2 newish terrains:

...swamp merfolk village and flowery grassland. Flowers no longer
appear in normal grassland.
This commit is contained in:
J.W. Bjerk 2007-02-22 23:10:39 +00:00
parent 9cbb31b5c6
commit e9040ee9df
8 changed files with 64 additions and 39 deletions

View file

@ -94,17 +94,17 @@
[/terrain_graphics]
#enddef
{SWAMPADJSINGLE (Ss,Vs) (C*,K*,_K,H*,M*,Vhh*,Vhm,Xm) (!,C*,K*,_K,H*,M*,Vhh*,Vhm,Xm) 100 swamp/reed-castle}
{SWAMPADJSINGLE Chs (!,Ch*) Chs 100 swamp/reed-castle}
{SWAMPADJSINGLE (Ss,Vs*) (C*,K*,_K,H*,M*,Vhh*,Vhm,Xm) (!,C*,K*,_K,H*,M*,Vhh*,Vhm,Xm) 100 swamp/reed-castle}
{SWAMPADJSINGLE Chs (!,Ch*) Chs 100 swamp/reed-castle}
{FORESTADJ (Ss,Vs) (C*,K*,_K,H*,M*,Vhh*,Vhm,Xm) 8 swamp/reed1-small}
{FORESTADJ (Ss,Vs) (C*,K*,_K,H*,M*,Vhh*,Vhm,Xm) 13 swamp/reed2-small}
{FORESTADJ (Ss,Vs) (C*,K*,_K,H*,M*,Vhh*,Vhm,Xm) 21 swamp/reed3-small}
{FORESTADJ (Ss,Vs) (C*,K*,_K,H*,M*,Vhh*,Vhm,Xm) 100 swamp/reed4-small}
{FORESTADJ Chs (!,Ch*) 8 swamp/reed1-small}
{FORESTADJ Chs (!,Ch*) 13 swamp/reed2-small}
{FORESTADJ Chs (!,Ch*) 21 swamp/reed3-small}
{FORESTADJ Chs (!,Ch*) 100 swamp/reed4-small}
{FORESTADJ (Ss,Vs*) (C*,K*,_K,H*,M*,Vhh*,Vhm,Xm) 8 swamp/reed1-small}
{FORESTADJ (Ss,Vs*) (C*,K*,_K,H*,M*,Vhh*,Vhm,Xm) 13 swamp/reed2-small}
{FORESTADJ (Ss,Vs*) (C*,K*,_K,H*,M*,Vhh*,Vhm,Xm) 21 swamp/reed3-small}
{FORESTADJ (Ss,Vs*) (C*,K*,_K,H*,M*,Vhh*,Vhm,Xm) 100 swamp/reed4-small}
{FORESTADJ Chs (!,Ch*) 8 swamp/reed1-small}
{FORESTADJ Chs (!,Ch*) 13 swamp/reed2-small}
{FORESTADJ Chs (!,Ch*) 21 swamp/reed3-small}
{FORESTADJ Chs (!,Ch*) 100 swamp/reed4-small}
@ -341,8 +341,8 @@
{SHEX Vs village 50 village/swampwater}
{SHEX Vs village 100 village/swampwater2}
#Single hex coastal village
{SHEX Vwm village 100 village/coast}
#Single hex merfolk village
{SHEX (Vwm,Vsm) village 100 village/coast}
@ -359,7 +359,7 @@
{TERRAIN_BASE Vhha snow-hills}
{TERRAIN_BASE Vht flat/savanna}
{TERRAIN_BASE Vwm water/coast}
{TERRAIN_BASE Vs swamp/water}
{TERRAIN_BASE Vs* swamp/water}
#{TERRAIN_BASE b mountains}
@ -415,8 +415,8 @@
#g 2% 2% 3% 3% 9% 9% 9% 9% 9% 9% 9% 27%
{TERRAIN_BASE_PROB Gg flat/grass-rocks1 2}
