campaigns - Add flood water to UtBS S8
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3 changed files with 42 additions and 12 deletions
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@ -4181,7 +4181,7 @@
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[/store_locations]
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[terrain]
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terrain=Wwg
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terrain=Wwgz
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[filter_adjacent_location]
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find_in=shallow_to_deep_locs
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@ -15,6 +15,20 @@
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hide_help=yes
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[/terrain_type]
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# custom water for flood terrain-graphics transitions
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[terrain_type]
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symbol_image=water/coast-grey-tile
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id=gray_utbs_water
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name= _ "Shallow Water"
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editor_name= _ "Flood Water"
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string=Wwgz
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aliasof=Wst
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submerge=0.4
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editor_group=utbs
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hide_help=yes
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[/terrain_type]
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# human ship terrain (alias of village so it can be captured); note that the
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# ship images are placed as an [item]
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@ -17,15 +17,26 @@
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{DISABLE_WALL_TRANSITIONS Kyd}
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#ifndef EDITOR
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# This makes gray shallow water transition on top of the wooden floor, which
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############################################################################
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# This makes gray shallow water transition on top of the floor terrains, which
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# otherwise would have a hard edge.
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#
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# This is #ifdef'd away for the editor because otherwise the transition would
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# always work in the editor and give the false impression of working outside
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# UtBS.
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# It uses custom terrain Wwgz code in place of standard gray Wwg
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############################################################################
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{NEW:WATER_342_180_TRANSITION Wwg Iwr -553 "~CS(10,-5,-10)" water/water 17}
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# these are the terrains that look more 'flooded' without their usual banked transitions
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#define UTBS_WOOD_FLOOR
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Iwr,Ior,Icn,R*,Ias*,Uu* #enddef
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{NEW:WATER_342_180 Wwgz water/water 17 DURATION=125 RANDOM_START=125}
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{NEW:DISABLE_GENERIC_CORNER_TRANSITION ({UTBS_WOOD_FLOOR},Xo*) Wwgz}
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{NEW:DISABLE_TRANSITION Wwgz {UTBS_WOOD_FLOOR} FLAG=non_submerged}
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{NEW:WATER_342_180_OVERLAY Wwgz water/overlay-gray -280}
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{NEW:WATER_342_180_OVERLAY_TRANSITION Wwgz (!,Wog,Wwg,Wwrg,Wwgz,!,W*,Sm) -281 water/overlay-gray 0.20}
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# the wood-water transitions still have a faint hex-tooth edge, but this isn't enough to fix that without modifying the other side
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# {NEW:TRANSITION Iwr,Ior,Icn Wwgz -501 interior/wood-regular FLAG=transition2 IPF="~O(0.1)"}
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{NEW:WATER_342_180_TRANSITION Wwgz ({UTBS_WOOD_FLOOR}) -282 "~CS(10,-5,-10)" water/water 17}
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# Disables the generic land-water transition from floor to water
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[terrain_graphics]
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@ -35,12 +46,12 @@
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1"
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[tile]
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pos=1
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type=Wwg
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type=Wwgz
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set_no_flag=beach-@R0-@R5,beach-@R0-@R1
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[/tile]
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[tile]
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pos=2
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type=Iwr
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type={UTBS_WOOD_FLOOR}
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set_no_flag=beach-@R2-@R3,beach-@R3-@R2
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[/tile]
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@ -55,17 +66,22 @@
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1"
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[tile]
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pos=1
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type=Iwr
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type={UTBS_WOOD_FLOOR}
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set_flag=transition-@R0
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[/tile]
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[tile]
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pos=2
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type=Wwg
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type=Wwgz
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[/tile]
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rotations=n,ne,se,s,sw,nw
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[/terrain_graphics]
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############################################################################
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############################################################################
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#undef UTBS_WOOD_FLOOR
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#ifndef EDITOR
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# The ruined desert castles in this campaign were ravaged by meteors
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{OVERLAY_RANDOM Cdr embellishments/stones-small}
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#endif
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