fixed terrain selection probabilites

also adds the probabilities as comment in the file (patch #617 by sparr)
This commit is contained in:
Mark de Wever 2006-10-30 17:42:51 +00:00
parent 1827abd14f
commit 03ec713129
2 changed files with 136 additions and 47 deletions

View File

@ -8,6 +8,8 @@ Version 1.3-svn:
* The South Guard
* Proven by the Sword: tell Deoran to go to Westin if the citadel is
secured (fixes #7360)
* graphics
* fixed terrain selection probabilites (patch #617)
* multiplayer maps:
* new multiplayer maps: The Manzivan Traps
* units:

View File

@ -7,6 +7,10 @@
# added.
# * keep-of-$castle : castle being a tile letter. The corresponding tile is the
# keep correspoding to the given castle tile
#
# when adding new probabilities update the commented line
# the proper way to calculate the propabilities is described here
# http://www.wesnoth.org/wiki/Terrain_Graphics_Probability
# The following should be kept on top of the file
{terrain-graphics}
@ -39,6 +43,7 @@
{FORESTADJCASTLE ] CnolWqQoKN 100 mushrooms-castle}
{FORESTADJCASTLE m CnqQoKXN 100 mountains-castle}
#33% 17% 5% 45%
{FORESTADJ f csmJMwvabtXWl 33 forest_small}
{FORESTADJ f csmJMwvabtXWl 25 forest3}
{FORESTADJ f csmJMwvabtXWl 10 forest4}
@ -148,43 +153,50 @@
#enddef
#Single hex mountain tiles (mountain + village)
#33% 33% 33%
{SHEX mb& overlay 33 mountains3}
{SHEX mb& overlay 33 mountains2}
{SHEX mb& overlay 50 mountains2}
{SHEX mb& overlay 100 mountains}
#Single hex normal forest tiles
#33% 17% 5% 45%
{SHEX f overlay 33 forest}
{SHEX f overlay 25 forest3}
{SHEX f overlay 10 forest4}
{SHEX f overlay 100 forest2}
#Single hex tropical forest tiles
#33% 17% 5% 45%
{SHEX T overlay 33 tropical-forest2}
{SHEX T overlay 25 tropical-forest3}
{SHEX T overlay 10 tropical-forest4}
{SHEX T overlay 100 tropical-forest}
#Single hex normal snow forest tiles
#25% 25% 25% 25%
{SHEX F overlay 25 snow-forest2}
{SHEX F overlay 25 snow-forest3}
{SHEX F overlay 25 snow-forest4}
{SHEX F overlay 33 snow-forest3}
{SHEX F overlay 50 snow-forest4}
{SHEX F overlay 100 snow-forest}
#Single hex Great-tree
#33% 17% 50%
{SHEX ? overlay 33 great-tree3}
{SHEX ? overlay 25 great-tree2}
{SHEX ? overlay 100 great-tree1}
#Single hex underground mushroom forest tiles
#20% 20% 20% 20% 20%
{SHEX ] overlay 20 mushrooms2}
{SHEX ] overlay 20 mushrooms3}
{SHEX ] overlay 20 mushrooms4}
{SHEX ] overlay 20 mushrooms5}
{SHEX ] overlay 25 mushrooms3}
{SHEX ] overlay 33 mushrooms4}
{SHEX ] overlay 50 mushrooms5}
{SHEX ] overlay 100 mushrooms}
#Single hex Cave lit by Beam of Light
#33% 33% 33%
{SHEX ' overlay 33 cave-beam3}
{SHEX ' overlay 33 cave-beam2}
{SHEX ' overlay 50 cave-beam2}
{SHEX ' overlay 100 cave-beam1}
@ -235,6 +247,7 @@
[/terrain_graphics]
#enddef
#33% 33% 33%
{CLOUDS & cloud1_1 cloud1_2 cloud1_3 clouds 33}
{CLOUDS & cloud1_1 cloud2_2 cloud1_3 clouds 50}
{CLOUDS & cloud1_1 cloud3_2 cloud1_3 clouds 100}
@ -244,27 +257,33 @@
# top of both 'base' and 'overlay'
#Single hex human villages (grassland, hills, mountains)
#30% 30% 40%
{SHEX v village 30 village-human}
