mirror of
https://github.com/wesnoth/wesnoth
synced 2025-04-29 04:48:34 +00:00
717 lines
42 KiB
INI
717 lines
42 KiB
INI
#textdomain wesnoth
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# This file needs to be processed *after* all others in this directory
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#
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# The following flags are defined to have a meaning
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#
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# * base : the corresponding tile has already graphics for the terrain
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# base. No other one should be added.
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# * transition-$direction : the corresponding tile already has the transition
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# in the given direction (or should not have one). No other one should be
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# added.
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#
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# when adding new probabilities update the commented line
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# the proper way to calculate the propabilities is described here
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# http://www.wesnoth.org/wiki/TerrainGraphicsTutorial#Cumulative_Probabilities
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# NOTE the terrain _off^_usr gets its definition from the code since it's
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# themable
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# TRACK LAYOUT MUST STAY ON TOP
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# they set flags that will be used by other macros later.
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# they don't set any image by themselves.
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{LAYOUT_TRACKS_F *^Bw\ *^Bw| *^Bw/ overlay}
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{LAYOUT_TRACKS_F *^Br\ *^Br| *^Br/ overlay}
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{LAYOUT_TRACKS_STRAIGHT_F *^Bsb\ *^Bsb| *^Bsb/ overlay}
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#{TRACK_TEST_FLAG (*^Br\,*^Br|,*^Br/) overlay-connect}
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# basic images for the bridge
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{TRACK_COMPLETE *^Bw\ *^Bw| *^Bw/ overlay bridge/wood}
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# add transition bridges<->bridges wherever images are missing
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{TRACK_BORDER_RESTRICTED_PLF (*Bw|,*^Bw/,*^Bw\) (*^Bw|,*^Bw/,*^Bw/) 100 -80 overlay bridge/wood-end}
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# add dock-style ends to bridges ending in water
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{TRACK_BORDER_RESTRICTED_PLF (*^Bw|,*^Bw/,*^Bw\) (W*^,Ss^,Ai^) 100 -80 overlay bridge/wood-dock}
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# add ramps where straight bridges end on land
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{TRACK_BORDER_RESTRICTED_PLF (*^Bw|,*^Bw/,*^Bw\) (!,C*,K*,*^F*) 100 -80 overlay bridge/wood-end}
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# Mine rail tracks
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{TRACK_COMPLETE *^Br\ *^Br| *^Br/ overlay misc/rails}
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# add transition rail<->rail wherever images are missing
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{TRACK_BORDER_RESTRICTED_PLF (*^Br/,*^Br\) *^Br| 100 -80 overlay misc/rails-switch-ns}
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{TRACK_BORDER_RESTRICTED_PLF (*^Br|,*^Br/) *^Br\ 100 -80 overlay misc/rails-switch-nwse}
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{TRACK_BORDER_RESTRICTED_PLF (*^Br|,*^Br\) *^Br/ 100 -80 overlay misc/rails-switch-nesw}
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#add transitions at rail end
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{TRACK_BORDER_RESTRICTED_PLF (*^Br|,*^Br/,*^Br\) * 100 -80 overlay misc/rails-end}
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{TRACK_RESTRICTED_PLFB (*^Bsb|,*^Bsb/,*^Bsb\) * * W* 100 -80 overlay IMAGE_SINGLE bridge/stonebridge-dock}
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{TRACK_RESTRICTED_PLFB (*^Bsb|,*^Bsb/,*^Bsb\) * * (C*,K*,*^F*) 100 -80 overlay IMAGE_SINGLE bridge/stonebridge-small}
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{TRACK_SINGLE_PLFB (*^Bsb|,*^Bsb/,*^Bsb\) (C*,K*,*^F*) * (C*,K*,*^F*) 100 -80 overlay IMAGE_SINGLE bridge/stonebridge-small-both}
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{TRACK_SINGLE_PLFB (*^Bsb|,*^Bsb/,*^Bsb\) (C*,K*,*^F*) * * 100 -80 overlay IMAGE_SINGLE bridge/stonebridge-small-single}
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{TRACK_COMPLETE *^Bsb\ *^Bsb| *^Bsb/ overlay bridge/stonebridge}
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#{TRACK_TEST_FLAG (*^Bsb|,*^Bsb/,*^Bsb\) overlay-connected}
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# Forests
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{OVERLAY_COMPLETE Hh*^Fp (C*,K*,X*,Ql*,Qx*,Gv*,W*,M*,*^V*) forest/pine-sparse}
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{OVERLAY_COMPLETE *^Fp (C*,K*,X*,Ql*,Qx*,Gv*,W*,M*,*^V*) forest/pine}
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{OVERLAY_COMPLETE *^Ft (C*,K*,X*,Ql*,Qx*,Gv*,W*,M*,*^V*) forest/tropical}
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{OVERLAY_COMPLETE Ha*^Fpa (C*,K*,X*,Ql*,Qx*,Gv*,W*,M*,*^V*) forest/snow-forest-sparse}
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{OVERLAY_COMPLETE *^Fpa (C*,K*,X*,Ql*,Qx*,Gv*,W*,M*,*^V*) forest/snow-forest}
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{OVERLAY_COMPLETE Hh*^Fds (C*,K*,X*,Ql*,Qx*,Gv*,W*,M*,*^V*) forest/deciduous-summer-sparse}
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{OVERLAY_COMPLETE *^Fds (C*,K*,X*,Ql*,Qx*,Gv*,W*,M*,*^V*) forest/deciduous-summer}
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{OVERLAY_COMPLETE Hh*^Fdf (C*,K*,X*,Ql*,Qx*,Gv*,W*,M*,*^V*) forest/deciduous-fall-sparse}
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{OVERLAY_COMPLETE *^Fdf (C*,K*,X*,Ql*,Qx*,Gv*,W*,M*,*^V*) forest/deciduous-fall}
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{OVERLAY_COMPLETE Hh*^Fdw (C*,K*,X*,Ql*,Qx*,Gv*,W*,M*,*^V*) forest/deciduous-winter-sparse}
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{OVERLAY_COMPLETE *^Fdw (C*,K*,X*,Ql*,Qx*,Gv*,W*,M*,*^V*) forest/deciduous-winter}
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{OVERLAY_COMPLETE Ha*^Fda (C*,K*,X*,Ql*,Qx*,Gv*,W*,M*,*^V*) forest/deciduous-winter-snow-sparse}
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{OVERLAY_COMPLETE *^Fda (C*,K*,X*,Ql*,Qx*,Gv*,W*,M*,*^V*) forest/deciduous-winter-snow}
