1.17 - make forest overlay terrain available on bluff/gulch (#7051)

* adding forest bluffs - Qhhf

* wooded gulch - Qhuf - and default trees

* some minor small forest variation images
This commit is contained in:
doofus-01 2022-10-15 20:34:05 -07:00 committed by GitHub
parent 5700e96a59
commit 343eb7bc81
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GPG Key ID: 4AEE18F83AFDEB23
11 changed files with 109 additions and 35 deletions

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@ -69,6 +69,10 @@ Iwr,Ior,Icn#enddef
# {NEW:FLOODFILL_VISUAL darken IPF="~CS(250,0,0)" FLAG=elevated}
#endif
# not the same as FLOODFILL, but similarly sets flags for spillover
{NEW:SET_FLAG *^Qhhf smallforest2}
{NEW:SET_FLAG *^Qhuf smallforest2}
# Tracks and bridges
# basic stone bridge
@ -163,48 +167,48 @@ Iwr,Ior,Icn#enddef
C*,K*,X*,Q*,W*,Ai,M*,*^Qh*,*^V*,*^B*,_off^_usr#enddef
{NEW:FOREST H*^Fp,M*^Fp {SMALL_FOREST_FILTER} forest/pine-sparse}
{NEW:FOREST *^Fp {SMALL_FOREST_FILTER} forest/pine}
{NEW:FOREST *^Fp {SMALL_FOREST_FILTER} forest/pine ALT_TERRAINLIST="*^Qhhf,*^Qhuf"}
{NEW:FOREST H*^Fpa,M*^Fpa {SMALL_FOREST_FILTER} forest/snow-forest-sparse}
{NEW:FOREST *^Fpa {SMALL_FOREST_FILTER} forest/snow-forest}
{NEW:FOREST *^Fpa {SMALL_FOREST_FILTER} forest/snow-forest ALT_TERRAINLIST="*^Qhhf,*^Qhuf"}
{NEW:FOREST H*^Ft,M*^Ft {SMALL_FOREST_FILTER} forest/tropical/jungle-sparse}
{NEW:FOREST *^Ft {SMALL_FOREST_FILTER} forest/tropical/jungle}
{NEW:FOREST *^Ft {SMALL_FOREST_FILTER} forest/tropical/jungle ALT_TERRAINLIST="*^Qhhf,*^Qhuf"}
{NEW:FOREST H*^Ftd,M*^Ftd {SMALL_FOREST_FILTER} forest/tropical/palm-desert-sparse}
{NEW:FOREST *^Ftd {SMALL_FOREST_FILTER} forest/tropical/palm-desert}
{NEW:FOREST *^Ftd {SMALL_FOREST_FILTER} forest/tropical/palm-desert ALT_TERRAINLIST="*^Qhhf,*^Qhuf"}
{NEW:FOREST H*^Ftp,M*^Ftp {SMALL_FOREST_FILTER} forest/tropical/palms-sparse}
{NEW:FOREST *^Ftp {SMALL_FOREST_FILTER} forest/tropical/palms}
{NEW:FOREST *^Ftp {SMALL_FOREST_FILTER} forest/tropical/palms ALT_TERRAINLIST="*^Qhhf,*^Qhuf"}
{NEW:FOREST *^Ftr {SMALL_FOREST_FILTER} forest/tropical/rainforest}
{NEW:FOREST *^Ftr {SMALL_FOREST_FILTER} forest/tropical/rainforest ALT_TERRAINLIST="*^Qhhf,*^Qhuf"}
{NEW:FOREST H*^Fts,M*^Fts {SMALL_FOREST_FILTER} forest/tropical/savanna-sparse}
{NEW:FOREST *^Fts {SMALL_FOREST_FILTER} forest/tropical/savanna}
{NEW:FOREST *^Fts {SMALL_FOREST_FILTER} forest/tropical/savanna ALT_TERRAINLIST="*^Qhhf,*^Qhuf"}
{NEW:FOREST H*^Fds,M*^Fds {SMALL_FOREST_FILTER} forest/deciduous-summer-sparse}
