all new ethereal abyss terrain now in mainline.

I'll leave removal of the old custom terrain from Delfador's Memoirs
to others.
This commit is contained in:
J.W. Bjerk 2010-06-22 18:06:06 +00:00
parent fa7923ac19
commit 4b155da254
13 changed files with 32 additions and 32 deletions

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@ -80,6 +80,7 @@ Version 1.9.0-svn:
* added new dry hills terrain
* new ford that works with animated water
* improved cobbled road now also used for castle (not keep) floor
* new etherial abyss terrain added to mainline
* Terrain WML
* rename TRANSITION_RESTRICTED and TRANSITION_RESTRICTED2 to
OVERLAY_ROTATION_RESTRICTED and OVERLAY_ROTATION_RESTRICTED2

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@ -17,23 +17,10 @@
# themable
# Wooden bridges (put those on top of everything)
{TRACK *^Bw\ *^Bw| *^Bw/ bridge/wood}
# add transition bridges<->bridges wherever images are missing
{TRACK_BORDER_RESTRICTED (*Bw|,*^Bw/,*^Bw/) (*^Bw|,*^Bw/,*^Bw/) bridge/wood}
# add dock-style ends to bridges ending in water
{TRACK_BORDER_RESTRICTED (*^Bw|,*^Bw/,*^Bw/) (W*^,Ss^,Ai^) bridge/wood-dock}
# add ramps where straight bridges end on land
{TRACK_BORDER_RESTRICTED (*^Bw|,*^Bw/,*^Bw/) (!,C*,K*,*^F*) bridge/wood}
{BRIDGE *^Bw\ *^Bw| *^Bw/ (W*^,Ss^,Ai^) (C*,K*,*^F*) bridge/wood}
# Mine rail tracks
#{RAILWAY *^Br\ *^Br| *^Br/ cave/rails}
{TRACK *^Br\ *^Br| *^Br/ cave/rails}
# add transition rail<->rail wherever images are missing
{TRACK_BORDER_RESTRICTED (*^Br/,*^Br\) *^Br| cave/rails-switch-ns}
{TRACK_BORDER_RESTRICTED (*^Br|,*^Br/) *^Br\ cave/rails-switch-nwse}
{TRACK_BORDER_RESTRICTED (*^Br|,*^Br\) *^Br/ cave/rails-switch-nesw}
#add transitions at rail end
{TRACK_BORDER_RESTRICTED (*^Br|,*^Br/,*^Br/) * cave/rails-end}
{RAILWAY *^Br\ *^Br| *^Br/ cave/rails}
# Forests
{OVERLAY_COMPLETE Hh*^Fp (C*,K*,X*,Ql*,Qx*,Gv*,W*,M*,*^V*) forest/pine-sparse}
@ -283,6 +270,7 @@
{TERRAIN_BASE_RANDOM Xu cave/wall-rough}
{TERRAIN_BASE Qxu unwalkable/chasm}
{TERRAIN_BASE_RANDOM Qxua unwalkable/abyss}
{TERRAIN_BASE_RANDOM Ql,Qlf unwalkable/lava}
# Desert base terrains
@ -461,17 +449,17 @@
# (including dwarven castle, chasm, lava)
#
{DISABLE_BASE_TRANSITIONS Qxu}
{DISABLE_BASE_TRANSITIONS Qx*}
{DISABLE_BASE_TRANSITIONS Ql}
{DISABLE_BASE_TRANSITIONS Xu}
{DISABLE_BASE_TRANSITIONS (Cud,Kud)}
#dwarven castle transitions
{WALL_TRANSITION3 (Cud,Kud) Ql Qxu unwalkable/dcastle-lava-chasm}
{WALL_TRANSITION3 (Cud,Kud) Ql Qx* unwalkable/dcastle-lava-chasm}
{WALL_TRANSITION2 (Cud,Kud) X* (!,Cud,Kud,X*) castle/dwarven-castle-wall}
{WALL_TRANSITION2 (Cud,Kud) Ql (!,Cud,Kud,Ql) unwalkable/dcastle-lava}
{WALL_TRANSITION2 (Cud,Kud) Qxu (!,Cud,Kud,Qxu) unwalkable/dcastle-chasm}
{WALL_TRANSITION2 (Cud,Kud) Qx* (!,Cud,Kud,Qx*) unwalkable/dcastle-chasm}
{WALL_TRANSITION (Cud,Kud) (!,Cud,Kud) castle/dwarven-castle}
@ -479,9 +467,10 @@
{WALL_TRANSITION Xu (!,Xu) cave/wall-rough}
#chasm/lava transitions always below castles/walls
{WALL_TRANSITION2_LF Ql Qxu (!,Ql,Qxu) -90 ground unwalkable/lava-chasm}
{WALL_TRANSITION2_LF Ql Qx* (!,Ql,Qx*) -90 ground unwalkable/lava-chasm}
{WALL_TRANSITION_LF Ql (!,Ql) -90 ground unwalkable/lava}
{WALL_TRANSITION_LF Qxu (!,Qxu) -90 ground unwalkable/chasm}
{WALL_TRANSITION_LF Qx* (!,Qx*) -90 ground unwalkable/chasm}
#
# > B A S E T R A N S I T I O N S. <
@ -494,34 +483,34 @@
{TRANSITION_COMPLETE_L (!,Chr,Chw) Chr -150 flat/grass}
{TRANSITION_COMPLETE_L Md (!,Md,Qxu) -160 desert-mountains}
