Fixed issues with NEW:VILLAGE_TOD
Changed the default probability from 25 to 100, because it looks like a bug when only part of villages of the same kind are lit at night. Restored the original probabilities for elven and coast villages, and fixed column alignment for village macro calls. [ci skip]
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75b50979b6
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624a407c94
2 changed files with 23 additions and 29 deletions
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@ -268,8 +268,7 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
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# top of both 'base' and 'overlay'
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#Human villages
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{NEW:VILLAGE_TOD *^Vh village/human}
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{NEW:VILLAGE *^Vh village/human}
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{NEW:VILLAGE_TOD *^Vh village/human}
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{NEW:VILLAGE *^Vha village/human-snow}
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{NEW:VILLAGE *^Vhr village/human-cottage-ruin}
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@ -277,8 +276,7 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
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{NEW:VILLAGE *^Vhha village/human-snow-hills}
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{NEW:VILLAGE *^Vhhr village/human-hills-ruin}
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{NEW:VILLAGE_TOD *^Vhc village/human-city}
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{NEW:VILLAGE *^Vhc village/human-city}
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{NEW:VILLAGE_TOD *^Vhc village/human-city}
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{NEW:VILLAGE *^Vhca village/human-city-snow}
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{NEW:VILLAGE *^Vhcr village/human-city-ruin}
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@ -286,13 +284,11 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
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{NEW:VILLAGE *^Vht village/tropical-forest}
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#Crude villages (grassland)
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{NEW:VILLAGE_TOD *^Vc village/hut}
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{NEW:VILLAGE *^Vc village/hut}
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{NEW:VILLAGE_TOD *^Vc village/hut}
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{NEW:VILLAGE *^Vca village/hut-snow}
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{NEW:VILLAGE_TOD *^Vl village/log-cabin}
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{NEW:VILLAGE *^Vl village/log-cabin}
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{NEW:VILLAGE_TOD *^Vl village/log-cabin}
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{NEW:VILLAGE *^Vla village/log-cabin-snow}
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{NEW:VILLAGE *^Vct village/camp}
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@ -302,25 +298,22 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
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#Drake villages
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#20% 20% 20% 20% 20%
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{NEW:VILLAGE *^Vd village/drake1-A PROB=20 ANIM=[01~03] TIME=200}
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{NEW:VILLAGE *^Vd village/drake2-A PROB=25 ANIM=[01~03] TIME=100}
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{NEW:VILLAGE *^Vd village/drake3 PROB=33}
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{NEW:VILLAGE *^Vd village/drake4 PROB=50}
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{NEW:VILLAGE *^Vd village/drake5}
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{NEW:VILLAGE *^Vd village/drake1-A PROB=20 ANIM=[01~03] TIME=200}
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{NEW:VILLAGE *^Vd village/drake2-A PROB=25 ANIM=[01~03] TIME=100}
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{NEW:VILLAGE *^Vd village/drake3 PROB=33}
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{NEW:VILLAGE *^Vd village/drake4 PROB=50}
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{NEW:VILLAGE *^Vd village/drake5}
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#Orcish villages
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{NEW:VILLAGE_TOD *^Vo village/orc}
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{NEW:VILLAGE *^Vo village/orc}
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{NEW:VILLAGE_TOD *^Vo village/orc}
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{NEW:VILLAGE *^Voa village/orc-snow}
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{NEW:VILLAGE *^Voa village/orc-snow}
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#Elven villages
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#10% 25% 25% 40%
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{NEW:VILLAGE_TOD *^Ve village/elven}
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#{NEW:VILLAGE *^Ve village/elven}{VILLAGE_PROBABILITY 10}
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#{NEW:VILLAGE *^Ve village/elven3}{VILLAGE_PROBABILITY 28}
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#{NEW:VILLAGE *^Ve village/elven4}{VILLAGE_PROBABILITY 38}
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{NEW:VILLAGE *^Ve village/elven}
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{NEW:VILLAGE_TOD *^Ve village/elven PROB=10 VARIATIONS=""}
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{NEW:VILLAGE_TOD *^Ve village/elven3 PROB=28}
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{NEW:VILLAGE_TOD *^Ve village/elven4 PROB=38}
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{NEW:VILLAGE_TOD *^Ve village/elven2}
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#10% 25% 25% 40%
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{NEW:VILLAGE *^Vea village/elven-snow}{VILLAGE_PROBABILITY 10}
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@ -329,8 +322,7 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
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{NEW:VILLAGE *^Vea village/elven-snow2}
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#Desert villages
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{NEW:VILLAGE_TOD *^Vda village/desert}
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{NEW:VILLAGE *^Vda village/desert}
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{NEW:VILLAGE_TOD *^Vda village/desert}
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{NEW:VILLAGE *^Vdr village/desert-ruin}
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{NEW:VILLAGE *^Vdt village/desert-camp}
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@ -339,15 +331,14 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
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{NEW:VILLAGE *^Vud village/dwarven}
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#Swamp village
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{NEW:VILLAGE_TOD *^Vhs village/swampwater}
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{NEW:VILLAGE *^Vhs village/swampwater}
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{NEW:VILLAGE_TOD *^Vhs village/swampwater}
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#Merfolk village
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# {NEW:VILLAGE *^Vm village/coast}{VILLAGE_PROBABILITY 20}
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# {NEW:VILLAGE *^Vm village/coast2}{VILLAGE_PROBABILITY 24}
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# {NEW:VILLAGE *^Vm village/coast3}{VILLAGE_PROBABILITY 29}
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# {NEW:VILLAGE *^Vm village/coast4}{VILLAGE_PROBABILITY 35}
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{NEW:VILLAGE_TOD *^Vm village/coast}
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{NEW:VILLAGE_TOD *^Vm village/coast PROB=80}
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{NEW:VILLAGE *^Vm village/coast_5-A ANIM=[01~04] TIME=140}
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#
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@ -3096,7 +3096,10 @@ Xu*,Xo*#endarg
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#define NEW:VILLAGE_TOD TERRAINLIST IMAGESTEM
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#arg PROB
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25#endarg
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100#endarg
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#arg VARIATIONS
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;2;3;4;5;6;7#endarg
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#arg TIME
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first_watch,dusk,dusk1,dusk2,short_dark,long_dark1,underground#endarg
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@ -3118,7 +3121,7 @@ first_watch,dusk,dusk1,dusk2,short_dark,long_dark1,underground#endarg
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[image]
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name={IMAGESTEM}@V.png
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variations=";2;3;4;5;6;7"
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variations={VARIATIONS}
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layer=0
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base=90,144
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center=90,144
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