{NEW:FOREST *^Fds {SMALL_FOREST_FILTER} forest/deciduous-summer}
{NEW:FOREST *^Fds {SMALL_FOREST_FILTER} forest/deciduous-summer ALT_TERRAINLIST="*^Qhhf,*^Qhuf"}
{NEW:FOREST H*^Fdf,M*^Fdf {SMALL_FOREST_FILTER} forest/deciduous-fall-sparse}
{NEW:FOREST *^Fdf {SMALL_FOREST_FILTER} forest/deciduous-fall}
{NEW:FOREST *^Fdf {SMALL_FOREST_FILTER} forest/deciduous-fall ALT_TERRAINLIST="*^Qhhf,*^Qhuf"}
{NEW:FOREST H*^Fdw,M*^Fdw {SMALL_FOREST_FILTER} forest/deciduous-winter-sparse}
{NEW:FOREST *^Fdw {SMALL_FOREST_FILTER} forest/deciduous-winter}
{NEW:FOREST *^Fdw {SMALL_FOREST_FILTER} forest/deciduous-winter ALT_TERRAINLIST="*^Qhhf,*^Qhuf"}
{NEW:FOREST H*^Fda,M*^Fda {SMALL_FOREST_FILTER} forest/deciduous-winter-snow-sparse}
{NEW:FOREST *^Fda {SMALL_FOREST_FILTER} forest/deciduous-winter-snow}
{NEW:FOREST *^Fda {SMALL_FOREST_FILTER} forest/deciduous-winter-snow ALT_TERRAINLIST="*^Qhhf,*^Qhuf"}
{NEW:FOREST H*^Fms,M*^Fms {SMALL_FOREST_FILTER} forest/mixed-summer-sparse}
{NEW:FOREST *^Fms {SMALL_FOREST_FILTER} forest/mixed-summer}
{NEW:FOREST *^Fms {SMALL_FOREST_FILTER} forest/mixed-summer ALT_TERRAINLIST="*^Qhhf,*^Qhuf"}
{NEW:FOREST H*^Fmf,M*^Fmf {SMALL_FOREST_FILTER} forest/mixed-fall-sparse}
{NEW:FOREST *^Fmf {SMALL_FOREST_FILTER} forest/mixed-fall}
{NEW:FOREST *^Fmf {SMALL_FOREST_FILTER} forest/mixed-fall ALT_TERRAINLIST="*^Qhhf,*^Qhuf"}
{NEW:FOREST H*^Fmw,M*^Fmw {SMALL_FOREST_FILTER} forest/mixed-winter-sparse}
{NEW:FOREST *^Fmw {SMALL_FOREST_FILTER} forest/mixed-winter}
{NEW:FOREST *^Fmw {SMALL_FOREST_FILTER} forest/mixed-winter ALT_TERRAINLIST="*^Qhhf,*^Qhuf"}
{NEW:FOREST H*^Fma,M*^Fma {SMALL_FOREST_FILTER} forest/mixed-winter-snow-sparse}
{NEW:FOREST *^Fma {SMALL_FOREST_FILTER} forest/mixed-winter-snow}
{NEW:FOREST *^Fma {SMALL_FOREST_FILTER} forest/mixed-winter-snow ALT_TERRAINLIST="*^Qhhf,*^Qhuf"}
{NEW:FOREST (W*^Tf*) (Wo*) forest/mushrooms-water}
{NEW:FOREST (*^Uf*,*^Tf*) {SMALL_FOREST_FILTER} forest/mushrooms}
@ -212,6 +216,10 @@ C*,K*,X*,Q*,W*,Ai,M*,*^Qh*,*^V*,*^B*,_off^_usr#enddef
{NEW:FOREST (W*^Wkf) (Wwr*,!,W*) water/seaweed/kelp ANIM="-[1~4,3,2]" TIME=":[700*6]"}
{NEW:FOREST (*^Wkf) {SMALL_FOREST_FILTER} water/seaweed/kelp-dead}
# this will only show up if there are no trees already drawn
{NEW:FOREST (A"*^Qhhf,A*^Qhuf") {SMALL_FOREST_FILTER} forest/deciduous-winter-snow}
{NEW:FOREST ("*^Qhhf,*^Qhuf") {SMALL_FOREST_FILTER} forest/deciduous-winter}
#undef SMALL_FOREST_FILTER
# Great-tree
@ -985,21 +993,21 @@ C*,K*,X*,Q*,W*,Ai,M*,*^Qh*,*^V*,*^B*,_off^_usr#enddef