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{OVERLAY_COMPLETE Hh*^Fms (C*,K*,X*,Ql*,Qx*,Gv*,W*,M*,*^V*) forest/mixed-summer-sparse}
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{OVERLAY_COMPLETE *^Fms (C*,K*,X*,Ql*,Qx*,Gv*,W*,M*,*^V*) forest/mixed-summer}
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{OVERLAY_COMPLETE Hh*^Fmf (C*,K*,X*,Ql*,Qx*,Gv*,W*,M*,*^V*) forest/mixed-fall-sparse}
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{OVERLAY_COMPLETE *^Fmf (C*,K*,X*,Ql*,Qx*,Gv*,W*,M*,*^V*) forest/mixed-fall}
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{OVERLAY_COMPLETE Hh*^Fmw (C*,K*,X*,Ql*,Qx*,Gv*,W*,M*,*^V*) forest/mixed-winter-sparse}
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{OVERLAY_COMPLETE *^Fmw (C*,K*,X*,Ql*,Qx*,Gv*,W*,M*,*^V*) forest/mixed-winter}
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{OVERLAY_COMPLETE Ha*^Fma (C*,K*,X*,Ql*,Qx*,Gv*,W*,M*,*^V*) forest/mixed-winter-snow-sparse}
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{OVERLAY_COMPLETE *^Fma (C*,K*,X*,Ql*,Qx*,Gv*,W*,M*,*^V*) forest/mixed-winter-snow}
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{OVERLAY_COMPLETE *^Uf* (C*,K*,X*,Ql*,Qx*,Gv*,W*,M*,Hd,*^V*) forest/mushrooms}
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# Great-tree
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{OVERLAY_RANDOM *^Fet forest/great-tree}
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# Oasis
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{OVERLAY_P (*^Do,Do) 30 village/desert-oasis-1}
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{OVERLAY_P (*^Do,Do) 43 village/desert-oasis-2}
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{OVERLAY_P (*^Do,Do) 100 village/desert-oasis-3}
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# Swamp
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{OVERLAY_COMPLETE Ss (C*,K*,H*,M*,X*,Q*,A*) swamp/reed}
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{OVERLAY_COMPLETE Chs (!,Chs,Chw,Chr,Cha) swamp/reed}
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# Large volcano
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{VOLCANO_2x2 Qv Mm 100 overlay mountains/volcano6}
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# Mountains
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{OVERLAY_RESTRICTED3 Mm (C*,K*,X*,Ql,Qx*) mountains/basic-castle-n}
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{OVERLAY_ROTATION_RESTRICTED2 Mm (C*,K*,X*,Ql,Qx*) mountains/basic-castle}
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{OVERLAY_RESTRICTED2 Mm (C*,K*,X*,Ql,Qx*) mountains/basic-castle-n}
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{OVERLAY_ROTATION_RESTRICTED Mm (C*,K*,X*,Ql,Qx*) mountains/basic-castle}
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{MOUNTAINS_2x4_NW_SE Mm 18 overlay mountains/basic_range3}
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{MOUNTAINS_2x4_SW_NE Mm 26 overlay mountains/basic_range4}
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{MOUNTAINS_1x3_NW_SE Mm 20 overlay mountains/basic_range1}
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{MOUNTAINS_1x3_SW_NE Mm 20 overlay mountains/basic_range2}
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{MOUNTAINS_2x2 Mm 40 overlay mountains/basic5}
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{MOUNTAINS_2x2 Mm 30 overlay mountains/basic6}
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{MOUNTAIN_SINGLE Mm 33 overlay mountains/basic3}
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{MOUNTAIN_SINGLE Mm 50 overlay mountains/basic2}
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{MOUNTAIN_SINGLE Mm 100 overlay mountains/basic}
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# Single-hex volcano
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{MOUNTAIN_SINGLE Qv 100 overlay mountains/volcano}
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# Snow mountains (uncomment rules as the corresponding tiles are added)
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#{OVERLAY_RESTRICTED3 Ms (C*,K*,X*,Ql,Qx*) mountains/snow-castle-n}
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#{OVERLAY_ROTATION_RESTRICTED2 Ms (C*,K*,X*,Ql,Qx*) mountains/snow-castle}
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#{OVERLAY_RESTRICTED2 Ms (C*,K*,X*,Ql,Qx*) mountains/snow-castle-n}
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#{OVERLAY_ROTATION_RESTRICTED Ms (C*,K*,X*,Ql,Qx*) mountains/snow-castle}
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#{MOUNTAINS_2x4_NW_SE Ms 18 overlay mountains/snow_range3}
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#{MOUNTAINS_2x4_SW_NE Ms 26 overlay mountains/snow_range4}
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#{MOUNTAINS_1x3_NW_SE Ms 20 overlay mountains/snow_range1}
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#{MOUNTAINS_1x3_SW_NE Ms 20 overlay mountains/snow_range2}
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{MOUNTAINS_2x2 Ms 15 overlay mountains/snow5}
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{MOUNTAINS_2x2 Ms 25 overlay mountains/snow6}
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{MOUNTAIN_SINGLE Ms 33 overlay mountains/snow3}
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{MOUNTAIN_SINGLE Ms 50 overlay mountains/snow2}
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{MOUNTAIN_SINGLE Ms 100 overlay mountains/snow}
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#This one is to fill any "gaps" there might be when next to castles or walls
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{TERRAIN_BASE Mm,Qv hills/regular}
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{TERRAIN_BASE Ms hills/snow}
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{OVERLAY_LF *^Xm 1 clouds1 mountains/cloud1_1}
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{OVERLAY_LF *^Xm 1 clouds2 mountains/cloud1_3}
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#33% 33% 33%
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{OVERLAY_PLF *^Xm 33 1 clouds3 mountains/cloud1_2}
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{OVERLAY_PLF *^Xm 50 1 clouds3 mountains/cloud2_2}
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{OVERLAY_LF *^Xm 1 clouds3 mountains/cloud3_2}
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{PEAKS_1x2_SW_NE *^Xm 15 peaks mountains/peak_range1}
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{PEAKS_LARGE *^Xm 25 peaks mountains/peak_large1}
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{PEAKS_LARGE *^Xm 33 peaks mountains/peak_large2}
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{OVERLAY_RANDOM_LF *^Xm 2 peaks mountains/peak}
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#
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# > V I L L A G E B U I L D I N G S <
