campaigns - Add flood water to UtBS S8

This commit is contained in:
doofus-01 2021-02-15 10:26:36 -08:00
parent 625c41b93b
commit d435ec3d0b
3 changed files with 42 additions and 12 deletions

View file

@ -4181,7 +4181,7 @@
[/store_locations]
[terrain]
terrain=Wwg
terrain=Wwgz
[filter_adjacent_location]
find_in=shallow_to_deep_locs

View file

@ -15,6 +15,20 @@
hide_help=yes
[/terrain_type]
# custom water for flood terrain-graphics transitions
[terrain_type]
symbol_image=water/coast-grey-tile
id=gray_utbs_water
name= _ "Shallow Water"
editor_name= _ "Flood Water"
string=Wwgz
aliasof=Wst
submerge=0.4
editor_group=utbs
hide_help=yes
[/terrain_type]
# human ship terrain (alias of village so it can be captured); note that the
# ship images are placed as an [item]

View file

@ -17,15 +17,26 @@
{DISABLE_WALL_TRANSITIONS Kyd}
#ifndef EDITOR
# This makes gray shallow water transition on top of the wooden floor, which
############################################################################
# This makes gray shallow water transition on top of the floor terrains, which
# otherwise would have a hard edge.
#
# This is #ifdef'd away for the editor because otherwise the transition would
# always work in the editor and give the false impression of working outside
# UtBS.
# It uses custom terrain Wwgz code in place of standard gray Wwg
############################################################################
{NEW:WATER_342_180_TRANSITION Wwg Iwr -553 "~CS(10,-5,-10)" water/water 17}
# these are the terrains that look more 'flooded' without their usual banked transitions
#define UTBS_WOOD_FLOOR
Iwr,Ior,Icn,R*,Ias*,Uu* #enddef
{NEW:WATER_342_180 Wwgz water/water 17 DURATION=125 RANDOM_START=125}
{NEW:DISABLE_GENERIC_CORNER_TRANSITION ({UTBS_WOOD_FLOOR},Xo*) Wwgz}
{NEW:DISABLE_TRANSITION Wwgz {UTBS_WOOD_FLOOR} FLAG=non_submerged}
{NEW:WATER_342_180_OVERLAY Wwgz water/overlay-gray -280}
{NEW:WATER_342_180_OVERLAY_TRANSITION Wwgz (!,Wog,Wwg,Wwrg,Wwgz,!,W*,Sm) -281 water/overlay-gray 0.20}
# the wood-water transitions still have a faint hex-tooth edge, but this isn't enough to fix that without modifying the other side
# {NEW:TRANSITION Iwr,Ior,Icn Wwgz -501 interior/wood-regular FLAG=transition2 IPF="~O(0.1)"}
{NEW:WATER_342_180_TRANSITION Wwgz ({UTBS_WOOD_FLOOR}) -282 "~CS(10,-5,-10)" water/water 17}
# Disables the generic land-water transition from floor to water
[terrain_graphics]
@ -35,12 +46,12 @@
1"
[tile]
pos=1
type=Wwg
type=Wwgz
set_no_flag=beach-@R0-@R5,beach-@R0-@R1
[/tile]
[tile]
pos=2
type=Iwr
type={UTBS_WOOD_FLOOR}
set_no_flag=beach-@R2-@R3,beach-@R3-@R2
[/tile]
@ -55,17 +66,22 @@
1"
[tile]
pos=1
type=Iwr
type={UTBS_WOOD_FLOOR}
set_flag=transition-@R0
[/tile]
[tile]
pos=2
type=Wwg
type=Wwgz
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
############################################################################
############################################################################
#undef UTBS_WOOD_FLOOR
#ifndef EDITOR
# The ruined desert castles in this campaign were ravaged by meteors
{OVERLAY_RANDOM Cdr embellishments/stones-small}
#endif