{SHEX v village 30 village-human2}
{SHEX v village 43 village-human2}
{SHEX v village 100 village-human3}
{SHEX ab village 100 village-human4}
#Single hex human villages (snow)
#33% 33% 33%
{SHEX V village 33 village-human-snow}
{SHEX V village 33 village-human-snow2}
{SHEX V village 50 village-human-snow2}
{SHEX V village 100 village-human-snow3}
{SHEX A village 100 village-human-snow4}
#Single hex elven villages
#10% 25% 25% 40%
{SHEX t village 10 village-elven}
{SHEX t village 25 village-elven3}
{SHEX t village 25 village-elven4}
{SHEX t village 28 village-elven3}
{SHEX t village 38 village-elven4}
{SHEX t village 100 village-elven2}
#Single hex elven villages (snow)
#10% 25% 25% 40%
{SHEX e village 10 village-elven-snow}
{SHEX e village 25 village-elven-snow3}
{SHEX e village 25 village-elven-snow4}
{SHEX e village 28 village-elven-snow3}
{SHEX e village 38 village-elven-snow4}
{SHEX e village 100 village-elven-snow2}
#Single hex desert villages
@ -272,12 +291,15 @@
{SHEX U village 100 village-desert2}
#Single hex underground villages
#33% 33% 33%
{SHEX D village 33 village-cave}
{SHEX D village 33 village-cave2}
{SHEX D village 50 village-cave2}
{SHEX D village 100 village-cave3}
{SHEX p village 100 village-dwarven}
#Single hex swamp village
#50% 50%
{SHEX Y village 50 village-swampwater}
{SHEX Y village 100 village-swampwater2}
@ -307,88 +329,127 @@
# Attachs graphics to each known terrain types
#
#10% 3% 13% 7% 67%
{TERRAIN_BASE_PROB u]' cave-floor4 10}
{TERRAIN_BASE_PROB u]' cave-floor3 3}
{TERRAIN_BASE_PROB u]' cave-floor2 15}
{TERRAIN_BASE_PROB u]' cave-floor 10}
{TERRAIN_BASE u]' cave-floor1}
{TERRAIN_BASE W cavewall}
#30% 30% 40%
{TERRAIN_BASE_PROB H snow-hills3 30}
{TERRAIN_BASE_PROB H snow-hills2 30}
{TERRAIN_BASE_PROB H snow-hills2 43}
{TERRAIN_BASE H snow-hills}
#33% 33% 33%
{TERRAIN_BASE_PROB h hills-variation1 33}
{TERRAIN_BASE_PROB h hills-variation2 33}
{TERRAIN_BASE_PROB h hills-variation2 50}
{TERRAIN_BASE h hills-variation3}
#33% 33% 33%
{TERRAIN_BASE_PROB [ cave-hills-variation1 33}
{TERRAIN_BASE_PROB [ cave-hills-variation2 33}
{TERRAIN_BASE_PROB [ cave-hills-variation2 50}
{TERRAIN_BASE [ cave-hills-variation3}
#30% 30% 40%
{TERRAIN_BASE_PROB SF snow2 30}
{TERRAIN_BASE_PROB SF snow3 30}
{TERRAIN_BASE_PROB SF snow3 43}
{TERRAIN_BASE SF snow}
{TERRAIN_BASE X chasm}
#g 2% 2% 3% 3% 9% 9% 9% 9% 9% 9% 9% 27%
{TERRAIN_BASE_PROB g grassland-rocks1 2}
{TERRAIN_BASE_PROB g grassland-rocks2 2}
{TERRAIN_BASE_PROB g grassland-flowers1 3}
{TERRAIN_BASE_PROB g grassland-flowers2 3}
#f? 10% 10% 10% 10% 10% 10% 10% 30%
{TERRAIN_BASE_PROB gf? grassland-r1 10}
{TERRAIN_BASE_PROB gf? grassland-r2 10}
{TERRAIN_BASE_PROB gf? grassland-r3 10}
{TERRAIN_BASE_PROB gf? grassland-r4 10}
{TERRAIN_BASE_PROB gf? grassland-r5 10}
{TERRAIN_BASE_PROB gf? grassland-r6 10}
{TERRAIN_BASE_PROB gf? grassland-r7 10}
{TERRAIN_BASE_PROB gf? grassland-r2 11}
{TERRAIN_BASE_PROB gf? grassland-r3 13}
{TERRAIN_BASE_PROB gf? grassland-r4 14}
{TERRAIN_BASE_PROB gf? grassland-r5 17}
{TERRAIN_BASE_PROB gf? grassland-r6 20}