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# Flagged as 'village' so they can be placed on
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# top of both 'base' and 'overlay'
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#Human villages
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{VILLAGE_RANDOM *^Vh village/human}
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{VILLAGE_RANDOM *^Vha village/human-snow}
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{VILLAGE *^Vhh,*^Vhm village/human-hills}
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{VILLAGE *^Vhha village/human-snow-hills}
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{VILLAGE_RANDOM *^Vhc village/human-city}
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#tropical village
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{VILLAGE *^Vht village/tropical-forest}
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#Crude villages (grassland)
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{VILLAGE_RANDOM *^Vc,*^Vch,*^Vcm village/hut}
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{VILLAGE_RANDOM *^Vca,*^Vcha village/hut-snow}
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{VILLAGE_RANDOM *^Vl village/log-cabin}
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{VILLAGE *^Vla village/log-cabin-snow}
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{VILLAGE_RANDOM *^Vct village/tent}
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#Drake villages
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#20% 20% 20% 20% 20%
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{VILLAGE_PB *^Vd 20 ANIMATION_03 village/drake1}
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{VILLAGE_PB *^Vd 25 ANIMATION_04 village/drake2}
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{VILLAGE_P *^Vd 33 village/drake3}
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{VILLAGE_P *^Vd 50 village/drake4}
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{VILLAGE_P *^Vd 100 village/drake5}
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#Orcish villages
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{VILLAGE_RANDOM *^Vo,*^Voh village/orc}
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{VILLAGE_RANDOM *^Voa,*^Voha village/orc-snow}
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#Elven villages
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#10% 25% 25% 40%
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{VILLAGE_P *^Ve 10 village/elven}
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{VILLAGE_P *^Ve 28 village/elven3}
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{VILLAGE_P *^Ve 38 village/elven4}
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{VILLAGE_P *^Ve 100 village/elven2}
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#10% 25% 25% 40%
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{VILLAGE_P *^Vea 10 village/elven-snow}
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{VILLAGE_P *^Vea 28 village/elven-snow3}
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{VILLAGE_P *^Vea 38 village/elven-snow4}
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{VILLAGE_P *^Vea 100 village/elven-snow2}
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#Desert villages
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{VILLAGE_RANDOM *^Vda village/desert}
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{VILLAGE *^Vdt village/desert-camp}
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#Cave villages
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{VILLAGE_RANDOM *^Vu village/cave}
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{VILLAGE_RANDOM *^Vud village/dwarven}
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#Swamp village
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{VILLAGE_RANDOM *^Vhs village/swampwater}
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#Merfolk village
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{VILLAGE_P *^Vm 20 village/coast}
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{VILLAGE_P *^Vm 24 village/coast2}
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{VILLAGE_P *^Vm 29 village/coast3}
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{VILLAGE_P *^Vm 35 village/coast4}
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{VILLAGE_PB *^Vm 100 ANIMATION_04_140 village/coast5}
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#
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# > O V E R L A Y S <
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#
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# Illuminated caves
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{OVERLAY_RANDOM_LF (*^Ufi,*^Ii) 1 light cave/beam}
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#Farmland
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{OVERLAY_RANDOM_L *^Gvs -10 embellishments/farm-veg-spring}
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# Windmill decoration
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{OVERLAY_B *^Wm ANIMATION_18_70 misc/windmill}
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{OVERLAY_COMPLETE *^Efm (C*,K*,X*,Ql*,Qx*,Gv*,W*,M*,*^V*) embellishments/flowers-mixed}
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#Rubble
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{OVERLAY_RANDOM *^Dr misc/rubble}
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{OVERLAY_RANDOM *^Es embellishments/stones-small}
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{OVERLAY_RANDOM *^Em embellishments/mushroom}
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{OVERLAY_COMPLETE *^Emf (C*,K*,X*,Ql*,Qx*,Gv*,W*,M*,*^V*) embellishments/mushroom-farm}
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# Chasm bridges - for now they don't tile
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{OVERLAY_F Qxu^Bs\ bridge cave/chasm-stone-bridge-se-nw}
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{OVERLAY_F Qxu^Bs| bridge cave/chasm-stone-bridge-s-n}
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{OVERLAY_F Qxu^Bs/ bridge cave/chasm-stone-bridge-sw-ne}
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{OVERLAY_F Ql^Bs\ bridge cave/chasm-lava-stone-bridge-se-nw}
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{OVERLAY_F Ql^Bs| bridge cave/chasm-lava-stone-bridge-s-n}
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{OVERLAY_F Ql^Bs/ bridge cave/chasm-lava-stone-bridge-sw-ne}
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# stone wall transitions to cavewall. Note that these have no graphics,
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# so currently this is commented out for ugly, but vaguely working behaviour
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#{TERRAIN_CORNER_STATIC cave Xos Xu* (!,X*) BASE1 BASE2 IMAGESTEM}
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# draw the walls!
