#textdomain wesnoth # Defines a terrain that has a transition image of the form: "void-n-ne-se-s.png" # example: {TERRAIN_ADJACENT_4 gt !gt grassland} # Same as above, but for 1-tile (simple) transitions. #define TRANSITION1_BASE_PLF TERRAIN ADJACENT PROB LAYER FLAG IMAGESTEM [terrain_graphics] map=" , 2 ., . , 1 ., . , ." [tile] pos=1 type={ADJACENT} no_flag={FLAG}-@R0 set_flag={FLAG}-@R0 [image] layer={LAYER} name={IMAGESTEM}-@R0 [/image] [/tile] [tile] pos=2 type={TERRAIN} no_flag={FLAG}-@R3 set_flag={FLAG}-@R3 [/tile] probability={PROB} rotations=n,ne,se,s,sw,nw [/terrain_graphics] #enddef # Same as above, but for 2-tile transitions. #define TRANSITION2_BASE_PLF TERRAIN ADJACENT PROB LAYER FLAG IMAGESTEM [terrain_graphics] map=" , 2 ., 3 , 1 ., . , ." [tile] pos=1 type={ADJACENT} no_flag={FLAG}-@R0,{FLAG}-@R1 set_flag={FLAG}-@R0,{FLAG}-@R1 [image] layer={LAYER} name={IMAGESTEM}-@R0-@R1 [/image] [/tile] [tile] pos=2 type={TERRAIN} no_flag={FLAG}-@R3 set_flag={FLAG}-@R3 [/tile] [tile] pos=3 type={TERRAIN} no_flag={FLAG}-@R4 set_flag={FLAG}-@R4 [/tile] probability={PROB} rotations=n,ne,se,s,sw,nw [/terrain_graphics] #enddef # Same as above, but for 3-tile transitions. #define TRANSITION3_BASE_PLF TERRAIN ADJACENT PROB LAYER FLAG IMAGESTEM [terrain_graphics] map=" , 2 ., 3 , 1 ., 4 , ." [tile] pos=1 type={ADJACENT} no_flag={FLAG}-@R0,{FLAG}-@R1,{FLAG}-@R2 set_flag={FLAG}-@R0,{FLAG}-@R1,{FLAG}-@R2 [image] layer={LAYER} name={IMAGESTEM}-@R0-@R1-@R2 [/image] [/tile] [tile] pos=2 type={TERRAIN} no_flag={FLAG}-@R3 set_flag={FLAG}-@R3 [/tile] [tile] pos=3 type={TERRAIN} no_flag={FLAG}-@R4 set_flag={FLAG}-@R4 [/tile] [tile] pos=4 type={TERRAIN} no_flag={FLAG}-@R5 set_flag={FLAG}-@R5 [/tile] probability={PROB} rotations=n,ne,se,s,sw,nw [/terrain_graphics] #enddef # This will add 4-tile transitions from terrains of type g or t to terrains of # any other type, using the filename grassland-x-x-x-x.png #define TRANSITION4_BASE_PLF TERRAIN ADJACENT PROB LAYER FLAG IMAGESTEM [terrain_graphics] map=" , 2 ., 3 , 1 ., 4 , 5" [tile] pos=1 type={ADJACENT} no_flag={FLAG}-@R0,{FLAG}-@R1,{FLAG}-@R2,{FLAG}-@R3 set_flag={FLAG}-@R0,{FLAG}-@R1,{FLAG}-@R2,{FLAG}-@R3 [image] layer={LAYER} name={IMAGESTEM}-@R0-@R1-@R2-@R3 [/image] [/tile] [tile] pos=2 type={TERRAIN} no_flag={FLAG}-@R3 set_flag={FLAG}-@R3 [/tile] [tile] pos=3 type={TERRAIN} no_flag={FLAG}-@R4 set_flag={FLAG}-@R4 [/tile] [tile] pos=4 type={TERRAIN} no_flag={FLAG}-@R5 set_flag={FLAG}-@R5 [/tile] [tile] pos=5 