{TERRAIN_BASE_PROB Gg flat/grass-rocks2 2}
{TERRAIN_BASE_PROB Gg flat/grass-flowers1 3}
{TERRAIN_BASE_PROB Gg flat/grass-flowers2 3}
#{TERRAIN_BASE_PROB Gg flat/grass-flowers1 3}
#{TERRAIN_BASE_PROB Gg flat/grass-flowers2 3}
#f? 10% 10% 10% 10% 10% 10% 10% 30%
{TERRAIN_BASE_PROB (Gg,Ff,Fet) flat/grass-r1 10}
{TERRAIN_BASE_PROB (Gg,Ff,Fet) flat/grass-r2 11}
@ -427,6 +427,12 @@
{TERRAIN_BASE_PROB (Gg,Ff,Fet) flat/grass-r7 25}
{TERRAIN_BASE (Gg,Ff,Fet) flat/grass-r8}
{TERRAIN_BASE_PROB Ggf flat/grass-flowers1 20}
{TERRAIN_BASE_PROB Ggf flat/grass-flowers2 25}
{TERRAIN_BASE_PROB Ggf flat/grass-flowers3 33}
{TERRAIN_BASE_PROB Ggf flat/grass-flowers4 50}
{TERRAIN_BASE Ggf flat/grass-flowers5}
{TERRAIN_BASE_PROB (Gs,Ft) flat/savanna 33}
{TERRAIN_BASE_PROB (Gs,Ft) flat/savanna2 50}
{TERRAIN_BASE (Gs,Ft) flat/savanna3}
@ -749,20 +755,20 @@
#{DISABLE_TRANSITIONS q}
#17% 17% 17% 17% 17% 17%
#{TERRAIN_ADJACENT_CORNER_PROB Chs (W*,Ss,Vwm,Vs) (W*,Ss,Vwm,Vs) 52,76 castle/ruin5-convex 17}
#{TERRAIN_ADJACENT_CORNER_PROB Chs (W*,Ss,Vwm,Vs) (W*,Ss,Vwm,Vs) 52,76 castle/ruin4-convex 20}
#{TERRAIN_ADJACENT_CORNER_PROB Chs (W*,Ss,Vwm,Vs) (W*,Ss,Vwm,Vs) 52,76 castle/ruin3-convex 25}
#{TERRAIN_ADJACENT_CORNER_PROB Chs (W*,Ss,Vwm,Vs) (W*,Ss,Vwm,Vs) 52,76 castle/ruin2-convex 33}
#{TERRAIN_ADJACENT_CORNER_PROB Chs (W*,Ss,Vwm,Vs) (W*,Ss,Vwm,Vs) 52,76 castle/ruin1-convex 50}
#{TERRAIN_ADJACENT_CORNER_PROB Chs (W*,Ss,Vwm,Vs) (W*,Ss,Vwm,Vs) 52,76 castle/ruin-convex 100}
#{TERRAIN_ADJACENT_CORNER_PROB Chs (W*,Ss,Vwm,Vs*) (W*,Ss,Vwm,Vs*) 52,76 castle/ruin5-convex 17}
#{TERRAIN_ADJACENT_CORNER_PROB Chs (W*,Ss,Vwm,Vs*) (W*,Ss,Vwm,Vs*) 52,76 castle/ruin4-convex 20}
#{TERRAIN_ADJACENT_CORNER_PROB Chs (W*,Ss,Vwm,Vs*) (W*,Ss,Vwm,Vs*) 52,76 castle/ruin3-convex 25}
#{TERRAIN_ADJACENT_CORNER_PROB Chs (W*,Ss,Vwm,Vs*) (W*,Ss,Vwm,Vs*) 52,76 castle/ruin2-convex 33}
#{TERRAIN_ADJACENT_CORNER_PROB Chs (W*,Ss,Vwm,Vs*) (W*,Ss,Vwm,Vs*) 52,76 castle/ruin1-convex 50}
#{TERRAIN_ADJACENT_CORNER_PROB Chs (W*,Ss,Vwm,Vs*) (W*,Ss,Vwm,Vs*) 52,76 castle/ruin-convex 100}
#17% 17% 17% 17% 17% 17%
#{TERRAIN_ADJACENT_CORNER_PROB (W*,Ss,Vwm,Vs) Chs Ch* 56,68 castle/ruin5-concave 17}