{TRANSITION_COMPLETE_L Md (!,Md,Qx*) -160 desert-mountains}
{TRANSITION_COMPLETE_L (Ms,Ha) Hh* -170 snow-hills-to-hills}
{TRANSITION_COMPLETE_L (Ms,Ha) (W*,Ss) -171 snow-hills-to-water}
{TRANSITION_COMPLETE_L (Ms,Ha) (!,Ha,Qxu,Mm,Ms,Md) -172 snow-hills}
{TRANSITION_COMPLETE_L (Ms,Ha) (!,Ha,Qx*,Mm,Ms,Md) -172 snow-hills}
{TRANSITION_COMPLETE_L (Mm,Hh) (!,Hh,W*,Ss) -180 hills/regular}
{TRANSITION_COMPLETE_LF (Mm,Hh) (W*,Ss) -181 transition2 hills/regular}
{TRANSITION_COMPLETE_L (Hhd) (!,Hhd,W*,Ss) -183 hills/dry}
{TRANSITION_COMPLETE_LF (Hhd) (W*,Ss) -184 transition2 hills/dry}
{TRANSITION_COMPLETE_L Hd (!,Hd,Qxu) -190 desert-hills}
{TRANSITION_COMPLETE_L Hd (!,Hd,Qx*) -190 desert-hills}
{TRANSITION_COMPLETE_L Uh (!,Uh) -200 cave/hills}
{TRANSITION_COMPLETE_L Qlf (!,Ql,Qlf,Qxu,X*) -210 unwalkable/lava}
{TRANSITION_COMPLETE_L Qlf (!,Ql,Qlf,Qx*,X*) -210 unwalkable/lava}
{TRANSITION_COMPLETE_L (Uu,Uh) (!,Uu,Uh) -220 cave/floor}
{TRANSITION_COMPLETE_L Ur (!,Ur) -221 cave/floor}
{TRANSITION_COMPLETE_LF (!,Ur) Ur -222 transition2 cave/floor}
{TRANSITION_COMPLETE_L Aa (W*,Ss) -240 frozen/snow-to-water}
{TRANSITION_COMPLETE_L Aa (!,Aa,Qxu) -241 frozen/snow}
{TRANSITION_COMPLETE_L Aa (!,Aa,Qx*) -241 frozen/snow}
{TRANSITION_COMPLETE_L (Ss,Chs) (!,Ss,Chs,H*,M*,A*) -250 swamp/water}
# These two work in conjunction with the mountain and hill transitions to create
# a smooth coastline between grassland, hills and mountains.
#{TRANSITION_COMPLETE_LB (Gg*,Qxu,Mm,Ms,Hh*) Wo -260 ANIMATION_15 flat/grass-to-water}
#{TRANSITION_COMPLETE_L (Gg*,Qxu,Mm,Ms,Hh*) W* -260 flat/grass-to-water}
#{TRANSITION_COMPLETE_LB (Gg*,Qx*,Mm,Ms,Hh*) Wo -260 ANIMATION_15 flat/grass-to-water}
#{TRANSITION_COMPLETE_L (Gg*,Qx*,Mm,Ms,Hh*) W* -260 flat/grass-to-water}
# Experimental gradual grass blending
{TRANSITION_COMPLETE_LF Gg (Gs,Gd,Re,Rb,Rd,Rr,Rp) -264 transition2 flat/grass-long}
@ -529,15 +518,15 @@
{TRANSITION_COMPLETE_LF Gd (Re,Rb,Rd,Rr,Rp) -266 transition2 flat/grass-dry-long}
{TRANSITION_COMPLETE_L Gll (Gg,Gs,Gd,Re,Rb,Rd,Rp) -265 flat/leaf-litter-long}
{TRANSITION_COMPLETE_L Gll (!,Gll,Qxu) -269 flat/leaf-litter}
{TRANSITION_COMPLETE_L Gll (!,Gll,Qx*) -269 flat/leaf-litter}
{TRANSITION_COMPLETE_L (Gg*,Qxu) (!,Gg*,Qxu,Mm,Ms,Hh) -270 flat/grass}
{TRANSITION_COMPLETE_L (Gg*,Qx*) (!,Gg*,Qx*,Mm,Ms,Hh) -270 flat/grass}
{TRANSITION_COMPLETE_LF (!,Ggf) Ggf -271 flower-transition flat/grass}
{TRANSITION_COMPLETE_L Gs (!,Gs,Qxu) -290 flat/savanna}
{TRANSITION_COMPLETE_L Gd (!,Gd,Qxu) -294 flat/grass-dry}
{TRANSITION_COMPLETE_L Gs (!,Gs,Qx*) -290 flat/savanna}
{TRANSITION_COMPLETE_L Gd (!,Gd,Qx*) -294 flat/grass-dry}
### experimental water's edge

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@ -779,6 +779,15 @@
editor_group=cave, obstacle
[/terrain_type]
[terrain_type]
symbol_image=unwalkable/abyss-tile
id=abyss
name= _ "Etherial Abyss"
string=Qxua
aliasof=Qt
editor_group=obstacle
[/terrain_type]
[terrain_type]
symbol_image=unwalkable/lava-chasm-tile
id=lava_chasm

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@ -22,7 +22,8 @@ Version 1.9.0-svn:
* Graphics:
* New Terrains: stone-wall-lit, snowy castle, snowy fort, desert castle,
tropical water, dead grass, dark dirt, mine rail tracks, dry hills.
tropical water, dead grass, dark dirt, mine rail tracks, dry hills,
etherial abyss.
* Improved Terrains: animated water, grass, savanna, desert road, cobbled
road.
* New Portraits: Orc Archer, Orc Grunt line alternates #4, #5 and #6,