This makes a new terrain type which as per discussion with Ryan we will call "rough grass" it is the terrain type that is around all the swamps on the OSI maps. I'm going to go with Ryan's new proposed color table for the two terrain types we are using here but for now it's backward compatible with mod 9 if you use swamp 0 for swamp 0 and swamp 12 for rough grass 0. I've also modified my swamp item placer script along with the new scripts for this.
Maptrans.txt
Code:
// (18) Swamp
//Comment out this line:
//54 012 3de9 3dea 3deb 3dec
//and add this one:
4f 000 3de9 3dea 3deb 3dec
//leave the rest for now
//Make a new group
// (20)Roughgrass
54 000 3ded 3dee 3def 3df0
3f 000 3ded 3dee 3def 3df0
The 4f and 3f lines will probably be the final.
Betweentrans.txtCode:
Add these two lines:
00 20 grass2rgrass.txt
20 18 rgrass2swamp.txt
Groups.txtCode:
Add this:
//*****************************
//20 = Roughgrass
//*****************************
54 20
3f 20
Items.txtCode:
20 0030 0000 0000 6143 4095 rgrass.txt
Make a new file in \scripts\map called
grass2rgrass.txtCode:
// E TileA W TileB
BAAAAABB 3dc3 000 000
BAAAAAAB 3dc4 000 000
AAAAAABB 3dc3 000 000
AAAAAAAB 3dc4 000 000
BAAAAABA 3dc3 000 000
// W TileA E TileB
AABBBAAA 3dca 000 000
AAABBAAA 3dca 000 000
AABBAAAA 3dca 000 000
AAABAAAA 3dca 000 000
AABABAAA 3dca 000 000
// N TileA S TileB
AAAABBBA 3dc5 000 000
AAAAABBA 3dc6 000 000
AAAABBAA 3dc5 000 000
AAAAABAA 3dc6 000 000
AAAABABA 3dc5 000 000
// S TileA N TileB
BBBAAAAA 3dc7 000 000
ABBAAAAA 3dc8 000 000
BBAAAAAA 3dc7 000 000
ABAAAAAA 3dc8 000 000
BABAAAAA 3dc7 000 000
// SW Corner is TileB
AAAAAABA 3dd8 000 000
ABABBAAA 3dd8 000 000
// NW Corner is TileB
BAAAAAAA 3dd8 000 000
AAABABBA 3dd8 000 000
// SE Corner is TileB
AAAABAAA 3dd7 000 000
ABBAAAAB 3dd7 000 000
// NE Corner is TileB
AABAAAAA 3dd7 000 000
BAAAABAB 3dd7 000 000
// NW corner is TileA
AABBBBBA 3dd6 000 000
AAABBBBA 3dd6 000 000
AABBBBAA 3dd6 000 000
AAABBBAA 3dd6 000 000
// SW corner is TileA
BBBBBAAA 3dd7 000 000
BBBBAAAA 3dd7 000 000
ABBBBAAA 3dd7 000 000
ABBBAAAA 3dd7 000 000
// SE corner is TileA
BBBAAABB 3dd8 000 000
BBAAAABB 3dd8 000 000
BBBAAAAB 3dd8 000 000
BBAAAAAB 3dd8 000 000
// NE corner is TileA
BAAABBBB 3def 000 000
AAAABBBB 3def 000 000
BAAAABBB 3def 000 000
AAAAABBB 3def 000 000
And another one called
rgrass2swamp.txtCode:
// E TileA W TileB
BAAAAABB 3ddb 000 000
BAAAAAAB 3ddb 000 000
AAAAAABB 3ddb 000 000
AAAAAAAB 3ddb 000 000
BAAAAABA 3ddb 000 000
// W TileA E TileB
AABBBAAA 3dde 000 000
AAABBAAA 3dde 000 000
AABBAAAA 3dde 000 000
AAABAAAA 3dde 000 000
AABABAAA 3dde 000 000
// N TileA S TileB
AAAABBBA 3ddf 000 000
AAAAABBA 3ddf 000 000
AAAABBAA 3ddf 000 000
AAAAABAA 3ddf 000 000
AAAABABA 3ddf 000 000
// S TileA N TileB
BBBAAAAA 3de1 000 000
ABBAAAAA 3de1 000 000
BBAAAAAA 3de1 000 000
ABAAAAAA 3de1 000 000
BABAAAAA 3de1 000 000
// SW Corner is TileB
AAAAAABA 3dd5 000 000
ABABBAAA 3dd5 000 000
// NW Corner is TileB
BAAAAAAA 3dd8 000 000
AAABABBA 3dd8 000 000
// SE Corner is TileB
AAAABAAA 3dd6 000 000
ABBAAAAB 3dd6 000 000
// NE Corner is TileB
AABAAAAA 3dd7 000 000
BAAAABAB 3dd7 000 000
// NW corner is TileA
AABBBBBA 3dd6 000 000
AAABBBBA 3dd6 000 000
AABBBBAA 3dd6 000 000
AAABBBAA 3dd6 000 000
// SW corner is TileA
BBBBBAAA 3de4 000 000
BBBBAAAA 3de4 000 000
ABBBBAAA 3de4 000 000
ABBBAAAA 3de4 000 000
// SE corner is TileA
BBBAAABB 3de6 000 000
BBAAAABB 3de6 000 000
BBBAAAAB 3de6 000 000
BBAAAAAB 3de6 000 000
// NE corner is TileA
BAAABBBB 3de3 000 000
AAAABBBB 3de3 000 000
BAAAABBB 3de3 000 000
AAAAABBB 3de3 000 000
If you want cypress trees in your new terrain make a new file in \scripts\items called
rgrass.txt Code:
// -----------------------------------------------------------------------------------------
// Syntax :
// [Frqequency] [ItemGroup1] [ItemGroup2] [ItemGroup3] ...
