#textdomain wesnoth #define VIMG BASE_STRING NAME_STRING [image] name={NAME_STRING} base={BASE_STRING} [/image] #enddef # This utility macro disables standard transitions on a given terrain type. It # is used for castles and keeps, as those have custom transitions. #define DISABLE_TRANSITIONS TERRAIN_PATTERN [terrain_graphics] map=" , 1 6, 2 , 7 5, 3 , 4" [tile] pos=1 set_flag=overlay-s,transition-s [/tile] [tile] pos=2 set_flag=overlay-sw,transition-sw [/tile] [tile] pos=3 set_flag=overlay-nw,transition-nw [/tile] [tile] pos=4 set_flag=overlay-n,transition-n [/tile] [tile] pos=5 set_flag=overlay-ne,transition-ne [/tile] [tile] pos=6 set_flag=overlay-se,transition-se [/tile] [tile] pos=7 type={TERRAIN_PATTERN} [/tile] [/terrain_graphics] #enddef # This utility macro sets a flag on a given terrain, if it is adjacent to an # other terrain. # Example: # {FLAG_IF_ADJACENT Kud Cud keep-of-castle} flags all Kud tiles # adjacent to Cud tiles with the keep-of-castle flag # # Use this to make other rule depend on adjacent terrain #define FLAG_IF_ADJACENT TERRAIN ADJACENT FLAG CLASS_NAME [terrain_graphics] [tile] x=0 y=0 type={TERRAIN} set_flag={FLAG},{CLASS_NAME} no_flag={CLASS_NAME} [/tile] [tile] x=0 y=1 type={ADJACENT} [/tile] rotations=x,x,x,x,x,x [/terrain_graphics] #enddef