{NEW:TRANSITION_INTRA (Qx*,Ql*) 0 mountains/blend-from-chasm FLAG=transition3 ADJACENT="M*"}
#{NEW:FLOODFILL_DISABLE_WALL (!,Qx*,Xv,_off^_usr) *^Qhh FLAG=ground FLAG1=flood_high_alt NEGATE_FLAG=flood_high}
{NEW:FLOODFILL_DISABLE_WALL (!,Qx*,Xv,_off^_usr) *^Qhh FLAG=ground FLAG1=flood_high_alt FLAG3=flood_high_alt NEGATE_FLAG=flood_high}
{NEW:FLOODFILL_DISABLE_WALL (!,Qx*,Xv,_off^_usr) *^Qhh FLAG=ground FLAG1=flood_high FLAG3=flood_high NEGATE_FLAG=flood_high_alt}
{NEW:FLOODFILL_DISABLE_WALL (!,Qx*,Xv,_off^_usr) *^Qhh* FLAG=ground FLAG1=flood_high_alt FLAG3=flood_high_alt NEGATE_FLAG=flood_high}
{NEW:FLOODFILL_DISABLE_WALL (!,Qx*,Xv,_off^_usr) *^Qhh* FLAG=ground FLAG1=flood_high FLAG3=flood_high NEGATE_FLAG=flood_high_alt}
# This is a special case
####################################################################
{DISABLE_CORNER_FLAGGED !,*^Qhh *^Qhh FLAG=ground FLAG1=flood_high FLAG2=flood_high FLAG3=flood_high_alt}
{DISABLE_CORNER_FLAGGED !,*^Qhh *^Qhh FLAG=ground FLAG1=flood_high FLAG2=flood_high_alt FLAG3=flood_high}
{DISABLE_CORNER_FLAGGED !,*^Qhu *^Qhu FLAG=ground FLAG1=flood_low FLAG2=flood_low FLAG3=flood_low_alt}
{DISABLE_CORNER_FLAGGED !,*^Qhu *^Qhu FLAG=ground FLAG1=flood_low FLAG2=flood_low_alt FLAG3=flood_low}
{DISABLE_CORNER_FLAGGED !,*^Qhh* *^Qhh* FLAG=ground FLAG1=flood_high FLAG2=flood_high FLAG3=flood_high_alt}
{DISABLE_CORNER_FLAGGED !,*^Qhh* *^Qhh* FLAG=ground FLAG1=flood_high FLAG2=flood_high_alt FLAG3=flood_high}
{DISABLE_CORNER_FLAGGED !,*^Qhu* *^Qhu* FLAG=ground FLAG1=flood_low FLAG2=flood_low FLAG3=flood_low_alt}
{DISABLE_CORNER_FLAGGED !,*^Qhu* *^Qhu* FLAG=ground FLAG1=flood_low FLAG2=flood_low_alt FLAG3=flood_low}
####################################################################
#{NEW:FLOODFILL_DISABLE_WALL (!,*^Qhh,Qx*,Xv,_off^_usr) *^Qhh FLAG=ground FLAG1=flood_high_alt NEGATE_FLAG=flood_high}
#{NEW:FLOODFILL_DISABLE_WALL (!,*^Qhh,Qx*,Xv,_off^_usr) *^Qhh FLAG=ground FLAG1=flood_high NEGATE_FLAG=flood_high_alt}
{NEW:FLOODFILL_DISABLE_WALL (!,*^Qhh,!,*^Qh*) (!,*^Qh*,Qx*,Xv,_off^_usr) FLAG=ground FLAG2=flood_low_alt NEGATE_FLAG=flood_low}
{NEW:FLOODFILL_DISABLE_WALL (!,*^Qhh,!,*^Qh*) (!,*^Qh*,Qx*,Xv,_off^_usr) FLAG=ground FLAG2=flood_low NEGATE_FLAG=flood_low_alt}
{NEW:FLOODFILL_DISABLE_WALL (!,*^Qhh*,!,*^Qh*) (!,*^Qh*,Qx*,Xv,_off^_usr) FLAG=ground FLAG2=flood_low_alt NEGATE_FLAG=flood_low}
{NEW:FLOODFILL_DISABLE_WALL (!,*^Qhh*,!,*^Qh*) (!,*^Qh*,Qx*,Xv,_off^_usr) FLAG=ground FLAG2=flood_low NEGATE_FLAG=flood_low_alt}
#chasm/lava transitions always below castles/walls