#{TERRAIN_ADJACENT_CORNER_PROB (W*,Ss,Vwm,Vs) Chs Ch* 56,68 castle/ruin4-concave 20}
#{TERRAIN_ADJACENT_CORNER_PROB (W*,Ss,Vwm,Vs) Chs Ch* 56,68 castle/ruin3-concave 25}
#{TERRAIN_ADJACENT_CORNER_PROB (W*,Ss,Vwm,Vs) Chs Ch* 56,68 castle/ruin2-concave 33}
#{TERRAIN_ADJACENT_CORNER_PROB (W*,Ss,Vwm,Vs) Chs Ch* 56,68 castle/ruin1-concave 50}
#{TERRAIN_ADJACENT_CORNER_PROB (W*,Ss,Vwm,Vs) Chs Ch* 56,68 castle/ruin-concave 100}
#{TERRAIN_ADJACENT_CORNER_PROB (W*,Ss,Vwm,Vs*) Chs Ch* 56,68 castle/ruin5-concave 17}
#{TERRAIN_ADJACENT_CORNER_PROB (W*,Ss,Vwm,Vs*) Chs Ch* 56,68 castle/ruin4-concave 20}
#{TERRAIN_ADJACENT_CORNER_PROB (W*,Ss,Vwm,Vs*) Chs Ch* 56,68 castle/ruin3-concave 25}
#{TERRAIN_ADJACENT_CORNER_PROB (W*,Ss,Vwm,Vs*) Chs Ch* 56,68 castle/ruin2-concave 33}
#{TERRAIN_ADJACENT_CORNER_PROB (W*,Ss,Vwm,Vs*) Chs Ch* 56,68 castle/ruin1-concave 50}
#{TERRAIN_ADJACENT_CORNER_PROB (W*,Ss,Vwm,Vs*) Chs Ch* 56,68 castle/ruin-concave 100}
#17% 17% 17% 17% 17% 17%
{TERRAIN_ADJACENT_CORNER_PROB Chs (!,Ch*,Kh*,_K) (!,Ch*,Kh*,_K) 52,76 castle/ruin5-convex 17}
@ -906,22 +912,22 @@
{TERRAIN_ADJACENT -140 (Mm,Hh,Ha,Ff,Fa,Fet) Chr flat/grass}
#{TERRAIN_ADJACENT_CUSTOM -150 (Mm,Vhm,Xm) (Ha,Aa,Hd,Vud,W*,B*,Vwm,Vs,Ss) mountains transition2}
#{TERRAIN_ADJACENT_CUSTOM -150 (Mm,Vhm,Xm) (Ha,Aa,Hd,Vud,W*,B*,Vwm,Vs*,Ss) mountains transition2}
#{TERRAIN_ADJACENT_CUSTOM -151 (Mm,Vhm,Xm) (!,Mm,Vhm,Qxu,Hh,C*,K*,_K,Xu) mountains transition2}
{TERRAIN_ADJACENT -160 Md (!,Md,Qxu) desert-mountains}
{TERRAIN_ADJACENT -170 (Ha,Vhha) (W*,B*,Vwm,Vs,Ss) snow-hills-to-water}
{TERRAIN_ADJACENT -170 (Ha,Vhha) (W*,B*,Vwm,Vs*,Ss) snow-hills-to-water}
{TERRAIN_ADJACENT -171 (Ha,Vhha) (Hh,Vhh) snow-hills-to-hills}
{TERRAIN_ADJACENT -172 (Ha,Vhha) (!,Ha,Vhha,Qxu) snow-hills}
{TERRAIN_ADJACENT -180 Hd (!,Hd,Qxu) desert-hills}
{TERRAIN_ADJACENT -190 (Mm,Vhm,Xm,Hh,Vhh) (!,Hh,Vhh,W*,B*,Vwm,Vs,Ss) hills}
{TERRAIN_ADJACENT_CUSTOM -191 (Mm,Vhm,Xm,Hh,Vhh) (W*,B*,Vwm,Vs,Ss) hills transition2}
{TERRAIN_ADJACENT -190 (Mm,Vhm,Xm,Hh,Vhh) (!,Hh,Vhh,W*,B*,Vwm,Vs*,Ss) hills}
{TERRAIN_ADJACENT_CUSTOM -191 (Mm,Vhm,Xm,Hh,Vhh) (W*,B*,Vwm,Vs*,Ss) hills transition2}
