merge trunk 2006-12-03T13:32:46Z!koraq@xs4all.nl..2006-12-10T11:31:19Z!koraq@xs4all.nl

This commit is contained in:
Mark de Wever 2006-12-10 12:46:13 +00:00
parent 246b153665
commit 7ab54bed1d
434 changed files with 5508 additions and 1336 deletions

View File

@ -9,34 +9,40 @@ Francisco Muñoz (fmunoz)
Richard Kettering (Jetryl)
Hogne Håskjold (frame/freim)
J.W. Bjerk (Eleazar)
Pekka Aikio (pekka)
Lari Nieminen (zookeeper)
James Woo (Pickslide)
Jason Lutes
Neoriceisgood
Peter Geinitz (Shadow/Wayfarer)
*
Alex Jarocha-Ernst (Jormungandr)
Eli Dupree (Elvish Pillager)
Pekka Aikio (pekka)
Moritz Göbelbecker (mog)
Eternal
Leonhard
Michael Gil de Muro (grp21)
Robert Bolin (Zebulon)
Christophe Anjard (Christophe33)
Johann de Venecia (Johann)
Mark Goodenough (Ranger M)
*
Eli Dupree (Elvish Pillager)
Murray Cook (Zhukov)
Gerald Clears (Smok'em Jags)
Jesse Holland (Kestenvarn)
Mark Goodenough (Ranger M)
Murray Cook (Zhukov)
Mikko Kraft (Deserter)
Michael Mielewczik (Mille)
Stephen Stone (Disto)
Andrew James Patterson (Kamahawk)
Diego Brea (Cobretti)
antwerpz
Moritz Göbelbecker (mog)
Gareth Miller (Gafgarion)
James Barton (Sangel)
John Muccigrosso (Eponymous Archon)
Slainte
Svetac
Johanna Manninen (lohari)
Lari Nieminen (zookeeper)
Tristan Millner (tatmf)
*
Gideon Chia (Deonjo)
John-Robert Funck (XJaPaN)
@ -44,10 +50,10 @@ Jonatan Alamà (tin)
Jimmy Olsson (Azlan)
Randall Walls (slightcrazed)
Jason Frailey (Valdroni)
Stephen Stone
Eternal
Disto
Nicholas Kerpan (Thrawn)
Highhole
Irwin Ismail (Swordy)
Evan Crook (Flametrooper)
"
[/about]
@ -67,6 +73,7 @@ title = _ "Sound effects"
text = "
Lari Nieminen (zookeeper)
Corey Woodworth (woodwizzle)
J.W. Bjerk (Eleazar)
"
[/about]
@ -289,31 +296,31 @@ paxed
[about]
title = _ "French Translation"
text = "
Aurélien Brevers (Breversa)
Aur<EFBFBD>lien Brevers (Breversa)
Arnaud Garoux (La vie en wose)
Benoit Astruc
Benoît Timbert (Noyga)
Bruno Fève (PP)
Cédric Duval
Beno<EFBFBD>t Timbert (Noyga)
Bruno F<EFBFBD>ve (PP)
C<EFBFBD>dric Duval
Damien Jacquot
DaringTremayne
François Mariage (Paquito)
François Orieux
Geoffroy Douillié (gdou)
Gérard Bodin
Fran<EFBFBD>ois Mariage (Paquito)
Fran<EFBFBD>ois Orieux
Geoffroy Douilli<EFBFBD> (gdou)
G<EFBFBD>rard Bodin
Guillaume Duwelz-Rebert
Guillaume Massart (Piou2fois)
Guillaume Melquiond (silene)
Jean Privat (Tout)
Jean-Luc Richard (Le Gnome)
Jehan Hysseo (Jey)
Jérémy Rosen (Boucman)
J<EFBFBD>r<EFBFBD>my Rosen (Boucman)
Julien Moncel
Julien Tailleur
Nicolas Boudin (Blurgk)
Philippe Plantier (Ayin)
Sébastien Raynaud (Galactic turkey)
William Dupré
S<EFBFBD>bastien Raynaud (Galactic turkey)
William Dupr<EFBFBD>
Yann Dirson
Zas
"
@ -551,7 +558,7 @@ Selim Farsakoğlu
[about]
title = _ "Valencian Translation"
text = "
Mario Rodríguez (Mavorte)
Mario Rodr<EFBFBD>guez (Mavorte)
"
[/about]