# these have been moved lower, layer=-290 from -90
@ -1012,7 +1020,7 @@ C*,K*,X*,Q*,W*,Ai,M*,*^Qh*,*^V*,*^B*,_off^_usr#enddef
{NEW:WALL_TRANSITION2 (!,I*,!,*^Qhu*) (!,Ql,Qx*,Xv,_off^_usr,*^Qh*,Is*) (!,*^Qh*,!,Is*) elevation/stone/corner-stone LAYER=-90 FLAG=ground}
{NEW:WALL_TRANSITION2 (!,I*,!,*^Qhu*) (!,Ql,Qx*,Xv,_off^_usr,*^Qh*,Iw*) (!,*^Qh*,!,Iw*) elevation/wood/corner-wood LAYER=-90 FLAG=ground}
# delete this following line once image work is complete
{NEW:WALL_TRANSITION2 (!,*^Qhh,!,*^Qh*) (!,Ql,Qx*,Xv,_off^_usr,*^Qh*,Iw*) (!,*^Qh*,!,Iw*) elevation/stone/corner-stone IPF="~CS(200,-100,-100)" LAYER=-90 FLAG=ground}
{NEW:WALL_TRANSITION2 (!,*^Qhh*,!,*^Qh*) (!,Ql,Qx*,Xv,_off^_usr,*^Qh*,Iw*) (!,*^Qh*,!,Iw*) elevation/stone/corner-stone IPF="~CS(200,-100,-100)" LAYER=-90 FLAG=ground}
{NEW:WALL_TRANSITION2 (!,*^Qhh*) (!,Is*,!,*^Qhh*) (Isa^Qhh*) elevation/ancient-stone/corner-stone LAYER=-90 FLAG=ground}
{NEW:WALL_TRANSITION2 (!,*^Qhh*) (!,Is*,!,*^Qhh*) (Is*^Qhh*) elevation/stone/corner-stone LAYER=-90 FLAG=ground}
@ -1023,17 +1031,17 @@ C*,K*,X*,Q*,W*,Ai,M*,*^Qh*,*^V*,*^B*,_off^_usr#enddef
{NEW:WALL_TRANSITION2 I*^Qh* Ql,Qx*,Xv,_off^_usr (!,*^Qh*,Ql*,Qx*) elevation/default/corner-chasm LAYER=-290 FLAG=ground-sub}
{NEW:WALL_TRANSITION2 (!,W*^Qh*,*^Qhh,!,*^Qh*) Ql,Qx*,Xv,_off^_usr (!,W*^Qh*,!,W*) elevation/water/corner-chasm-high-water LAYER=-290 FLAG=ground}
{NEW:WALL_TRANSITION2 (!,*^Qhh,!,*^Qh*) Ql,Qx*,Xv,_off^_usr (!,*^Qh*,!,A*,Ha*,Ms*,Rra*) elevation/frozen/corner-chasm-high-snow LAYER=-290 FLAG=ground IPF="~CS(-5,10,30)"}
{NEW:WALL_TRANSITION2 (!,*^Qhh,!,*^Qh*) Ql,Qx*,Xv,_off^_usr (!,*^Qh*,!,A*,Ha*,Ms*,Rra*) elevation/default/corner-chasm LAYER=-290 FLAG=ground IPF="~CS(-10,15,45)"} # for missing cases
{NEW:WALL_TRANSITION2 (!,*^Qhh,I*^Qh*,!,*^Qh*) (!,Ql,Qx*,Xv,_off^_usr,*^Qh*,A*,Ha*,Ms*,Rra*) (!,*^Qh*,!,A*,Ha*,Ms*,Rra*) elevation/frozen/corner-snow LAYER=-290 FLAG=ground}
{NEW:WALL_TRANSITION2 (!,*^Qhh,!,W*^Qh*) Ql,Qx*,Xv,_off^_usr (!,*^Qh*,Ql*,Qx*,W*) elevation/water/corner-chasm-low-water LAYER=-290 FLAG=ground}
{NEW:WALL_TRANSITION2 (!,*^Qhh,!,W*^Qh*) Ql,Qx*,Xv,_off^_usr (!,W*^Qh*,!,W*) elevation/water/corner-chasm-all-water LAYER=-290 FLAG=ground}
{NEW:WALL_TRANSITION2 (!,*^Qhh*,!,*^Qh*) Ql,Qx*,Xv,_off^_usr (!,*^Qh*,!,A*,Ha*,Ms*,Rra*) elevation/frozen/corner-chasm-high-snow LAYER=-290 FLAG=ground IPF="~CS(-5,10,30)"}
{NEW:WALL_TRANSITION2 (!,*^Qhh*,!,*^Qh*) Ql,Qx*,Xv,_off^_usr (!,*^Qh*,!,A*,Ha*,Ms*,Rra*) elevation/default/corner-chasm LAYER=-290 FLAG=ground IPF="~CS(-10,15,45)"} # for missing cases