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{WALL_ADJACENT Xol (!,Xo*, Xu*) ANIMATION_10 walls/wall-stone-lit walls/wall-stone-base}
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{WALL_ADJACENT Xo* (!,Xo*, Xu*) IMAGE_SINGLE walls/wall-stone walls/wall-stone-base}
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#
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# > B A S E T E R R A I N S <
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#
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# Flat base terrains
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# Crazy terrains for testing purposes
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{TERRAIN_BASE Jm test/m}
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{TERRAIN_BASE Jy test/y}
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{TERRAIN_BASE Jb test/b}
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# The first grass tile of each kind is the most standard and generic one, thus it appears more frequently to space out the rest
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{TERRAIN_BASE_P Gg 20 grass/green}
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{TERRAIN_BASE_RANDOM Gg grass/green}
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{TERRAIN_BASE_P Gs 25 grass/semi-dry}
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{TERRAIN_BASE_RANDOM Gs grass/semi-dry}
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{TERRAIN_BASE_P Gd 25 grass/dry}
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{TERRAIN_BASE_RANDOM Gd grass/dry}
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{TERRAIN_BASE_RANDOM Gll grass/leaf-litter}
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#Depricated
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{TERRAIN_BASE_RANDOM Ggf grass/flowers}
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{TERRAIN_BASE_RANDOM Re flat/dirt}
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{TERRAIN_BASE_RANDOM Rb flat/dirt-dark}
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{TERRAIN_BASE_RANDOM Rr flat/road}
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{TERRAIN_BASE_RANDOM Rrc flat/road-clean}
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{TERRAIN_BASE_RANDOM Rp flat/stone-path}
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# Hills base terrain
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{TERRAIN_BASE_RANDOM Hh hills/regular}
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{TERRAIN_BASE_RANDOM Hhd hills/dry}
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# Cave base terrains
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{TERRAIN_BASE_RANDOM Uu cave/floor}
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{TERRAIN_BASE_RANDOM Uue cave/earthy-floor}
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{TERRAIN_BASE_RANDOM Ur cave/path}
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{TERRAIN_BASE_RANDOM Urb cave/flagstones-dark}
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{TERRAIN_BASE_RANDOM Uh cave/hills-variation}
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{TERRAIN_BASE Xu* cave/wall-rough}
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{TERRAIN_BASE_RANDOM Qxua chasm/abyss}
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{TERRAIN_BASE Qx* chasm/depths}
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{TERRAIN_BASE_RANDOM Ql,Qlf unwalkable/lava}
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# Desert base terrains
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{TERRAIN_BASE_RANDOM Dd sand/desert}
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# only use the smaller plant tiles when adjacent to castles, chasms etc
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{OVERLAY_RESTRICTED_P *^Edp (C*,K*,Q*) 33 embellishments/desert-plant}
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{OVERLAY_RESTRICTED_P *^Edp (C*,K*,Q*) 50 embellishments/desert-plant2}
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{OVERLAY_RESTRICTED_P *^Edp (C*,K*,Q*) 100 embellishments/desert-plant3}
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# and then any plant tile elsewhere
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{OVERLAY_RANDOM *^Edp embellishments/desert-plant}
