Added new desert mountains terrain, by doofus-01

For now, the extra overlay peaks are not included.
This commit is contained in:
ln-zookeeper 2016-01-31 00:41:31 +02:00
parent da53084cb7
commit 807d7f3a12
54 changed files with 60 additions and 13 deletions

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@ -35,7 +35,8 @@ Version 1.13.2+dev:
* Sound effects:
* Fixed various subtle timing problems with attack sounds.
* Terrains:
* New terrain: Ruined Adobe Village (^Vdr).
* New terrain: Desert Mountains (Mdy), Impassable Desert Mountains (Mdy^Xm),
Ruined Adobe Village (^Vdr).
* User Interface:
* GUI1 comboboxes now use the thinner menu frame style.
* Implemented a new GUI2 Attack dialog

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@ -552,7 +552,7 @@
[/entry]
[entry]
name = "doofus-01"
comment = "orcish fort and villages, portraits for walking corpse and soulless"
comment = "orcish fort and villages, desert mountains, portraits for walking corpse and soulless"
[/entry]
[entry]
name = "Elena Astanina (ayona)"

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@ -189,9 +189,13 @@
# Swamp
{OVERLAY_COMPLETE_LF Ss (!,Xv,Chs,!,C*,H*,M*,X*,Q*,A*,Ke,Kea,Kud) -85 base2 swamp/reed}
{OVERLAY_COMPLETE_LF Chs (!,C*,K*,Ss) -85 base2 swamp/reed}
# Large volcano
{VOLCANO_2x2 Mv Mm,Md 100 base2 mountains/volcano6}
# Single-hex volcano
{OVERLAY_COMPLETE_F Mv (!,Xv,Mv,!,C*,K*,X*,Q*) base2 mountains/volcano}
# Mountains
{OVERLAY_RESTRICTED3_F Mm (!,Xv,!,C*,K*,X*,Ql,Qx*,W*) base2 mountains/basic-castle-n}
{OVERLAY_ROTATION_RESTRICTED2_F Mm (!,Xv,!,C*,K*,X*,Ql,Qx*,W*) base2 mountains/basic-castle}
@ -226,9 +230,6 @@
{MOUNTAIN_SINGLE_RANDOM Md base2 mountains/dry}
# Single-hex volcano
{OVERLAY_COMPLETE_F Mv (!,Xv,Mv,!,C*,K*,X*,Q*) base2 mountains/volcano}
# Snow mountains (uncomment rules as the corresponding tiles are added)
#{OVERLAY_RESTRICTED3_F Ms (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 mountains/snow-castle-n}
#{OVERLAY_ROTATION_RESTRICTED2_F Ms (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 mountains/snow-castle}
@ -251,12 +252,37 @@
{TERRAIN_BASE_RANDOM Md hills/dry}
{TERRAIN_BASE_RANDOM Ms hills/snow}
{OVERLAY_LF *^Xm 1 clouds mountains/cloud@V}
# Desert Mountains
{OVERLAY_ROTATION_RESTRICTED2_F Mdy (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 desert_mountains/desert-castle}
{OVERLAY_ROTATION_RESTRICTED_F Mdy (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 desert_mountains/desert-castle}
{MOUNTAINS_2x4_NW_SE Mdy 18 base2 desert_mountains/desert_range3}
{MOUNTAINS_1x3_NW_SE Mdy 20 base2 desert_mountains/desert_range1}
{MOUNTAINS_1x3_SW_NE Mdy 20 base2 desert_mountains/desert_range2}
{MOUNTAINS_2x2 Mdy 40 base2 desert_mountains/desert5}
{MOUNTAINS_2x2 Mdy 30 base2 desert_mountains/desert6}
{PEAKS_1x2_SW_NE *^Xm 15 peaks mountains/peak_range1}
{PEAKS_LARGE *^Xm 25 peaks mountains/peak_large1}
{PEAKS_LARGE *^Xm 33 peaks mountains/peak_large2}
{OVERLAY_RANDOM_LF *^Xm 2 peaks mountains/peak}
{MOUNTAIN_SINGLE_RANDOM Mdy base2 desert_mountains/desert}
#This one is to fill any "gaps" there might be when next to castles or walls
{TERRAIN_BASE_RANDOM Mdy hills/dry}
{TRANSITION_COMPLETE_L (Mdy,Mdy^Xm) (!,Md*,Mv,S*) -166 desert_mountains/desert}
# Special Desert Mountain to Chasm Blend transition - the default mountain-chasm transition is white, looks terrible.
{TRANSITION_COMPLETE_LF (Qx*,Ql*) (Mdy,Mdy^Xm) 2 transition3 desert_mountains/blend-from-chasm}
{TRANSITION_COMPLETE_LF (Mdy,Mdy^Xm) Ai,W*,S* -165 non_submerged desert_mountains/desert-to-water}
# Impassable peaks
{OVERLAY_LF Mdy^Xm 1 clouds mountains/cloud@V}
{PEAKS_1x2_SW_NE Mdy^Xm 15 peaks desert_mountains/peak_range1}
{PEAKS_LARGE Mdy^Xm 25 peaks desert_mountains/peak_large1}
{PEAKS_LARGE Mdy^Xm 33 peaks desert_mountains/peak_large2}
{OVERLAY_RANDOM_LF Mdy^Xm 2 peaks desert_mountains/peak}
{OVERLAY_LF *^Xm 1 clouds mountains/cloud@V}
{PEAKS_1x2_SW_NE *^Xm 15 peaks mountains/peak_range1}
{PEAKS_LARGE *^Xm 25 peaks mountains/peak_large1}
{PEAKS_LARGE *^Xm 33 peaks mountains/peak_large2}
{OVERLAY_RANDOM_LF *^Xm 2 peaks mountains/peak}
#
# > V I L L A G E B U I L D I N G S <

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@ -772,7 +772,7 @@ Most units receive 20 to 40% defense in sand."
[terrain_type]
symbol_image=mountains/dry-tile
id=desert_mountains
id=dry_mountains
name= _ "Mountains"
editor_name= _ "Dry Mountains"
string=Md
@ -791,6 +791,16 @@ Most units receive 20 to 40% defense in sand."
editor_group=rough, frozen
[/terrain_type]
[terrain_type]
symbol_image=desert_mountains/desert-tile
id=desert_mountains
name= _ "Mountains"
editor_name= _ "Desert Mountains"
string=Mdy
aliasof=Mt
editor_group=rough, desert
[/terrain_type]
#
# ## Interior ##
#
@ -1027,9 +1037,9 @@ Most units have about 50% defense in rocky caves, whereas cavalry are limited to
[terrain_type]
symbol_image=mountains/cloud-desert-tile
id=clouddesert
id=cloud_dry
name= _ "Mountains"
editor_name= _ "Desert Impassable Mountains"
editor_name= _ "Dry Impassable Mountains"
string=Md^Xm
aliasof=-,Mt,Xt
#mvt_alias=-,M,Xt
@ -1046,6 +1056,16 @@ Most units have about 50% defense in rocky caves, whereas cavalry are limited to
editor_group=rough,obstacle,frozen
[/terrain_type]
[terrain_type]
symbol_image=desert_mountains/cloud-desert-tile
id=cloud_desert
name= _ "Mountains"
editor_name= _ "Desert Impassable Mountains"
string=Mdy^Xm
aliasof=-,Mt,Xt
editor_group=rough,obstacle,desert
[/terrain_type]
[terrain_type]
symbol_image=void/void
editor_image=cave/wall-rough-tile