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PC World Komputer 1998 April B
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DARKREIG
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OVLEFF.TXT
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1997-10-28
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; Effects of buildings and overlays on landscape
; (Determines whether units can walk on certain tiles etc.)
;
; Format is:
;
; DefineOvlEffect(filename width height) {
; _effect_ _altitude_modifier_ ...
; }
;
;
; Effects Are:
;
; -1 - Passable (No Effect)
; 2 - Building Bay (part of building, but units can walk on it)
; 3 - Solid (unit can't walk there)
; --- ------------ ---
; --- New Overlays ---
; --------------------
; Water Crater for Water Contaminator
DefineOvlEffect(eowcocr0.spr 3 3) {
-1 0 -1 0 -1 0
-1 0 -1 0 -1 0
-1 0 -1 0 -1 0
}
; New Civilian Buildings
; Civilian Vertical Bridge
DefineOvlEffect(nobrd1l1.spr 4 6) {
3 0 2 0 2 0 3 0
3 0 2 0 2 0 3 0
3 0 2 0 2 0 3 0
3 0 2 0 2 0 3 0
3 0 2 0 2 0 3 0
3 0 2 0 2 0 3 0
}
; Civilian Horizontal Bridge
DefineOvlEffect(nobrd1l0.spr 6 5) {
-1 0 -1 0 -1 0 -1 0 -1 0 -1 0
3 0 3 0 3 0 3 0 3 0 3 0
2 0 2 0 2 0 2 0 2 0 2 0
2 0 2 0 2 0 2 0 2 0 2 0
3 0 3 0 3 0 3 0 3 0 3 0
}
; Civilian Farmhouse
DefineOvlEffect(nofrm1l2.spr 5 5) {
-1 0 -1 0 -1 0 -1 0 -1 0
3 0 3 0 3 0 3 0 3 0
3 0 3 0 3 0 3 0 3 0
3 0 3 0 3 0 3 0 3 0
3 0 3 0 3 0 3 0 3 0
}
; Civilian Commerical
DefineOvlEffect(nocbs1l0.spr 4 4) {
-1 0 -1 0 -1 0 -1 0
3 0 3 0 3 0 3 0
3 0 3 0 3 0 3 0
3 0 3 0 3 0 3 0
}
; Civilian Factory
DefineOvlEffect(nowar1l0.spr 4 3) {
3 0 3 0 3 0 2 0
3 0 3 0 3 0 3 0
3 0 3 0 3 0 2 0
}
; Civilian Rural
DefineOvlEffect(nochm4l0.spr 5 4) {
3 0 3 0 3 0 3 0 -1 0
3 0 3 0 3 0 3 0 3 0
3 0 3 0 3 0 3 0 3 0
-1 0 3 0 3 0 3 0 3 0
}
; Civilian Grain Farm
DefineOvlEffect(nofrm1l0.spr 5 4) {
-1 0 3 0 3 0 3 0 3 0
3 0 3 0 3 0 3 0 3 0
3 0 3 0 3 0 3 0 3 0
-1 0 3 0 3 0 3 0 3 0
}
; Civilian Hydro Farm
DefineOvlEffect(nofrm1l1.spr 5 3) {
-1 0 3 0 3 0 3 0 -1 0
3 0 3 0 3 0 3 0 3 0
-1 0 3 0 3 0 3 0 -1 0
}
; BEGIN Mission specific overlays
;