{NEW:WALL_TRANSITION2 (!,*^Qhh*,I*^Qh*,!,*^Qh*) (!,Ql,Qx*,Xv,_off^_usr,*^Qh*,A*,Ha*,Ms*,Rra*) (!,*^Qh*,!,A*,Ha*,Ms*,Rra*) elevation/frozen/corner-snow LAYER=-290 FLAG=ground}
{NEW:WALL_TRANSITION2 (!,*^Qhh*,!,W*^Qh*) Ql,Qx*,Xv,_off^_usr (!,*^Qh*,Ql*,Qx*,W*) elevation/water/corner-chasm-low-water LAYER=-290 FLAG=ground}
{NEW:WALL_TRANSITION2 (!,*^Qhh*,!,W*^Qh*) Ql,Qx*,Xv,_off^_usr (!,W*^Qh*,!,W*) elevation/water/corner-chasm-all-water LAYER=-290 FLAG=ground}
{NEW:WALL_TRANSITION2 (!,I*^Qh*,!,*^Qh*) Ql,Qx*,Xv,_off^_usr (!,*^Qh*,Ql*,Qx*) elevation/default/corner-chasm LAYER=-290 FLAG=ground}
# to test if there are mixed corners missing - can eventually be deleted
#{NEW:WALL_TRANSITION2 (!,*^Qhh,!,*^Qh*) (!,Ql,Qx*,Xv,_off^_usr,*^Qh*,I*) (!,*^Qh*,!,I*) elevation/frozen/corner-snow IPF="~CS(100,100,200)" LAYER=-90 FLAG=ground}
#{NEW:WALL_TRANSITION2 (!,*^Qhh,!,*^Qh*) (!,I*,!,*^Qhh) (I*^Qhh) elevation/frozen/corner-snow IPF="~CS(200,100,100)" LAYER=-90 FLAG=ground}
{NEW:WALL_TRANSITION2 (!,*^Qhh,I*,!,*^Qh*) (!,*^Qh*) (I*^Qhh) elevation/stone/corner-stone-rim LAYER=-91 FLAG=ground-rock}
{NEW:WALL_TRANSITION2 (!,*^Qhh*,I*,!,*^Qh*) (!,*^Qh*) (I*^Qhh) elevation/stone/corner-stone-rim LAYER=-91 FLAG=ground-rock}
{NEW:WALL_TRANSITION2 (!,*^Qhh*,Isr,Isc,!,*^Qh*) (!,I*^Qh*,!,Isr,Isc) (!,I*,!,*^Qhh*) elevation/stone/corner-stone-rock LAYER=-89 FLAG=ground-rock}
{NEW:WALL_TRANSITION2 (!,*^Qhh*,Iw*,!,*^Qh*) (!,I*^Qh*,!,Iw*) (!,I*,!,*^Qhh) elevation/wood/corner-wood-rock LAYER=-89 FLAG=ground-rock}
{NEW:WALL_TRANSITION2 (!,*^Qhh*,!,Isr^Qh*,Isc^Qh*) (!,I*^Qh*) (!,I*,!,*^Qhh*) elevation/stone/corner-stone-highrim LAYER=-89 FLAG=ground-rock}
@ -1071,8 +1079,8 @@ C*,K*,X*,Q*,W*,Ai,M*,*^Qh*,*^V*,*^B*,_off^_usr#enddef
####################################################################
{NEW:WALL_TRANSITION (!,*^Qhh*) (Iw*^Qhh*) elevation/wood/wood LAYER=-90 FLAG=ground}
{NEW:WALL_TRANSITION (!,*^Qhh*) Isa^Qhh elevation/ancient-stone/stone LAYER=-90 FLAG=ground}
{NEW:WALL_TRANSITION (!,*^Qhh*) I*^Qhh elevation/stone/stone LAYER=-90 FLAG=ground}
{NEW:WALL_TRANSITION (!,*^Qhh*) Isa^Qhh* elevation/ancient-stone/stone LAYER=-90 FLAG=ground}
{NEW:WALL_TRANSITION (!,*^Qhh*) I*^Qhh* elevation/stone/stone LAYER=-90 FLAG=ground}
{NEW:WALL_TRANSITION (Iw*^Qhu*) (!,*^Qhu*) elevation/wood/wood LAYER=-90 FLAG=ground}
{NEW:WALL_TRANSITION (Isa^Qhu*) (!,*^Qhu*) elevation/ancient-stone/stone LAYER=-90 FLAG=ground}
{NEW:WALL_TRANSITION (I*^Qhu*) (!,*^Qhu*) elevation/stone/stone LAYER=-90 FLAG=ground}

View File

