--- deliantra/arch/ground/oil_sea.arc 2007/03/03 00:49:52 1.7 +++ deliantra/arch/ground/oil_sea.arc 2010/10/16 09:17:20 1.15 @@ -1,5 +1,4 @@ -Object oil_sea -face oil_sea.x11 +object oil_sea anim oil_sea.x11 oil_sea.x12 @@ -10,28 +9,17 @@ mina name oil ocean name_pl oil ocean -magicmap black +face oil_sea.x11 smoothlevel 16 -smoothface oil_sea.x11 oil_sea_S.x11 -smoothface oil_sea.x12 oil_sea_S.x12 -smoothface oil_sea.x13 oil_sea_S.x13 -smoothface oil_sea.x14 oil_sea_S.x14 +smoothface oil_sea.x11 oil_sea_S.x11 oil_sea.x12 oil_sea_S.x12 oil_sea.x13 oil_sea_S.x13 oil_sea.x14 oil_sea_S.x14 speed 0.1 -no_pass 1 +move_block all no_pick 1 -is_water 1 -editable 8 is_floor 1 -move_block all -boat +is_water 1 end -Object oil_sea_ultra_viscous -# So thick you can almost walk on it (To be used where one needs -# walk-on-able/nonblocking oil) -# (ex: some random maps). For most applications you should use the regular -# oil_sea -# which will be swimable as water is (but much slower swiming ofcourse) -face oil_sea.x11 +object oil_sea_ultra_viscous anim oil_sea.x11 oil_sea.x12 @@ -42,17 +30,12 @@ mina name ultra viscous oil name_pl ultra viscous oil -magicmap black -smoothlevel 16 -smoothface oil_sea.x11 oil_sea_S.x11 -smoothface oil_sea.x12 oil_sea_S.x12 -smoothface oil_sea.x13 oil_sea_S.x13 -smoothface oil_sea.x14 oil_sea_S.x14 +face oil_sea.x11 speed 0.01 -no_pass 0 +move_block -all no_pick 1 -is_water 1 -editable 8 is_floor 1 +is_water 1 +# which will be swimable as water is (but much slower swiming ofcourse) end