Core: wmlindent run

[ci skip]
This commit is contained in:
Charles Dang 2018-01-19 12:34:36 +11:00
parent e938ac4147
commit fa6df6d664
3 changed files with 41 additions and 50 deletions

View file

@ -201,7 +201,7 @@ transition#endarg
#arg FLAG
transition_inverted#endarg
# special hack to keep the horizontal carpet edges out of castles
# special hack to keep the horizontal carpet edges out of castles
[terrain_graphics]
map="
, 3
@ -235,7 +235,6 @@ transition_inverted#endarg
base=161,161
center=90,144
[/image]
[/terrain_graphics]
[terrain_graphics]
map="
@ -270,11 +269,10 @@ transition_inverted#endarg
base=161,161
center=90,144
[/image]
[/terrain_graphics]
# special big diagonal corner cases
# N/S pointing corners
# special big diagonal corner cases
# N/S pointing corners
[terrain_graphics]
map="
* , * , * , *
@ -321,9 +319,8 @@ transition_inverted#endarg
[/image]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
# E/W pointing corners
# E/W pointing corners
[terrain_graphics]
map="
* , * , 6 , *
@ -370,9 +367,8 @@ transition_inverted#endarg
[/image]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
# special narrow diagonal corner cases (four cases, the vertical strips are taken care of by default rules)
# special narrow diagonal corner cases (four cases, the vertical strips are taken care of by default rules)
[terrain_graphics]
map="
, 2
@ -384,10 +380,10 @@ transition_inverted#endarg
pos=1
type={TERRAINLIST}
set_no_flag={FLAG}-@R3,{FLAG}-@R4,{FLAG}-@R5
[image]
name={IMAGESTEM}-smallcorner-@R1.png
layer={LAYER}
[/image]
[image]
name={IMAGESTEM}-smallcorner-@R1.png
layer={LAYER}
[/image]
[/tile]
[tile]
pos=2
@ -410,9 +406,8 @@ transition_inverted#endarg
type={ADJACENT}
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
# end special cases
# end special cases
[terrain_graphics]
map="
, 2
@ -656,8 +651,8 @@ transition_inverted#endarg
pos=1
type={TERRAINLIST}
set_no_flag={FLAG}-hex-lower,{FLAG}-hex-upper
[image]
name={IMAGESTEM}-hex-full.png
[image]
name={IMAGESTEM}-hex-full.png
layer={LAYER}
[/image]
[/tile]
@ -677,8 +672,8 @@ transition_inverted#endarg
pos=1
type={TERRAINLIST}
set_no_flag={FLAG}-hex-lower
[image]
name={IMAGESTEM}-hex-lower.png
[image]
name={IMAGESTEM}-hex-lower.png
layer={LAYER}
[/image]
[/tile]
@ -698,8 +693,8 @@ transition_inverted#endarg
pos=1
type={TERRAINLIST}
set_no_flag={FLAG}-hex-upper
[image]
name={IMAGESTEM}-hex-upper.png
[image]
name={IMAGESTEM}-hex-upper.png
layer={LAYER}
[/image]
[/tile]
@ -719,9 +714,9 @@ transition_inverted#endarg
pos=1
type={TERRAINLIST}
set_no_flag={FLAG}-hex-se
no_flag={FLAG}-hex-lower
[image]
name={IMAGESTEM}-hex-se.png
no_flag={FLAG}-hex-lower
[image]
name={IMAGESTEM}-hex-se.png
layer={LAYER}
[/image]
[/tile]
@ -741,9 +736,9 @@ transition_inverted#endarg
pos=1
type={TERRAINLIST}
set_no_flag={FLAG}-hex-sw
no_flag={FLAG}-hex-lower
[image]
name={IMAGESTEM}-hex-sw.png
no_flag={FLAG}-hex-lower
[image]
name={IMAGESTEM}-hex-sw.png
layer={LAYER}
[/image]
[/tile]
@ -763,9 +758,9 @@ transition_inverted#endarg
pos=1
type={TERRAINLIST}
set_no_flag={FLAG}-hex-nw
no_flag={FLAG}-hex-upper
[image]
name={IMAGESTEM}-hex-nw.png
no_flag={FLAG}-hex-upper
[image]
name={IMAGESTEM}-hex-nw.png
layer={LAYER}
[/image]
[/tile]
@ -785,9 +780,9 @@ transition_inverted#endarg
pos=1
type={TERRAINLIST}
set_no_flag={FLAG}-hex-ne
no_flag={FLAG}-hex-upper
[image]
name={IMAGESTEM}-hex-ne.png
no_flag={FLAG}-hex-upper
[image]
name={IMAGESTEM}-hex-ne.png
layer={LAYER}
[/image]
[/tile]
@ -807,8 +802,8 @@ transition_inverted#endarg
pos=1
type={TERRAINLIST}
set_no_flag={FLAG}-hex-left
[image]
name={IMAGESTEM}-hex-left.png
[image]
name={IMAGESTEM}-hex-left.png
layer={LAYER}
[/image]
[/tile]
@ -828,8 +823,8 @@ transition_inverted#endarg
pos=1
type={TERRAINLIST}
set_no_flag={FLAG}-hex-right
[image]
name={IMAGESTEM}-hex-right.png
[image]
name={IMAGESTEM}-hex-right.png
layer={LAYER}
[/image]
[/tile]
@ -840,7 +835,6 @@ transition_inverted#endarg
[/terrain_graphics]
#enddef
#define NEW:TRANSITION TERRAINLIST ADJACENT LAYER IMAGESTEM
#arg FLAG
@ -1271,13 +1265,13 @@ carpet_overlay#endarg
pos=1
type={TERRAINLIST}
has_flag={FLAG}-@R0,{FLAG}-@R3
no_flag={FLAG}-drawn-@R3
no_flag={FLAG}-drawn-@R3
set_no_flag={FLAG}-drawn-@R0-@R3
[/tile]
[tile]
pos=2
type={TERRAINLIST}
has_flag=
has_flag=
set_no_flag={FLAG}-drawn-@R3
[/tile]
@ -1301,7 +1295,7 @@ carpet_overlay#endarg
pos=1
type={TERRAINLIST}
has_flag={FLAG}-@R0
no_flag={FLAG}-drawn-@R3,{FLAG}-@R3
no_flag={FLAG}-drawn-@R3,{FLAG}-@R3
set_no_flag={FLAG}-border-drawn-@R0
[/tile]
[tile]
@ -1321,9 +1315,6 @@ carpet_overlay#endarg
#enddef
#define NEW:GENERIC_CORNER_TRANSITION TERRAINLIST ADJACENT LAYER IMAGESTEM MASKSTEM MASKIPF
#arg FLAG