View File

@ -1,15 +1,15 @@
RRgggggggggggggggggggggRgngggggggggggggggggggggggRR
ggRRggggggggggggggggvggRn2nvgggggggggggggggggggRRgg
gggnRRggggggggffffgggggRnnnggggggggggggggggggRRgggg
ggn7ngRRggggggfffffggggRgggggggggggggggggggRRgggggg
ggnnngggRRggggffgggggggRgggggggggvgggggggRRgggggggg
ggggggggggRRgggggggggggRgggggggggggggggRRggnnnggggg
ggggggggggggRRgggggggggRgggggggggggggRRggggn3nggggg
ggggggggggggggRRgggggggRgggggggggggRRgggggggngggggg
gggggggggggggggvRRgggggRgggggggggRRgggggggggggggggg
ggggggfffgggggggggRRgggRgggggggRRgggggggggggggggggg
gggggfffffggggggggggRvvRgvgggRRgggggggggggggggggvgg
gggggfffffgggggggggvR\c|ccgRRggggggvggggggggggggggg
RRgggggggggngggggggggggRgggggggggggggggggggggggggRR
ggRRggggggn8ngggggggvggRgggvgggggggngggggggggggRRgg
ggggRRggggnnngffffgggggRggggggggggn2nggggggggRRgggg
ggggggRRggggggfffffggggRggggggggggnnnggggggRRgggggg
ggggggggRRggggffgggggggRgggggggggvgggggggRRgggggggg
ggggggggggRRgggggggggggRgggggggggggggggRRgggggggggg
ggggggggggggRRgggggggggRgggggggggggggRRgggggggggggg
ggggggggggggggRRgggggggRgggggggggggRRgggggggggggggg
gggggggggggggggvRRgggggRgggggggggRRggggggggggnnnggg
gnnnggfffgggggggggRRgggRgggggggRRggggggggggggn3nggg
gn7ngfffffggggggggggRvvRgvgggRRgggggggggggggggngggg
ggnggfffffgggggggggvR\c|ccgRRggggggvggggggggggggvgg
ggggggfgfgggggggggggcvgCv/Rvggggggggggggggggggggggg
gggggggggggggggggvgvcvC1Cvcvvgggggggggggggggggggggg
ggggggggggggggggggggc/CCC\cRggggggggggggggggggggggg

View File

@ -38,18 +38,6 @@
team_name=bad
[/side]
[side]
type=Lich
description=Mal-Hadanak
user_description= _ "Mal-Hadanak"
side=
canrecruit=1
controller=ai
recruit=Bone Shooter,Revenant,Wraith,Shadow
{GOLD 150 200 250}
team_name=bad
[/side]
[side]
type=Lich
description=Mal-Drakanal
@ -86,6 +74,7 @@
team_name=bad
profile=portraits/mal-ravanal.png
[/side]
[side]
type=Lich
description=Mal-Xaskanat
@ -110,6 +99,18 @@
team_name=bad
[/side]
[side]
type=Lich
description=Mal-Hadanak
user_description= _ "Mal-Hadanak"
side=8
canrecruit=1
controller=ai
recruit=Bone Shooter,Revenant,Wraith,Shadow
{GOLD 150 200 250}
team_name=bad
[/side]
[event]
name=prestart
[objectives]

Binary file not shown.

Before

Width:  |  Height:  |  Size: 361 KiB

After

Width:  |  Height:  |  Size: 361 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 2.2 KiB

After

Width:  |  Height:  |  Size: 1.8 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 2.4 KiB

After

Width:  |  Height:  |  Size: 1.9 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.9 KiB

After

Width:  |  Height:  |  Size: 1.5 KiB

View File

@ -149,7 +149,7 @@
[message]
speaker=narrator
image="signpost-portrait.png"
image="items/signpost.png"
message= _ "To Elensefar"
[/message]

View File

@ -467,7 +467,7 @@
[/redraw]
[message]
speaker=narrator
image="signpost-portrait.png"
image="items/signpost.png"
message= _ "NE - Dan'Tonk
SE - Fort Tahn"
[/message]

View File

@ -120,7 +120,7 @@
[/filter]
[message]
speaker=narrator
image="signpost-portrait.png"
image="items/signpost.png"
message= _ "The sign says 'Guest quarters'."
[/message]
[/event]

Binary file not shown.

