#textdomain wesnoth #wmlindent: start ignoring # This file needs to be processed *after* all others in this directory # # The following flags are defined to have a meaning # # * base : the corresponding tile has already graphics for the terrain # base. No other one should be added. # * transition-$direction : the corresponding tile already has the transition # in the given direction (or should not have one). No other one should be # added. # # when adding new probabilities update the commented line # the proper way to calculate the propabilities is described here # https://www.wesnoth.org/wiki/TerrainGraphicsTutorial#Cumulative_Probabilities # NOTE the terrain _off^_usr gets its definition from the code since it's # themable # Editor overlays - for overlays that should only be visible in the editor {EDITOR_OVERLAY *^Xo impassable-editor} {EDITOR_OVERLAY *^Qov unwalkable-editor} {EDITOR_OVERLAY *^Vov village/village-overlay-editor} {EDITOR_OVERLAY *^Cov castle/castle-overlay-editor} {EDITOR_OVERLAY *^Kov castle/keep-overlay-editor} {EDITOR_OVERLAY *^_s fake-shroud-editor} # Deprecated terrains, shown normally in-game but visible in the editor {EDITOR_DEPRECATED *^Uf*} {EDITOR_DEPRECATED Xol} {EDITOR_DEPRECATED Xuce} # Tracks and bridges # basic stone bridge {BRIDGE:STRAIGHTS Bsb\ Bsb| Bsb/ * * * stonebridge -80 bridge/stonebridge} {BRIDGE:ENDS Bsb\ Bsb| Bsb/ * (Co*,Cu*,Ko*,Ku*) * stonebridge -80 bridge/stonebridge-castle} {BRIDGE:ENDS Bsb\ Bsb| Bsb/ * (C*,K*) * stonebridge -80 bridge/stonebridge-castle} {BRIDGE:ENDS Bsb\ Bsb| Bsb/ * (C*,K*) * stonebridge -80 bridge/stonebridge-short} {BRIDGE:ENDS Bsb\ Bsb| Bsb/ * (W*,S*) * stonebridge -80 bridge/stonebridge-water} {BRIDGE:ENDS Bsb\ Bsb| Bsb/ * * * stonebridge -80 bridge/stonebridge} # hanging bridge {BRIDGE:STRAIGHTS Bh\ Bh| Bh/ Q* Q* * hanging -80 bridge/hanging-xx} {BRIDGE:STRAIGHTS Bh\ Bh| Bh/ Q* * * hanging -80 bridge/hanging-x} {BRIDGE:STRAIGHTS Bh\ Bh| Bh/ * * * hanging -80 bridge/hanging} {BRIDGE:ENDS Bh\ Bh| Bh/ Q* (W*,S*) * hanging -80 bridge/hanging-wx} {BRIDGE:ENDS Bh\ Bh| Bh/ Q* (C*,K*) * hanging -80 bridge/hanging-cx} {BRIDGE:ENDS Bh\ Bh| Bh/ Q* * * hanging -80 bridge/hanging-x} {BRIDGE:ENDS Bh\ Bh| Bh/ * (W*,S*) * hanging -80 bridge/hanging-w} {BRIDGE:ENDS Bh\ Bh| Bh/ * (C*,K*) * hanging -80 bridge/hanging-c} {BRIDGE:ENDS Bh\ Bh| Bh/ * * * hanging -80 bridge/hanging} # chasm stone bridge {BRIDGE:STRAIGHTS Bcx\ Bcx| Bcx/ * Ql* Ql* chasm -80 bridge/chasm-ll} {BRIDGE:STRAIGHTS Bcx\ Bcx| Bcx/ * Ql* Q* chasm -80 bridge/chasm-lx} {BRIDGE:STRAIGHTS Bcx\ Bcx| Bcx/ * Q* Ql* chasm -80 bridge/chasm-xl} {BRIDGE:STRAIGHTS Bcx\ Bcx| Bcx/ * Q* Q* chasm -80 bridge/chasm-xx} {BRIDGE:STRAIGHTS Bcx\ Bcx| Bcx/ * * * chasm -80 bridge/chasm} {BRIDGE:ENDS Bcx\ Bcx| Bcx/ Ql* Ql* Ql* chasm -80 bridge/chasm-dock-ll} {BRIDGE:ENDS Bcx\ Bcx| Bcx/ Ql* Ql* Q* chasm -80 bridge/chasm-dock-lx} {BRIDGE:ENDS Bcx\ Bcx| Bcx/ Qx* Qx* Ql* chasm -80 bridge/chasm-dock-xl} {BRIDGE:ENDS Bcx\ Bcx| Bcx/ Qx* Qx* Qx* chasm -80 bridge/chasm-dock-xx} {BRIDGE:ENDS Bcx\ Bcx| Bcx/ Ql* Q* Ql* chasm -80 bridge/chasm-dock-ll} {BRIDGE:ENDS Bcx\ Bcx| Bcx/ Ql* Q* Q* chasm -80 bridge/chasm-dock-lx} {BRIDGE:ENDS Bcx\ Bcx| Bcx/ Q* Q* Ql* chasm -80 bridge/chasm-dock-xl} {BRIDGE:ENDS Bcx\ Bcx| Bcx/ Q* Q* Q* chasm -80 bridge/chasm-dock-xx} {BRIDGE:ENDS Bcx\ Bcx| Bcx/ * Ql* * chasm -80 bridge/chasm-dock-l} {BRIDGE:ENDS Bcx\ Bcx| Bcx/ * Q* * chasm -80 bridge/chasm-dock} {BRIDGE:ENDS Bcx\ Bcx| Bcx/ * * Qx* chasm -80 bridge/chasm-x} {BRIDGE:ENDS Bcx\ Bcx| Bcx/ * * Ql* chasm -80 bridge/chasm-l} {BRIDGE:ENDS Bcx\ Bcx| Bcx/ * * * chasm -80 bridge/chasm} # plank bridge {BRIDGE:JOINTS Bp\ Bp| Bp/ * Q* planks -80 bridge/planks} {BRIDGE:JOINTS Bp\ Bp| Bp/ * * planks -80 bridge/planks-short} {BRIDGE:CORNERS Bp\ Bp| Bp/ * Q* planks -80 bridge/planks} {BRIDGE:CORNERS Bp\ Bp| Bp/ * * planks -80 bridge/planks-short} {BRIDGE:STRAIGHTS Bp\ Bp| Bp/ * * Q* planks -80 bridge/planks} {BRIDGE:STRAIGHTS Bp\ Bp| Bp/ * * * planks -80 bridge/planks-short} {BRIDGE:ENDS Bp\ Bp| Bp/ * Q* Q* planks -80 bridge/planks-dock} {BRIDGE:ENDS Bp\ Bp| Bp/ * Q* * planks -80 bridge/planks-short-dock} {BRIDGE:ENDS Bp\ Bp| Bp/ * * Q* planks -80 bridge/planks} {BRIDGE:ENDS Bp\ Bp| Bp/ * * * planks -80 bridge/planks-short} # TRACK LAYOUT MUST STAY ON TOP # they set flags that will be used by other macros later. # they don't set any image by themselves. {LAYOUT_TRACKS_F *^Bw\* *^Bw|* *^Bw/* track_wood} {LAYOUT_TRACKS_F *^Br\ *^Br| *^Br/ track_rail} # Mine rail tracks {TRACK_COMPLETE *^Br\ *^Br| *^Br/ track_rail misc/rails} # add transition rail<->rail wherever images are missing {TRACK_BORDER_RESTRICTED_PLF (*^Br/,*^Br\) *^Br| 100 -80 track_rail misc/rails-switch-ns} {TRACK_BORDER_RESTRICTED_PLF (*^Br|,*^Br/) *^Br\ 100 -80 track_rail misc/rails-switch-nwse} {TRACK_BORDER_RESTRICTED_PLF (*^Br|,*^Br\) *^Br/ 100 -80 track_rail misc/rails-switch-nesw} #add transitions at rail end {TRACK_BORDER_RESTRICTED_PLF (*^Br|,*^Br/,*^Br\) (!,C*,K*) 100 -80 track_rail misc/rails-end} # basic images for the bridge {TRACK_COMPLETE *^Bw\ *^Bw| *^Bw/ track_wood bridge/wood} {TRACK_COMPLETE *^Bw\r *^Bw|r *^Bw/r track_wood bridge/wood-rotting} # add transition bridges<->bridges wherever images are missing {TRACK_BORDER_RESTRICTED_PLF (*^Bw|*,*^Bw/*,*^Bw\*) (*^Bw|*,*^Bw/*,*^Bw/*) 100 -80 track_wood bridge/wood-end} # add dock-style ends to bridges ending in water {TRACK_BORDER_RESTRICTED_PLF (*^Bw|*,*^Bw/*,*^Bw\*) (W*^,Ss^,Ai^) 100 -80 track_wood bridge/wood-dock} # add ramps where straight bridges end on land {TRACK_BORDER_RESTRICTED_PLF (*^Bw|*,*^Bw/*,*^Bw\*) (!,C*,K*) 100 -80 track_wood bridge/wood-end} # Forests #define SMALL_FOREST_FILTER C*,K*,X*,Q*,W*,Ai,M*,*^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 H*^Fpa,M*^Fpa {SMALL_FOREST_FILTER} forest/snow-forest-sparse} {NEW:FOREST *^Fpa {SMALL_FOREST_FILTER} forest/snow-forest} {NEW:FOREST H*^Ft,M*^Ft {SMALL_FOREST_FILTER} forest/tropical/jungle-sparse} {NEW:FOREST *^Ft {SMALL_FOREST_FILTER} forest/tropical/jungle} {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 H*^Ftp,M*^Ftp {SMALL_FOREST_FILTER} forest/tropical/palms-sparse} {NEW:FOREST *^Ftp {SMALL_FOREST_FILTER} forest/tropical/palms} {NEW:FOREST *^Ftr {SMALL_FOREST_FILTER} forest/tropical/rainforest} {NEW:FOREST H*^Fts,M*^Fts {SMALL_FOREST_FILTER} forest/tropical/savanna-sparse} {NEW:FOREST *^Fts {SMALL_FOREST_FILTER} forest/tropical/savanna} {NEW:FOREST H*^Fds,M*^Fds {SMALL_FOREST_FILTER} forest/deciduous-summer-sparse} {NEW:FOREST *^Fds {SMALL_FOREST_FILTER} forest/deciduous-summer} {NEW:FOREST H*^Fdf,M*^Fdf {SMALL_FOREST_FILTER} forest/deciduous-fall-sparse} {NEW:FOREST *^Fdf {SMALL_FOREST_FILTER} forest/deciduous-fall} {NEW:FOREST H*^Fdw,M*^Fdw {SMALL_FOREST_FILTER} forest/deciduous-winter-sparse} {NEW:FOREST *^Fdw {SMALL_FOREST_FILTER} forest/deciduous-winter} {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 H*^Fms,M*^Fms {SMALL_FOREST_FILTER} forest/mixed-summer-sparse} {NEW:FOREST *^Fms {SMALL_FOREST_FILTER} forest/mixed-summer} {NEW:FOREST H*^Fmf,M*^Fmf {SMALL_FOREST_FILTER} forest/mixed-fall-sparse} {NEW:FOREST *^Fmf {SMALL_FOREST_FILTER} forest/mixed-fall} {NEW:FOREST H*^Fmw,M*^Fmw {SMALL_FOREST_FILTER} forest/mixed-winter-sparse} {NEW:FOREST *^Fmw {SMALL_FOREST_FILTER} forest/mixed-winter} {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 (*^Uf*,*^Tf*) {SMALL_FOREST_FILTER} forest/mushrooms} #undef SMALL_FOREST_FILTER # Great-tree {NEW:OVERLAY *^Fet forest/great-tree} {NEW:OVERLAY *^Fetd forest/great-tree-dead} # Oasis {NEW:OVERLAY *^Do village/desert-oasis-1 PROB=30} {NEW:OVERLAY *^Do village/desert-oasis-2 PROB=43} {NEW:OVERLAY *^Do village/desert-oasis-3} # Swamp {OVERLAY_COMPLETE_LF Ss (!,Xv,Chs,!,C*,H*,M*,X*,Q*,A*,Ke,Kea,Kud,I*) -85 base2 swamp/reed} {OVERLAY_COMPLETE_LF Chs (!,C*,K*,Ss) -85 base2 swamp/reed} # Large volcano {VOLCANO_2x2 Mv Mm,Md 100 base2 mountains/volcano6} # Single-hex volcano {OVERLAY_COMPLETE_F Mv (!,Xv,Mv,!,C*,K*,X*,Q*) base2 mountains/volcano} {NEW:OVERLAY Mv misc/smoke-A CENTER=90,108 ANIM=[01~12] TIME=100} # Mountains {MOUNTAIN_RESTRICTED Mm (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 mountains/basic-castle} {MOUNTAINS_2x4_NW_SE Mm 18 base,base2 mountains/basic_range3} {MOUNTAINS_2x4_SW_NE Mm 26 base,base2 mountains/basic_range4} {MOUNTAINS_1x3_NW_SE Mm 20 base,base2 mountains/basic_range1} {MOUNTAINS_1x3_SW_NE Mm 20 base,base2 mountains/basic_range2} {MOUNTAINS_2x2 Mm 40 base,base2 mountains/basic5} {MOUNTAINS_2x2 Mm 30 base,base2 mountains/basic6} {MOUNTAIN_SMALL Mm (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 mountains/basic-castle-n} {MOUNTAIN_SINGLE_RANDOM Mm base,base2 mountains/basic} # Dry Mountains {MOUNTAIN_RESTRICTED Md (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 mountains/dry-castle} {MOUNTAINS_2x4_NW_SE Md 18 base,base2 mountains/dry_range3} {MOUNTAINS_2x4_SW_NE Md 26 base,base2 mountains/dry_range4} {MOUNTAINS_1x3_NW_SE Md 20 base,base2 mountains/dry_range1} {MOUNTAINS_1x3_SW_NE Md 20 base,base2 mountains/dry_range2} {MOUNTAINS_2x2 Md 40 base,base2 mountains/dry5} {MOUNTAINS_2x2 Md 30 base,base2 mountains/dry6} {MOUNTAIN_SMALL Md (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 mountains/dry-castle-n} {MOUNTAIN_SINGLE_RANDOM Md base,base2 mountains/dry} # Snow mountains (uncomment rules as the corresponding tiles are added) #{MOUNTAIN_RESTRICTED Ms (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 mountains/snow-castle} #{MOUNTAINS_2x4_NW_SE Ms 18 base,base2 mountains/snow_range3} #{MOUNTAINS_2x4_SW_NE Ms 26 base,base2 mountains/snow_range4} #{MOUNTAINS_1x3_NW_SE Ms 20 base,base2 mountains/snow_range1} #{MOUNTAINS_1x3_SW_NE Ms 20 base,base2 mountains/snow_range2} {MOUNTAINS_2x2 Ms 15 base,base2 mountains/snow5} {MOUNTAINS_2x2 Ms 25 base,base2 mountains/snow6} {MOUNTAIN_SMALL Ms (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 mountains/snow-castle-n} {MOUNTAIN_SINGLE_RANDOM Ms base,base2 mountains/snow} #This one is to fill any "gaps" there might be when next to castles or walls {NEW:BASE Mm hills/regular} {NEW:BASE Md hills/dry} {NEW:BASE Ms