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#10% 10% 10% 70%
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{TERRAIN_BASE_P Ds 10 sand/beach-rock1}
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{TERRAIN_BASE_P Ds 11 sand/beach-rock2}
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{TERRAIN_BASE_P Ds 13 sand/beach-rock3}
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{TERRAIN_BASE_RANDOM Ds sand/beach}
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{TERRAIN_BASE_RANDOM Rd flat/desert-road}
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{TERRAIN_BASE_F *^Dc overlay sand/crater}
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{TERRAIN_BASE_RANDOM Hd hills/desert}
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{TERRAIN_BASE_RANDOM Md mountains/desert}
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# Frozen base terrain
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{TERRAIN_BASE_RANDOM Aa frozen/snow}
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#10% 10% 10% 10% 25% 35%
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{TERRAIN_BASE_P Ai 10 frozen/ice2}
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{TERRAIN_BASE_P Ai 11 frozen/ice3}
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{TERRAIN_BASE_P Ai 13 frozen/ice5}
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{TERRAIN_BASE_P Ai 14 frozen/ice6}
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{TERRAIN_BASE_P Ai 42 frozen/ice4}
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{TERRAIN_BASE Ai frozen/ice}
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{TERRAIN_BASE_RANDOM Ha hills/snow}
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{TERRAIN_BASE_RANDOM Iwr interior/wood-regular}
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# Water base terrains
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{OVERLAY_L Wwr -518 water/reef}
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{OVERLAY_RANDOM_L Wwf -519 water/ford}
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#ANIMATED
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# Temporary non-animated water
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#{TERRAIN_BASE Wo water/ocean}
|
|
#{TERRAIN_BASE Ww,Wwf water/coast}
|
|
|
|
{TERRAIN_BASE_B Wo ANIMATION_15 water/ocean}
|
|
{TERRAIN_BASE_B Ww,Wwf ANIMATION_15 water/coast}
|
|
{TERRAIN_BASE_B Wwt,Wwr ANIMATION_15 water/coast-tropical}
|
|
|
|
|
|
#8% 8% 8% 8% 23% 23% 23%
|
|
#{TERRAIN_BASE_P Ss 8 swamp/water-flowers1}
|
|
#{TERRAIN_BASE_P Ss 9 swamp/water-flowers2}
|
|
#{TERRAIN_BASE_P Ss 10 swamp/water-plant1}
|
|
#{TERRAIN_BASE_P Ss 11 swamp/water-plant2}
|
|
{TERRAIN_BASE_RANDOM Ss swamp/swamp}
|
|
|
|
# Castle base terrains
|
|
|
|
{KEEP_BASE (Ch,Chr,Cha) flat/road}
|
|
{KEEP_BASE Kh* castle/cobbles-keep}
|
|
{TERRAIN_BASE Chw castle/sunken-ruin}
|
|
{TERRAIN_BASE_RANDOM Chs swamp/water}
|
|
|
|
{KEEP_BASE Cv castle/elven/grounds}
|
|
{KEEP_BASE Kv castle/elven/keep}
|
|
|
|
{KEEP_BASE (Ce*,Ke*) flat/dirt}
|
|
{OVERLAY_RANDOM Ke village/tent}
|
|
{OVERLAY_RANDOM Kea village/tent-snow}
|
|
|
|
{KEEP_BASE Co,Coa flat/dirt-dark}
|
|
{KEEP_BASE Ko castle/orcish/keep}
|
|
{KEEP_BASE Koa castle/winter-orcish/keep}
|
|
|
|
{TERRAIN_BASE_RANDOM Cud castle/dwarven-castle-floor}
|
|
{TERRAIN_BASE Kud castle/dwarven-keep-floor}
|
|
{OVERLAY Kud castle/dwarven-keep}
|
|
|
|
{KEEP_BASE Cd castle/sand/dirt}
|
|
{KEEP_BASE Kd castle/sand/cobbles}
|
|
|
|
#{TERRAIN_BASE ~ fog}
|
|
|
|
#
|
|
# > 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 <
|
|
#
|
|
|
|
#
|
|
# Human castle
|
|
#
|
|
|
|
{DISABLE_BASE_TRANSITIONS (Ch*,Kh*)}
|
|
{WALL_TRANSITION Ch (!,Ch*,Kh*) castle/castle}
|
|
{WALL_TRANSITION2 Kh Ch* (!,Ch*,Kh*) castle/keep-castle}
|
|
{WALL_TRANSITION Kh (!,Kh*) castle/keep}
|
|
|
|
# Snowy castle
|
|
|
|
{WALL_TRANSITION (Ch,Cha) (!,Ch*,Kh*) castle/snowy/castle}
|
|
{WALL_TRANSITION2 (Kh,Kha) Ch* (!,Ch*,Kh*) castle/snowy/keep-castle}
|
|
{WALL_TRANSITION (Kh,Kha) (!,Kh*) 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
|
|
# don't do this at home
|
|
#17% 17% 17% 17% 17% 17%
|
|
{WALL_TRANSITION_P (!,Chr,Chs,Cha,!,Ch*) (W*) 17 castle/sunken-ruin5}
|
|
{WALL_TRANSITION_P (!,Chr,Chs,Cha,!,Ch*) (W*) 20 castle/sunken-ruin4}