Before

Width:  |  Height:  |  Size: 29 KiB

After

Width:  |  Height:  |  Size: 29 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 36 KiB

After

Width:  |  Height:  |  Size: 36 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 24 KiB

After

Width:  |  Height:  |  Size: 24 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 23 KiB

After

Width:  |  Height:  |  Size: 23 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 35 KiB

After

Width:  |  Height:  |  Size: 35 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 28 KiB

After

Width:  |  Height:  |  Size: 28 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 25 KiB

After

Width:  |  Height:  |  Size: 25 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 38 KiB

After

Width:  |  Height:  |  Size: 38 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 37 KiB

After

Width:  |  Height:  |  Size: 37 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 31 KiB

After

Width:  |  Height:  |  Size: 31 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 44 KiB

After

Width:  |  Height:  |  Size: 44 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 35 KiB

After

Width:  |  Height:  |  Size: 35 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 389 KiB

After

Width:  |  Height:  |  Size: 388 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 29 KiB

After

Width:  |  Height:  |  Size: 29 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.9 KiB

After

Width:  |  Height:  |  Size: 1.6 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.9 KiB

After

Width:  |  Height:  |  Size: 1.5 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 42 KiB

After

Width:  |  Height:  |  Size: 42 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.7 KiB

After

Width:  |  Height:  |  Size: 1.7 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 43 KiB

After

Width:  |  Height:  |  Size: 43 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 42 KiB

After

Width:  |  Height:  |  Size: 42 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 43 KiB

After

Width:  |  Height:  |  Size: 43 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 42 KiB

After

Width:  |  Height:  |  Size: 42 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 48 KiB

After

Width:  |  Height:  |  Size: 48 KiB

View File

@ -408,6 +408,7 @@
speaker=Grée
message= _ "Bah! Grind their bones!"
[/message]
victory_when_enemies_defeated=yes
[/command]
[/option]
[/message]
@ -564,6 +565,7 @@
side=3
team_name=trolls
[/modify_side]
victory_when_enemies_defeated=yes
[/else]
[/if]
[/then]

Binary file not shown.

Before

Width:  |  Height:  |  Size: 46 KiB

After

Width:  |  Height:  |  Size: 46 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.1 KiB

After

Width:  |  Height:  |  Size: 1.1 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 6.8 KiB

After

Width:  |  Height:  |  Size: 6.7 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 7.7 KiB

After

Width:  |  Height:  |  Size: 7.7 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.0 KiB

After

Width:  |  Height:  |  Size: 1.0 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.1 KiB

After

Width:  |  Height:  |  Size: 1.1 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.6 KiB

After

Width:  |  Height:  |  Size: 1.6 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.2 KiB

After

Width:  |  Height:  |  Size: 1.1 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.1 KiB

After

Width:  |  Height:  |  Size: 1.1 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 34 KiB

After

Width:  |  Height:  |  Size: 34 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 35 KiB

After

Width:  |  Height:  |  Size: 35 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 63 KiB

After

Width:  |  Height:  |  Size: 62 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 42 KiB

After

Width:  |  Height:  |  Size: 42 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 44 KiB

After

Width:  |  Height:  |  Size: 44 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 44 KiB

After

Width:  |  Height:  |  Size: 44 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 41 KiB

After

Width:  |  Height:  |  Size: 41 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 46 KiB

After

Width:  |  Height:  |  Size: 46 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 42 KiB

After

Width:  |  Height:  |  Size: 42 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 48 KiB

After

Width:  |  Height:  |  Size: 48 KiB

View File

@ -670,7 +670,9 @@ What would you like to wish for?"
icon=attacks/lightning.png
type=fire
range=ranged
special=magical
[specials]
{WEAPON_SPECIAL_MAGICAL}
[/specials]
damage=14
number=2
[animation]
@ -684,7 +686,7 @@ What would you like to wish for?"
hits=no
[frame]
begin=-200
end=100
end=0
sound=lightning-miss.ogg
[/frame]
[/if]
@ -692,7 +694,7 @@ What would you like to wish for?"
hits=yes
[frame]
begin=-200
end=100
end=0
sound=lightning.ogg
[/frame]
[/else]