; Imperium Prison
DefineOvlEffect(nopri1l0.spr 6 5) {
-1 0 -1 0 -1 0 3 0 3 0 -1 0
-1 0 3 0 3 0 3 0 3 0 -1 0
3 0 3 0 3 0 3 0 3 0 3 0
3 0 3 0 3 0 3 0 3 0 3 0
-1 0 3 0 3 0 3 0 2 0 -1 0
}
; Rendezvous Point
DefineOvlEffect(norvp1l0.spr 3 3) {
3 0 3 0 3 0
3 0 3 0 3 0
3 0 3 0 3 0
}
; Imperium Water Research Facility
DefineOvlEffect(nowat1l0.spr 5 4) {
-1 0 3 0 3 0 3 0 -1 0
3 0 3 0 3 0 3 0 3 0
3 0 3 0 3 0 3 0 3 0
3 0 2 0 3 0 3 0 -1 0
}
; Imperium Hover Research Facility
DefineOvlEffect(nohov1l0.spr 6 5) {
-1 0 -1 0 -1 0 -1 0 -1 0 -1 0
-1 0 3 0 3 0 3 0 3 0 3 0
3 0 3 0 3 0 3 0 3 0 3 0
3 0 3 0 3 0 3 0 3 0 -1 0
-1 0 3 0 3 0 3 0 -1 0 -1 0
}
; Imperium Dessicator Research Facility
DefineOvlEffect(nodes1l0.spr 6 5) {
-1 0 -1 0 -1 0 -1 0 -1 0 -1 0
-1 0 3 0 3 0 3 0 3 0 3 0
3 0 3 0 3 0 3 0 3 0 3 0
3 0 3 0 3 0 3 0 3 0 -1 0
-1 0 3 0 3 0 3 0 -1 0 -1 0
}
; Imperium Medical Research Facility
DefineOvlEffect(nomdr1l0.spr 4 4) {
-1 0 3 0 3 0 3 0
3 0 3 0 3 0 3 0
3 0 3 0 3 0 3 0
3 0 3 0 3 0 3 0
}
; Civilian Public Shelter
DefineOvlEffect(noshl1l0.spr 2 2) {
3 0 3 0
3 0 3 0
}
; Civilian SubTransit Station
DefineOvlEffect(nosub1l0.spr 3 2) {
3 0 3 0 -1 0
3 0 3 0 3 0
}
; Civilian Transit Centre
DefineOvlEffect(notcn1l0.spr 4 4) {
-1 0 -1 0 3 0 -1 0
3 0 3 0 3 0 3 0
3 0 3 0 3 0 3 0
-1 0 -1 0 3 0 -1 0
}
; Freedom Guard Treaty Hall
DefineOvlEffect(notyh1l0.spr 6 6) {
-1 0 -1 0 -1 0 -1 0 -1 0 -1 0
-1 0 -1 0 3 0 -1 0 -1 0 -1 0
-1 0 3 0 3 0 3 0 3 0 -1 0
-1 0 3 0 3 0 3 0 3 0 -1 0
-1 0 3 0 3 0 3 0 3 0 -1 0
-1 0 3 0 3 0 3 0 -1 0 -1 0
}
; Freedom Guard Planetary Defence
DefineOvlEffect(nopld1l0.spr 5 7) {
-1 0 -1 0 -1 0 -1 0 -1 0
-1 0 -1 0 -1 0 -1 0 -1 0
-1 0 -1 0 -1 0 -1 0 -1 0
-1 0 3 0 3 0 -1 0 -1 0
3 0 3 0 3 0 3 0 3 0
3 0 3 0 3 0 3 0 3 0
-1 0 3 0 3 0 3 0 -1 0
}
; Togran Headquarters
DefineOvlEffect(nothq1l0.spr 6 6) {
-1 0 -1 0 -1 0 -1 0 -1 0 -1 0
-1 0 -1 0 3 0 3 0 -1 0 -1 0
-1 0 3 0 3 0 3 0 -1 0 -1 0
3 0 3 0 3 0 3 0 3 0 3 0
3 0 3 0 3 0 3 0 3 0 3 0
-1 0 3 0 3 0 3 0 3 0 -1 0
}
; Togran Monolith
DefineOvlEffect(nomlt1l0.spr 3 3) {
-1 0 -1 0 -1 0
-1 0 3 0 -1 0
-1 0 3 0 -1 0
}
DefineOvlEffect(notdr1l0.spr 3 3) {
