From 381e95e6dfea3d3831db02c2c023c92738ec53c4 Mon Sep 17 00:00:00 2001 From: doofus-01 Date: Mon, 26 Dec 2022 05:13:55 -0800 Subject: [PATCH] 1.17 Terrain Help fixes (#7193) * clean up SotA terrain aliases * add help entry for terrain elevation in Map Editor topic --- .../Secrets_of_the_Ancients/utils/terrain.cfg | 34 ++++++++-------- data/core/editor/help.cfg | 39 ++++++++++++++++++- 2 files changed, 55 insertions(+), 18 deletions(-) diff --git a/data/campaigns/Secrets_of_the_Ancients/utils/terrain.cfg b/data/campaigns/Secrets_of_the_Ancients/utils/terrain.cfg index 02731780799..266c69817d0 100644 --- a/data/campaigns/Secrets_of_the_Ancients/utils/terrain.cfg +++ b/data/campaigns/Secrets_of_the_Ancients/utils/terrain.cfg @@ -126,7 +126,7 @@ string=^focS recruit_from=yes recruit_onto=yes - aliasof=Iwr + aliasof=Gt unit_height_adjust=14 submerge=0 editor_group=sota @@ -137,7 +137,7 @@ name= _ "Ship Main Deck" symbol_image=ship/editor_tiles/main-deck string=^dekS - aliasof=Iwr + aliasof=Gt submerge=0 editor_group=sota [/terrain_type] @@ -149,7 +149,7 @@ string=^pooS recruit_from=yes recruit_onto=yes - aliasof=Iwr + aliasof=Gt unit_height_adjust=14 submerge=0 editor_group=sota @@ -160,7 +160,7 @@ name= _ "Ship Hull" symbol_image=ship/editor_tiles/hull string=^hulS - aliasof=^Qov + aliasof=Qt editor_group=sota [/terrain_type] @@ -178,7 +178,7 @@ name= _ "Ship Railing" symbol_image=ship/editor_tiles/railing string=^ralS - aliasof=^Qov + aliasof=Qt editor_group=sota [/terrain_type] @@ -196,7 +196,7 @@ name= _ "Ship Lower Deck" symbol_image=ship/editor_tiles/lower-deck string=ldS - aliasof=Iwr + aliasof=Gt editor_group=sota [/terrain_type] @@ -205,7 +205,7 @@ name= _ "Ship Lower Deck Edge" symbol_image=ship/editor_tiles/lower-deck-edge string=ldeS - aliasof=Xv + aliasof=Xt editor_group=sota [/terrain_type] @@ -218,7 +218,7 @@ string=^focS recruit_from=yes recruit_onto=yes - aliasof=Iwr + aliasof=Gt unit_height_adjust=14 submerge=0 # Necessary because the tiles will be overlays on water. editor_group=sota @@ -229,7 +229,7 @@ name= _ "Ship" symbol_image=ship/tile--deck string=^dekS - aliasof=Iwr + aliasof=Gt submerge=0 # Necessary because the tiles will be overlays on water. editor_group=sota [/terrain_type] @@ -241,7 +241,7 @@ string=^pooS recruit_from=yes recruit_onto=yes - aliasof=Iwr + aliasof=Gt unit_height_adjust=14 submerge=0 # Necessary because the tiles will be overlays on water. editor_group=sota @@ -252,7 +252,7 @@ name= _ "Ship Hull" symbol_image=ship/tile--transparent string=^hulS - aliasof=^Qov + aliasof=Qt editor_group=sota [/terrain_type] @@ -270,7 +270,7 @@ name= _ "Ship Hull" symbol_image=ship/tile--transparent string=^ralS - aliasof=^Qov + aliasof=Qt editor_group=sota [/terrain_type] @@ -301,7 +301,7 @@ name= _ "Ship" symbol_image=ship/tile--deck string=ldS - aliasof=Iwr + aliasof=Gt editor_group=sota [/terrain_type] @@ -310,7 +310,7 @@ name="" symbol_image=ship/tile--transparent string=ldeS - aliasof=Xv + aliasof=Xt editor_group=sota [/terrain_type] @@ -323,7 +323,7 @@ editor_name= _ "Full Void" symbol_image=void-full string=VdS - aliasof=Xv + aliasof=Xt editor_group=sota [/terrain_type] @@ -333,7 +333,7 @@ editor_name= _ "Void Overlay" symbol_image=void-full string=^VdoS - aliasof=Xv + aliasof=Xt editor_group=sota [/terrain_type] @@ -343,6 +343,6 @@ editor_name= _ "Half Void" symbol_image=void-half string=^VdhS - aliasof=Xv + aliasof=Xt editor_group=sota [/terrain_type] diff --git a/data/core/editor/help.cfg b/data/core/editor/help.cfg index 6e4b1472f6e..d3ad8dd9260 100644 --- a/data/core/editor/help.cfg +++ b/data/core/editor/help.cfg @@ -11,7 +11,7 @@ [section] id=editor_mode_terrain title= _ "Terrain Editor" - topics=..editor_mode_terrain, editor_palette, editor_masks, editor_tool_paint, editor_tool_fill, editor_tool_select, editor_tool_paste, editor_tool_starting, editor_terrain_overlays, editor_deprecated_overlay + topics=..editor_mode_terrain, editor_palette, editor_masks, editor_tool_paint, editor_tool_fill, editor_tool_select, editor_tool_paste, editor_tool_starting, editor_terrain_overlays, editor_terrain_elevation, editor_deprecated_overlay sort_topics=no [/section] @@ -165,6 +165,43 @@ This turns any base terrain into a village, providing income and healing." + " Fake Shroud looks like an unexplored area, even in scenarios that have shroud disabled and even when the player’s units can see the hex." [/topic] +[topic] + id=editor_terrain_elevation + title= _ "Terrain Elevation Graphics" + text= "src='icons/terrain/terrain_group_elevation_30.png~SCALE(60,60)' align=left box=yes - " + _ "A cosmetic elevation effect that looks a little different in the editor than in the game due to visual aids in the editor; all the overlays described here are found in the terrain palette’s “elevation” group." + " + +" + + _ "editor^text='Direct Overlays'" + " + +src='terrain/elevation/bluffs-tile.png' align=here box=yes src='terrain/elevation/regular-tile.png' align=here box=yes " + _ "Bluffs and Gulch + +The bluffs, gulches, and similar variations are much like a standard terrain overlay, and can simply be used that way. However, for larger areas of the map, where you will want to allow the use of other overlay terrains, you will want to combine these with the “markers” described in the next section." + " + +" + + _ "editor^text='Elevation Floodfill'" + " + +src='terrain/grass/green.png~BLIT(terrain/floodfill/flood_high.png)' align=here box=yes " + _ "Raised elevation on-map marker" + " +src='terrain/floodfill/marker-high-tile.png' align=here box=yes" + _ "Raised elevation editor palette icon + +To make a patch of terrain higher or lower, and still be able to use other overlay terrains such as trees, you will need to use these markers. Placing one of these arrows on the map will flood-fill the map with a color-coded haze; neither the haze nor the arrow will be visible in game. The hazed area will have a border ledge, making it look higher or lower than the adjacent tiles. + +There are two high markers and two low markers, so it is possible to make terraces of up to five levels (lowest, lower, normal, higher, highest). Placing a high region next to a low region does not result in larger cliffs. +" + " +" + + _ "editor^text='How to Use' + +The marker arrows are not very useful by themselves, but the bluffs/gulch-type terrains can be used to contain the floodfilled area. + +An example use case would be: +1. Select the Bluffs (^Qhh) from the editor palette and use single-hex paint tool to outline a big blob over an empty, all-grass map. +2. Place a Marker High (^_mh) arrow on a tile inside the blob (not on the Bluffs border). +3. The blob should all be raised now, and as long as you don't overwrite the Marker or Bluffs overlays, you can add other terrain overlays as needed. + +The graphics used to represent the ledge borders are determined by the base terrain. +" + + _ "editor^text='Note for UMC authors: The flood-filled tiles do not have their terrain codes changed, or any other properties affected, so filtering a location by elevation is not simple.' italic='yes' font_size=10 " +[/topic] + [topic] id=editor_deprecated_overlay title= _ "Deprecated Terrain"