View File

@ -255,8 +255,10 @@
{CLOUDS & cloud1_1 cloud1_2 cloud1_3 clouds 33}
{CLOUDS & cloud1_1 cloud2_2 cloud1_3 clouds 50}
{CLOUDS & cloud1_1 cloud3_2 cloud1_3 clouds 100}
#
# Villages
# > V I L L A G E B U I L D I N G S <
# Flagged as 'village' so they can be placed on
# top of both 'base' and 'overlay'
@ -314,7 +316,7 @@
{SHEX L village 100 village-tropical-forest}
#
# Village base terrain
# > V I L L A G E B A S E T E R R A I N <
#
{TERRAIN_BASE Y swampwater}
@ -330,14 +332,14 @@
{TERRAIN_BASE L savanna}
#
# Attachs graphics to each known terrain types
# > B A S E T E R R A I N S <
#
#10% 3% 13% 7% 67%
{TERRAIN_BASE_PROB u]' cave-floor4 10}
{TERRAIN_BASE_PROB u]' cave-floor3 3}
{TERRAIN_BASE_PROB u]' cave-floor2 15}
{TERRAIN_BASE_PROB u]' cave-floor 10}
{TERRAIN_BASE_PROB u]' cave-floor4 10}
{TERRAIN_BASE_PROB u]' cave-floor3 3}
{TERRAIN_BASE_PROB u]' cave-floor2 15}
{TERRAIN_BASE_PROB u]' cave-floor 10}
{TERRAIN_BASE u]' cave-floor1}
{TERRAIN_BASE W cavewall}
@ -385,9 +387,9 @@
{TERRAIN_BASE_PROB gf? grassland-r7 25}
{TERRAIN_BASE gf? grassland-r8}
{TERRAIN_BASE_PROB GT savanna 40}
{TERRAIN_BASE_PROB GT savanna2 50}
{TERRAIN_BASE GT savanna3}
{TERRAIN_BASE_PROB GT savanna 33}
{TERRAIN_BASE_PROB GT savanna2 50}
{TERRAIN_BASE GT savanna3}
{TERRAIN_BASE r dirt}
@ -396,6 +398,7 @@
{TERRAIN_BASE_PROB R road2 50}
{TERRAIN_BASE R road}
{TERRAIN_BASE E desert-road}
#2% 2% 2% 24% 24% 3% 3% 3% 3% 36%
{TERRAIN_BASE_PROB I desert-plant 2}
@ -420,7 +423,6 @@
{TERRAIN_BASE_PROB M desert-mountain-peak3 50}
{TERRAIN_BASE M desert-mountains}
{TERRAIN_BASE E desert-road}
{TERRAIN_BASE P desert-oasis}
#10% 10% 10% 70%
@ -474,7 +476,7 @@
{BRIDGE \ | / csX CKfFNQq bridge}
#
# Transition between terrains
# > T R A N S I T I O N S B E T W E E N T E R R A I N S <
#
# Special transitions go first
@ -497,7 +499,7 @@
{FLAG_REMAINING K keep-of-C keep-flag}
#
# Castles base terrains
# > C A S T L E S B A S E T E R R A I N S <
#
{DISABLE_TRANSITIONS K}
@ -715,8 +717,8 @@
{TERRAIN_ADJACENT_CORNER !WoKXl o K 56,68 dwarven-castle-concave}
{TERRAIN_ADJACENT_CORNER oK W W 52,76 dwarven-castle-wall-convex}
{TERRAIN_ADJACENT_CORNER W oK oK 56,68 dwarven-castle-wall-concave}
{TERRAIN_ADJACENT_CORNER oK W !WoK 54,68 dwarven-castle-wall-cw}
{TERRAIN_ADJACENT_CORNER oK !WoK W 54,68 dwarven-castle-wall-ccw}
{TERRAIN_ADJACENT_CORNER oK W !WoKl 54,68 dwarven-castle-wall-cw}
{TERRAIN_ADJACENT_CORNER oK !WoKl W 54,68 dwarven-castle-wall-ccw}
#castle-chasm transitions
{TERRAIN_ADJACENT_CORNER o X X 52,76 chasm-dcastle-convex}
@ -725,10 +727,10 @@
{TERRAIN_ADJACENT_CORNER X K o 56,68 chasm-dcastle-concave}
{TERRAIN_ADJACENT_CORNER X o K 56,68 chasm-dcastle-concave}
{TERRAIN_ADJACENT_CORNER o !XKol X 52,76 chasm-dcastle-ccw}