2 0 2 0 2 0
2 0 3 0 2 0
2 0 2 0 2 0
}
; END Mission specific overlays
DefineOvlEffect(aowal000.spr 1 1) {
3 0
}
DefineOvlEffect(ncwal1l0.spr 1 1) {
3 0
}
DefineOvlEffect(niaar1l0.spr 3 3) {
3 0 3 0 2 0
3 0 3 0 3 0
2 0 3 0 3 0
}
DefineOvlEffect(biaar1l0.spr 3 3) {
3 0 3 0 3 0
3 0 3 0 3 0
3 0 3 0 3 0
}
;DefineOvlEffect(biaarsp0.spr 3 3) {
; 3 0 3 0 3 0
; 3 0 3 0 3 0
; 3 0 3 0 3 0
;}
; Civilian Entertainment
DefineOvlEffect(nocen1l0.spr 5 4) {
-1 0 2 0 3 0 3 0 -1 0
3 0 3 0 3 0 3 0 3 0
3 0 3 0 3 0 3 0 3 0
3 0 3 0 3 0 3 0 3 0
}
DefineOvlEffect(ncswl1l0.spr 2 3) {
-1 0 -1 0
3 0 3 0
3 0 3 0
}
DefineOvlEffect(ncswm1l0.spr 2 3) {
-1 0 -1 0
3 0 3 0
3 0 3 0
}
;Walls
DefineOvlEffect(ncbwl1l0.spr 5 4) {
-1 0 -1 0 -1 0 -1 0 -1 0
-1 0 3 2 3 2 -1 0 -1 0
-1 0 3 2 3 2 3 2 -1 0
-1 0 -1 0 3 2 3 2 -1 0
}
DefineOvlEffect(ncbwm1l0.spr 5 4) {
-1 0 -1 0 -1 0 -1 0 -1 0
-1 0 -1 0 3 2 3 2 -1 0
-1 0 3 2 3 2 3 2 -1 0
-1 0 3 2 3 2 -1 0 -1 0
}
; Small Centre Bridge
DefineOvlEffect(ncsbc1l0.spr 4 4) {
3 0 2 0 2 0 3 0
2 0 2 0 2 0 2 0
2 0 2 0 2 0 2 0
3 0 2 0 2 0 3 0
}
; Small Horizontal Bridge
DefineOvlEffect(ncsbh1l0.spr 3 5) {
-1 0 -1 0 -1 0
3 0 3 0 3 0
2 0 2 0 2 0
2 0 2 0 2 0
3 0 3 0 3 0
}
; Small Vertical Bridge
DefineOvlEffect(ncsbv1l0.spr 4 3) {
3 0 2 0 2 0 3 0
3 0 2 0 2 0 3 0
3 0 2 0 2 0 3 0
}
; Freedom Guard Advanced Guard Tower
DefineOvlEffect(nfagt1l0.spr 3 3) {
3 0 3 0 3 0
3 0 3 0 3 0
3 0 3 0 3 0
}
; Temporal rift creator
DefineOvlEffect(nitrc1l0.spr 4 4) {
2 0 2 0 2 0 -1 0
2 0 3 0 3 0 -1 0
3 0 3 0 3 0 3 0
3 0 3 0 3 0 3 0
}
DefineOvlEffect(nocbs1l0.spr 4 4) {
3 0 3 0 3 0 3 0
3 0 3 0 3 0 3 0
3 0 3 0 3 0 3 0
3 0 3 0 3 0 3 0
}
DefineOvlEffect(nochm1l0.spr 4 4) {
3 0 3 0 3 0 3 0
3 0 3 0 3 0 3 0
3 0 3 0 3 0 3 0
3 0 3 0 3 0 3 0
}
DefineOvlEffect(tcvbvst0.spr 5 8) {
-1 0 -1 0 -1 0 -1 0 -1 0
-1 0 -1 0 -1 0 -1 0 -1 0
-1 0 -1 0 -1 0 -1 0 -1 0
-1 0 -1 0 -1 0 -1 0 -1 0
-1 0 -1 0 -1 0 -1 0 -1 0
3 0 2 0 3 0 3 0 -1 0
3 0 3 0 2 0 3 0 3 0
-1 0 3 0 3 0 2 0 3 0
}
DefineOvlEffect(tcvbhst0.spr 5 8) {
-1 0 -1 0 -1 0 -1 0 -1 0
-1 0 -1 0 -1 0 -1 0 -1 0
-1 0 -1 0 -1 0 -1 0 -1 0
-1 0 -1 0 -1 0 -1 0 -1 0
