--- deliantra/arch/ground/oil_sea.arc 2006/05/04 15:31:30 1.2 +++ deliantra/arch/ground/oil_sea.arc 2007/03/03 01:15:38 1.8 @@ -1,21 +1,21 @@ -Object oil_sea -face oil_sea.111 +object oil_sea +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 @@ -25,29 +25,29 @@ move_block all -boat end -Object oil_sea_ultra_viscous +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.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 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