{TERRAIN_ADJACENT_CORNER_FLAG1 K !XKol X 52,76 keep-of-o chasm-dcastle-ccw}
{TERRAIN_ADJACENT_CORNER o X !XKol 52,76 chasm-dcastle-cw}
{TERRAIN_ADJACENT_CORNER_FLAG1 K X !XKol 52,76 keep-of-o chasm-dcastle-cw}
{TERRAIN_ADJACENT_CORNER o !XKolW X 52,76 chasm-dcastle-ccw}
{TERRAIN_ADJACENT_CORNER_FLAG1 K !XKolW X 52,76 keep-of-o chasm-dcastle-ccw}
{TERRAIN_ADJACENT_CORNER o X !XKolW 52,76 chasm-dcastle-cw}
{TERRAIN_ADJACENT_CORNER_FLAG1 K X !XKolW 52,76 keep-of-o chasm-dcastle-cw}
#castle-lava transitions
@ -738,16 +740,36 @@
{TERRAIN_ADJACENT_CORNER l K o 56,68 lava-dcastle-concave}
{TERRAIN_ADJACENT_CORNER l o K 56,68 lava-dcastle-concave}
{TERRAIN_ADJACENT_CORNER o !lKo l 52,76 lava-dcastle-ccw}
{TERRAIN_ADJACENT_CORNER_FLAG1 K !lKo l 52,76 keep-of-o lava-dcastle-ccw}
{TERRAIN_ADJACENT_CORNER o l !lKo 52,76 lava-dcastle-cw}
{TERRAIN_ADJACENT_CORNER_FLAG1 K l !lKo 52,76 keep-of-o lava-dcastle-cw}
{TERRAIN_ADJACENT_CORNER o !lKoXW l 52,76 lava-dcastle-ccw}
{TERRAIN_ADJACENT_CORNER_FLAG1 K !lKoXW l 52,76 keep-of-o lava-dcastle-ccw}
{TERRAIN_ADJACENT_CORNER o l !lKoXW 52,76 lava-dcastle-cw}
{TERRAIN_ADJACENT_CORNER_FLAG1 K l !lKoXW 52,76 keep-of-o lava-dcastle-cw}
#castle-lava-wall transitions
{TERRAIN_ADJACENT_CORNER_NORTH oK W l 52,76 dwarven-castle-wall-cw}
{TERRAIN_ADJACENT_CORNER_NORTH oK l W 52,76 dwarven-castle-wall-ccw}
{TERRAIN_ADJACENT_CORNER_SW oK W l 52,76 lava-dcastle-ccw}
{TERRAIN_ADJACENT_CORNER_SE oK l W 52,76 lava-dcastle-cw}
{TERRAIN_ADJACENT_CORNER_SE oK W l 52,76 dwarven-castle-wall-cw}
{TERRAIN_ADJACENT_CORNER_SW oK l W 52,76 dwarven-castle-wall-ccw}
{TERRAIN_ADJACENT_CORNER_W oK W l 52,76 lava-dcastle-ccw}
{TERRAIN_ADJACENT_CORNER_E oK l W 52,76 lava-dcastle-cw}
{TERRAIN_ADJACENT_CORNER_E oK W l 52,76 dwarven-castle-wall-cw}
{TERRAIN_ADJACENT_CORNER_W oK l W 52,76 dwarven-castle-wall-ccw}
#castle-lava-chasm transitions
{TERRAIN_ADJACENT_CORNER o X l 52,76 lava-dcastle-chasm-ccw}
{TERRAIN_ADJACENT_CORNER_FLAG1 K X l 52,76 keep-of-o lava-dcastle-chasm-ccw}
{TERRAIN_ADJACENT_CORNER o l X 52,76 lava-dcastle-chasm-cw}
{TERRAIN_ADJACENT_CORNER_FLAG1 K l X 52,76 keep-of-o lava-dcastle-chasm-cw}
# Orcish castle
{DISABLE_TRANSITIONS O}
{TERRAIN_ADJACENT_CORNER O !O !O 54,72 orccastle-convex}
{TERRAIN_ADJACENT_CORNER !O O O 54,72 orccastle-concave}
#{DISABLE_TRANSITIONS O}
#{TERRAIN_ADJACENT_CORNER O !O !O 54,72 orccastle-convex}
#{TERRAIN_ADJACENT_CORNER !O O O 54,72 orccastle-concave}
#{TERRAIN_ADJACENT_CORNER -50 K O O <name>}
#{TERRAIN_ADJACENT_CORNER_FLAG1 -50 K !OK !OK keep-of-O <name>}
#{TERRAIN_ADJACENT_CORNER -50 K O !OK <name>}
@ -755,22 +777,47 @@
# Lava
{DISABLE_TRANSITIONS l}
{TERRAIN_ADJACENT_CORNER l !lXKo !lXKo 52,76 lava-convex}
