Add new PLACE_IMAGE_SUBMERGED macro and use for HttT:04_BoP

It does the same thing as PLACE_IMAGE except the created item may
use the same submerge code as units. If not placed on water there
will be no submersion effect. If placed on water it will be submerged
to the same level a unit would be submerged to. In general physical
items placed into water should use this, whereas items placed on top
of water should use PLACE_IMAGE.

The new macro has been applied to the merfolk cages in the Bay of Pearls
scenario in HttT.
This commit is contained in:
Tommy 2022-07-26 18:31:37 +12:00
parent b4119dce4a
commit 36d43da21a
2 changed files with 20 additions and 10 deletions

View file

@ -180,20 +180,20 @@
{OBJ_TRIDENT_STORM 5 4 bop_stormtrident}
#when certain villages are entered, Merfolk are rescued
{PLACE_IMAGE "units/merfolk/fighter.png~RC(magenta>red)" 5 38}
{PLACE_IMAGE items/cage.png 5 38}
{PLACE_IMAGE_SUBMERGED "units/merfolk/fighter.png~RC(magenta>red)" 5 38}
{PLACE_IMAGE_SUBMERGED items/cage.png 5 38}
{PLACE_IMAGE "units/merfolk/fighter.png~RC(magenta>red)" 7 35}
{PLACE_IMAGE items/cage.png 7 35}
{PLACE_IMAGE_SUBMERGED "units/merfolk/fighter.png~RC(magenta>red)" 7 35}
{PLACE_IMAGE_SUBMERGED items/cage.png 7 35}
{PLACE_IMAGE "units/merfolk/fighter.png~RC(magenta>red)" 11 33}
{PLACE_IMAGE items/cage.png 11 33}
{PLACE_IMAGE_SUBMERGED "units/merfolk/fighter.png~RC(magenta>red)" 11 33}
{PLACE_IMAGE_SUBMERGED items/cage.png 11 33}
{PLACE_IMAGE "units/merfolk/fighter.png~RC(magenta>red)" 19 23}
{PLACE_IMAGE items/cage.png 19 23}
{PLACE_IMAGE_SUBMERGED "units/merfolk/fighter.png~RC(magenta>red)" 19 23}
{PLACE_IMAGE_SUBMERGED items/cage.png 19 23}
{PLACE_IMAGE "units/merfolk/fighter.png~RC(magenta>red)" 3 10}
{PLACE_IMAGE items/cage.png 3 10}
{PLACE_IMAGE_SUBMERGED "units/merfolk/fighter.png~RC(magenta>red)" 3 10}
{PLACE_IMAGE_SUBMERGED items/cage.png 3 10}
[/event]
[event]

View file

@ -175,6 +175,16 @@
[/item]
#enddef
#define PLACE_IMAGE_SUBMERGED IMAGE X Y
# Place an image at a specified location on the map, submerging in water.
[item]
x={X}
y={Y}
image={IMAGE}
submerge=1
[/item]
#enddef
#define REMOVE_IMAGE X Y
# Removes a previously set image from a tile.
#