-1 0 -1 0 -1 0 -1 0 -1 0
-1 0 3 0 3 0 2 0 3 0
3 0 3 0 2 0 3 0 3 0
3 0 2 0 3 0 3 0 -1 0
}
DefineOvlEffect(tcpbvst0.spr 5 4) {
3 0 3 0 3 0 2 0 2 0
3 0 3 0 2 0 3 0 3 0
3 0 2 0 3 0 3 0 3 0
2 0 3 0 3 0 3 0 3 0
}
DefineOvlEffect(tcpbhst0.spr 5 4) {
2 0 2 0 3 0 3 0 3 0
3 0 3 0 2 0 3 0 3 0
3 0 3 0 3 0 2 0 3 0
3 0 3 0 3 0 3 0 2 0
}
DefineOvlEffect(aoctr000.spr 3 3) {
-1 0 -1 0 -1 0
-1 0 -1 0 -1 0
-1 0 -1 0 -1 0
}
DefineOvlEffect(aoctr002.spr 3 3) {
-1 0 -1 0 -1 0
-1 0 -1 0 -1 0
-1 0 -1 0 -1 0
}
DefineOvlEffect(aoctr001.spr 3 3) {
-1 0 -1 0 -1 0
-1 0 -1 0 -1 0
-1 0 -1 0 -1 0
}
DefineOvlEffect(aoctr003.spr 3 3) {
-1 0 -1 0 -1 0
-1 0 -1 0 -1 0
-1 0 -1 0 -1 0
}
DefineOvlEffect(aoctr004.spr 4 4) {
-1 0 -1 0 -1 0 -1 0
-1 0 -1 0 -1 0 -1 0
-1 0 -1 0 -1 0 -1 0
-1 0 -1 0 -1 0 -1 0
}
; Civ Horizontal Bridge Crater
DefineOvlEffect(aoctr005.spr 6 5) {
-1 0 -1 0 -1 0 -1 0 -1 0 -1 0
-1 0 -1 0 -1 0 -1 0 -1 0 -1 0
-1 0 -1 0 -1 0 -1 0 -1 0 -1 0
-1 0 -1 0 -1 0 -1 0 -1 0 -1 0
-1 0 -1 0 -1 0 -1 0 -1 0 -1 0
}
; Civ Vertical Bridge crater
DefineOvlEffect(aoctr006.spr 4 6) {
-1 0 -1 0 -1 0 -1 0
-1 0 -1 0 -1 0 -1 0
-1 0 -1 0 -1 0 -1 0
-1 0 -1 0 -1 0 -1 0
-1 0 -1 0 -1 0 -1 0
-1 0 -1 0 -1 0 -1 0
}
; Center Bridge crater
DefineOvlEffect(aoctr007.spr 4 4) {
-1 0 -1 0 -1 0 -1 0
-1 0 -1 0 -1 0 -1 0
-1 0 -1 0 -1 0 -1 0
-1 0 -1 0 -1 0 -1 0
}
; Horizontal Bridge crater
DefineOvlEffect(aoctr008.spr 3 5) {
-1 0 -1 0 -1 0
-1 0 -1 0 -1 0
-1 0 -1 0 -1 0
-1 0 -1 0 -1 0
-1 0 -1 0 -1 0
}
; Vertical Bridge crater
DefineOvlEffect(aoctr009.spr 4 3) {
-1 0 -1 0 -1 0 -1 0
-1 0 -1 0 -1 0 -1 0
-1 0 -1 0 -1 0 -1 0
}
; Old Overlays and current buildings
;DefineOvlEffect(simphq0.spr 4 5) {
; -1 0 -1 0 -1 0 -1 0
; -1 0 -1 0 -1 0 -1 0
; 3 0 3 0 3 0 3 0
; 3 0 3 0 2 0 3 0
; -1 0 3 0 3 0 2 0
;}
; Freedom Guard HQ, level 1
DefineOvlEffect(nfhqt1l0.spr 5 6) {
-1 0 -1 0 -1 0 -1 0 -1 0
-1 0 -1 0 -1 0 -1 0 -1 0
3 0 3 0 3 0 3 0 3 0
3 0 3 0 3 0 3 0 3 0
2 0 3 0 3 0 2 0 3 0
-1 0 2 0 3 0 2 0 2 0
}
; Freedom Guard HQ, level 2
DefineOvlEffect(nfhqt2l0.spr 5 6) {
-1 0 -1 0 -1 0 -1 0 -1 0
-1 0 -1 0 -1 0 -1 0 -1 0
3 0 3 0 3 0 3 0 3 0
