--- deliantra/arch/ground/oil_sea.arc 2006/02/06 20:26:13 1.1 +++ deliantra/arch/ground/oil_sea.arc 2007/04/10 09:32:19 1.11 @@ -1,55 +1,45 @@ -Object oil_sea -face oil_sea.111 +object oil_sea 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 +face oil_sea.x11 speed 0.1 -no_pass 1 +smoothlevel 16 +move_block all no_pick 1 +is_floor 1 is_water 1 editable 8 -is_floor 1 +magicmap black +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 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 +object oil_sea_ultra_viscous 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 +face oil_sea.x11 speed 0.01 -no_pass 0 +move_block -all no_pick 1 +is_floor 1 is_water 1 +# which will be swimable as water is (but much slower swiming ofcourse) editable 8 -is_floor 1 +magicmap black end