hills/snow} # Desert Mountains {OVERLAY_ROTATION_RESTRICTED2_F Mdd (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 desert_mountains/desert-castle} {OVERLAY_ROTATION_RESTRICTED_F Mdd (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 desert_mountains/desert-castle@V} {MOUNTAINS_2x4_NW_SE Mdd 18 base,base2 desert_mountains/desert_range3} {MOUNTAINS_1x3_NW_SE Mdd 20 base,base2 desert_mountains/desert_range1} {MOUNTAINS_1x3_SW_NE Mdd 20 base,base2 desert_mountains/desert_range2} {MOUNTAINS_2x2 Mdd 40 base,base2 desert_mountains/desert5} {MOUNTAINS_2x2 Mdd 30 base,base2 desert_mountains/desert6} {MOUNTAIN_SINGLE_RANDOM Mdd base,base2 desert_mountains/desert} #This one is to fill any "gaps" there might be when next to castles or walls {NEW:BASE Mdd hills/dry} {NEW:TRANSITION (Mdd,Mdd^Xm) (!,Md*,Mv,S*,X*) -166 desert_mountains/desert} # Special Desert Mountain to Chasm Blend transition - the default mountain-chasm transition is white, looks terrible. {TRANSITION_COMPLETE_LF (Qx*,Ql*) (Mdd,Mdd^Xm) 0 transition3 desert_mountains/blend-from-chasm} {TRANSITION_COMPLETE_LF (Mdd,Mdd^Xm) Ai,W*,S* -165 non_submerged desert_mountains/desert-to-water} # Impassable peaks {OVERLAY_LF Mdd^Xm 1 clouds mountains/cloud@V} {PEAKS_1x2_SW_NE Mdd^Xm 15 peaks desert_mountains/peak_range1} {PEAKS_LARGE Mdd^Xm 25 peaks desert_mountains/peak_large1} {PEAKS_LARGE Mdd^Xm 33 peaks desert_mountains/peak_large2} {OVERLAY_RANDOM_LF Mdd^Xm 2 peaks desert_mountains/peak} {OVERLAY_LF *^Xm 1 clouds mountains/cloud@V} {PEAKS_1x2_SW_NE *^Xm 15 peaks mountains/peak_range1} {PEAKS_LARGE *^Xm 25 peaks mountains/peak_large1} {PEAKS_LARGE *^Xm 33 peaks mountains/peak_large2} {OVERLAY_RANDOM_LF *^Xm 2 peaks mountains/peak} # # > V I L L A G E B U I L D I N G S < # Flagged as 'village' so they can be placed on # top of both 'base' and 'overlay' #Human villages {NEW:VILLAGE_TOD *^Vh village/human} {NEW:VILLAGE *^Vha village/human-snow} {NEW:VILLAGE *^Vhr village/human-cottage-ruin} {NEW:VILLAGE *^Vhh village/human-hills} {NEW:VILLAGE *^Vhha village/human-snow-hills} {NEW:VILLAGE *^Vhhr village/human-hills-ruin} {NEW:VILLAGE_TOD *^Vhc village/human-city} {NEW:VILLAGE *^Vhca village/human-city-snow} {NEW:VILLAGE *^Vhcr village/human-city-ruin} #tropical village {NEW:VILLAGE *^Vht village/tropical-forest} #Crude villages (grassland) {NEW:VILLAGE_TOD *^Vc village/hut} {NEW:VILLAGE *^Vca village/hut-snow} {NEW:VILLAGE_TOD *^Vl village/log-cabin} {NEW:VILLAGE *^Vla village/log-cabin-snow} {NEW:VILLAGE *^Vct village/camp} #igloo {NEW:VILLAGE *^Vaa village/igloo} #Drake villages #20% 20% 20% 20% 20% {NEW:VILLAGE *^Vd village/drake1-A PROB=20 ANIM=[01~03] TIME=200} {NEW:VILLAGE *^Vd village/drake2-A PROB=25 ANIM=[01~03] TIME=100} {NEW:VILLAGE *^Vd village/drake3 PROB=33} {NEW:VILLAGE *^Vd village/drake4 PROB=50} {NEW:VILLAGE *^Vd village/drake5} #Orcish villages {NEW:VILLAGE_TOD *^Vo village/orc} {NEW:VILLAGE *^Voa village/orc-snow} #Elven villages {NEW:VILLAGE_TOD *^Ve village/elven PROB=10 VARIATIONS=""} {NEW:VILLAGE_TOD *^Ve village/elven3 PROB=28} {NEW:VILLAGE_TOD *^Ve village/elven4 PROB=38} {NEW:VILLAGE_TOD *^Ve village/elven2} #10% 25% 25% 40% {NEW:VILLAGE *^Vea village/elven-snow}{VILLAGE_PROBABILITY 10} {NEW:VILLAGE *^Vea village/elven-snow3}{VILLAGE_PROBABILITY 28} {NEW:VILLAGE *^Vea village/elven-snow4}{VILLAGE_PROBABILITY 38} {NEW:VILLAGE *^Vea village/elven-snow2} #Desert villages {NEW:VILLAGE_TOD *^Vda village/desert} {NEW:VILLAGE *^Vdr village/desert-ruin} {NEW:VILLAGE *^Vdt village/desert-camp} #Cave villages {NEW:VILLAGE *^Vu village/cave} {NEW:VILLAGE *^Vud village/dwarven} #Swamp village {NEW:VILLAGE_TOD *^Vhs village/swampwater} #Merfolk village # {NEW:VILLAGE *^Vm village/coast}{VILLAGE_PROBABILITY 20} # {NEW:VILLAGE *^Vm village/coast2}{VILLAGE_PROBABILITY 24} # {NEW:VILLAGE *^Vm village/coast3}{VILLAGE_PROBABILITY 29} # {NEW:VILLAGE *^Vm village/coast4}{VILLAGE_PROBABILITY 35} {NEW:VILLAGE_TOD *^Vm village/coast PROB=80} {NEW:VILLAGE *^Vm village/coast_5-A ANIM=[01~04] TIME=140} # # > O V E R L A Y S < # # Fence {NEW:FENCE *^Eff embellishments/fence} # Illuminated caves {NEW:OVERLAY (*^Ufi,*^Ii,*^Tfi) cave/beam FLAG=light LAYER=1} # Wall sconces or torches {NEW:WALL_FLAMES_OVERLAY (X*^Efs) walls/stone/flames/sconce} {NEW:TORCH_FLAMES_OVERLAY (!,X*^Efs,!,*^Efs) walls/stone/flames/torch} #Farmland {NEW:OVERLAY *^Gvs embellishments/farm-veg-spring LAYER=-81} # Water Lillies {OVERLAY_COMPLETE_L *^Ewl (C*,K*,X*,Ql*,Qx*,G*,M*,*^V*,R*,A*,D*,U*,H*) -86 embellishments/water-lilies} {OVERLAY_COMPLETE_L *^Ewf (C*,K*,X*,Ql*,Qx*,G*,M*,*^V*,R*,A*,D*,U*,H*) -86 embellishments/water-lilies-flower} # Windmill decoration {NEW:OVERLAY *^Wm,*^Vwm misc/windmill-A ANIM=[01~18] TIME=70} # campfire {NEW:OVERLAY *^Ecf misc/fire-A ANIM=[01~08] TIME=140} # Braziers {NEW:OVERLAY *^Eb misc/brazier-embellishment} {NEW:OVERLAY *^Ebn misc/brazier-A ANIM=[01~08] TIME=140} # layer -500 is used for the flowers so they don't overlap adjacent trees, # castles, mountains and such {NEW:OVERLAY *^Efm embellishments/flowers-mixed