3 0 3 0 3 0 3 0 3 0
2 0 3 0 3 0 2 0 3 0
-1 0 2 0 3 0 2 0 2 0
}
; Freedom Guard HQ, level 3
DefineOvlEffect(nfhqt3l0.spr 5 6) {
-1 0 -1 0 -1 0 -1 0 -1 0
-1 0 -1 0 -1 0 -1 0 -1 0
3 0 3 0 3 0 3 0 3 0
3 0 3 0 3 0 3 0 3 0
2 0 3 0 3 0 2 0 3 0
-1 0 2 0 3 0 2 0 2 0
}
DefineOvlEffect(nivcy1l0.spr 5 5) {
2 0 2 0 2 0 2 0 2 0
2 0 3 0 3 0 3 0 3 0
3 0 3 0 2 0 3 0 3 0
3 0 2 0 3 0 3 0 3 0
2 0 3 0 3 0 2 0 2 0
}
DefineOvlEffect(nivcy2l0.spr 5 5) {
2 0 2 0 2 0 2 0 2 0
2 0 3 0 3 0 3 0 3 0
3 0 3 0 2 0 3 0 3 0
3 0 2 0 3 0 3 0 3 0
2 0 3 0 3 0 2 0 2 0
}
DefineOvlEffect(nihqt1l0.spr 5 6) {
-1 0 -1 0 -1 0 -1 0 -1 0
-1 0 -1 0 -1 0 -1 0 -1 0
2 0 3 0 2 0 3 0 2 0
2 0 3 0 3 0 3 0 3 0
3 0 3 0 2 0 3 0 3 0
3 0 2 0 3 0 3 0 3 0
}
DefineOvlEffect(nihqt2l0.spr 5 6) {
-1 0 -1 0 -1 0 -1 0 -1 0
-1 0 -1 0 -1 0 -1 0 -1 0
2 0 3 0 2 0 3 0 2 0
2 0 3 0 3 0 3 0 3 0
3 0 3 0 2 0 3 0 3 0
3 0 2 0 3 0 3 0 3 0
}
DefineOvlEffect(nihqt3l0.spr 5 6) {
-1 0 -1 0 -1 0 -1 0 -1 0
-1 0 -1 0 -1 0 -1 0 -1 0
2 0 3 0 2 0 3 0 2 0
2 0 3 0 3 0 3 0 3 0
3 0 3 0 2 0 3 0 3 0
3 0 2 0 3 0 3 0 3 0
}
DefineOvlEffect(ncpow1l0.spr 4 5) {
-1 0 -1 0 -1 0 -1 0
-1 0 2 0 2 0 -1 0
2 0 3 0 3 0 3 0
2 0 2 0 3 0 2 0
2 0 2 0 2 0 2 0
}
DefineOvlEffect(nclnc1l0.spr 5 4) {
-1 0 -1 0 -1 0 -1 0 -1 0
-1 0 2 0 3 0 3 0 2 0
3 0 3 0 3 0 2 0 2 0
2 0 3 0 3 0 2 0 -1 0
}
DefineOvlEffect(ncmin1l0.spr 3 3) {
2 0 2 0 2 0
2 0 2 0 2 0
2 0 2 0 2 0
}
DefineOvlEffect(ncwel1l0.spr 3 3) {
2 0 2 0 2 0
2 0 2 0 2 0
2 0 2 0 2 0
}
DefineOvlEffect(nfrrm1l0.spr 3 4) {
-1 0 -1 0 -1 0
3 0 3 0 3 0
3 0 3 0 3 0
-1 0 3 0 -1 0
}
DefineOvlEffect(nfgdt1l0.spr 2 2) {
3 0 3 0
3 0 3 0
}
DefineOvlEffect(nfaar1l0.spr 2 2) {
3 0 3 0
3 0 3 0
}
DefineOvlEffect(nfhsp1l0.spr 5 4) {
-1 0 -1 0 3 0 3 0 3 0
2 0 3 0 3 0 3 0 3 0
2 0 3 0 3 0 2 0 2 0
2 0 2 0 2 0 2 0 -1 0
}
DefineOvlEffect(nfrep1l0.spr 5 4) {
2 0 2 0 2 0 2 0 2 0
2 0 3 0 3 0 2 0 2 0
2 0 3 0 2 0 3 0 2 0
-1 0 2 0 3 0 3 0 -1 0
}
DefineOvlEffect(nccam1l0.spr 1 2) {
3 0
3 0
}
DefineOvlEffect(nirrm1l0.spr 3 3) {
2 0 2 0 2 0
3 0 3 0 3 0
3 0 3 0 3 0
}
DefineOvlEffect(nigdt1l0.spr 2 2) {
3 0 3 0
3 0 3 0
}
DefineOvlEffect(nccap1l0.spr 2 2) {
3 0 3 0
3 0 3 0
}
