Add new mushroom base terrain and make the overlay have mixed defense (#4299)

Thanks to @doofus-01 for the mycelium terrain graphics.
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Celtic Minstrel 2019-09-11 09:07:15 -04:00 committed by GitHub
parent 0cf8da9357
commit d9cebd634e
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GPG key ID: 4AEE18F83AFDEB23
13 changed files with 49 additions and 8 deletions

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@ -152,7 +152,7 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
{NEW:FOREST H*^Fma,M*^Fma {SMALL_FOREST_FILTER} forest/mixed-winter-snow-sparse}
{NEW:FOREST *^Fma {SMALL_FOREST_FILTER} forest/mixed-winter-snow}
{NEW:FOREST *^Uf* {SMALL_FOREST_FILTER} forest/mushrooms}
{NEW:FOREST (*^Uf*,*^Tf*) {SMALL_FOREST_FILTER} forest/mushrooms}
#undef SMALL_FOREST_FILTER
@ -350,7 +350,7 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
{NEW:FENCE *^Eff embellishments/fence}
# Illuminated caves
{NEW:OVERLAY (*^Ufi,*^Ii) cave/beam FLAG=light LAYER=1}
{NEW:OVERLAY (*^Ufi,*^Ii,*^Tfi) cave/beam FLAG=light LAYER=1}
# Wall sconces or torches
{NEW:WALL_FLAMES_OVERLAY (X*^Efs) walls/stone/flames/sconce}
@ -439,6 +439,7 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
#
# Flat base terrains
{NEW:BASE Tb forest/mushroom-base LAYER=-319}
# The first grass tile of each kind is the most standard and generic one, thus it appears more frequently to space out the rest
{NEW:BASE_P Gg 20 grass/green}
@ -841,6 +842,9 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
{NEW:TRANSITION (Ms,Ha) (W*,S*) -171 hills/snow-to-water}
{NEW:TRANSITION (Ms,Ha) (!,Ha,Qx*,Mm,Ms,Md) -172 hills/snow}
{NEW:TRANSITION (Tb) (!,M*,Tb) -184 forest/mushroom-base}
{NEW:DISABLE_TRANSITION (R*,G*,H*,U*,A*) (*^Uf*,*^Tf*)}
{NEW:DISABLE_TRANSITION (R*,G*,H*,U*,A*) (*^Uf*,*^Tf*) FLAG=inside}
{NEW:TRANSITION (Mm,Hh) (!,M*,Hh,Ai,W*,S*) -180 hills/regular}
{NEW:TRANSITION (Md,Hhd) (!,M*,Hhd,Ai,W*,S*) -183 hills/dry}
{NEW:TRANSITION Hd (!,Hd,Qx*,W*) -184 hills/desert}

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@ -940,13 +940,39 @@ Most units receive 20 to 40% defense in sand."
[terrain_type]
symbol_image=forest/mushrooms-tile
id=fungus_grove
id=fungus_grove_old
name= _ "Mushroom Grove"
editor_name= _ "Mushroom Grove"
string=^Uf
aliasof=Uft
aliasof=Tt
default_base=Uu
editor_group=cave, forest
hidden=yes # deprecated, only kept around so old maps still work
[/terrain_type]
[terrain_type]
symbol_image=forest/mushrooms-beam-tile
id=fungus_beam_old
name= _ "Mushroom Grove"
editor_name= _ "Lit Mushroom Grove"
string=^Ufi
default_base=Uu
aliasof=Tt
light=25
editor_group=cave
hidden=yes # deprecated, only kept around so old maps still work
[/terrain_type]
[terrain_type]
symbol_image=forest/mushrooms-tile
id=fungus_grove
name= _ "Mushroom Grove"
editor_name= _ "Mushroom Grove"
string=^Tf
aliasof=_bas,Tt
mvt_alias=-,_bas,Tt
default_base=Tb
editor_group=cave, forest
[/terrain_type]
[terrain_type]
@ -954,13 +980,24 @@ Most units receive 20 to 40% defense in sand."
id=fungus_beam
name= _ "Mushroom Grove"
editor_name= _ "Lit Mushroom Grove"
string=^Ufi
default_base=Uu
aliasof=Uft
string=^Tfi
default_base=Tb
aliasof=_bas,Tt
mvt_alias=-,_bas,Tt
light=25
editor_group=cave
[/terrain_type]
[terrain_type]
symbol_image=forest/mushroom-base
id=fungus_floor
name= _ "Mycelium"
editor_name= _ "Mycelium"
string=Tb
aliasof=Tt
editor_group=cave
[/terrain_type]
[terrain_type]
symbol_image=cave/hills-variation
id=rocky_cave
@ -2721,7 +2758,7 @@ For those who go by land or sea, a bridge is the best of both worlds — for gam
id=fungus
name= _ "Fungus"
editor_name= _ "Fungus"
string=Uft
string=Tt
hidden=yes
help_topic_text= _ "<italic>text='Mushroom groves'</italic> are vast underground forests of giant mushrooms, which thrive in the damp darkness. Most units have trouble negotiating the spongy floor of smaller fungi, but they have plenty of cover behind the larger stalks. Mounted units, however, become completely mired and lack proper freedom of movement in combat. Undead units have a natural affinity for decay and function quite well in mushroom forests.