|
|
{WALL_TRANSITION_P (!,Chr,Chs,Cha,!,Ch*) (W*) 25 castle/sunken-ruin3}
|
|
{WALL_TRANSITION_P (!,Chr,Chs,Cha,!,Ch*) (W*) 33 castle/sunken-ruin2}
|
|
{WALL_TRANSITION_P (!,Chr,Chs,Cha,!,Ch*) (W*) 50 castle/sunken-ruin1}
|
|
{WALL_TRANSITION (!,Chr,Chs,Cha,!,Ch*) (W*) castle/sunken-ruin}
|
|
|
|
{WALL_TRANSITION2_P (Khw,Khs) (Ch*) (W*,Ss) 75 castle/sunken-ruinkeep1-castle}
|
|
{WALL_TRANSITION2_P (Khw,Khs) (Ch*) (W*,Ss) 100 castle/sunkenkeep-castle}
|
|
|
|
{WALL_TRANSITION_P (!,Khr,!,Kh*) (W*,Ss,Chw,Chs) 75 castle/sunken-ruinkeep1}
|
|
{WALL_TRANSITION_P (!,Khr,!,Kh*) (W*,Ss,Chw,Chs) 100 castle/sunkenkeep}
|
|
|
|
# ruined castle and non-sumberged 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
|
|
#17% 17% 17% 17% 17% 17%
|
|
{WALL_TRANSITION_P Ch* (!,Ch*,Kh*) 17 castle/ruin5}
|
|
{WALL_TRANSITION_P Ch* (!,Ch*,Kh*) 20 castle/ruin4}
|
|
{WALL_TRANSITION_P Ch* (!,Ch*,Kh*) 25 castle/ruin3}
|
|
{WALL_TRANSITION_P Ch* (!,Ch*,Kh*) 33 castle/ruin2}
|
|
{WALL_TRANSITION_P Ch* (!,Ch*,Kh*) 50 castle/ruin1}
|
|
{WALL_TRANSITION Ch* (!,Ch*,Kh*) castle/castle}
|
|
|
|
{WALL_TRANSITION2_P (Khr,Khw,Khs) (Ch*) (!,Ch*,Kh*) 75 castle/ruinkeep1-castle}
|
|
{WALL_TRANSITION2 (Khr,Khw,Khs) (Ch*) (!,Ch*,Kh*) castle/keep-castle}
|
|
|
|
{WALL_TRANSITION_P Kh* (!,Kh*) 75 castle/ruinkeep1}
|
|
{WALL_TRANSITION Kh* (!,Kh*) castle/keep}
|
|
|
|
# Elven castle
|
|
{DISABLE_BASE_TRANSITIONS (Cv,Kv)}
|
|
|
|
{WALL_TRANSITION Cv (!,Cv,Kv) castle/elven/castle}
|
|
{WALL_TRANSITION2 Kv Cv (!,Cv,Kv*) castle/elven/keep-castle}
|
|
{WALL_TRANSITION Kv (!,Kv) castle/elven/keep}
|
|
|
|
# Encampment
|
|
{DISABLE_BASE_TRANSITIONS (Ce*,Ke*)}
|
|
{WALL_TRANSITION (Ce,Ke) (!,Ce*,Ke*) castle/encampment/regular}
|
|
{WALL_TRANSITION (Ce*,Ke*) (!,Ce*,Ke*) castle/encampment/snow}
|
|
|
|
# Orcish castle
|
|
{DISABLE_BASE_TRANSITIONS (Co*,Ko*)}
|
|
|
|
{WALL_TRANSITION Co (!,Co*,Ko*) castle/orcish/fort}
|
|
{WALL_TRANSITION2 Ko Co* (!,Co*,Ko*) castle/orcish/keep-fort}
|
|
{WALL_TRANSITION Ko (!,Ko*) castle/orcish/keep}
|
|
|
|
{WALL_TRANSITION (Co,Coa) (!,Co*,Ko*) castle/winter-orcish/fort}
|
|
{WALL_TRANSITION2 (Ko,Koa) Co* (!,Co*,Ko*) castle/winter-orcish/keep-fort}
|
|
{WALL_TRANSITION (Ko,Koa) (!,Ko*) castle/winter-orcish/keep}
|
|
|
|
# Desert castle
|
|
{DISABLE_BASE_TRANSITIONS (Cd,Kd)}
|
|
|
|
{WALL_TRANSITION Cd (!,Cd,Kd) castle/sand/castle}
|
|
{WALL_TRANSITION2 Kd Cd (!,Cd,Kd*) castle/sand/keep-castle}
|
|
{WALL_TRANSITION Kd (!,Kd) castle/sand/keep}
|
|
|
|
#
|
|
# Cave
|
|
# (including dwarven castle, chasm, lava)
|
|
#
|
|
|
|
{DISABLE_BASE_TRANSITIONS Qx*}
|
|
{DISABLE_BASE_TRANSITIONS Ql}
|
|
{DISABLE_BASE_TRANSITIONS Xu*}
|
|
{DISABLE_BASE_TRANSITIONS (Cud,Kud)}
|
|
|
|
#dwarven castle transitions
|
|
{WALL_TRANSITION3 (Cud,Kud) Ql Qx* unwalkable/dcastle-lava-chasm}
|
|
|
|
{WALL_TRANSITION2 (Cud,Kud) X* (!,Cud,Kud,X*) castle/dwarven-castle-wall}
|
|
{WALL_TRANSITION2 (Cud,Kud) Ql (!,Cud,Kud,Ql) unwalkable/dcastle-lava}
|
|
{WALL_TRANSITION2 (Cud,Kud) Qx* (!,Cud,Kud,Qx*) unwalkable/dcastle-chasm}
|
|
|
|
{WALL_TRANSITION (Cud,Kud) (!,Cud,Kud) castle/dwarven-castle}
|
|
|
|
{WALL_TRANSITION Xuce (Qx*,Ql) cave/earthy-wall-rough-chasm}
|
|
{WALL_TRANSITION Xuce (!,Xu*) cave/earthy-wall-hewn}
|
|
{WALL_TRANSITION Xue,Xuce (Qx*,Ql) cave/earthy-wall-rough-chasm}
|
|
{WALL_TRANSITION Xue,Xuce (!,Xu*) cave/earthy-wall-rough}
|
|
{WALL_TRANSITION Xuc,Xue,Xuce (Qx*,Ql) cave/wall-rough-chasm}
|
|
{WALL_TRANSITION Xuc,Xue,Xuce (!,Xu*) cave/wall-hewn}
|
|
{WALL_TRANSITION Xu* (Qx*,Ql) cave/wall-rough-chasm}
|
|
{WALL_TRANSITION Xu* (!,Xu*) cave/wall-rough}
|
|
|
|
|
|
# New Generic Castle-to Chasm transition
|
|
{TRANSITION_COMPLETE_LF (Cha,Kha,Coa,Koa,Cea,Kea) Qx* -80 transition2 chasm/regular-snow-castle}
|
|
{TRANSITION_COMPLETE_LF (!,Cud,Kud,!,C*,K*) Qxe -80 transition2 chasm/earthy-castle}
|
|
{TRANSITION_COMPLETE_LF (!,Cud,Kud,!,C*,K*) Qx* -80 transition2 chasm/regular-castle}
|
|
{TRANSITION_COMPLETE_LF (!,Cud,Kud,!,C*,K*) Ql -80 transition2 unwalkable/castle-lava-chasm}
|
|
|
|
# Special Mountain to Chasm Blend transition
|
|
{TRANSITION_COMPLETE_LF (Qx*,Ql) (M*,Qv) 2 transition3 mountains/blend-from-chasm}
|
|
|
|
#chasm/lava transitions always below castles/walls
|
|
{WALL_TRANSITION2_LF Ql Qx*,Xv,_off^_usr (!,Ql,Qx*) -90 ground unwalkable/lava-chasm}
