--- deliantra/arch/ground/oil_sea.arc 2006/02/06 20:26:13 1.1 +++ deliantra/arch/ground/oil_sea.arc 2007/03/03 00:49:52 1.7 @@ -1,50 +1,53 @@ Object oil_sea -face oil_sea.111 +face oil_sea.x11 anim -oil_sea.111 -oil_sea.112 -oil_sea.113 -oil_sea.114 -oil_sea.113 -oil_sea.112 +oil_sea.x11 +oil_sea.x12 +oil_sea.x13 +oil_sea.x14 +oil_sea.x13 +oil_sea.x12 mina name oil ocean name_pl oil ocean magicmap black smoothlevel 16 -smoothface oil_sea.111 oil_sea_S.111 -smoothface oil_sea.112 oil_sea_S.112 -smoothface oil_sea.113 oil_sea_S.113 -smoothface oil_sea.114 oil_sea_S.114 +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 speed 0.1 no_pass 1 no_pick 1 is_water 1 editable 8 is_floor 1 +move_block all -boat end Object oil_sea_ultra_viscous -#So thick you can almost walk on it (To be used where on 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.111 +# 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 anim -oil_sea.111 -oil_sea.112 -oil_sea.113 -oil_sea.114 -oil_sea.113 -oil_sea.112 +oil_sea.x11 +oil_sea.x12 +oil_sea.x13 +oil_sea.x14 +oil_sea.x13 +oil_sea.x12 mina name ultra viscous oil name_pl ultra viscous oil magicmap black smoothlevel 16 -smoothface oil_sea.111 oil_sea_S.111 -smoothface oil_sea.112 oil_sea_S.112 -smoothface oil_sea.113 oil_sea_S.113 -smoothface oil_sea.114 oil_sea_S.114 +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 speed 0.01 no_pass 0 no_pick 1