View file

@ -964,7 +964,7 @@ Most units receive 20 to 40% defense in sand."
aliasof=Ut, Ht
mvt_alias=-,Ut, Ht
editor_group=cave, rough
help_topic_text= _ "<italic>text='Rockbound cave'</italic> terrain is formed by the action of water and wind, carrying erosive particles that carve the rock. It resembles a scraggy underground cavern which shoulders defense, but is hard for most units to traverse. Only settlers of caves, such as dwarves and trolls, are fully capable of navigating such topography.
help_topic_text= _ "<italic>text='Rockbound cave'</italic> terrain is formed by the action of water and wind, carrying erosive particles that carve the rock. It resembles a scraggy underground cavern which shoulders defense, but is hard for most units to traverse. Only settlers of caves, such as dwarves and trolls, are fully capable of navigating such topography.
Most units have about 50% defense in rocky caves, whereas cavalry are limited to 40%. Dwarves, by dint of their small size, enjoy 60% defense in rockbound caves.

View file

@ -10,14 +10,14 @@
start_time=0
direction=s,sw,se
[frame]
image="units/monsters/scorpion/scorpion.png:150"
image="units/monsters/scorpion/scorpion.png:150"
[/frame]
[/standing_anim]
[standing_anim]
start_time=0
direction=n,nw,ne
[frame]
image="units/monsters/scorpion/scorpion-ne.png:150"
image="units/monsters/scorpion/scorpion-ne.png:150"
[/frame]
[/standing_anim]
hitpoints=40
@ -59,7 +59,7 @@
[/filter_attack]
direction=s,sw,se
start_time=-240
offset=0.0~-0.1:200,-0.1~0.7:160,0.7~0.0:240
offset=0.0~-0.1:200,-0.1~0.7:160,0.7~0.0:240
[frame]
image="units/monsters/scorpion/scorpion-pincer-[1~6].png:[100,100,80*2,120,120]"
[/frame]
@ -74,7 +74,7 @@
[/filter_attack]
direction=n,nw,ne
start_time=-240
offset=0.0~-0.2:200,-0.2~0.6:160,0.6~0.0:240
offset=0.0~-0.2:200,-0.2~0.6:160,0.6~0.0:240
[frame]
image="units/monsters/scorpion/scorpion-ne-pincer[1~6].png:[100,120,100,80,100,100]"
[/frame]
@ -88,7 +88,7 @@
name=sting
[/filter_attack]
start_time=-620
offset=0.0:320,0.0~0.8:240,0.8~0.0:320
offset=0.0:320,0.0~0.8:240,0.8~0.0:320
[frame]
image="units/monsters/scorpion/scorpion-stinger-[1~7,6,5,4,1].png:[80,100,120,80*8]"
[/frame]