A cliff is a special kind of object that distorts the land mesh into a certain raised shape, and paints texture objects onto various parts of the cliff area.[[BR]][[BR]][[BR]][[BR]] ||'''Icon'''|| [[BR]]'''''BRIEF DESCRIPTION ::'''''The sprite name of the icon to display for this cliff.[[BR]][[BR]] ||'''Top'''|| [[BR]]'''''BRIEF DESCRIPTION ::'''''Paints the surface (the area above the wall) of the cliff with this terrain object. Passability info determines whether units can walk over the top of the cliff.[[BR]][[BR]] ||'''Side'''|| [[BR]]'''''BRIEF DESCRIPTION ::'''''Paints the wall (the typically impassable side) of the cliff with this terrain object. Passability info determines whether units can walk up the side of the cliff.[[BR]][[BR]] ||'''Edge'''|| [[BR]]'''''BRIEF DESCRIPTION ::'''''Paints the base (the bottom that touches the land's original terrain) of the cliff with this terrain object.[[BR]][[BR]] ||'''Height'''|| [[BR]]'''''BRIEF DESCRIPTION ::'''''How tall the cliff is. Similar to water depth. The higher the number, the greater the terrain is raised when the cliff is placed.[[BR]][[BR]] ||'''Style'''|| [[BR]]'''''BRIEF DESCRIPTION ::'''''The shape of the cliff.[[BR]][[BR]]Determines the style in which the cliff area is distorted. Examples include "mesa" (shallow sides, flat top), "plateau" (similar to "mesa", but covering a wider area), "hill" (rounded top) and "mountain" (craggy).[[BR]][[BR]]'''Not sure how we're going to define these. Presumably this points to a style file which defines the x/y/z nodes of the cliff mesh. AoM just hardcoded its cliff shapes, so we're not sure.'''[[BR]][[BR]] ||'''Smoothness'''|| [[BR]]'''''BRIEF DESCRIPTION ::'''''The number of land tiles off the cliff edge to smooth when the cliff is placed (creates a more gradual incline from the surrounding terrain).[[BR]][[BR]]Example:[[BR]][[BR]]CODE[[BR]]