{TERRAIN_ADJACENT_CORNER l X !lXKo 52,76 lava-chasm-ccw}
{TERRAIN_ADJACENT_CORNER l !lXKo X 52,76 lava-chasm-cw}
{TERRAIN_ADJACENT_CORNER !lXKo l l 56,68 lava-concave}
{TERRAIN_ADJACENT_CORNER l !lXKoW !lXKoW 52,76 lava-convex}
{TERRAIN_ADJACENT_CORNER !lXKoW l l 56,68 lava-concave}
{TERRAIN_ADJACENT_CORNER X l l 52,76 lava-chasm-convex}
{TERRAIN_ADJACENT_CORNER l X X 56,68 lava-chasm-concave}
{TERRAIN_ADJACENT_CORNER X l l 52,76 lava-chasm-convex}
{TERRAIN_ADJACENT_CORNER l X X 56,68 lava-chasm-concave}
{TERRAIN_ADJACENT_CORNER X !lXKo l 52,76 chasm-convex}
{TERRAIN_ADJACENT_CORNER X l !lXKo 52,76 chasm-convex}
{TERRAIN_ADJACENT_CORNER X !lXKo l 52,76 chasm-convex}
{TERRAIN_ADJACENT_CORNER X l !lXKo 52,76 chasm-convex}
{TERRAIN_ADJACENT_CORNER l X !lXKo 52,76 lava-chasm-ccw}
{TERRAIN_ADJACENT_CORNER l !lXKo X 52,76 lava-chasm-cw}
# Chasm
{TERRAIN_ADJACENT_CORNER X !XKol !XKol 52,76 chasm-convex}
{TERRAIN_ADJACENT_CORNER !XKol X X 56,68 chasm-concave}
{TERRAIN_ADJACENT_CORNER X !XKolW !XKolW 52,76 chasm-convex}
{TERRAIN_ADJACENT_CORNER !XKolW X X 56,68 chasm-concave}
# Hack to get chasm/wall transitions right
{TERRAIN_ADJACENT_CORNER_NORTH X W !X 76,52 chasm-convex}
{TERRAIN_ADJACENT_CORNER_NORTH X !X W 76,52 chasm-convex}
{TERRAIN_ADJACENT_CORNER_E X W !X 0,0 chasm-convex}
{TERRAIN_ADJACENT_CORNER_E X !X W 0,0 chasm-convex}
{TERRAIN_ADJACENT_CORNER_W X W !X 100,100 chasm-convex}
{TERRAIN_ADJACENT_CORNER_W X !X W 100,100 chasm-convex}
{TERRAIN_ADJACENT_CORNER_NS W X X 56,68 chasm-concave}
{TERRAIN_ADJACENT_CORNER_E W X X 0,0 chasm-concave}
{TERRAIN_ADJACENT_CORNER_W W X X 100,100 chasm-concave}
# Hack to get lava/wall transitions right
{TERRAIN_ADJACENT_CORNER_NORTH l W !lX 76,52 lava-convex}
{TERRAIN_ADJACENT_CORNER_NORTH l !lX W 76,52 lava-convex}
{TERRAIN_ADJACENT_CORNER_E l W !lX 0,0 lava-convex}
{TERRAIN_ADJACENT_CORNER_E l !lX W 0,0 lava-convex}
{TERRAIN_ADJACENT_CORNER_W l W !lX 100,100 lava-convex}
{TERRAIN_ADJACENT_CORNER_W l !lX W 100,100 lava-convex}
{TERRAIN_ADJACENT_CORNER_NS W l l 56,68 lava-concave}
{TERRAIN_ADJACENT_CORNER_E W l l 0,0 lava-concave}
{TERRAIN_ADJACENT_CORNER_W W l l 100,100 lava-concave}
# Castle decorations and castle floors. Those must always be after the castles
# are defined.
#{BUILDING_FLAG K ({VIMG 36,40 tent}) keep-of-n}
@ -778,7 +825,10 @@
{BUILDING_FLAG_PROB K ({VIMG 20,26 tent2}) keep-of-n 100}
{BUILDING_FLAG K ({VIMG 36,40 dwarven-keep}) keep-of-o}
# Normal transitions. The order mostly controls which overlap which, some
#
# > N O R M A L T R A N S I T I O N S. <
#The order mostly controls which overlap which, some
# TERRAIN_ADJACENT_CUSTOMs and varying layer numbers are used to make some
# special transitions to layer in more complex ways.