{TERRAIN_ADJACENT -200 Uh (!,Uh) cave/hills}
{TERRAIN_ADJACENT -210 (U*,Vu*) (!,U*,Vu*) cave/floor}
{TERRAIN_ADJACENT -220 Ql (!,Ql,Qxu,Xu) lava}
{TERRAIN_ADJACENT -230 (Fa,Aa,Vha,Vea) (W*,B*,Vwm,Vs,Ss) snow-to-water}
{TERRAIN_ADJACENT -230 (Fa,Aa,Vha,Vea) (W*,B*,Vwm,Vs*,Ss) snow-to-water}
{TERRAIN_ADJACENT -240 (Fa,Aa,Vha,Vea) (!,Fa,Aa,Vha,Vea,Qxu) snow}
{TERRAIN_ADJACENT -260 (Ft,Gs,Vht) (W*,B*,Vwm) flat/savanna-to-water}
@ -931,8 +937,8 @@
# These two work in conjunction with the mountain and hill transitions to create
# a smooth coastline between grassland, hills and mountains.
{TERRAIN_ADJACENT -270 (Ff,Gg,Veg,Vhg,Fet,Qxu) (!,Ff,Gg,Veg,Vhg,Fet,Qxu,Mm,Vhm,Xm,Hh,Vha,W*,B*,Vwm,Vss,Ss) flat/grass}
{TERRAIN_ADJACENT -319 (Ff,Gg,Veg,Vhg,Fet,Qxu,Mm,Vhm,Hh,Vhh,Xm) (W*,B*,Vwm) flat/grass-to-water}
{TERRAIN_ADJACENT -270 (Ff,Gg*,Veg,Vhg,Fet,Qxu) (!,Ff,Gg,Veg,Vhg,Fet,Qxu,Mm,Vhm,Xm,Hh,Vha,W*,B*,Vwm,Vs*,Ss) flat/grass}
{TERRAIN_ADJACENT -319 (Ff,Gg*,Veg,Vhg,Fet,Qxu,Mm,Vhm,Hh,Vhh,Xm) (W*,B*,Vwm) flat/grass-to-water}
{TERRAIN_ADJACENT -280 (Gs,Ft,Vht) (!,Gs,Ft,Vht,Qxu) flat/savanna}
{TERRAIN_ADJACENT -290 Rr (!,Rr) flat/road}
@ -949,13 +955,13 @@
# Water Transitions draw below everything else
{SET_ADJACENT_FLAG (Chs,Chr) _K (W*,B*,Vwm,Vs) transition2}
{SET_ADJACENT_FLAG (Chs,Chr) _K (W*,B*,Vwm,Vs*) transition2}
{TERRAIN_ADJACENT_CUSTOM -500 (Ch,Cv,Ce,Chr,Cud,Kh,Kv,Ke,Khr,Kud,_K) (Ai,W*,B*,Vwm) castle/castle-to-ice transition3}
{TERRAIN_ADJACENT_CUSTOM -505 (Ch,Cv,Ce,Chr,Cud,Kh,Kv,Ke,Khr,Kud,_K) (W*,B*,Vwm) castle/castle-to-water transition2}
{TERRAIN_ADJACENT_CUSTOM -510 Ai (W*,B*,Vwm,Vs,Ss) ice-to-water submerged_part}
{TERRAIN_ADJACENT_CUSTOM -510 Ai (W*,B*,Vwm,Vs*,Ss) ice-to-water submerged_part}
{TERRAIN_ADJACENT -503 Ai (!,Ai,Qxu) ice}
{TERRAIN_ADJACENT -515 (Ss,Vs,Chs,Bss*) (!,Ss,Vss,Chs,H*,M*,Vhh*,Vhm,Xm,Bss*) swamp/water}
{TERRAIN_ADJACENT -515 (Ss,Vs*,Chs,Bss*) (!,Ss,Vs*,Chs,H*,M*,Vhh*,Vhm,Xm,Bss*) swamp/water}
{TERRAIN_ADJACENT -520 (Ww,Vwm,Bww*) (!,Ww,Vwm,Bww*,Mm) water/coast}
{TERRAIN_ADJACENT -530 Wwf (!,Wwf) water/ford}

View file

@ -467,8 +467,6 @@ editor_group=forest
# Grass
#
#grassland should contain mostly plain flat/grass, but occasionally
#a few rocks
[terrain]
symbol_image=flat/grass-r1
id=grassland
@ -478,6 +476,15 @@ char=g
editor_group=flat
[/terrain]
[terrain]
symbol_image=flat/grass-flowers1
id=grassland_flowers
name= _ "Grassland"
string=Ggf
aliasof=Gg
editor_group=flat
[/terrain]
[terrain]
symbol_image=flat/savanna
id=savanna
@ -887,6 +894,18 @@ gives_income=true
editor_group=water, village
[/terrain]
[terrain]
symbol_image=village/swamp-merfolk-tile
id=swamp_merfolk-village
name= _ "Village"
string=Vsm
aliasof=Ss
heals=8
gives_income=true
editor_group=water, village
[/terrain]
#
# Water
#

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