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New & restored TerrainType features (#1241)
## Animated TerrainTypes - Length of the animation can now be customized by setting `AnimationLength` as well, defaulting to half (or quarter if damaged frames are enabled) the number of frames in TerrainType's image. In `rulesmd.ini`: ```ini [SOMETERRAINTYPE] ; TerrainType AnimationLength= ; integer, number of frames ``` ## Damaged frames and crumbling animation - By default game shows damage frame only for TerrainTypes alive at only 1 point of health left. Because none of the original game TerrainType assets were made with this in mind, the logic is now locked behind a new key `HasDamagedFrames`. - Instead of showing at 1 point of HP left, TerrainTypes switch to damaged frames once their health reaches `[AudioVisual]` -> `ConditionYellow.Terrain` percentage of their maximum health. Defaults to `ConditionYellow` if not set. - In addition, TerrainTypes can now show 'crumbling' animation after their health has reached zero and before they are deleted from the map by setting `HasCrumblingFrames` to true. - Crumbling frames start from first frame after both regular & damaged frames and ends at halfway point of the frames in TerrainType's image. - Note that the number of regular & damage frames considered for this depends on value of `HasDamagedFrames` and for `IsAnimated` TerrainTypes, `AnimationLength`. Exercise caution and ensure there are correct amount of frames to display. - Sound event from `CrumblingSound` (if set) is played when crumbling animation starts playing. - Destroy animation & sound only play after crumbling animation has finished. In `rulesmd.ini`: ```ini [AudioVisual] ConditionYellow.Terrain= ; floating-point value [SOMETERRAINTYPE] ; TerrainType HasDamagedFrames=false ; boolean HasCrumblingFrames=false CrumblingSound= ; Sound ``` ## Custom palette - You can now specify custom palette for TerrainTypes in similar manner as TechnoTypes can. - Note that this palette behaves like an object palette and does not use tint etc. that have been applied to the tile the TerrainType resides on like a TerrainType using tile palette would. In `artmd.ini`: ```ini [SOMETERRAINTYPE] ; TerrainType Palette= ; filename - excluding .pal extension and three-character theater-specific suffix ```
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