@ -4,6 +4,18 @@
# short and simple as possible.
# That intention may have drifted a bit over the years, but they should still be mostly intuitive
#define NEW:SET_FLAG TERRAIN FLAG
# Places a flag on a hex, no graphics
[terrain_graphics]
[tile]
x,y=0,0
type={TERRAIN}
set_no_flag={FLAG}
[/tile]
[/terrain_graphics]
#enddef
#define NEW:BASE TERRAIN IMAGESTEM
# Places {IMAGESTEM}[1-11].png as base tiles. Assumes 72x72 hex-shaped
# images.
@ -2069,6 +2081,9 @@ corner#endarg
# causes problems; this is why the rules for setting the flag for a small
# forest and placing the actual image are separate.
# Note: adding another small-forest rule, so forests can spill over to
# other terrains if they have the right flag
#arg LAYER
0#endarg
@ -2078,6 +2093,9 @@ corner#endarg
#arg TIME
#endarg
#arg ALT_TERRAINLIST
_dum#endarg # should always fail by default
[terrain_graphics]
map="
, 2
@ -2093,7 +2111,28 @@ corner#endarg
[tile]
pos=2
type={ADJACENT}
type=!,{ALT_TERRAINLIST},!,{ADJACENT}
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
[terrain_graphics]
map="
, 2
., .
, 1
., .
, ."
[tile]
pos=1
type={ALT_TERRAINLIST}
has_flag=smallforest2
set_no_flag=smallforest
[/tile]
[tile]
pos=2
type={TERRAINLIST}
[/tile]
rotations=n,ne,se,s,sw,nw
@ -2107,7 +2146,7 @@ corner#endarg
, *"
[tile]
pos=1
type={TERRAINLIST}
type={TERRAINLIST},{ALT_TERRAINLIST}
has_flag=smallforest
set_no_flag=overlay
[/tile]

View File

@ -1193,9 +1193,11 @@ Occasionally caves are <italic>text='illuminated'</italic>."
hide_help=yes
[/terrain_type]
#######################################
#
# ## Lowered terrain (high chasm) ##
# ## Raised/Lowered terrain ##
#
#######################################
# ## visual overlay - higher ##
[terrain_type]
@ -1228,6 +1230,31 @@ Occasionally caves are <italic>text='illuminated'</italic>."
editor_group=obstacle, elevation
[/terrain_type]
# ## Forest Bluffs/Gulches ##
# This is because elevation borders use an overlay
# There are probably other overlay terrains that
# could use a similar treatment
[terrain_type]
symbol_image=elevation/bluff-forest-tile
id=high_border_woods
editor_name= _ "Wooded Bluffs"
string=^Qhhf
aliasof=_bas,Ft
mvt_alias=-,_bas,Ft
editor_group=forest, elevation
[/terrain_type]
[terrain_type]
symbol_image=elevation/gulch-forest-tile
id=high_canyon_woods
editor_name= _ "Wooded Gulch"
string=^Qhuf
aliasof=_bas,Ft
mvt_alias=-,_bas,Ft
editor_group=forest, elevation
[/terrain_type]
#######################################
[terrain_type]
symbol_image=chasm/depths
editor_image=chasm/regular-tile