#textdomain wesnoth # Attaches an image to all terrain types matching # a specified pattern, with a given probability. # Example: {TERRAIN_BASE_PROBABILITY Gg grassland-rocks 20} #define TERRAIN_BASE_PROB_FL TERRAIN_PATTERN IMAGESTEM PROB FLAG LAYER [terrain_graphics] [tile] x=0 y=0 type="{TERRAIN_PATTERN}" [image] layer={LAYER} name={IMAGESTEM} [/image] [/tile] probability={PROB} no_flag={FLAG} set_flag={FLAG} [/terrain_graphics] #enddef # Same as above, but with 100% probability # example: {TERRAIN_BASE g grassland} # Should be last on the list: when a terrain has been placed, no other one can. #define TERRAIN_BASE_FL TERRAIN_PATTERN IMAGESTEM FLAG LAYER {TERRAIN_BASE_PROB_FL ({TERRAIN_PATTERN}) {IMAGESTEM} 100 {FLAG} {LAYER}} #enddef #define TERRAIN_BASE_PROB TERRAIN_PATTERN IMAGESTEM PROB {TERRAIN_BASE_PROB_FL ({TERRAIN_PATTERN}) {IMAGESTEM} {PROB} base -1000} #enddef #define TERRAIN_BASE_PROB_OV TERRAIN_PATTERN IMAGESTEM PROB {TERRAIN_BASE_PROB_FL ({TERRAIN_PATTERN}) {IMAGESTEM} {PROB} overlay -80} #enddef #define TERRAIN_BASE_OV TERRAIN_PATTERN IMAGESTEM {TERRAIN_BASE_FL ({TERRAIN_PATTERN}) {IMAGESTEM} overlay -80} #enddef #define TERRAIN_BASE_DEFAULT IMAGESTEM [terrain_graphics] [tile] x=0 y=0 type=* [image] layer=-1000 name={IMAGESTEM} [/image] [/tile] no_flag="base" set_flag="base" precedence=9999 [/terrain_graphics] #enddef #define KEEP_BASE TERRAIN_PATTERN IMAGESTEM # this draws keep floor as a single-hex overlay, which will hide some things # that happen to be erroneously drawn inside the walls. [terrain_graphics] [tile] x=0 y=0 type={TERRAIN_PATTERN} [image] name={IMAGESTEM} layer=-1 [/image] [/tile] no_flag="base" set_flag="base" [/terrain_graphics] #enddef