Last new terrains for 1.16 (#5789)

* adding snowy pine and dead oak variations of great tree terrain

* Icy cobbles (Rra) terrain
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doofus-01 2021-05-29 21:30:39 -07:00 committed by GitHub
parent 4030dc9a0b
commit 94241857e2
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12 changed files with 45 additions and 7 deletions

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@ -164,7 +164,9 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
# Great-tree
{NEW:OVERLAY *^Fet forest/great-tree}
{NEW:OVERLAY *^Feta forest/great-tree-snowy}
{NEW:OVERLAY *^Fetd forest/great-tree-dead}
{NEW:OVERLAY *^Feth forest/great-oak-tree-dead}
# Oasis
{NEW:OVERLAY *^Do village/desert-oasis-1 PROB=30}
@ -468,6 +470,7 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
{NEW:BASE Rr flat/road}
{NEW:BASE Rrc flat/road-clean}
{NEW:BASE Rp flat/stone-path}
{NEW:BASE Rra flat/road-icy}
# Hills base terrain
{NEW:BASE Hh hills/regular}
@ -872,7 +875,7 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
{WALL_TRANSITION2_LF Qlf Qx*,Xv,_off^_usr (!,Ql*,Qx*) -290 ground unwalkable/lava-chasm}
{WALL_TRANSITION_LF Ql (!,Ql,Xv,_off^_usr) -290 ground unwalkable/lava}
{WALL_TRANSITION_LF Qlf (!,Qlf,Xv,_off^_usr) -290 ground unwalkable/lava-high}
{WALL_TRANSITION_LF Qx* (Ai*,Aa*,Ha*,Ms*,) -290 ground chasm/regular-snow}
{WALL_TRANSITION_LF Qx* (Ai*,Aa*,Ha*,Ms*,Rra) -290 ground chasm/regular-snow}
{WALL_TRANSITION_LF Qx* (W*,S*) -290 ground chasm/water}
{WALL_TRANSITION_LF Qxe (!,Qx*,Xv,_off^_usr) -290 ground chasm/earthy}
{WALL_TRANSITION_LF Qx* (!,Qx*,Xv,_off^_usr) -290 ground chasm/regular}
@ -956,9 +959,9 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
# This transitions from bank to flat terrains.
{NEW:TRANSITION (W*,Ai) (R*,Gll,Ias) -300 flat/bank}
{NEW:TRANSITION (W*,Ai) (!,Rra,!,R*,Gll,Ias) -300 flat/bank}
{NEW:TRANSITION (Sm) (R*,D*) -310 swamp/mud-to-land}
{NEW:TRANSITION (Sm) (!,Rra,!,R*,D*) -310 swamp/mud-to-land}
# To make everything layer properly, these transitions for sand to R* occur higher than most of the desert transitions
{NEW:TRANSITION Dd R* -319 sand/desert}
@ -970,6 +973,7 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
{NEW:TRANSITION Rr (!,Rr,W*,Ai,Q*) -320 flat/road}
{NEW:TRANSITION Rrc (!,Rrc,W*,Ai,Q*) -321 flat/road-clean}
{NEW:TRANSITION Rp (!,Rp,W*,Ai,Q*) -322 flat/stone-path}
{NEW:TRANSITION Rra (!,Rrc,Rra,Q*) -321 flat/road-clean}
{NEW:TRANSITION *^Gvs (!,*^Gvs,C*,K*,*^F*,M*,H*,W*,Q*) -330 embellishments/farm-veg-spring FLAG=transition2}
{NEW:TRANSITION *^Emf (!,*^Emf,C*,K*,*^F*,M*,H*,W*,Q*) -330 embellishments/mushroom-farm FLAG=transition2}
@ -998,20 +1002,20 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
{NEW:TRANSITION (Mm,Hh) Ai,W*,S* -482 hills/regular-to-water FLAG=non_submerged}
{NEW:TRANSITION (Md,Hhd,Mv) Ai,W*,S* -482 hills/dry-to-water FLAG=non_submerged}
{NEW:TRANSITION (R*,G*,Uue,Ias) Ai,W* -483 flat/bank-to-ice FLAG=non_submerged}
{NEW:TRANSITION (!,Rra,!,R*,G*,Uue,Ias) Ai,W* -483 flat/bank-to-ice FLAG=non_submerged}
{NEW:TRANSITION (U*,Xu*,Ql*) Ai,W*,S* -486 cave/bank FLAG=non_submerged}
{NEW:TRANSITION Aa,Ai (D*) -485 frozen/ice FLAG=non_submerged}
{NEW:TRANSITION Aa,Ha,Ms,Ai (W*,S*) -485 frozen/ice FLAG=non_submerged}
{NEW:TRANSITION Aa,Ha,Ms,Ai (W*,S*) -505 frozen/ice-to-water FLAG=submerged}
{NEW:TRANSITION Aa,Ha,Ms,Ai,Rra (W*,S*) -485 frozen/ice FLAG=non_submerged}
{NEW:TRANSITION Aa,Ha,Ms,Ai,Rra (W*,S*) -505 frozen/ice-to-water FLAG=submerged}
# we just draw this again (invisible below the base layer) to set the transition flags
{NEW:TRANSITION Aa,Ha,Ms,Ai (W*,Ss) -1001 frozen/ice-to-water}
# Beaches
{NEW:GENERIC_CORNER_TRANSITION !,D*,Hd,Chw,Khw,Khs,W*,S*,Xv,Qx*,A*,_* W* -500 water/bottom masks/long ""}
{NEW:GENERIC_CORNER_TRANSITION !,D*,Hd,Chw,Khw,Khs,W*,S*,Xv,Qx*,A*,Rra,_* W* -500 water/bottom masks/long ""}
# Water Transitions below everything else

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@ -264,6 +264,16 @@
editor_group=flat
[/terrain_type]
[terrain_type]
symbol_image=flat/road-icy
id=road_icy
name = _ "Road"
editor_name= _ "Icy Cobbles"
string=Rra
aliasof=Gt
editor_group=flat,frozen
[/terrain_type]
#
# ## Frozen ##
#
@ -557,6 +567,18 @@ Most units receive 20 to 40% defense in sand."
editor_group=forest
[/terrain_type]
[terrain_type]
symbol_image=forest/great-tree-snowy-tile
id=great_tree_snowy
name= _ "Great Tree"
editor_name= _ "Snowy Great Tree"
string=^Feta
default_base=Aa
aliasof=_bas,Ft
mvt_alias=-,_bas,Ft
editor_group=frozen,forest
[/terrain_type]
[terrain_type]
symbol_image=forest/great-tree-dead-tile
id=great_tree_dead
@ -569,6 +591,18 @@ Most units receive 20 to 40% defense in sand."
editor_group=forest
[/terrain_type]
[terrain_type]
symbol_image=forest/great-oak-tree-dead-tile
id=great_tree_dead_oak
name= _ "Great Tree"
editor_name= _ "Dead Great Oak Tree"
string=^Feth
default_base=Gll
aliasof=_bas,Ft
mvt_alias=-,_bas,Ft
editor_group=forest
[/terrain_type]
[terrain_type]
symbol_image=forest/tropical/jungle-tile
id=tropical_forest