LAYER=-500} #Rubble {NEW:OVERLAY *^Dr misc/rubble FLAG=rubble LAYER=-1} {NEW:OVERLAY *^Es embellishments/stones-small} {OVERLAY_RANDOM *^Em embellishments/mushroom} {OVERLAY_COMPLETE *^Emf (C*,K*,X*,Ql*,Qx*,W*,M*,*^V*) embellishments/mushroom-farm} # Chasm bridges - for now they don't tile {NEW:OVERLAY Ql*^Bs\ cave/chasm-lava-stone-bridge-se-nw FLAG=bridge LAYER=-80} {NEW:OVERLAY Ql*^Bs| cave/chasm-lava-stone-bridge-s-n FLAG=bridge LAYER=-80} {NEW:OVERLAY Ql*^Bs/ cave/chasm-lava-stone-bridge-sw-ne FLAG=bridge LAYER=-80} {NEW:OVERLAY W*^Bs\,S*^Bs\ cave/chasm-water-stone-bridge-se-nw FLAG=bridge LAYER=-80} {NEW:OVERLAY W*^Bs/,S*^Bs/ cave/chasm-water-stone-bridge-sw-ne FLAG=bridge LAYER=-80} {NEW:OVERLAY *^Bs\ cave/chasm-stone-bridge-se-nw FLAG=bridge LAYER=-80} {NEW:OVERLAY *^Bs| cave/chasm-stone-bridge-s-n FLAG=bridge LAYER=-80} {NEW:OVERLAY *^Bs/ cave/chasm-stone-bridge-sw-ne FLAG=bridge LAYER=-80} # Trash/remains {TRASH_A *^Edt 33 misc/detritus/trashA} {TRASH_A *^Edb 33 misc/detritus/detritusA} {LITTER_BASE *^Edb,*^Edt misc/detritus/liter} {TRASH_B *^Edt trash_medium 70 "1;2;3;4;5;6;7;8;9;10" misc/detritus/trashB} {TRASH_B *^Edb detritus_medium 70 "1;2;3;4;5;6;7;8;9;10;11;12;13;14;15;16" misc/detritus/detritusB} {TRASH_C *^Edt trash_big trash_medium 30 "1;2;3;4" misc/detritus/trashC} {TRASH_C *^Edb detritus_big detritus_medium 50 "1;2;3;4;5;6;7" misc/detritus/detritusC} # Gates and doors - 'P' is for portal, next letter is descriptor, third letter is '\,|,/' for direction, just like bridges # Append an 'o' at fourth letter for the open version # the fourth argument is for IPFs #closed (impassable) {GATES_VERTICAL_NS_L (*^Pr|) (X*) 0 () portals/gate-rusty} {GATES_DIAGONAL_SW_L (*^Pr\) (X*) 0 () portals/gate-rusty} {GATES_DIAGONAL_SE_L (*^Pr/) (X*) 0 () portals/gate-rusty} {GATES_VERTICAL_NS_L (*^Pw|) (X*) 0 () portals/door-wooden} {GATES_DIAGONAL_SW_L (*^Pw\) (X*) 0 () portals/door-wooden} {GATES_DIAGONAL_SE_L (*^Pw/) (X*) 0 () portals/door-wooden} #open/embellishment {GATES_VERTICAL_NS_L (*^Pr|o) (X*) 0 () portals/gate-rusty-open} {GATES_DIAGONAL_SW_L (*^Pr\o) (X*) 0 () portals/gate-rusty-open} {GATES_DIAGONAL_SE_L (*^Pr/o) (X*) 0 () portals/gate-rusty-open} {GATES_VERTICAL_NS_L (*^Pw|o) (X*) 0 () portals/door-wooden-open} {GATES_DIAGONAL_SW_L (*^Pw\o) (X*) 0 () portals/door-wooden-open} {GATES_DIAGONAL_SE_L (*^Pw/o) (X*) 0 () portals/door-wooden-open} # # > B A S E T E R R A I N S < # # Flat base terrains {NEW:BASE Tb forest/mushroom-base LAYER=-319} # The first grass tile of each kind is the most standard and generic one, thus it appears more frequently to space out the rest {NEW:BASE_P Gg 20 grass/green} {NEW:BASE Gg grass/green} {NEW:BASE_P Gs 25 grass/semi-dry} {NEW:BASE Gs grass/semi-dry} {NEW:BASE_P Gd 25 grass/dry} {NEW:BASE Gd grass/dry} {NEW:BASE Gll grass/leaf-litter} {NEW:BASE Re flat/dirt} {NEW:BASE Rb flat/dirt-dark} {NEW:BASE Rr flat/road} {NEW:BASE Rrc flat/road-clean} {NEW:BASE Rp flat/stone-path} # Hills base terrain {NEW:BASE Hh hills/regular} {NEW:BASE Hhd hills/dry} # Cave base terrains {NEW:BASE Uu cave/floor} {NEW:BASE Uue cave/earthy-floor} {NEW:BASE Ur,Urc cave/path} {NEW:BASE Urb cave/flagstones-dark} {NEW:BASE Uh cave/hills-variation} {NEW:BASE Xu* cave/wall-rough} {NEW:BASE Xo* walls/stone/wall-stone-base} {NEW:BASE Qxua chasm/abyss} {NEW:BASE Qx* chasm/depths} {NEW:OVERLAY Wwr,Wwrt,Wwrg water/reef FLAG=reef LAYER=-320} # Desert base terrains {NEW:BASE Dd sand/desert} # only use the smaller plant tiles when adjacent to castles, chasms etc {OVERLAY_RESTRICTED_P *^Edp,*^Edpp (C*,K*,Q*) 33 embellishments/desert-plant} {OVERLAY_RESTRICTED_P *^Edp,*^Edpp (C*,K*,Q*) 50 embellishments/desert-plant2} {OVERLAY_RESTRICTED_P *^Edp,*^Edpp (C*,K*,Q*) 100 embellishments/desert-plant3} # and then any plant tile elsewhere {OVERLAY_P *^Edp,*^Edpp 9 embellishments/desert-plant} {OVERLAY_P *^Edp,*^Edpp 10 embellishments/desert-plant2} {OVERLAY_P *^Edp,*^Edpp 11 embellishments/desert-plant3} {OVERLAY_P *^Edp,*^Edpp 12 embellishments/desert-plant4} {OVERLAY_P *^Edp 14 embellishments/desert-plant5} # This one contains bones {OVERLAY_P *^Edp,*^Edpp 16 embellishments/desert-plant6} {OVERLAY_P *^Edp 20 embellishments/desert-plant7} # This one contains bones {OVERLAY_P *^Edp,*^Edpp 24 embellishments/desert-plant8} {OVERLAY_P *^Edp,*^Edpp 32 embellishments/desert-plant9} {OVERLAY_P *^Edp,*^Edpp 48 embellishments/desert-plant10} {OVERLAY_P *^Edp,*^Edpp 100 embellishments/desert-plant11} {NEW:OVERLAY *^Esd embellishments/rocks} {NEW:BASE Ds sand/beach} {NEW:BASE Rd flat/desert-road} {NEW:BASE *^Dc sand/crater FLAG=crater} {NEW:BASE Hd hills/desert} # Frozen base terrain {NEW:BASE Aa frozen/snow} #10% 10% 10% 10% 25% 35% {NEW:BASE_P Ai 10 frozen/ice2} {NEW:BASE_P Ai 11 frozen/ice3} {NEW:BASE_P Ai 13 frozen/ice5} {NEW:BASE_P Ai 14 frozen/ice6} {NEW:BASE_P Ai 42 frozen/ice4} {NEW:BASE_P Ai 100 frozen/ice} {NEW:BASE Ha hills/snow} # raised base to get it over the chasm images (LAYER=-284), then raised even higher to get over chasm-castle transition images (LAYER=-186) {NEW:BASE Iwr,Icn interior/wood-regular LAYER=-284 FLAG=raised_base} {NEW:BASE Ior interior/wood-ruined LAYER=-284 FLAG=raised_base} {NEW:BASE Irs,Icr interior/stone-regular LAYER=-284 FLAG=raised_base} # Water base terrains {NEW:OVERLAY Wwf water/ford FLAG=ford LAYER=-519} {NEW:BASE Sm swamp/mud} {NEW:BASE_P Ss 33 swamp/water-plant@V} {NEW:BASE Ss,Chs swamp/water} #ANIMATED {NEW:WATER_342_180_TILE_FLAGS} {NEW:WATER_342_180 Ql,Qlf,Mv unwalkable/lava 16 DURATION=125 RANDOM_START=125} {NEW:WATER_342_180 Wo,Wog,Wot water/ocean 21 DURATION=125 RANDOM_START=125} {NEW:WATER_342_180 Ww,Wwr,Wwf,Wwg,Wwrg,Wwt,Wwrt,Chw,Cm*,Km* water/water 17 DURATION=125 RANDOM_START=125} {NEW:WATER_342_180_OVERLAY Wog,Wwg,Wwrg water/overlay-gray -502} {NEW:WATER_342_180_OVERLAY Wot,Wwt,Wwrt water/overlay-tropical -504} # Castle base terrains # Most bases get a special -2 layer to get them over the chasm images {NEW:BASE Ch,Cha flat/road} {NEW:BASE Chr flat/stone-path} {NEW:BASE Kh* castle/cobbles-keep LAYER=-2} {NEW:BASE Chw castle/aquatic-castle/cobbles LAYER=-520 FLAG=sunken} # swamp castle defined along with swamp above {NEW:BASE Cv castle/elven/grounds} {NEW:BASE Kv castle/elven/keep LAYER=-2} {NEW:BASE Cvr castle/elven-ruin/grounds} {NEW:BASE Kvr castle/elven-ruin/keep LAYER=-2} {NEW:BASE Ket interior/wood-tan LAYER=-2} {NEW:OVERLAY Ket interior/wood-tan-debris} {NEW:BASE (Cer,Ker) flat/dirt-dark} {NEW:OVERLAY Ker castle/encampment-ruin/tent} {NEW:BASE (Ce*,Ke*) flat/dirt} {NEW:OVERLAY Ke castle/encampment/tent} {NEW:OVERLAY Kea castle/encampment/tent-snow} {NEW:BASE Co* flat/dirt-dark} {NEW:BASE Ko castle/orcish/keep LAYER=-2} {NEW:BASE Koa castle/winter-orcish/keep LAYER=-2} {NEW:BASE Cud castle/dwarven-castle-floor LAYER=-2} {NEW:BASE Kud castle/dwarven-keep-floor LAYER=-2} {NEW:OVERLAY Kud castle/dwarven-keep} {NEW:BASE Cd castle/sand/dirt} {NEW:BASE Kd castle/sand/cobbles LAYER=-2} {NEW:BASE Cdr castle/sand/ruin-dirt} {NEW:BASE Kdr castle/sand/cobbles-ruin LAYER=-2} {NEW:OVERLAY (Cm,Km) castle/aquatic-castle/cobbles FLAG=cobbles LAYER=-350} {NEW:OVERLAY (Cme) castle/aquatic-camp/reef FLAG=reef LAYER=-320} {NEW:OVERLAY (Kme) castle/aquatic-camp/floor FLAG=floor LAYER=-310} {NEW:BASE (Cte) flat/dirt-dark} {NEW:BASE (Kte) flat/stone-path} # # > T R A N S I T I O N S B E T W E E N T E R R A I N S < # # Aquatic camp {NEW:CASTLEWALL (Kme,Cme) (!,C*,K*,Xu*,Xo*) !,Ket,!,C*,Ke* castle/aquatic-camp/castle} {AQUATIC:CAMPS Kme Cme,Cm,Km castle/aquatic-camp} # Troll camp {NEW:CASTLEWALL (Kte) (!,C*,K*,Xu*,Xo*) C* castle/troll/keep} {NEW:CASTLEWALL (Kte,Cte) (!,C*,K*,Xu*,Xo*) C* castle/troll/regular} {AQUATIC:CAMPS Kte Cm*,Ct* castle/troll} # Aquatic castle {NEW:CASTLEWALL Cm (!,C*,K*,Xu*,Xo*) !,Ket,!,C*,Ke* castle/aquatic-castle/castle} {NEW:CASTLEWALL2 Km !,Ket,!,C*,Ke* (!,C*,K*,Xu*,Xo*) castle/aquatic-castle/keep-castle} {NEW:CASTLEWALL Km (!,Km,Xu*,Xo*) K* castle/aquatic-castle/keep} # disable the next line to get the brown bank transition. It adds more images to the hex though. {DISABLE_BASE_TRANSITIONS_F (Km,Cm) non_submerged} {DISABLE_BASE_TRANSITIONS (Km,Cm)} {AQUATIC:KEEP_CORNER_TRANSITION (Km) (Cm) (W*,Ss,Q*) (Xu*,Xo*) (non_fading) (castle/aquatic-castle)} {TRANSITION_COMPLETE_LF (Cm) (!,K*,C*,W*,Ss,Q*,Xu*,Xo*) 0 non_fading castle/aquatic-castle/castle-to-ground} {TRANSITION_COMPLETE_LF (Km) (!,K*,C*,W*,Ss,Q*,Xu*,Xo*) 0 non_fading castle/aquatic-castle/keep-to-ground} {TRANSITION_COMPLETE_LF (Km) (W*,Ss) 0 non_fading castle/aquatic-castle/keep-to-water} # Elven castle {NEW:CASTLEWALL Cv (!,C*,K*,Xu*,Xo*) !,Ket,!,C*,Ke* castle/elven/castle} {NEW:CASTLEWALL2 Kv !,Ket,!,C*,Ke* (!,C*,K*,Xu*,Xo*) castle/elven/keep-castle} {NEW:CASTLEWALL Kv (!,K*,Xu*,Xo*) K* castle/elven/keep} {NEW:CASTLEWALL Cvr (!,C*,K*,Xu*,Xo*) !,Ket,!,C*,Ke* castle/elven-ruin/castle} {NEW:CASTLEWALL2 Kvr !,Ket,!,C*,Ke* (!,C*,K*,Xu*,Xo*) castle/elven-ruin/keep-castle} {NEW:CASTLEWALL Kvr (!,K*,Xu*,Xo*) K* castle/elven-ruin/keep} # Orcish castles {NEW:CASTLEWALL Co (!,C*,K*,Xu*,Xo*) !,Ket,!,C*,Ke* castle/orcish/fort} {NEW:CASTLEWALL2 Ko !,Ket,!,C*,Ke* (!,C*,K*,Xu*,Xo*) castle/orcish/keep-fort} {NEW:CASTLEWALL Ko (!,K*,Xu*,Xo*) K* castle/orcish/keep} {NEW:CASTLEWALL Coa (!,C*,K*,Xu*,Xo*) !,Ket,!,C*,Ke* castle/winter-orcish/fort} {NEW:CASTLEWALL2 Koa !,Ket,!,C*,Ke* (!,C*,K*,Xu*,Xo*) castle/winter-orcish/keep-fort} {NEW:CASTLEWALL Koa (Ke,Kea,!,K*,Xu*,Xo*) K* castle/winter-orcish/keep} # Desert castles {NEW:CASTLEWALL Cd (!,C*,K*,Xu*,Xo*) !,Ket,!,C*,Ke* castle/sand/castle} {NEW:CASTLEWALL2 Kd !,Ket,!,C*,Ke* (!,C*,K*,Xu*,Xo*) castle/sand/keep-castle} {NEW:CASTLEWALL Kd (!,K*,Xu*,Xo*) K* castle/sand/keep} {NEW:CASTLEWALL Cdr (!,C*,K*,Xu*,Xo*) !,Ket,!,C*,Ke* castle/sand/ruin-castle} {NEW:CASTLEWALL2 Kdr !,Ket,!,C*,Ke* (!,C*,K*,Xu*,Xo*) castle/sand/ruin-keep-castle} {NEW:CASTLEWALL Kdr (Ke,Kea,!,K*,Xu*,Xo*) K* castle/sand/ruin-keep} # # Human castles # {NEW:CASTLEWALL Ch (!,C*,K*,Xu*,Xo*) !,Ket,!,C*,Ke* castle/castle} {NEW:CASTLEWALL2 Kh !,Ket,!,C*,Ke* (!,C*,K*,Xu*,Xo*) castle/keep-castle} {NEW:CASTLEWALL Kh (!,K*,Xu*,Xo*) K* castle/keep} {NEW:CASTLEWALL Cha (!,C*,K*,Xu*,Xo*) !,Ket,!,C*,Ke* castle/snowy/castle} {NEW:CASTLEWALL2 Kha !,Ket,!,C*,Ke* (!,C*,K*,Xu*,Xo*) castle/snowy/keep-castle} {NEW:CASTLEWALL Kha (Ke,Kea,!,K*,Xu*,Xo*) K* castle/snowy/keep} # sunken/swamp ruins (submerged part) # Show sunken graphics for sunken castle only when next to water terrain # Show sunken graphics for sunken/swamp keep also when next to swamp # (!,Chr,Chs,!,Ch*) is used to catch convex transitions between Chw and Ch* # without lots of additional rules {NEW:CASTLEWALL (!,Chr,Chs,Ce*,Ke*,!,Ch*) (W*) !,Ket,!,C*,Ke* castle/sunken-ruin} {NEW:CASTLEWALL2_P Khw,Khs Ch* W*,Ss 75 castle/sunken-ruinkeep1-castle} {NEW:CASTLEWALL2 Khw,Khs Ch* W*,Ss castle/sunkenkeep-castle} {NEW:CASTLEWALL (!,Khr,!,Kh*) W*,Ss,Chw,Chs K* castle/sunken-ruinkeep1 PROB=75} {NEW:CASTLEWALL (!,Khr,!,Kh*) W*,Ss,Chw,Chs K* castle/sunkenkeep} # ruined castle and non-submerged parts of sunken/swamp ruins # There are no more human castles left, so we can just use Ch* here, which makes sure # that all ruin<->non-ruin transitions are drawn {NEW:CASTLEWALL Ch* (!,C*,K*,Xu*,Xo*) !,Ket,!,C*,Ke* castle/ruin} {NEW:CASTLEWALL2_P (Khr,Khw,Khs) (C*) (!,Ch*,Kh*,Xu*,Xo*) 75 castle/ruinkeep1-castle} {NEW:CASTLEWALL2 (Khr,Khw,Khs) (C*) (!,Ch*,Kh*,Xu*,Xo*) castle/keep-castle} {NEW:CASTLEWALL Kh* (Ke,Kea,!,K*,Xu*,Xo*) K* castle/ruinkeep1 PROB=75} {NEW:CASTLEWALL Kh* (Ke,Kea,!,K*,Xu*,Xo*) K* castle/keep} # Encampment {NEW:CASTLEWALL Ce,Ke (!,C*,K*,Xu*,Xo*) !,Ket,!,C*,Ke* castle/encampment/regular} {NEW:CASTLEWALL Cer,Ker (!,C*,K*,Xu*,Xo*) !,Ket,!,C*,Ke* castle/encampment-ruin/regular} {NEW:CASTLEWALL Cea,Kea (!,C*,K*,Xu*,Xo*) !,Ket,!,C*,Ke* castle/encampment/snow} {NEW:CASTLEWALL2 Ket (C*) (!,C*,K*,Xu*,Xo*) castle/encampment/tall-keep-castle} {NEW:CASTLEWALL Ket (!,K*,Xu*,Xo*) K* castle/encampment/tall-keep} # Castle & Encampment Base Transtions {NEW:TRANSITION Chs !,S*,W*,H*,M*,A*,Chs,K* -230 swamp/water} {NEW:TRANSITION Ch,Chr,Cha !,Ch,Chr,Cha,Ket,!,Ke*,C* -300 flat/road} {NEW:TRANSITION !,Ket,Cd*,!,C*,Ke* Cd* -360 flat/desert-road FLAG=inside} {NEW:TRANSITION Cd* !,Ket,Cd*,!,C*,Ke* -360 flat/desert-road} {NEW:TRANSITION Cvr !,Ket,!,Ce*,Ke*,Cv,Cte -369 flat/stone-path FLAG=inside} {NEW:TRANSITION !,Ce*,Ke*,!,C* !,Ket,!,Ce*,Ke* -370 flat/dirt FLAG=inside} {NEW:TRANSITION !,Ket,!,Ce*,Ke* !,Ce*,Ke*,!,C* -370 flat/dirt} {NEW:TRANSITION !,Ket,Co*,Ker,Cer,!,C*,Ke* Co*,Ker,Cer -380 flat/dirt-dark FLAG=inside} {NEW:TRANSITION Ker,Cer,Co* !,Ket,Co*,Ker,Cer,!,C*,Ke* -380 flat/dirt-dark} # Base transitions between various water castles # 33% is an arbitrary magic number with which the transparency looks good {NEW:GENERIC_CORNER_TRANSITION Cme (Cm,Km,Chw) -330 castle/aquatic-camp/reef masks/long "~O(33%)" FLAG=aquaticbasetrans} {NEW:GENERIC_CORNER_TRANSITION Cm,Km,Chw (Cme) -321 castle/aquatic-castle/cobbles masks/long "~O(33%)" FLAG=aquaticbasetrans} # this is to keep sand, snow, etc. from flowing in under the castle walls. It may need to be adjusted for when such behavior is needed. # There should also be a pattern available for UMC, not sure what it would be though {NEW:DISABLE_TRANSITION (K*,C*) (!,K*,C*) } # # Cave # (including dwarven castle, chasm, lava) # # carpet graphics are defined here, because we want the basic interior terrain graphics to fill in the gaps afterwards. {NEW:TRANSITION_INVERTED Icr !,Icr -221 interior/royal-rug/rug FLAG=royal_rug} {NEW:TRANSITION_INVERTED Icn !,Icn -223 interior/regular-rug/rug FLAG=regular_rug} # this one uses the Ur underlayer {NEW:DISABLE_TRANSITION (Urc) (Uu*) } {NEW:TRANSITION_INVERTED Urc !,Urc -222 interior/cave-rug/rug FLAG=cave_rug} # installing new wood floor transitions - need to be above this DISABLE line # be careful with wild-card filters: "I*r" includes "Irs" {NEW:THREE_TERRAIN_TRANSITION Irs,Icr Q* G*,R*,D*,A*,W*,Uu,Ur,Urc,S* -282 interior/stone-chasm/stone-regular} {NEW:TRANSITION_CROWDED Irs,Icr Q* -282 interior/stone-chasm/stone-regular} {NEW:TRANSITION_CROWDED Irs,Icr W*,G*,R*,D*,A*,Uu,Ur,Urc,S* -282 interior/stone-regular} {NEW:TRANSITION Irs,Icr Q* -282 interior/stone-chasm/stone-regular} {NEW:TRANSITION Irs,Icr !,Irs,Irr,!,I*r,Q*,W*,G*,R*,D*,A*,Uu,Ur,Urc,S* -282 interior/stone-regular} {NEW:TRANSITION Iwr,Ior,Icn G*,R*,D*,A*,Ur,Urc -283 interior/wood-regular} {NEW:TRANSITION Iwr,Icn W*,S*,Qx* -283 interior/wood-chasm/wood-clean} {NEW:TRANSITION Ior W*,S*,Qx* -283 interior/wood-chasm/wood-regular} {NEW:TRANSITION Iwr,Ior,Icn Ql* -283 interior/wood-chasm/wood-burnt} {DISABLE_BASE_TRANSITIONS Qx*,Ql*,Xu*,Xo*,Cud,Kud} #dwarven castle transitions {WALL_TRANSITION3 (Cud,Kud) Ql* Qx* unwalkable/dcastle-lava-chasm} # Custom flag used to allow stone walls to still get drawn over these {NEW:WALL2 (Cud,Kud) X* (!,Cud,Kud,X*) castle/dwarven-castle-wall FLAG=castlewall} {NEW:WALL2 (Cud,Kud) Ql* (!,Cud,Kud,Ql*) unwalkable/dcastle-lava FLAG=castlewall} {NEW:WALL2 (Cud,Kud) Qx* (!,Cud,Kud,Qx*) unwalkable/dcastle-chasm FLAG=castlewall} {NEW:WALL (Cud,Kud) (!,Cud,Kud,X*) castle/dwarven-castle} {NEW:WALL Xue (Qx*,Ql*) cave/earthy-wall-rough-chasm} {NEW:WALL Xue (!,Xu*,Xo*) cave/earthy-wall-rough} {NEW:WALL Xuc,Xuce (Qx*,Ql*) walls/wall-mine-chasm} {NEW:WALL Xuc,Xuce (!,Xu*,Xo*) walls/wall-mine} {NEW:WALL Xu* (Qx*,Ql*) cave/wall-rough-chasm} #{NEW:WALL Xu* (!,Xu*) cave/wall-rough} {NEW:WALL2_CORNER (Xom,Xoi) Xu* (!,Xu*,Xo*) walls/stone/wall-mine-mixed} {NEW:WALL2 (Xom,Xoi) Xu* (!,Xu*,Xo*) walls/stone/wall-mine-mixed} {NEW:WALL2_CORNER (Xo*) Xu* (!,Xu*,Xo*) walls/stone/wall-mixed} {NEW:WALL2 (Xo*) Xu* (!,Xu*,Xo*) walls/stone/wall-mixed} {NEW:WALL Xu* (!,Xu*,Xo*) cave/wall-rough} # Xoi and Xom both have wooden trim, so "white" wall images are only needed for walls with visible faces. {NEW:WALL_CORNER Xoi (!,Xo*,Xu*) walls/stone/wall-stone-white} {NEW:WALL_CORNER Xom,Xoi (!,Xo*,Xu*) walls/stone/wall-stone-mine} {NEW:WALL_CORNER Xoc (!,Xo*,Xu*) walls/stone/clean/wall-stone} {NEW:WALL_CORNER Xo* (!,Xo*,Xu*) walls/stone/wall-stone} {NEW:WALL_A10 Xol (!,Xu*,Xo*) walls/stone/lit/wall-stone-lit} {NEW:WALL Xoi (!,Xu*,Xo*) walls/stone/wall-stone-white} {NEW:WALL Xom,Xoi (!,Xu*,Xo*) walls/stone/wall-stone-mine} {NEW:WALL Xoc (!,Xu*,Xo*) walls/stone/clean/wall-stone} {NEW:WALL Xo* (!,Xu*,Xo*) walls/stone/wall-stone} # New Generic Castle-to Chasm transition {TRANSITION_COMPLETE_LF (Cha,Kha,Coa,Koa,Cea,Kea) Qx* -89 transition2 chasm/regular-snow-castle} {TRANSITION_COMPLETE_LF (!,Cud,Kud,!,C*,K*) Qxe -89 transition2 chasm/earthy-castle} {TRANSITION_COMPLETE_LF (!,Cud,Kud,!,C*,K*) Qx* -89 transition2 chasm/regular-castle} {TRANSITION_COMPLETE_LF (!,Cud,Kud,!,C*,K*,Xo*) Ql* -89 transition2 unwalkable/castle-lava-chasm} # Special Mountain to Chasm Blend transition {TRANSITION_COMPLETE_LF (Qx*,Ql*) (M*,Mv) 0 transition3 mountains/blend-from-chasm} #chasm/lava transitions always below castles/walls # these have been moved lower, layer=-290 from -90 {WALL_TRANSITION2_LF Ql Qx*,Xv,_off^_usr (!,Ql,Qx*) -290 ground unwalkable/lava-chasm} {WALL_TRANSITION2_LF Qlf Qx*,Xv,_off^_usr (!,Ql*,Qx*) -290 ground unwalkable/lava-chasm} {WALL_TRANSITION_LF Ql (!,Ql,Xv,_off^_usr) -290 ground unwalkable/lava} {WALL_TRANSITION_LF Qlf (!,Qlf,Xv,_off^_usr) -290 ground unwalkable/lava-high} {WALL_TRANSITION_LF Qx* (Ai*,Aa*,Ha*,Ms*,) -290 ground chasm/regular-snow} {WALL_TRANSITION_LF Qx* (W*,S*) -290 ground chasm/water} {WALL_TRANSITION_LF Qxe (!,Qx*,Xv,_off^_usr) -290 ground chasm/earthy} {WALL_TRANSITION_LF Qx* (!,Qx*,Xv,_off^_usr) -290 ground chasm/regular} {TRANSITION_COMPLETE_LF (Xo*) Qx* -289 transition2 chasm/regular-castle} # Stone wall transitions # the doubled comma is to improve transitions with the map edge # {WALL_ADJACENT_TRANSITION Xol (!,,Xo*,Xu*) ANIMATION_10 walls/wall-stone-lit} # {WALL_ADJACENT_TRANSITION Xo* (!,,Xo*,Xu*) IMAGE_SINGLE walls/wall-stone} # # > B A S E T R A N S I T I O N S. < # # The order mostly controls which overlap which, some special flags and varying # layer numbers are used to make some special transitions to layer in more # complex ways. # Default layer is -500, so anything layering above should be higher. {NEW:TRANSITION (Md,Mv) (!,Md,Hhd,Mv,W*,S*) -166 mountains/dry} # Special mountain to dry/desert terrain trans {NEW:TRANSITION (Hd,Hhd,Rb,Re,Rd,D*,Gd,Ha,A*,U*,Ql*) Mm 0 mountains/blend-from-dry FLAG=inside} {NEW:TRANSITION (Hd,Hhd,Rb,Re,Rd,D*,Gd,U*,Ql*) Ms 0 mountains/blend-from-dry FLAG=inside} {NEW:TRANSITION (Mm) (Hd,Hhd,Rb,Re,Rd,D*,Gd,Ha,A*,U*,Ql*) -166 hills/dry} {NEW:TRANSITION (Ms) (Hd,Hhd,Rb,Re,Rd,D*,Gd,U*,Ql*) -166 hills/dry} {NEW:TRANSITION (Ms,Ha) Hh* -170 hills/snow-to-hills} {NEW:TRANSITION (Ms,Ha) (W*,S*) -171 hills/snow-to-water} {NEW:TRANSITION (Ms,Ha) (!,Ha,Qx*,Mm,Ms,Md) -172 hills/snow} {NEW:TRANSITION (Tb) (!,M*,Tb) -184 forest/mushroom-base} {NEW:DISABLE_TRANSITION (R*,G*,H*,U*,A*) (*^Uf*,*^Tf*)} {NEW:DISABLE_TRANSITION (R*,G*,H*,U*,A*) (*^Uf*,*^Tf*) FLAG=inside} {NEW:TRANSITION (Mm,Hh) (!,M*,Hh,Ai,W*,S*) -180 hills/regular} {NEW:TRANSITION (Md,Hhd) (!,M*,Hhd,Ai,W*,S*) -183 hills/dry} {NEW:TRANSITION Hd (!,Hd,Qx*,W*) -184 hills/desert} {NEW:TRANSITION Uh (!,Uh,W*,Ai) -200 cave/hills} {NEW:TRANSITION (Uu,Uh) (!,Uu,Uh,W*,Ai) -220 cave/floor} {NEW:TRANSITION (Uue) (!,Uue,W*,Ai) -221 cave/earthy-floor} {NEW:TRANSITION Ai,W*,S* Ur -223 cave/floor FLAG=inside} {NEW:TRANSITION Urb (!,Urb) -224 cave/flagstones-dark} {NEW:TRANSITION Ss (!,I*,Ss,H*,M*,A*,Chs,K*,Q*) -230 swamp/water} #{NEW:TRANSITION Iwr G*,R*,W*,S*,D*,A*,Ur -230 interior/wood-regular} # need to move this up higher to get over chasm walls {NEW:TRANSITION *^Efm G* -240 embellishments/flowers-mixed FLAG=transition4} # New Super-cool gradual Grass blending {NEW:TRANSITION Gs Gg,Gd,Gll,Re,Rb,Rd,Rp -250 grass/semi-dry-long FLAG=inside} {NEW:TRANSITION Gg Gs,Gd,Gll,Re,Rb,Rd,Rp -251 grass/green-long FLAG=inside} {NEW:TRANSITION Gd Gg,Gs,Gll,Re,Rb,Rd,Rp -252 grass/dry-long FLAG=inside} {NEW:TRANSITION Gll Gg,Gs,Gd,Re,Rb,Rd,Rp -253 grass/leaf-litter-long FLAG=inside} {NEW:TRANSITION Gll Gg,Gs,Gd -254 grass/leaf-litter-long} {NEW:TRANSITION Gd Gg,Gs,Gll -255 grass/dry-long} {NEW:TRANSITION Gg