{TERRAIN_BASE_PROB gf? grassland-r7 25}
{TERRAIN_BASE gf? grassland-r8}
{TERRAIN_BASE r dirt}
#33% 33% 33%
{TERRAIN_BASE_PROB R road3 33}
{TERRAIN_BASE_PROB R road2 33}
{TERRAIN_BASE_PROB R road2 50}
{TERRAIN_BASE R road}
#10% 10% 10% 70%
{TERRAIN_BASE_PROB d sand-rock1 10}
{TERRAIN_BASE_PROB d sand-rock2 10}
{TERRAIN_BASE_PROB d sand-rock3 10}
{TERRAIN_BASE_PROB d sand-rock2 11}
{TERRAIN_BASE_PROB d sand-rock3 13}
{TERRAIN_BASE d sand}
#10% 10% 10% 10% 25% 35%
{TERRAIN_BASE_PROB i ice2 10}
{TERRAIN_BASE_PROB i ice3 10}
{TERRAIN_BASE_PROB i ice4 25}
{TERRAIN_BASE_PROB i ice5 10}
{TERRAIN_BASE_PROB i ice6 10}
{TERRAIN_BASE_PROB i ice3 11}
{TERRAIN_BASE_PROB i ice5 13}
{TERRAIN_BASE_PROB i ice6 14}
{TERRAIN_BASE_PROB i ice4 42}
{TERRAIN_BASE i ice}
#8% 8% 8% 8% 23% 23% 23%
{TERRAIN_BASE_PROB w swampwater-flowers1 8}
{TERRAIN_BASE_PROB w swampwater-flowers2 8}
{TERRAIN_BASE_PROB w swampwater-flowers2 9}
{TERRAIN_BASE_PROB w swampwater-plant1 10}
{TERRAIN_BASE_PROB w swampwater-plant2 10}
{TERRAIN_BASE_PROB w swampwater-plant2 11}
{TERRAIN_BASE_PROB w swampwater2 33}
{TERRAIN_BASE_PROB w swampwater3 50}
{TERRAIN_BASE w swampwater}
#30% 30% 40%
{TERRAIN_BASE_PROB c\|/ coast3 30}
{TERRAIN_BASE_PROB c\|/ coast2 30}
{TERRAIN_BASE_PROB c\|/ coast2 43}
{TERRAIN_BASE c\|/ coast}
#30% 30% 40%
{TERRAIN_BASE_PROB s ocean3 30}
{TERRAIN_BASE_PROB s ocean2 30}
{TERRAIN_BASE_PROB s ocean2 43}
{TERRAIN_BASE s ocean}
{TERRAIN_BASE ~ fog}
#2% 2% 2% 24% 24% 3% 3% 3% 3% 36%
{TERRAIN_BASE_PROB I desert-plant 2}
{TERRAIN_BASE_PROB I desert-plant2 2}
{TERRAIN_BASE_PROB I desert-plant3 2}
{TERRAIN_BASE_PROB I desert2 25}
{TERRAIN_BASE_PROB I desert3 25}
{TERRAIN_BASE_PROB I desert4 5}
{TERRAIN_BASE_PROB I desert5 5}
{TERRAIN_BASE_PROB I desert6 5}
{TERRAIN_BASE_PROB I desert7 5}
{TERRAIN_BASE_PROB I desert3 34}
{TERRAIN_BASE_PROB I desert4 6}
{TERRAIN_BASE_PROB I desert5 6}
{TERRAIN_BASE_PROB I desert6 7}
{TERRAIN_BASE_PROB I desert7 7}
{TERRAIN_BASE I desert}
#33% 33% 33%
{TERRAIN_BASE_PROB J desert-hills2 33}
{TERRAIN_BASE_PROB J desert-hills3 33}
{TERRAIN_BASE_PROB J desert-hills3 50}
{TERRAIN_BASE J desert-hills}
#25% 25% 25% 25%
{TERRAIN_BASE_PROB M desert-mountain-peak1 25}
{TERRAIN_BASE_PROB M desert-mountain-peak2 25}
{TERRAIN_BASE_PROB M desert-mountain-peak3 25}
{TERRAIN_BASE_PROB M desert-mountain-peak2 33}
{TERRAIN_BASE_PROB M desert-mountain-peak3 50}
{TERRAIN_BASE M desert-mountains}
{TERRAIN_BASE GT savanna}
{TERRAIN_BASE E desert-road}
{TERRAIN_BASE P desert-oasis}
#set them to 33 for some irregulrity
#33% 67%
{TERRAIN_BASE_PROB k ford2 33}
{TERRAIN_BASE k ford}
#33% 67%
{TERRAIN_BASE_PROB l lava2 33}
{TERRAIN_BASE l lava}
@ -435,8 +496,10 @@
#added ruins
{TERRAIN_BASE N castle}
{TERRAIN_BASE Q sunken-ruin}
#30% 30% 40%
{TERRAIN_BASE_PROB q swampwater2 30}
{TERRAIN_BASE_PROB q swampwater3 30}
{TERRAIN_BASE_PROB q swampwater3 43}
{TERRAIN_BASE q swampwater}
#{TERRAIN_BASE O orccastle}
@ -465,6 +528,7 @@
# Not disabled for now because it messes with the new cliff
{DISABLE_TRANSITIONS N} #we want transitions...makes ruins look overgrown...