View File

@ -91,7 +91,7 @@ Special Notes:"+{SPECIAL_NOTES_LEADERSHIP}
[frame]
begin=-175
end=-100
image="units/drakes/flameheart-close-1.png"
image="units/drakes/flameheart-attack-close1.png"
[/frame]
[frame]
begin=-100
@ -125,7 +125,7 @@ Special Notes:"+{SPECIAL_NOTES_LEADERSHIP}
[frame]
begin=-175
end=-100
image="units/drakes/flameheart-close-1.png"
image="units/drakes/flameheart-attack-close1.png"
[/frame]
[frame]
begin=-100
@ -162,7 +162,7 @@ Special Notes:"+{SPECIAL_NOTES_LEADERSHIP}
[if]
hits=no
[frame]
begin=-400
end=-350
@ -172,7 +172,7 @@ Special Notes:"+{SPECIAL_NOTES_LEADERSHIP}
[/if]
[else]
hits=yes
[frame]
begin=-400
end=-350

View File

@ -103,7 +103,7 @@ Special Notes:"+{SPECIAL_NOTES_MARKSMAN}
[frame]
begin=-175
end=-150
image="units/drakes/sky-ranged-impact.png"
image="units/drakes/sky-attack-ranged-impact.png"
[/frame]
[frame]
begin=-150
@ -142,7 +142,7 @@ Special Notes:"+{SPECIAL_NOTES_MARKSMAN}
[frame]
begin=-200
end=-150
image="units/drakes/sky-ranged-impact.png"
image="units/drakes/sky-attack-ranged-impact.png"
[/frame]
[frame]
begin=-150

View File

@ -16,7 +16,7 @@
cost=52
#extra resistance for these units
usage=scout
unit_description= _ "A triumphant sight on the battlefield, cavaliers are masters at the use of both sword and crossbow from horseback. Their facility with ranged weapons allows them to strike at many a foe with impunity, and their mettle has turned the tide of some of the greatest battles in known history."
unit_description= _ "A triumphant sight on the battlefield, cavaliers are masters at the use of both sword and crossbow from horseback. This is fearsome when combined with their mobility, and such mettle is the subject of tale and song."
die_sound=horse-die.ogg
[movement_anim]
[frame]

View File

@ -14,7 +14,7 @@
advanceto=Duelist
cost=16
usage=fighter
unit_description= _ "Fencers belong to a school of thought that considers the armor most soldiers wear in combat to be their own worst enemy. While armor can only soften a blow, evading it will completely negate any ill effects. Being able to reliably dodge any offensive move is a luxury only afforded to the fit of body, and then only to those who endure rigorous training.
unit_description= _ "Fencers belong to a school of thought that considers the armor most soldiers wear in combat to be their own worst enemy. While armor can only soften a blow, evading it leaves the defender completely unharmed. Being able to reliably dodge any offensive move is a luxury only afforded to the fit of body, and then only to those who endure rigorous training.
Outfitted with only a dagger and rapier, fencers are light on their feet and useful in many situations where their armor-bound peers are at a disadvantage. They relish, often literally, in dancing circles around troops like heavy infantry, in mockery of the price they pay for their full plate.