Gs,Gd,Gll -256 grass/green-long} {NEW:TRANSITION Gs Gg,Gd,Gll -257 grass/semi-dry-long} {NEW:TRANSITION Gs (R*,D*,Aa,Ur,Urc) -260 grass/semi-dry-medium} {NEW:TRANSITION Gg (R*,D*,Aa,Ur,Urc) -261 grass/green-medium} {NEW:TRANSITION Gd (R*,D*,Aa,Ur,Urc) -262 grass/dry-medium} {NEW:TRANSITION Gll (!,Gll,Q*,W*,Ai,C*,K*) -270 grass/leaf-litter} {NEW:TRANSITION (Gg*,Qx*) (!,Gg*,Q*,Mm,Ms,Hh,C*,K*) -271 grass/green-abrupt} {NEW:TRANSITION Gs (!,Gs,Q*,C*,K*) -272 grass/semi-dry-abrupt} {NEW:TRANSITION Gd (!,Gd,Q*,C*,K*) -273 grass/dry-abrupt} {NEW:TRANSITION Aa (W*,Ss) -280 frozen/snow-to-water} {NEW:TRANSITION Aa (!,Aa,Q*,G*) -281 frozen/snow} # This transitions from bank to flat terrains. {NEW:TRANSITION (W*,Ai) (R*,Gll) -300 flat/bank} {NEW:TRANSITION (Sm) (R*,D*) -310 swamp/mud-to-land} # To make everything layer properly, these transitions for sand to R* occur higher than most of the desert transitions {NEW:TRANSITION Dd R* -319 sand/desert} {NEW:TRANSITION Ds R* -319 sand/beach} # A rule for corner-based beach waves... {NEW:WAVES D*,Hd W* -499 water/waves} {NEW:TRANSITION Rr (!,Rr,W*,Ai,Q*) -320 flat/road} {NEW:TRANSITION Rrc (!,Rrc,W*,Ai,Q*) -321 flat/road-clean} {NEW:TRANSITION Rp (!,Rp,W*,Ai,Q*) -322 flat/stone-path} {NEW:TRANSITION *^Gvs (!,*^Gvs,C*,K*,*^F*,M*,H*,W*,Q*) -330 embellishments/farm-veg-spring FLAG=transition2} {NEW:TRANSITION *^Emf (!,*^Emf,C*,K*,*^F*,M*,H*,W*,Q*) -330 embellishments/mushroom-farm FLAG=transition2} {NEW:TRANSITION Ds (!,Ds,W*,S*,Ai,Q*) -510 sand/beach} {NEW:TRANSITION Dd (!,R*,Dd,W*,S*,Ai,Q*) -510 sand/desert} # Dirt transitions are double sided {NEW:TRANSITION (!,Rd,Rr*,Hh*,M*,Q*,D*) Rd -370 flat/desert-road FLAG=inside} {NEW:TRANSITION Rd (!,Rd,W*,Ai,Q*,D*) -371 flat/desert-road} {NEW:TRANSITION (!,Re,Rr*,Hh*,M*,Q*,D*) Re -379 flat/dirt FLAG=inside} {NEW:TRANSITION Re (!,Re,Rr*,W*,Ai,Q*,D*) -380 flat/dirt} {NEW:TRANSITION (!,Rb,Rr*,W*,Ai,Q*,D*) Rb -384 flat/dirt-dark FLAG=inside} {NEW:TRANSITION Rb (!,Rb,Rr*,W*,Ai,Q*,D*) -388 flat/dirt-dark} # This complicated part keeps the submerged part of ice or a bank from drawing over the above-water parts of banks or ice {NEW:TRANSITION (!,Chw,Khw,Khs,!,C*,K*) (Ai,W*) -480 castle/castle-to-ice FLAG=non_submerged} {NEW:TRANSITION (Mm,Hh) Ai,W*,S* -482 hills/regular-to-water FLAG=non_submerged} {NEW:TRANSITION (Md,Hhd,Mv) Ai,W*,S* -482 hills/dry-to-water FLAG=non_submerged} {NEW:TRANSITION (R*,G*,Uue) Ai,W* -483 flat/bank-to-ice FLAG=non_submerged} {NEW:TRANSITION (U*,Xu*,Ql*) Ai,W*,S* -486 cave/bank FLAG=non_submerged} {NEW:TRANSITION Aa,Ai (D*) -485 frozen/ice FLAG=non_submerged} {NEW:TRANSITION Aa,Ha,Ms,Ai (W*,S*) -485 frozen/ice FLAG=non_submerged} {NEW:TRANSITION Aa,Ha,Ms,Ai (W*,S*) -505 frozen/ice-to-water FLAG=submerged} # we just draw this again (invisible below the base layer) to set the transition flags {NEW:TRANSITION Aa,Ha,Ms,Ai (W*,Ss) -1001 frozen/ice-to-water} # Beaches {NEW:GENERIC_CORNER_TRANSITION !,D*,Hd,Chw,Khw,Khs,W*,S*,Xv,Qx*,A*,_* W* -500 water/bottom masks/long ""} # Water Transitions below everything else {NEW:GENERIC_CORNER_TRANSITION Wwf (!,Wwf,!,W*,Sm) -515 water/ford masks/long "~O(0.48)"} # Double-sided animated transitions for water-to-water and sand-to-water {NEW:TRANSITION Sm (!,Sm,!,W*,D*) -556 swamp/mud-long FLAG=transition3} {NEW:WATER_342_180_TRANSITION Wo* (!,Wo*,!,W*,Sm) -550 "~O(50%)" water/ocean 21 DURATION=125 RANDOM_START=no} {NEW:WATER_342_180_TRANSITION Ww* (!,Ww*,!,W*,Sm) -551 "~O(50%)" water/water 17 DURATION=125 RANDOM_START=no} {NEW:WATER_342_180_OVERLAY_TRANSITION Wog,Wwg,Wwrg (!,Wog,Wwg,Wwrg,!,W*,Sm) -503 water/overlay-gray 0.20} {NEW:WATER_342_180_OVERLAY_TRANSITION Wot,Wwt,Wwrt (!,Wot,Wwt,Wwrt,!,W*,Sm) -505 water/overlay-tropical 0.16} # We currently can't afford these extra rules to make the water transition nicely onto void and off-map, so # instead we make void and off-map transition over water. #{NEW:WATER_342_180_TRANSITION Wog Xv,_off^_usr -550 "~CS(20,0,-10)" water/ocean 21} #{NEW:WATER_342_180_TRANSITION Wo Xv,_off^_usr -551 "" water/ocean 21} #{NEW:WATER_342_180_TRANSITION Wot Xv,_off^_usr -552 "~CS(-5,15,10)" water/ocean 21} #{NEW:WATER_342_180_TRANSITION Wwg,Wwrg Xv,_off^_usr -553 "~CS(10,-5,-10)" water/water 17} #{NEW:WATER_342_180_TRANSITION Ww,Wwf,Wwr Xv,_off^_usr -554 "" water/water 17} #{NEW:WATER_342_180_TRANSITION Wwt,Wwrt Xv,_off^_usr -555 "~CS(5,20,10)" water/water 17} {NEW:GENERIC_CORNER_TRANSITION Xv W*,Sm -513 void/void masks/long ()} {NEW:GENERIC_CORNER_TRANSITION _off^_usr W*,Sm -514 off-map/border masks/long "~NO_TOD_SHIFT()"} # chasm to abyss ecetera transition {NEW:TRANSITION Qxu,Qxe Qxua,Xv,_off^_usr -600 chasm/depths FLAG=depths} {NEW:TRANSITION Qxua Xv,_off^_usr -601 chasm/abyss-base FLAG=depths} # fake shroud {OVERLAY_L *^_s 1 void/void } {TRANSITION_RESTRICTED_LF *^_s (!,*^_s) 1 overlay void/void } # ugly fillups for missing transitions {TRANSITION_COMPLETE_L Ai Xv,_off^_usr -800 frozen/ice} {TRANSITION_COMPLETE_L Xv _off^_usr -810 void/void} # Default terrain {NEW:BASE * void/void} #wmlindent: stop ignoring