#17% 17% 17% 17% 17% 17%
{TERRAIN_ADJACENT_CORNER_PROB N !NQqCK !NQqCK 52,76 ruin5-convex 17}
{TERRAIN_ADJACENT_CORNER_PROB N !NQqCK !NQqCK 52,76 ruin4-convex 20}
{TERRAIN_ADJACENT_CORNER_PROB N !NQqCK !NQqCK 52,76 ruin3-convex 25}
@ -472,6 +536,7 @@
{TERRAIN_ADJACENT_CORNER_PROB N !NQqCK !NQqCK 52,76 ruin1-convex 50}
{TERRAIN_ADJACENT_CORNER_PROB N !NQqCK !NQqCK 52,76 castle-convex 100}
#17% 17% 17% 17% 17% 17%
{TERRAIN_ADJACENT_CORNER_PROB !NQqCK N NQqC 56,68 ruin5-concave 17}
{TERRAIN_ADJACENT_CORNER_PROB !NQqCK N NQqC 56,68 ruin4-concave 20}
{TERRAIN_ADJACENT_CORNER_PROB !NQqCK N NQqC 56,68 ruin3-concave 25}
@ -479,20 +544,25 @@
{TERRAIN_ADJACENT_CORNER_PROB !NQqCK N NQqC 56,68 ruin1-concave 50}
{TERRAIN_ADJACENT_CORNER_PROB !NQqCK N NQqC 56,68 castle-concave 100}
#75% 25%
{TERRAIN_ADJACENT_CORNER_PROB K N NQqC 54,72 ruinkeep1-inside 75}
{TERRAIN_ADJACENT_CORNER_PROB K N NQqC 54,72 keep-inside 100}
#75% 25%
{TERRAIN_ADJACENT_CORNER_FLAG1_PROB K !NQqCK !NQqCK 54,72 keep-of-N ruinkeep1-wall 75}
{TERRAIN_ADJACENT_CORNER_FLAG1_PROB K !NQqCK !NQqCK 52,76 keep-of-N keep-wall 100}
#75% 25%
{TERRAIN_ADJACENT_CORNER_PROB K !NQqCK N 54,72 ruinkeep1-wall-0 75}
{TERRAIN_ADJACENT_CORNER_PROB K !NQqCK N 52,72 keep-wall-0 100}
#75% 25%
{TERRAIN_ADJACENT_CORNER_PROB K N !NQqCK 54,72 ruinkeep1-wall-1 75}
{TERRAIN_ADJACENT_CORNER_PROB K N !NQqCK 56,76 keep-wall-1 100}
#75% 25%
{TERRAIN_ADJACENT_CORNER_FLAG1_PROB K K !K 54,72 keep-of-N ruinkeep1-keep 75}
{TERRAIN_ADJACENT_CORNER_FLAG1_PROB K K !K 56,76 keep-of-N keep-keep 100}
@ -500,6 +570,7 @@
# sunken ruined castle
#{DISABLE_TRANSITIONS Q}
#17% 17% 17% 17% 17% 17%
{TERRAIN_ADJACENT_CORNER_PROB Q wcs wcs 52,76 sunken-ruin5-convex 17}
{TERRAIN_ADJACENT_CORNER_PROB Q wcs wcs 52,76 sunken-ruin4-convex 20}
{TERRAIN_ADJACENT_CORNER_PROB Q wcs wcs 52,76 sunken-ruin3-convex 25}
@ -507,13 +578,15 @@
{TERRAIN_ADJACENT_CORNER_PROB Q wcs wcs 52,76 sunken-ruin1-convex 50}
{TERRAIN_ADJACENT_CORNER_PROB Q wcs wcs 52,76 sunken-ruin-convex 100}
{TERRAIN_ADJACENT_CORNER_PROB wcs Q qQNC 56,68 sunken-ruin5-concave 16}
#17% 17% 17% 17% 17% 17%
{TERRAIN_ADJACENT_CORNER_PROB wcs Q qQNC 56,68 sunken-ruin5-concave 17}