DefineOvlEffect(nccap2l0.spr 2 2) {
-1 0 -1 0
-1 0 -1 0
}
DefineOvlEffect(niagt1l0.spr 3 3) {
3 0 3 0 3 0
3 0 3 0 3 0
3 0 3 0 3 0
}
DefineOvlEffect(nitgt1l0.spr 3 2) {
3 0 3 0 3 0
3 0 2 0 3 0
}
DefineOvlEffect(nihsp1l0.spr 4 3) {
3 0 3 0 3 0 -1 0
3 0 2 0 3 0 3 0
2 0 3 0 3 0 3 0
}
DefineOvlEffect(nirep1l0.spr 4 4) {
3 0 3 0 3 0 2 0
3 0 3 0 2 0 3 0
3 0 2 0 3 0 3 0
2 0 3 0 3 0 2 0
}
DefineOvlEffect(nfphf1l0.spr 5 4) {
-1 0 2 0 2 0 2 0 -1 0
2 0 3 0 3 0 3 0 2 0
2 0 3 0 2 0 3 0 2 0
-1 0 3 0 3 0 2 0 2 0
}
DefineOvlEffect(nfphf2l0.spr 5 4) {
-1 0 2 0 2 0 2 0 -1 0
2 0 3 0 3 0 3 0 2 0
2 0 3 0 2 0 3 0 2 0
-1 0 3 0 3 0 2 0 2 0
}
; Imperium Unit Training 1 and 2
DefineOvlEffect(niutf1l0.spr 5 5) {
-1 0 2 0 3 0 2 0 -1 0
2 0 3 0 3 0 3 0 3 0
3 0 3 0 2 0 3 0 3 0
3 0 3 0 3 0 2 0 2 0
2 0 2 0 3 0 3 0 2 0
}
DefineOvlEffect(niutf2l0.spr 5 5) {
-1 0 2 0 3 0 2 0 -1 0
2 0 3 0 3 0 3 0 3 0
3 0 3 0 2 0 3 0 3 0
3 0 3 0 3 0 2 0 2 0
2 0 2 0 3 0 3 0 2 0
}
; Freedom Guard
; Training Facilities 1 and 2
DefineOvlEffect(nfutf1l0.spr 5 5) {
-1 0 2 0 2 0 2 0 -1 0
3 0 3 0 3 0 3 0 2 0
3 0 3 0 2 0 3 0 3 0
3 0 3 0 3 0 2 0 2 0
3 0 3 0 3 0 2 0 2 0
}
DefineOvlEffect(nfutf2l0.spr 5 5) {
-1 0 2 0 2 0 2 0 -1 0
3 0 3 0 3 0 3 0 2 0
3 0 3 0 2 0 3 0 3 0
3 0 3 0 3 0 2 0 2 0
3 0 3 0 3 0 2 0 2 0
}
DefineOvlEffect(nfvcy1l0.spr 6 5) {
-1 0 2 0 3 0 3 0 2 0 -1 0
3 0 3 0 3 0 3 0 3 0 2 0
3 0 3 0 2 0 3 0 3 0 3 0
3 0 2 0 3 0 3 0 3 0 2 0
2 0 3 0 3 0 3 0 2 0 -1 0
}
DefineOvlEffect(nfvcy2l0.spr 6 5) {
-1 0 2 0 3 0 3 0 2 0 -1 0
3 0 3 0 3 0 3 0 3 0 2 0
3 0 3 0 2 0 3 0 3 0 3 0
3 0 2 0 3 0 3 0 3 0 2 0
2 0 3 0 3 0 3 0 2 0 -1 0
}
;
;
; ============== This is the civilian building... it loooks like the old
; fg factory
;
DefineOvlEffect(efgcon0.spr 5 5) {
-1 0 -1 0 -1 0 -1 0 -1 0
3 0 3 0 3 0 3 0 -1 0
3 0 3 0 2 0 3 0 3 0
3 0 3 0 2 0 3 0 3 0
3 0 3 0 2 0 3 0 -1 0
}
;===============================================
; NEW NEW OVERLAYS
;====== cliffs
DefineOvlEffect(aoclf000.spr 1 4) {
-1 0
-1 0
3 2
3 2
}
DefineOvlEffect(aoclf001.spr 1 3) {
-1 0
3 2
3 2
}
DefineOvlEffect(aoclf002.spr 1 3) {
-1 0
3 2
3 2
}
DefineOvlEffect(aoclf003.spr 3 4) {