|
|
{WALL_TRANSITION_LF Qlf Qx*,Xv,_off^_usr -90 ground unwalkable/lava-chasm}
|
|
{WALL_TRANSITION_LF Ql (!,Ql,Xv,_off^_usr) -90 ground unwalkable/lava}
|
|
{WALL_TRANSITION_LF Qx* (Ai*,Aa*,Ha*,Ms*,) -90 ground chasm/regular-snow}
|
|
{WALL_TRANSITION_LF Qxe (!,Qx*,Xv,_off^_usr) -90 ground chasm/earthy}
|
|
{WALL_TRANSITION_LF Qx* (!,Qx*,Xv,_off^_usr) -90 ground chasm/regular}
|
|
|
|
|
|
#
|
|
# > B A S E T R A N S I T I O N S. <
|
|
#
|
|
|
|
# The order mostly controls which overlap which, some
|
|
# TRANSITION_COMPLETE_Ls and varying layer numbers are used to make some
|
|
# special transitions to layer in more complex ways.
|
|
# Default layer ist -500, so anything layering above should be higher.
|
|
|
|
|
|
{TRANSITION_COMPLETE_L Md (!,Md,Qx*) -160 mountains/desert}
|
|
|
|
# Special mountain to dry/desert terrain trans
|
|
{TRANSITION_COMPLETE_LF (Hd,Hhd,Rb,Re,Rd,D*,Gd,Ha,U*) M*,Qv 0 transition3 mountains/blend-from-dry}
|
|
{TRANSITION_COMPLETE_L (M*,Qv) (Hd,Hhd,Rb,Re,Rd,D*,Gd,Ha,U*) -166 hills/dry}
|
|
|
|
{TRANSITION_COMPLETE_L (Ms,Ha) Hh* -170 hills/snow-to-hills}
|
|
{TRANSITION_COMPLETE_L (Ms,Ha) (W*,Ss) -171 hills/snow-to-water}
|
|
{TRANSITION_COMPLETE_L (Ms,Ha) (!,Ha,Qx*,Mm,Ms,Md) -172 hills/snow}
|
|
|
|
{TRANSITION_COMPLETE_L (Mm,Hh,Qv) (!,Hh,W*,Ss) -180 hills/regular}
|
|
{TRANSITION_COMPLETE_LF (Mm,Hh,Qv) (W*,Ss) -181 transition2 hills/regular}
|
|
{TRANSITION_COMPLETE_L (Hhd) (!,Hhd,W*,Ss) -183 hills/dry}
|
|
{TRANSITION_COMPLETE_LF (Hhd) (W*,Ss) -184 transition2 hills/dry}
|
|
{TRANSITION_COMPLETE_L Hd (!,Hd,Qx*) -190 hills/desert}
|
|
{TRANSITION_COMPLETE_L Uh (!,Uh,W*,Ai) -200 cave/hills}
|
|
|
|
{TRANSITION_COMPLETE_L Qlf (!,Ql,Qlf,Qx*,X*) -210 unwalkable/lava}
|
|
{TRANSITION_COMPLETE_L (Uu,Uh) (!,Uu,Uh,W*,Ai) -220 cave/floor}
|
|
{TRANSITION_COMPLETE_L Ur (!,Ur,W*,Ai) -221 cave/floor}
|
|
#{TRANSITION_COMPLETE_LF (!,Ur) Ur -222 transition2 cave/floor}
|
|
{TRANSITION_COMPLETE_L (Uue) (!,Uue,W*,Ai) -223 cave/earthy-floor}
|
|
{TRANSITION_COMPLETE_L Urb (!,Urb,W*,Ai) -224 cave/flagstones-dark}
|
|
|
|
|
|
|
|
{TRANSITION_COMPLETE_L (Ss,Chs) (!,Ss,Chs,H*,M*,A*) -230 swamp/water}
|
|
|
|
|
|
|
|
# Crazy Test Terrains
|
|
|
|
{TRANSITION_COMPLETE_LF Jm Jb,Jy -240 transition3 test/m} # inside
|
|
{TRANSITION_COMPLETE_LF Jy Jb,Jm -241 transition3 test/y} # inside
|
|
{TRANSITION_COMPLETE_LF Jb Jy,Jm -242 transition3 test/b} # inside
|
|
|
|
{TRANSITION_COMPLETE_L Jb (!,Jb) -343 test/b} # outside
|
|
{TRANSITION_COMPLETE_L Jy (!,Jy) -344 test/y} # outside
|
|
{TRANSITION_COMPLETE_L Jm (!,Jm) -345 test/m} # outside
|
|
|
|
|
|
# New Super-cool gradual Grass blending
|
|
|
|
{TRANSITION_COMPLETE_LF Gs Gg,Gd,Gll,Re,Rb,Rd,Rp -250 transition3 grass/semi-dry-long} # inside
|
|
{TRANSITION_COMPLETE_LF Gg Gs,Gd,Gll,Re,Rb,Rd,Rp -251 transition3 grass/green-long} # inside
|
|
{TRANSITION_COMPLETE_LF Gd Gg,Gs,Gll,Re,Rb,Rd,Rp -252 transition3 grass/dry-long} # inside
|
|
{TRANSITION_COMPLETE_LF Gll Gg,Gs,Gd,Re,Rb,Rd,Rp -253 transition3 grass/leaf-litter-long} # inside
|
|
|
|
{TRANSITION_COMPLETE_L Gll Gg,Gs,Gd -254 grass/leaf-litter-long} # outside
|
|
{TRANSITION_COMPLETE_L Gd Gg,Gs,Gll -255 grass/dry-long} # outside
|
|
{TRANSITION_COMPLETE_L Gg Gs,Gd,Gll -256 grass/green-long} # outside
|
|
{TRANSITION_COMPLETE_L Gs Gg,Gd,Gll -257 grass/semi-dry-long} # outside
|
|
|
|
|
|
{TRANSITION_COMPLETE_L Gs (Rr*,D*,Aa) -260 grass/semi-dry-medium}
|
|
{TRANSITION_COMPLETE_L Gg (Rr*,D*,Aa) -261 grass/green-medium}
|
|
{TRANSITION_COMPLETE_L Gd (Rr*,D*,Aa) -262 grass/dry-medium}
|
|
|
|
|
|
{TRANSITION_COMPLETE_L Gll (!,Gll,Qx*,W*,Ai) -270 grass/leaf-litter}
|
|
{TRANSITION_COMPLETE_L (Gg*,Qx*) (!,Gg*,Qx*,Mm,Ms,Hh) -271 grass/green-abrupt}
|
|
{TRANSITION_COMPLETE_L Gs (!,Gs,Qx*) -272 grass/semi-dry-abrupt}
|
|
{TRANSITION_COMPLETE_L Gd (!,Gd,Qx*) -273 grass/dry-abrupt}
|
|
# Deprecated
|
|
{TRANSITION_COMPLETE_LF (!,Ggf) Ggf -274 flower-transition grass/green}
|
|
|
|
|
|
{TRANSITION_COMPLETE_L Aa (W*,Ss) -280 frozen/snow-to-water}
|
|
{TRANSITION_COMPLETE_L Aa (!,Aa,Qx*,G*) -281 frozen/snow}
|
|
|
|
|
|
|
|
{TRANSITION_COMPLETE_L (W*,Ai) (!,Rb,!,R*) -298 flat/bank}
|
|
|
|
|
|
#{TRANSITION_COMPLETE_LF (!,Re) (Rr,Re,Rd,Rp) -297 transition3 flat/dirt}
|
|
|
|
{TRANSITION_COMPLETE_L Rr (!,Rr,W*,Ai) -300 flat/road}
|
|
{TRANSITION_COMPLETE_L Rrc (!,Rr,W*,Ai) -301 flat/road-clean}
|
|
{TRANSITION_COMPLETE_L Rp (!,Rp,W*,Ai) -310 flat/stone-path}
|
|
|
|
{TRANSITION_COMPLETE_LF *^Gvs (!,*^Gvs,C*,K*,*^F*,M*,H*,W*) -320 transition2 embellishments/farm-veg-spring}
|
|
{TRANSITION_COMPLETE_LF *^Emf (!,*^Emf,C*,K*,*^F*,M*,H*,W*) -320 transition2 embellishments/mushroom-farm}
