2 terrains added:
cave-floor-lighted-with-a-beam-of-light and the great elvish tree. also made lava produce light. Cave-lighted is kindof rough graphicly, but it works for now.
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3d33e2c042
commit
b473cc2427
2 changed files with 50 additions and 20 deletions
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@ -589,6 +589,11 @@
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{SHEX F overlay 25 snow-forest4}
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{SHEX F overlay 100 snow-forest}
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#Single hex Great-tree
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{SHEX ´ overlay 33 great-tree3}
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{SHEX ´ overlay 25 great-tree2}
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{SHEX ´ overlay 100 great-tree1}
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#Single hex underground mushroom forest tiles
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{SHEX ] overlay 20 mushrooms2}
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{SHEX ] overlay 20 mushrooms3}
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@ -596,6 +601,11 @@
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{SHEX ] overlay 20 mushrooms5}
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{SHEX ] overlay 100 mushrooms}
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#Single hex Cave lit by Beam of Light
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{SHEX ' overlay 33 cave-beam3}
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{SHEX ' overlay 33 cave-beam2}
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{SHEX ' overlay 100 cave-beam1}
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#
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# Villages
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#
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@ -676,11 +686,11 @@
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# Attachs graphics to each known terrain types
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#
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{TERRAIN_BASE_PROB u] cave-floor4 10}
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{TERRAIN_BASE_PROB u] cave-floor3 3}
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{TERRAIN_BASE_PROB u] cave-floor2 15}
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{TERRAIN_BASE_PROB u] cave-floor 10}
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{TERRAIN_BASE u] cave-floor1}
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{TERRAIN_BASE_PROB u]' cave-floor4 10}
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{TERRAIN_BASE_PROB u]' cave-floor3 3}
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{TERRAIN_BASE_PROB u]' cave-floor2 15}
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{TERRAIN_BASE_PROB u]' cave-floor 10}
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{TERRAIN_BASE u]' cave-floor1}
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{TERRAIN_BASE W cavewall}
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#{TERRAIN_BASE_PROB m mountains-peak1 33}
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#{TERRAIN_BASE_PROB m mountains-peak2 33}
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@ -703,14 +713,14 @@
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{TERRAIN_BASE_PROB g grassland-rocks2 2}
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{TERRAIN_BASE_PROB g grassland-flowers1 3}
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{TERRAIN_BASE_PROB g grassland-flowers2 3}
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{TERRAIN_BASE_PROB gf grassland-r1 10}
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{TERRAIN_BASE_PROB gf grassland-r2 10}
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{TERRAIN_BASE_PROB gf grassland-r3 10}
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{TERRAIN_BASE_PROB gf grassland-r4 10}
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{TERRAIN_BASE_PROB gf grassland-r5 10}
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{TERRAIN_BASE_PROB gf grassland-r6 10}
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{TERRAIN_BASE_PROB gf grassland-r7 10}
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{TERRAIN_BASE gf grassland-r8}
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{TERRAIN_BASE_PROB gf´ grassland-r1 10}
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{TERRAIN_BASE_PROB gf´ grassland-r2 10}
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{TERRAIN_BASE_PROB gf´ grassland-r3 10}
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{TERRAIN_BASE_PROB gf´ grassland-r4 10}
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{TERRAIN_BASE_PROB gf´ grassland-r5 10}
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{TERRAIN_BASE_PROB gf´ grassland-r6 10}
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{TERRAIN_BASE_PROB gf´ grassland-r7 10}
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{TERRAIN_BASE gf´ grassland-r8}
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{TERRAIN_BASE r dirt}
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{TERRAIN_BASE_PROB R road3 33}
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{TERRAIN_BASE_PROB R road2 33}
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@ -1043,7 +1053,7 @@
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{TERRAIN_ADJACENT_VERTICAL T !TNQq tropical-forest}
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#{TERRAIN_ADJACENT_VERTICAL F !FNQq snow-forest}
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#{TERRAIN_ADJACENT_VERTICAL f !fNQq forest}
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{TERRAIN_ADJACENT -168 mHhfF N grassland}
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{TERRAIN_ADJACENT -168 mHhfF´ N grassland}
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{TERRAIN_ADJACENT -169 M !MX desert-mountains}
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{TERRAIN_ADJACENT -170 mb HSJ mountains-small}
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{TERRAIN_ADJACENT -171 mb !mbXh mountains}
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@ -1063,17 +1073,17 @@
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{TERRAIN_ADJACENT -185 TG ks savanna-to-water}
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{TERRAIN_ADJACENT -186 TG cZp\|/ savanna-to-water}
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{TERRAIN_ADJACENT -187 TG s savanna-to-water}
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{TERRAIN_ADJACENT -188 ftgvX ks grassland-to-water}
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{TERRAIN_ADJACENT -189 ftgvX cZp\|/ grassland-to-water}
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{TERRAIN_ADJACENT -190 ftgvX s grassland-to-water}
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#{TERRAIN_ADJACENT -191 ftgvX cZp\|/s cliff}
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{TERRAIN_ADJACENT -188 ftgvX´ ks grassland-to-water}
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{TERRAIN_ADJACENT -189 ftgvX´ cZp\|/ grassland-to-water}
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{TERRAIN_ADJACENT -190 ftgvX´ s grassland-to-water}
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#{TERRAIN_ADJACENT -191 ftgvX´ cZp\|/s cliff}
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{TERRAIN_ADJACENT -191 GTL !GTLX savanna}
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{TERRAIN_ADJACENT -192 ftgvX !ftgvX grassland}
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{TERRAIN_ADJACENT -192 ftgvX´ !ftgvX grassland}
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{TERRAIN_ADJACENT -193 PIB !PIB desert-oasis}
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{TERRAIN_ADJACENT -194 IBPU !IBPU desert}
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{TERRAIN_ADJACENT -195 d !d sand}
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{TERRAIN_ADJACENT -196 [ ![ cave-hills}
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{TERRAIN_ADJACENT -197 uDp] !uDXp] cave-floor}
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{TERRAIN_ADJACENT -197 uDp]' !uDXp]' cave-floor}
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{TERRAIN_ADJACENT -198 R !R road}
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{TERRAIN_ADJACENT -199 r !r dirt}
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{TERRAIN_ADJACENT -200 E !E desert-road}
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@ -394,6 +394,16 @@ name= _ "Cave"
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char=u
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[/terrain]
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[terrain]
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symbol_image=cave-beam-tile
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id=cave_beam
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name= _ "Cave Lit"
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char='
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aliasof=u
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light=1
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[/terrain]
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[terrain]
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symbol_image=cavewall
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id=cavewall
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@ -414,6 +424,15 @@ id=lava
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name= _ "Lava"
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char=l
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aliasof=X
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light=1
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[/terrain]
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[terrain]
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symbol_image=great-tree-tile
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id=great_tree
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name= _ "Great Tree"
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aliasof=f
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char="´"
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[/terrain]
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# ----------- V A R I O U S C A S T L E S:
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# 'x', 'y' and 'z' are reserved chars
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# They can be used at the discretion of campaign designers
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