type={TERRAIN} no_flag={FLAG}-@R0 set_flag={FLAG}-@R0 [/tile] probability={PROB} rotations=n,ne,se,s,sw,nw [/terrain_graphics] #enddef # Defines a terrain that could have 4-tile, 3-tile, 2-tile, or 1-tile # transitions to other terrains. The larger transitions have greater priority # and go first. #define TRANSITION_BASE_PLF TERRAIN ADJACENT PROB LAYER FLAG IMAGESTEM {TRANSITION4_BASE_PLF ({TERRAIN}) ({ADJACENT}) ({PROB}) ({LAYER}) {FLAG} {IMAGESTEM} } {TRANSITION3_BASE_PLF ({TERRAIN}) ({ADJACENT}) ({PROB}) ({LAYER}) {FLAG} {IMAGESTEM} } {TRANSITION2_BASE_PLF ({TERRAIN}) ({ADJACENT}) ({PROB}) ({LAYER}) {FLAG} {IMAGESTEM} } {TRANSITION1_BASE_PLF ({TERRAIN}) ({ADJACENT}) ({PROB}) ({LAYER}) {FLAG} {IMAGESTEM} } #enddef #meta-macro TRANSITION_BASE TERRAIN ADJACENT P=PROB=100 L=LAYER=-500 F=FLAG=transition IMAGESTEM # 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_BASE_TRANSITIONS_F TERRAIN FLAG [terrain_graphics] [tile] x=0 y=0 type={TERRAIN} set_flag={FLAG}-n,{FLAG}-ne,{FLAG}-se,{FLAG}-s,{FLAG}-sw,{FLAG}-nw [/tile] [/terrain_graphics] #enddef #define DISABLE_BASE_TRANSITIONS TERRAINLIST {DISABLE_BASE_TRANSITIONS_F {TERRAINLIST} transition} #enddef #The following code is autogenerated by expand-terrain-macros.py #generated from: #meta-macro TRANSITION_BASE TERRAINLIST ADJACENT P=PROB=100 L=LAYER=-500 F=FLAG=transition IMAGESTEM #Please do not modify #define TRANSITION_BASE_LF TERRAINLIST ADJACENT LAYER FLAG IMAGESTEM {TRANSITION_BASE_PLF ({TERRAINLIST}) ({ADJACENT}) 100 ({LAYER}) ({FLAG}) ({IMAGESTEM})} #enddef #define TRANSITION_BASE_PF TERRAINLIST ADJACENT PROB FLAG IMAGESTEM {TRANSITION_BASE_PLF ({TERRAINLIST}) ({ADJACENT}) ({PROB}) -500 ({FLAG}) ({IMAGESTEM})} #enddef #define TRANSITION_BASE_F TERRAINLIST ADJACENT FLAG IMAGESTEM {TRANSITION_BASE_PLF ({TERRAINLIST}) ({ADJACENT}) 100 -500 ({FLAG}) ({IMAGESTEM})} #enddef #define TRANSITION_BASE_PL TERRAINLIST ADJACENT PROB LAYER IMAGESTEM {TRANSITION_BASE_PLF ({TERRAINLIST}) ({ADJACENT}) ({PROB}) ({LAYER}) transition ({IMAGESTEM})} #enddef #define TRANSITION_BASE_L TERRAINLIST ADJACENT LAYER IMAGESTEM {TRANSITION_BASE_PLF ({TERRAINLIST}) ({ADJACENT}) 100 ({LAYER}) transition ({IMAGESTEM})} #enddef #define TRANSITION_BASE_P TERRAINLIST ADJACENT PROB IMAGESTEM {TRANSITION_BASE_PLF ({TERRAINLIST}) ({ADJACENT}) ({PROB}) -500 transition ({IMAGESTEM})} #enddef #define TRANSITION_BASE TERRAINLIST ADJACENT IMAGESTEM {TRANSITION_BASE_PLF ({TERRAINLIST}) ({ADJACENT}) 100 -500 transition ({IMAGESTEM})} #enddef #end of generated code