new terrain: Merfolk or aquatic camp (#773)

* adding aquatic encampment terrain

* Update changelog

* remove hardwired terrain codes and image-path from aquatic.cfg

* removed wood.png images

* touch-up to stone-posts in Kme-Cme transition
This commit is contained in:
doofus-01 2016-09-18 03:23:38 -07:00 committed by Lari Nieminen
parent 8397201f60
commit 376d45a292
48 changed files with 196 additions and 1 deletions

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@ -23,7 +23,7 @@ Version 1.13.5+dev:
* Now the music fades out between scenarios.
* Graphics:
* Improved or new terrain graphics: New wooden floor variation and new
transitions.
transitions. New aquatic encampment.
* New sprite for Tentacle of the Deep.
* Units:
* Changed the sound for the melee attack of the

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@ -570,10 +570,19 @@
{NEW:BASE Cdr castle/sand/ruin-dirt}
{KEEP_BASE_RANDOM Kdr castle/sand/cobbles-ruin}
{NEW:WATER_342_180 (Cme,Kme) water/water 17}
{OVERLAY_RANDOM_L (Cme) -320 castle/aquatic-camp/reef}
{OVERLAY_RANDOM_L (Kme) -310 castle/aquatic-camp/floor}
#
# > T R A N S I T I O N S B E T W E E N T E R R A I N S <
#
# Aquatic camp
{NEW:WALL (Kme,Cme) (!,C*,K*) castle/aquatic-camp/castle}
{AQUATIC:CAMPS Kme Cme castle/aquatic-camp}
# Elven castle

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@ -0,0 +1,161 @@
#textdomain wesnoth
#define CORNER_OVERLAY TERRAIN ADJACENT IMAGESTEM
[terrain_graphics]
map="
2
, 3
1"
[tile]
pos=1
type={TERRAIN}
[/tile]
[tile]
pos=2
type={ADJACENT}
[/tile]
[tile]
pos=3
type={TERRAIN},{ADJACENT}
[/tile]
rotations=png,foo,png,foo,png,foo
[image]
name={IMAGESTEM}@V.@R0
variations=";2;3;4;5;6;7;8;9"
layer=10
center=52,72
base=52,72
[/image]
[/terrain_graphics]
[terrain_graphics]
map="
.
, 3
2
, 1"
[tile]
pos=1
type={TERRAIN}
[/tile]
[tile]
pos=2
type={ADJACENT}
[/tile]
[tile]
pos=3
type={TERRAIN},{ADJACENT}
[/tile]
rotations=png,foo,png,foo,png,foo
[image]
name={IMAGESTEM}@V.@R0
variations=";2;3;4;5;6;7;8;9"
layer=10
center=72,108
base=72,108
[/image]
[/terrain_graphics]
#enddef
#define AQUATIC:CAMPS KEEP CAMP IMAGEPATH
[terrain_graphics]
[tile]
x=0
y=0
type={KEEP}
set_flag=wall-tl,wall-tr,wall-bl,wall-br,wall-r,wall-l
[/tile]
[/terrain_graphics]
{DISABLE_BASE_TRANSITIONS_F ({KEEP},{CAMP}) non_submerged}
[terrain_graphics]
map="
, 2
4, 3
, 1
., .
, ."
[tile]
pos=1
type={KEEP}
set_no_flag=pool_edge-@R0
[image]
layer=0
# base=54,72
name={BUILD_IMAGE IMAGE_SINGLE {IMAGEPATH}/keep-small -@R0}
[/image]
[/tile]
[tile]
pos=2
type={CAMP}
set_no_flag=pool_edge-@R2
[/tile]
[tile]
pos=3
type=!,{KEEP},{CAMP}
set_no_flag=pool_edge-@R4
[/tile]
[tile]
pos=4
type=!,{KEEP}
[/tile]
probability=100
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
[terrain_graphics]
map="
, 2
., 3
, 1
., 4
, ."
[tile]
pos=1
type={KEEP}
set_no_flag=pool_edge-@R1
[image]
layer=0
# base=72,2
name={BUILD_IMAGE IMAGE_SINGLE {IMAGEPATH}/keep-small -@R1}
[/image]
[/tile]
[tile]
pos=2
type=!,{KEEP},{CAMP}
set_no_flag=pool_edge-@R2
[/tile]
[tile]
pos=3
type={CAMP}
set_no_flag=pool_edge-@R4
[/tile]
[tile]
pos=4
type=!,{KEEP}
[/tile]
probability=100
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
{TRANSITION_COMPLETE_LF ({CAMP},{KEEP}) (!,{KEEP},{CAMP},W*,Ss,Q*) 0 non_fading {IMAGEPATH}/castle-to-ground}
{TRANSITION_COMPLETE_LF ({CAMP}) ({KEEP}) -1 pool_edge {IMAGEPATH}/keep-rim}
# this macro was defined at the top of this file
{CORNER_OVERLAY {KEEP} (!,{KEEP},!,C*,K*) {IMAGEPATH}/stone-post}
#enddef

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@ -1752,6 +1752,18 @@ Merfolk and nagas have 60% defense in submerged villages, whereas land based uni
editor_group=castle, desert
[/terrain_type]
[terrain_type]
symbol_image=castle/aquatic-camp/tile
id=aquatic_camp
name= _ "Encampment"
editor_name= _ "Aquatic Encampment"
string=Cme
aliasof=Ct,Wwr
unit_height_adjust=0
recruit_onto=true
editor_group=castle, water
[/terrain_type]
#
# Keeps
#
@ -1937,6 +1949,19 @@ Merfolk and nagas have 60% defense in submerged villages, whereas land based uni
editor_group=castle, desert
[/terrain_type]
[terrain_type]
symbol_image=castle/aquatic-camp/keep-tile
id=merman_campkeep
name= _ "Encampment Keep"
editor_name= _ "Aquatic Encampment Keep"
string=Kme
aliasof=Ct, Wwr
unit_height_adjust=2
recruit_onto=true
recruit_from=true
editor_group=castle, water
[/terrain_type]
[terrain_type]
symbol_image=fog/fog1
editor_image=castle/castle-overlay-editor