View File

@ -12,7 +12,7 @@
alignment=lawful
advanceto=Iron Mauler
cost=35
unit_description= _ "Shock troopers are the elite of the heavy infantry, and half of their use in war is simply a matter of intimidation. The only men who can enter their ranks are prodigiously well-built, and when clad in black plate brimming with spikes, they are a fearsome sight to behold. The sight of Shock Troopers breaking an enemy with their morning stars is often enough to shatter the morale of any opposition, who sometimes wonder if such armor covers monsters, rather than men. The drawback of such heavy armor is, of course, the time it takes to move into and out of combat."
unit_description= _ "Shock troopers are the elite of the heavy infantry, and half of their use in war is simply a matter of intimidation. The only men who can enter their ranks are prodigiously well-built, and when clad in black plate brimming with spikes, they are a fearsome sight to behold. The sight of Shock Troopers breaking an enemy often does the same to the morale of any opposition, who sometimes wonder if such armor covers monsters, rather than men. The drawback of such heavy armor is, of course, the time it takes to move into and out of combat."
die_sound={SOUND_LIST:HUMAN_DIE}
usage=fighter
{DEFENSE_ANIM "units/human-loyalists/shocktrooper-defend.png" "units/human-loyalists/shocktrooper.png" {SOUND_LIST:HUMAN_HIT} }

View File

@ -16,7 +16,7 @@
{AMLA_TOUGH 3}
cost=44
usage=fighter
unit_description= _ "The greatest of thieves are sometimes tasked to take far more than their victim's belongings. Masters of knife-fighting and uncannily light on their feet, these menacing figures employ any means to silently dispatch their victims, be it poisoned knives thrown from afar, or a dagger planted in the back. Deadly at night, these assassins are somewhat uncomfortable fighting under the open sun.
unit_description= _ "The greatest of thieves are sometimes tasked to take far more than their victim's belongings. Masters of knife-fighting and uncannily light on their feet, these menacing figures will employ any means to dispatch their victims, be it poisoned knives thrown from afar, or a dagger planted in the back. Deadly at night, assassins are somewhat uncomfortable fighting under the open sun.
Special Notes:"+{SPECIAL_NOTES_BACKSTAB}+{SPECIAL_NOTES_POISON}+{SPECIAL_NOTES_SKIRMISHER}
die_sound={SOUND_LIST:HUMAN_DIE}

View File

@ -16,7 +16,9 @@
undead_variation=archer
cost=14
usage=archer
unit_description= _ "Poachers rely on their hunting experience and are most valuable at night and in forests and swamps."
unit_description= _ "Though not trained as warriors, the skills possessed by a hunter, especially those of archery, are useful in battle. Turning these skills against their fellow man can happen for any number of reasons, be they mercenary or vigilante in nature. Any group of bandits will need a few poachers in their employ, culling the night's meal from surrounding farmland, and often lending a hand in any serious fight.
Because of their experience, these hunters are unusually capable at night, and in forests and swamps."
#Poachers are better than normal units at woods and swamps
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM_RANGE "units/human-outlaws/poacher-defend.png" "units/human-outlaws/poacher.png" {SOUND_LIST:HUMAN_HIT} melee }

View File

@ -16,7 +16,9 @@
undead_variation=archer
cost=27
usage=archer
unit_description= _ "Trappers usually work supplying food for bandits and outlaws. Their hunting experience makes them most valuable at night and in forests and swamps."
unit_description= _ "Master woodsmen are useful allies to any army, and indispensable for any sizable group of bandits. They can track both man and beast, notice things most others would overlook, and are often the only ones who can find food for the table, be it animal or vegetable.
Their skill at hunting is very useful in combat, and also leaves them unusually competent at night, and in forests and swamps."
#Trappers are better than normal units at woods and swamps
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM_RANGE "units/human-outlaws/trapper-defend.png" "units/human-outlaws/trapper.png" {SOUND_LIST:HUMAN_HIT} melee }

View File

@ -15,7 +15,7 @@
undead_variation=saurian
cost=30
usage=scout
unit_description= _ "Saurian Ambushers are highly skilled in the use of the spear. Despite their lethargic cold blooded heritage, and their relative frailty, they are highly valued as scouts as they can navigate through rough terrain and around opponents. Saurian Ambushers possess the strength to take full advantage of this fact. The best Ambushers go on to become Saurian Flankers.
unit_description= _ "Saurians are light on their feet, and considerably good at navigating terrain that confounds their enemies. When this is combined with experience, strength, and equipment, one of their warriors can become particularly threatening in battle, largely because they are so much more difficult to confine than other foes. Even in armor, saurian warriors can take advantage of the smallest gap in an enemy line, and have the prowess to make the enemy regret the mistake.
Special Notes:"+{SPECIAL_NOTES_SKIRMISHER}
die_sound=hiss-die.wav

Some files were not shown because too many files have changed in this diff Show More