//
// Itemgroup = [Item(hex)] [ZLevel(dec)] [Color(hex)] [Xmovement(dec)] [Ymovement(dec)]
// -----------------------------------------------------------------------------------------
// StormCrow 6-08-03
// Rgrass
// Cyprus Tree
0002 0cf8 0000 0000 0000 0000
0008 0cf8 0000 0000 0000 0000 0cf9 0000 0000 0000 0000
0002 0cf8 0000 0000 0000 0000 0cfa 0000 0000 0000 0000
0002 0d01 0000 0000 0000 0000
0008 0d01 0000 0000 0000 0000 0d02 0000 0000 0000 0000
0002 0d01 0000 0000 0000 0000 0d03 0000 0000 0000 0000
My new modified
swamp.txt Code:
// -----------------------------------------------------------------------------------------
// Syntax :
// [Frqequency] [ItemGroup1] [ItemGroup2] [ItemGroup3] ...
//
// Itemgroup = [Item(hex)] [ZLevel(dec)] [Color(hex)] [Xmovement(dec)] [Ymovement(dec)]
// -----------------------------------------------------------------------------------------
//Original Dragon scripts modified by StormCrow 6-08-03
//this one I've done the most changes to in fact it looks hardly at all like the original
//the animated swamp tiles should be working properly too, enjoy
// Swamp
// Cyprus Tree
0002 0cfb 0000 0000 0000 0000
0008 0cfb 0000 0000 0000 0000 0cfc 0000 0000 0000 0000
0002 0cfb 0000 0000 0000 0000 0cfd 0000 0000 0000 0000
0002 0cfe 0000 0000 0000 0000
0008 0cfe 0000 0000 0000 0000 0cff 0000 0000 0000 0000
0002 0cfe 0000 0000 0000 0000 0d00 0000 0000 0000 0000
//Reeds
0024 0d05 0000 0000 0000 0000
//Lilypad
0002 0d06 0000 0000 0000 0000
0002 0d07 0000 0000 0000 0000
0002 0d08 0000 0000 0000 0000
0002 0d09 0000 0000 0000 0000
0002 0d0a 0000 0000 0000 0000
0002 0d0b 0000 0000 0000 0000
0002 0dbc 0000 0000 0000 0000
0002 0dbd 0000 0000 0000 0000
0002 0dbe 0000 0000 0000 0000
//Water Lily
0002 0dc1 0000 0000 0000 0000
0002 0dc2 0000 0000 0000 0000
0002 0dc3 0000 0000 0000 0000
//Sunken log
0004 3251 0000 0000 0000 0000 3250 0000 0000 0001 0000
0004 324f 0000 0000 0000 0000 324e 0000 0000 0000 0001
//Stump
//0004 324b 0000 0000 0000 0000
0004 324c 0000 0000 0000 0000
0004 324d 0000 0000 0000 0000
//Animated tiles
0001 320d 0000 0000 0000 0000
0001 3213 0000 0000 0000 0000
0001 321a 0000 0000 0000 0000
//0001 3220 0000 0000 0000 0000- creepy, really creepy
0002 322c 0000 0000 0000 0000
0002 3236 0000 0000 0000 0000
0002 3241 0000 0000 0000 0000
//Cattails
0001 0cb7 0000 0000 0000 0000
0001 0cb8 0000 0000 0000 0000
//Water Plants
0008 0d04 0000 0000 0000 0000
And finally some changes to
items.txt Code:
18 0090 0000 0000 6143 4095 swamp.txt
20 0030 0000 0000 6143 4095 rgrass.txt
//these give what I feel is a decent distribution for my scripts, season to taste ;)