{TERRAIN_ADJACENT_CORNER_PROB wcs Q qQNC 56,68 sunken-ruin4-concave 20}
{TERRAIN_ADJACENT_CORNER_PROB wcs Q qQNC 56,68 sunken-ruin3-concave 25}
{TERRAIN_ADJACENT_CORNER_PROB wcs Q qQNC 56,68 sunken-ruin2-concave 33}
{TERRAIN_ADJACENT_CORNER_PROB wcs Q qQNC 56,68 sunken-ruin1-concave 50}
{TERRAIN_ADJACENT_CORNER_PROB wcs Q qQNC 56,68 sunken-ruin-concave 100}
#17% 17% 17% 17% 17% 17%
{TERRAIN_ADJACENT_CORNER_PROB Q !qQNCK !qQNCK 52,76 ruin5-convex 17}
{TERRAIN_ADJACENT_CORNER_PROB Q !qQNCK !qQNCK 52,76 ruin4-convex 20}
{TERRAIN_ADJACENT_CORNER_PROB Q !qQNCK !qQNCK 52,76 ruin3-convex 25}
@ -521,6 +594,7 @@
{TERRAIN_ADJACENT_CORNER_PROB Q !qQNCK !qQNCK 52,76 ruin1-convex 50}
{TERRAIN_ADJACENT_CORNER_PROB Q !qQNCK !qQNCK 52,76 castle-convex 100}
#17% 17% 17% 17% 17% 17%
{TERRAIN_ADJACENT_CORNER_PROB !qQNCK Q qQNC 56,68 ruin5-concave 17}
{TERRAIN_ADJACENT_CORNER_PROB !qQNCK Q qQNC 56,68 ruin4-concave 20}
{TERRAIN_ADJACENT_CORNER_PROB !qQNCK Q qQNC 56,68 ruin3-concave 25}
@ -528,24 +602,30 @@
{TERRAIN_ADJACENT_CORNER_PROB !qQNCK Q qQNC 56,68 ruin1-concave 50}
{TERRAIN_ADJACENT_CORNER_PROB !qQNCK Q qQNC 56,68 castle-concave 100}
#75% 25%
{TERRAIN_ADJACENT_CORNER_PROB K Q NQqC 54,72 sunken-ruinkeep1-inside 75}
{TERRAIN_ADJACENT_CORNER_PROB K Q NQqC 54,72 sunkenkeep-inside 100}
#75% 25%
{TERRAIN_ADJACENT_CORNER_FLAG1_PROB K !NQqCK !NQqCK 52,76 keep-of-Q sunken-ruinkeep1-wall 75}
{TERRAIN_ADJACENT_CORNER_FLAG1_PROB K !NQqCK !NQqCK 52,76 keep-of-Q sunkenkeep-wall 100}
#75% 25%
{TERRAIN_ADJACENT_CORNER_PROB K !NQqCK Q 52,72 sunken-ruinkeep1-wall-0 75}
{TERRAIN_ADJACENT_CORNER_PROB K !NQqCK Q 52,72 sunkenkeep-wall-0 100}
#75% 25%
{TERRAIN_ADJACENT_CORNER_PROB K Q !NQqCK 56,76 sunken-ruinkeep1-wall-1 75}
{TERRAIN_ADJACENT_CORNER_PROB K Q !NQqCK 56,76 sunkenkeep-wall-1 100}
#75% 25%
{TERRAIN_ADJACENT_CORNER_FLAG1_PROB K K !K 56,76 keep-of-Q sunken-ruinkeep1-keep 75}
{TERRAIN_ADJACENT_CORNER_FLAG1_PROB K K !K 56,76 keep-of-Q sunkenkeep-keep 100}
# swamp ruined castle
#{DISABLE_TRANSITIONS q}
#17% 17% 17% 17% 17% 17%
{TERRAIN_ADJACENT_CORNER_PROB q wcs wcs 52,76 ruin5-convex 17}
{TERRAIN_ADJACENT_CORNER_PROB q wcs wcs 52,76 ruin4-convex 20}
{TERRAIN_ADJACENT_CORNER_PROB q wcs wcs 52,76 ruin3-convex 25}
