add special cases for tropical tree in water and great tree in water
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@ -7,6 +7,7 @@ Animated water branch
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* added a new "snowy castle" terrain
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* added new mausoleum scenery
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* added new "snowy fort"
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* graphics for tropical forest over water and great tree over water
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Version 1.7.13+svn:
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BIN
data/core/images/terrain/forest/great-tree-water-tile.png
Normal file
After Width: | Height: | Size: 11 KiB |
BIN
data/core/images/terrain/forest/great-tree-water1.png
Normal file
After Width: | Height: | Size: 16 KiB |
BIN
data/core/images/terrain/forest/great-tree-water2.png
Normal file
After Width: | Height: | Size: 16 KiB |
BIN
data/core/images/terrain/forest/great-tree-water3.png
Normal file
After Width: | Height: | Size: 16 KiB |
BIN
data/core/images/terrain/forest/tropical-water-2.png
Normal file
After Width: | Height: | Size: 16 KiB |
BIN
data/core/images/terrain/forest/tropical-water-3.png
Normal file
After Width: | Height: | Size: 13 KiB |
BIN
data/core/images/terrain/forest/tropical-water-4.png
Normal file
After Width: | Height: | Size: 13 KiB |
BIN
data/core/images/terrain/forest/tropical-water-small.png
Normal file
After Width: | Height: | Size: 15 KiB |
BIN
data/core/images/terrain/forest/tropical-water-tile.png
Normal file
After Width: | Height: | Size: 14 KiB |
BIN
data/core/images/terrain/forest/tropical-water.png
Normal file
After Width: | Height: | Size: 17 KiB |
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@ -24,6 +24,7 @@
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{SIMPLE_FOREST_TERRAIN Hh*^Fp (C*,K*,X*,Ql*,Qx*,Gv*,W*,M*,*^V*) forest/pine-sparse}
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{SIMPLE_FOREST_TERRAIN *^Fp (C*,K*,X*,Ql*,Qx*,Gv*,W*,M*,*^V*) forest/pine}
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{SIMPLE_FOREST_TERRAIN W*^Ft (C*,K*,X*,Ql*,Qx*,Gv*,M*,*^V*) forest/tropical-water}
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{SIMPLE_FOREST_TERRAIN *^Ft (C*,K*,X*,Ql*,Qx*,Gv*,W*,M*,*^V*) forest/tropical}
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{SIMPLE_FOREST_TERRAIN Ha*^Fpa (C*,K*,X*,Ql*,Qx*,Gv*,W*,M*,*^V*) forest/snow-forest-sparse}
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@ -57,6 +58,10 @@
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# Great-tree
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#33% 17% 50%
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{OVERLAY_P W*^Fet 33 forest/great-tree-water3}
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{OVERLAY_P W*^Fet 25 forest/great-tree-water2}
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{OVERLAY_P W*^Fet 100 forest/great-tree-water1}
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{OVERLAY_P *^Fet 33 forest/great-tree3}
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{OVERLAY_P *^Fet 25 forest/great-tree2}
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{OVERLAY_P *^Fet 100 forest/great-tree1}
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@ -238,7 +243,7 @@
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# draw the walls!
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{WALL_ADJACENT Xol (!,Xo*, Xu) ANIMATION_10 walls/wall-stone-lit walls/wall-stone-base}
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{WALL_ADJACENT_COMBINED Xol* Xo* (!,Xo*, Xu) ANIMATION_10 walls/wall-stone-lit IMAGE_SINGLE walls/wall-stone walls/wall-stone-base}
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{WALL_ADJACENT Xo* (!,Xo*, Xu) IMAGE_SINGLE walls/wall-stone walls/wall-stone-base}
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#
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# > B A S E T E R R A I N S <
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@ -1372,3 +1372,28 @@
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#{DISABLE_CAVEWALL ({TERRAIN_PATTERN}) ({ADJACENT})}
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#enddef
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#define WALL_ADJACENT_COMBINED TERRAIN_PATTERN INSIDE ADJACENT BUILDER IMAGESTEM BUILDER2 IMAGESTEM2 BASE_NAME
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{DISABLE_TRANSITIONS ({TERRAIN_PATTERN})}
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{KEEP_BASE ({TERRAIN_PATTERN}) {BASE_NAME}}
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{WALL_ADJACENT_6 ({TERRAIN_PATTERN}) ({ADJACENT}) {BUILDER} {IMAGESTEM}}
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{WALL_ADJACENT_6 ({INSIDE}) ({ADJACENT}) {BUILDER2} {IMAGESTEM2}}
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{WALL_ADJACENT_5 ({TERRAIN_PATTERN}) ({ADJACENT}) {BUILDER} {IMAGESTEM}}
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{WALL_ADJACENT_5 ({INSIDE}) ({ADJACENT}) {BUILDER2} {IMAGESTEM2}}
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{WALL_ADJACENT_4 ({TERRAIN_PATTERN}) ({ADJACENT}) {BUILDER} {IMAGESTEM}}
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{WALL_ADJACENT_4 ({INSIDE}) ({ADJACENT}) {BUILDER2} {IMAGESTEM2}}
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{WALL_ADJACENT_3 ({TERRAIN_PATTERN}) ({ADJACENT}) {BUILDER} {IMAGESTEM}}
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{WALL_ADJACENT_3 ({INSIDE}) ({ADJACENT}) {BUILDER2} {IMAGESTEM2}}
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{WALL_ADJACENT_2 ({TERRAIN_PATTERN}) ({ADJACENT}) {BUILDER} {IMAGESTEM}}
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{WALL_ADJACENT_2 ({INSIDE}) ({ADJACENT}) {BUILDER2} {IMAGESTEM2}}
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{WALL_ADJACENT_1 ({TERRAIN_PATTERN}) ({ADJACENT}) {BUILDER} {IMAGESTEM}}
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{WALL_ADJACENT_1 ({INSIDE}) ({ADJACENT}) {BUILDER2} {IMAGESTEM2}}
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# disable castle walls and cave
|
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# note: commented out until these macros exist in trunk
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#{DISABLE_CASTLES ({TERRAIN_PATTERN}) ({ADJACENT})}
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#{DISABLE_CAVEWALL ({TERRAIN_PATTERN}) ({ADJACENT})}
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#enddef
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@ -1451,7 +1451,7 @@
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[terrain_type]
|
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symbol_image=walls/wall-stone-tile
|
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id=wall_stone_lit
|
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name= _ "Wall, Lit"
|
||||
name= _ "Wall"
|
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string=Xol
|
||||
aliasof=Xu
|
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editor_group=cave,wall
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