B*) forest/mushrooms}
{NEW:FOREST *^Uf* (C*,K*,X*,Ql*,Qx*,Gv*,W*,M*,Hd,*^V*,*^B*) forest/mushrooms}
# Great-tree
{OVERLAY_RANDOM *^Fet forest/great-tree}
@ -220,71 +220,71 @@
# top of both 'base' and 'overlay'
#Human villages
{VILLAGE_RANDOM *^Vh village/human}
{VILLAGE_RANDOM *^Vha village/human-snow}
{NEW:VILLAGE *^Vh village/human}
{NEW:VILLAGE *^Vha village/human-snow}
{VILLAGE *^Vhh village/human-hills}
{VILLAGE *^Vhha village/human-snow-hills}
{NEW:VILLAGE *^Vhh village/human-hills}
{NEW:VILLAGE *^Vhha village/human-snow-hills}
{VILLAGE_RANDOM *^Vhc village/human-city}
{VILLAGE_RANDOM *^Vhca village/human-city-snow}
{NEW:VILLAGE *^Vhc village/human-city}
{NEW:VILLAGE *^Vhca village/human-city-snow}
#tropical village
{VILLAGE *^Vht village/tropical-forest}
{NEW:VILLAGE *^Vht village/tropical-forest}
#Crude villages (grassland)
{VILLAGE_RANDOM *^Vc village/hut}
{NEW:VILLAGE *^Vc village/hut}
{VILLAGE_RANDOM *^Vca village/hut-snow}
{NEW:VILLAGE *^Vca village/hut-snow}
{VILLAGE_RANDOM *^Vl village/log-cabin}
{VILLAGE *^Vla village/log-cabin-snow}
{NEW:VILLAGE *^Vl village/log-cabin}
{NEW:VILLAGE *^Vla village/log-cabin-snow}
{VILLAGE_RANDOM *^Vct village/tent}
{NEW:VILLAGE *^Vct village/tent}
#Drake villages
#20% 20% 20% 20% 20%
{VILLAGE_PB *^Vd 20 ANIMATION_03 village/drake1}
{VILLAGE_PB *^Vd 25 ANIMATION_04 village/drake2}
{VILLAGE_P *^Vd 33 village/drake3}
{VILLAGE_P *^Vd 50 village/drake4}
{VILLAGE_P *^Vd 100 village/drake5}
{NEW:VILLAGE_A3 *^Vd 200 village/drake1-A}{VILLAGE_PROBABILITY 20}
{NEW:VILLAGE_A3 *^Vd 100 village/drake2-A}{VILLAGE_PROBABILITY 25}
{NEW:VILLAGE *^Vd village/drake3}{VILLAGE_PROBABILITY 33}
{NEW:VILLAGE *^Vd village/drake4}{VILLAGE_PROBABILITY 50}
{NEW:VILLAGE *^Vd village/drake5}
#Orcish villages
{VILLAGE_RANDOM *^Vo village/orc}
{NEW:VILLAGE *^Vo village/orc}
{VILLAGE_RANDOM *^Voa village/orc-snow}
{NEW:VILLAGE *^Voa village/orc-snow}
#Elven villages
#10% 25% 25% 40%
{VILLAGE_P *^Ve 10 village/elven}
{VILLAGE_P *^Ve 28 village/elven3}
{VILLAGE_P *^Ve 38 village/elven4}
{VILLAGE_P *^Ve 100 village/elven2}
{NEW:VILLAGE *^Ve village/elven}{VILLAGE_PROBABILITY 10}
{NEW:VILLAGE *^Ve village/elven3}{VILLAGE_PROBABILITY 28}
{NEW:VILLAGE *^Ve village/elven4}{VILLAGE_PROBABILITY 38}
{NEW:VILLAGE *^Ve village/elven2}
#10% 25% 25% 40%
{VILLAGE_P *^Vea 10 village/elven-snow}
{VILLAGE_P *^Vea 28 village/elven-snow3}
{VILLAGE_P *^Vea 38 village/elven-snow4}
{VILLAGE_P *^Vea 100 village/elven-snow2}
{NEW:VILLAGE *^Vea village/elven-snow}{VILLAGE_PROBABILITY 10}
{NEW:VILLAGE *^Vea village/elven-snow3}{VILLAGE_PROBABILITY 28}
{NEW:VILLAGE *^Vea village/elven-snow4}{VILLAGE_PROBABILITY 38}
{NEW:VILLAGE *^Vea village/elven-snow2}
#Desert villages
{VILLAGE_RANDOM *^Vda village/desert}
{VILLAGE *^Vdt village/desert-camp}
{NEW:VILLAGE *^Vda village/desert}
{NEW:VILLAGE *^Vdt village/desert-camp}
#Cave villages
{VILLAGE_RANDOM *^Vu village/cave}
{VILLAGE_RANDOM *^Vud village/dwarven}
{NEW:VILLAGE *^Vu village/cave}
{NEW:VILLAGE *^Vud village/dwarven}
#Swamp village
{VILLAGE_RANDOM *^Vhs village/swampwater}
{NEW:VILLAGE *^Vhs village/swampwater}
#Merfolk village
{VILLAGE_P *^Vm 20 village/coast}
{VILLAGE_P *^Vm 24 village/coast2}
{VILLAGE_P *^Vm 29 village/coast3}
{VILLAGE_P *^Vm 35 village/coast4}
{VILLAGE_PB *^Vm 100 ANIMATION_04_140 village/coast5}
{NEW:VILLAGE *^Vm village/coast}{VILLAGE_PROBABILITY 20}
{NEW:VILLAGE *^Vm village/coast2}{VILLAGE_PROBABILITY 24}
{NEW:VILLAGE *^Vm village/coast3}{VILLAGE_PROBABILITY 29}
{NEW:VILLAGE *^Vm village/coast4}{VILLAGE_PROBABILITY 35}
{NEW:VILLAGE_A4 *^Vm 140 village/coast5-A}
#
# > O V E R L A Y S <

View file

@ -241,3 +241,59 @@
[/image]
[/terrain_graphics]
#enddef
#define NEW:VILLAGE_A3 TERRAIN TIME IMAGESTEM
[terrain_graphics]
map="
, *
* , *
, 1
* , *
, *"
[tile]
pos=1
type={TERRAIN}
set_no_flag=village
[/tile]
[image]
name={IMAGESTEM}01.png:{TIME},{IMAGESTEM}02.png:{TIME},{IMAGESTEM}03.png:{TIME}
layer=0
base=90,144
center=90,144
[/image]
[/terrain_graphics]
#enddef
#define NEW:VILLAGE_A4 TERRAIN TIME IMAGESTEM
[terrain_graphics]
map="
, *
* , *
, 1
* , *
, *"
[tile]
pos=1
type={TERRAIN}
set_no_flag=village
[/tile]
[image]
name={IMAGESTEM}01.png:{TIME},{IMAGESTEM}02.png:{TIME},{IMAGESTEM}03.png:{TIME},{IMAGESTEM}04.png:{TIME}
layer=0
base=90,144
center=90,144
[/image]
[/terrain_graphics]
#enddef
# This hacky macro will hopefully be replaced with a more elegant way of passing
# variation-specific probabilities sometime
#define VILLAGE_PROBABILITY PROB
[+terrain_graphics]
probability={PROB}
[/terrain_graphics]
#enddef