-1 0 -1 0 -1 0
3 0 3 2 -1 0
3 0 3 2 3 2
3 0 3 2 -1 0
}
DefineOvlEffect(aoclf004.spr 3 5) {
-1 0 -1 0 -1 0
-1 0 3 2 -1 2
3 2 3 2 3 0
3 0 3 2 -1 0
-1 0 3 0 3 0
}
DefineOvlEffect(aoclf005.spr 3 3) {
-1 0 -1 0 -1 0
3 2 3 2 3 2
3 2 3 2 3 2
}
; plants
DefineOvlEffect(aopln000.spr 1 1) {
-1 0
}
DefineOvlEffect(aopln001.spr 1 1) {
-1 0
}
DefineOvlEffect(aopln002.spr 1 1) {
-1 0
}
; === rocks
DefineOvlEffect(aoroc000.spr 1 1) {
3 0
}
DefineOvlEffect(aoroc001.spr 1 1) {
3 0
}
DefineOvlEffect(aoroc002.spr 1 1) {
3 0
}
DefineOvlEffect(aoroc003.spr 3 3) {
-1 0 -1 0 -1 0
-1 0 3 1 3 0
-1 0 3 1 3 0
}
DefineOvlEffect(aoroc004.spr 3 3) {
-1 0 -1 0 -1 0
3 0 3 0 3 0
3 0 3 0 -1 0
}
DefineOvlEffect(aoroc005.spr 3 3) {
-1 0 -1 0 -1 0
3 0 3 2 -1 0
3 0 3 2 -1 0
}
; ==== trees
DefineOvlEffect(aotre000.spr 1 1) {
3 2
}
DefineOvlEffect(aotre001.spr 1 1) {
-1 2
}
DefineOvlEffect(aotre002.spr 1 1) {
-1 2
}
DefineOvlEffect(aotre003.spr 1 1) {
3 2
}
DefineOvlEffect(aotre004.spr 1 1) {
-1 0
}
DefineOvlEffect(aotre005.spr 1 1) {
-1 2
}
;============rubble
DefineOvlEffect(aorub000.spr 1 1) {
-1 0
}
DefineOvlEffect(aorub001.spr 1 1) {
-1 0
}
DefineOvlEffect(aorub002.spr 1 1) {
-1 0
}
;============ruins
DefineOvlEffect(aorun000.spr 4 4) {
-1 0 -1 0 -1 0 -1 0
-1 0 3 0 3 0 -1 0
3 0 3 2 3 0 -1 0
-1 0 -1 0 -1 0 -1 0
}
DefineOvlEffect(aorun001.spr 2 2) {
3 0 3 2
-1 0 3 0
}
DefineOvlEffect(aorun002.spr 1 3) {
-1 0
3 2
-1 0
}
;===========special
DefineOvlEffect(aospc000.spr 4 8) {
-1 0 -1 0 -1 0 -1 0
-1 0 -1 0 -1 0 -1 0
-1 0 -1 0 -1 0 -1 0
-1 0 -1 0 -1 0 -1 0
-1 0 -1 0 -1 0 -1 0
-1 0 -1 0 -1 0 -1 0
-1 0 3 2 3 2 3 0
-1 0 3 0 3 0 -1 0
}
;======== wrecks
DefineOvlEffect(aowrk000.spr 1 3) {
3 0
3 0
3 0
}
DefineOvlEffect(aowrk001.spr 1 3) {
-1 0
3 0
3 0
}
DefineOvlEffect(aowrk002.spr 1 3) {
-1 0
3 0
3 0
}
;============== water
DefineOvlEffect(aowtr000.spr 1 1) {
3 2
}
DefineOvlEffect(aowtr001.spr 1 1) {
3 2
}
DefineOvlEffect(aowtr002.spr 1 1) {
3 2
}
;===================misc ovls
DefineOvlEffect(aomsc000.spr 1 1) {
-1 0
}
DefineOvlEffect(aomsc001.spr 1 1) {
-1 0
}
DefineOvlEffect(aomsc002.spr 1 1) {
-1 0
}