@ -553,6 +633,7 @@
{TERRAIN_ADJACENT_CORNER_PROB q wcs wcs 52,76 ruin1-convex 50}
{TERRAIN_ADJACENT_CORNER_PROB q wcs wcs 52,76 ruin-convex 100}
#17% 17% 17% 17% 17% 17%
{TERRAIN_ADJACENT_CORNER_PROB wcs q qQNC 56,68 ruin5-concave 17}
{TERRAIN_ADJACENT_CORNER_PROB wcs q qQNC 56,68 ruin4-concave 20}
{TERRAIN_ADJACENT_CORNER_PROB wcs q qQNC 56,68 ruin3-concave 25}
@ -560,7 +641,7 @@
{TERRAIN_ADJACENT_CORNER_PROB wcs q qQNC 56,68 ruin1-concave 50}
{TERRAIN_ADJACENT_CORNER_PROB wcs q qQNC 56,68 ruin-concave 100}
#17% 17% 17% 17% 17% 17%
{TERRAIN_ADJACENT_CORNER_PROB q !qQNCK !qQNCK 52,76 ruin5-convex 17}
{TERRAIN_ADJACENT_CORNER_PROB q !qQNCK !qQNCK 52,76 ruin4-convex 20}
{TERRAIN_ADJACENT_CORNER_PROB q !qQNCK !qQNCK 52,76 ruin3-convex 25}
@ -568,6 +649,7 @@
{TERRAIN_ADJACENT_CORNER_PROB q !qQNCK !qQNCK 52,76 ruin1-convex 50}
{TERRAIN_ADJACENT_CORNER_PROB q !qQNCK !qQNCK 52,76 castle-convex 100}
#17% 17% 17% 17% 17% 17%
{TERRAIN_ADJACENT_CORNER_PROB !qQNCK q qQNC 56,68 ruin5-concave 17}
{TERRAIN_ADJACENT_CORNER_PROB !qQNCK q qQNC 56,68 ruin4-concave 20}
{TERRAIN_ADJACENT_CORNER_PROB !qQNCK q qQNC 56,68 ruin3-concave 25}
@ -575,18 +657,23 @@
{TERRAIN_ADJACENT_CORNER_PROB !qQNCK q qQNC 56,68 ruin1-concave 50}
{TERRAIN_ADJACENT_CORNER_PROB !qQNCK q qQNC 56,68 castle-concave 100}
#75% 25%
{TERRAIN_ADJACENT_CORNER_PROB K q NQqC 54,72 ruinkeep1-inside 75}
{TERRAIN_ADJACENT_CORNER_PROB K q NQqC 54,72 keep-inside 100}
#75% 25%
{TERRAIN_ADJACENT_CORNER_FLAG1_PROB K !NQqCK !NQqCK 52,76 keep-of-q ruinkeep1-wall 75}
{TERRAIN_ADJACENT_CORNER_FLAG1_PROB K !NQqCK !NQqCK 52,76 keep-of-q keep-wall 100}
#75% 25%
{TERRAIN_ADJACENT_CORNER_PROB K !NQqCK q 52,72 ruinkeep1-wall-0 75}
{TERRAIN_ADJACENT_CORNER_PROB K !NQqCK q 52,72 keep-wall-0 100}
#75% 25%
{TERRAIN_ADJACENT_CORNER_PROB K q !NQqCK 56,76 ruinkeep1-wall-1 75}
{TERRAIN_ADJACENT_CORNER_PROB K q !NQqCK 56,76 keep-wall-1 100}
#75% 25%
{TERRAIN_ADJACENT_CORNER_FLAG1_PROB K K !K 56,76 keep-of-q ruinkeep1-keep 75}
{TERRAIN_ADJACENT_CORNER_FLAG1_PROB K K !K 56,76 keep-of-q keep-keep 100}
@ -691,4 +778,4 @@
{TERRAIN_ADJACENT -560 Q !QN coast}
{TERRAIN_ADJACENT -570 !N N grassland}
{TERRAIN_BASE_DEFAULT void}
{TERRAIN_BASE_DEFAULT void}