--- deliantra/arch/ground/oil_sea.arc 2007/02/09 01:51:38 1.6 +++ deliantra/arch/ground/oil_sea.arc 2007/03/03 00:49:52 1.7 @@ -1,4 +1,5 @@ -object oil_sea +Object oil_sea +face oil_sea.x11 anim oil_sea.x11 oil_sea.x12 @@ -9,19 +10,28 @@ mina name oil ocean name_pl oil ocean -face oil_sea.x11 -speed 0.1 +magicmap black smoothlevel 16 -move_block all +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_floor 1 is_water 1 editable 8 -magicmap black -smoothface oil_sea.x14 oil_sea_S.x14 +is_floor 1 +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.x11 anim oil_sea.x11 oil_sea.x12 @@ -32,16 +42,17 @@ mina name ultra viscous oil name_pl ultra viscous oil -face oil_sea.x11 -speed 0.01 +magicmap black smoothlevel 16 -move_block 0 +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 -is_floor 1 is_water 1 -# which will be swimable as water is (but much slower swiming ofcourse) editable 8 -magicmap black -smoothface oil_sea.x14 oil_sea_S.x14 +is_floor 1 end