|
|
|
|
#{TRANSITION_COMPLETE (Dd,Do) (!,Dd,Do) sand/desert-oasis}
|
|
|
|
{TRANSITION_COMPLETE_L Ds (!,Ds) -330 sand/beach}
|
|
|
|
# Desert and desert road transitions, with desert road transitioning extra
|
|
# nicely with desert and desert villages.
|
|
|
|
{TRANSITION_COMPLETE_L Dd (Dd^V*) -340 sand/desert}
|
|
{TRANSITION_COMPLETE_L Rd (Dd^V*) -350 flat/desert-road}
|
|
{TRANSITION_COMPLETE_L Rd (!,Rd,Dd,W*,Ai) -352 flat/desert-road}
|
|
{TRANSITION_COMPLETE_L Dd (!,R*,Dd) -360 sand/desert}
|
|
{TRANSITION_COMPLETE_L Dd R* -361 sand/desert}
|
|
|
|
|
|
{TRANSITION_COMPLETE_LF (!,Re,Rr,Hh*,M*) Re -379 transition3 flat/dirt}
|
|
{TRANSITION_COMPLETE_L Re (!,Re,Rr,W*,Ai) -380 flat/dirt}
|
|
|
|
{TRANSITION_COMPLETE_LF (!,Rb,Rr,W*,Ai) Rb -384 transition3 flat/dirt-dark}
|
|
{TRANSITION_COMPLETE_L Rb (!,Rb,Rr,W*,Ai) -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
|
|
|
|
{TRANSITION_COMPLETE_LF (!,Chw,Khw,Khs,!,C*,K*) (Ai,W*) -480 non_submerged_part castle/castle-to-ice}
|
|
|
|
{TRANSITION_COMPLETE_LF (R*,G*) Ai,W* -483 non_submerged_part flat/bank-to-ice}
|
|
{TRANSITION_COMPLETE_LF (U*,Xu*,Ql) Ai,W* -486 non_submerged_part cave/bank-to-ice}
|
|
|
|
|
|
{TRANSITION_COMPLETE_LF Aa,Ha,Ms,Ai (W*,Ss) -490 non_submerged_part frozen/ice}
|
|
{TRANSITION_COMPLETE_LF Aa,Ha,Ms,Ai (W*,Ss) -505 submerged_part frozen/ice-to-water}
|
|
|
|
# we just draw this again (invisible below the base layer) to set the transition flags
|
|
{TRANSITION_COMPLETE_L Aa,Ha,Ms,Ai (W*,Ss) -1001 frozen/ice-to-water}
|
|
|
|
{TRANSITION_COMPLETE_LF (!,Chw,Khw,Khs,!,C*,K*) W* -510 submerged_part castle/castle-to-water}
|
|
|
|
{TRANSITION_COMPLETE_LF (R*,G*) W* -511 submerged_part flat/bank-to-water}
|
|
{TRANSITION_COMPLETE_LF (U*,Xu*,Ql) W* -512 submerged_part cave/bank-to-water}
|
|
|
|
|
|
|
|
# Water Transitions below everything else
|
|
|
|
{TRANSITION_COMPLETE_LF Wwf (Ww,Wwt,Wwr,Wo,Ss) -515 transition2 water/ford}
|
|
|
|
# For now don't need these non-animated transitions (i think...)
|
|
|
|
#{TRANSITION_COMPLETE_L (Ww,Wwf) (Wo,Wwt,Xv,_off^_usr) -520 water/coast}
|
|
#{TRANSITION_COMPLETE_L (Wwt) (!,Ww,Wwr,Mm,Ms,Wwf,Wo,Wwt) -520 water/coast-tropical}
|
|
#{TRANSITION_COMPLETE_L Wo (Xv,_off^_usr) -560 water/ocean}
|
|
|
|
|
|
{TRANSITION_COMPLETE_LB Wo Wo -550 ANIMATION_15 water/ocean}
|
|
{TRANSITION_COMPLETE_LB Wo (!,Wo,!,W*,Xv,_off^_usr ) -555 ANIMATION_15 water/ocean-long}
|
|
{TRANSITION_COMPLETE_LB (Ww,Wwf) W*,Xv,_off^_usr -560 ANIMATION_15 water/coast}
|
|
{TRANSITION_COMPLETE_LB Wwt,Wwr (!,Ww,!,W*,Xv,_off^_usr) -565 ANIMATION_15 water/coast-tropical}
|
|
|
|
|
|
#WARNING : castles are at layer -1, probably to be fixed in 1.9 time
|
|
{TRANSITION_COMPLETE_LF Chw (Ch,Chr,Cha) 0 transition2 castle/sunken-ruin}
|
|
{TRANSITION_COMPLETE_LF Chs (Ch,Chr,Cha) 0 transition2 swamp/water}
|
|
{TRANSITION_COMPLETE_L Chw (!,Chw,Chr) -570 water/coast}
|
|
|
|
# chasm to abyss ecetera transition
|
|
{TRANSITION_COMPLETE_LF Qxu,Qxe Qxua,_s,Xv,_off^_usr -600 transition2 chasm/depths}
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{TRANSITION_COMPLETE_LF Qxua _s,Xv,_off^_usr -601 transition2 chasm/abyss-base}
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# ugly fillups for missing transitions
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{TRANSITION_COMPLETE_L Ai _off^_usr -800 ice}
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# Default terrain
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{TERRAIN_BASE _s void}
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{TERRAIN_BASE * void}
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