mirror of
https://github.com/wesnoth/wesnoth
synced 2025-05-21 04:12:17 +00:00
898 lines
34 KiB
INI
898 lines
34 KiB
INI
# 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-$direction : the corresponding tile already has the transition
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# in the given direction (or should not have one). No other one should be
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# added.
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# * keep-of-$castle : castle being a tile letter. The corresponding tile is the
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# keep correspoding to the given castle tile
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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/Terrain_Graphics_Probability
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# The following should be kept on top of the file
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{terrain-graphics}
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#-----------------------------------------------------------------
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# Forest<->Castle|Encampment special cases, also used by some other
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# terrain
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# Macro's moved to terrain-graphics/forestcastle.cfg
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#-----------------------------------------------------------------
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{FORESTADJCASTLEA f CnqQoKN 100 forest-castle}
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{FORESTADJCASTLEA F CnqQoKN 100 snow-forest-castle}
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{FORESTADJCASTLEA ] CnolqQoKN 100 mushrooms-castle}
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{FORESTADJCASTLEA T CnolqQoKN 100 tropical-forest-castle}
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{MOUNTAINADJCASTLEA m CnqQoKXlN 100 mountains-castle}
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{FORESTADJCASTLES f CnqQoKN 100 forest-castle}
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{FORESTADJCASTLES F CnqQoKN 100 snow-forest-castle}
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{FORESTADJCASTLES T CnqQoKN 100 tropical-forest-castle}
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{FORESTADJCASTLES ] CnolWqQoKN 100 mushrooms-castle}
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{FORESTADJCASTLEO f CnqQoKN 100 forest-castle}
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{FORESTADJCASTLEO F CnqQoKN 100 snow-forest-castle}
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{FORESTADJCASTLEO T CnqQoKN 100 tropical-forest-castle}
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{FORESTADJCASTLEO ] CnolWqQoKN 100 mushrooms-castle}
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{FORESTADJCASTLE f CnqQoKN 100 forest-castle}
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{FORESTADJCASTLE F CnqQoKN 100 snow-forest-castle}
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{FORESTADJCASTLE T CnqQoKN 100 tropical-forest-castle}
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{FORESTADJCASTLE ] CnolWqQoKN 100 mushrooms-castle}
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{FORESTADJCASTLE m CnqQoKXlN 100 mountains-castle}
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#33% 17% 5% 45%
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{FORESTADJ f csmJMwvabtXWl 33 forest_small}
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{FORESTADJ f csmJMwvabtXWl 25 forest3}
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{FORESTADJ f csmJMwvabtXWl 10 forest4}
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{FORESTADJ f csmJMwvabtXWl 100 forest2_small}
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{FORESTADJ F csmJMwvabtXWl 100 snow-forest_small}
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{FORESTADJ ] csmJMwvabtXWl 100 mushrooms-castle}
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#define SWAMPADJSINGLE FID ID NID PROB TILE
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[terrain_graphics]
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map="
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1
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3 3
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2
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3 3
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3"
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[tile]
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pos=1
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type={ID}
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[/tile]
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[tile]
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pos=2
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type={FID}
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no_flag="overlay"
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set_flag="overlay"
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[/tile]
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[tile]
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pos=3
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type={NID}
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[/tile]
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probability={PROB}
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rotations=n,ne,se,s,sw,nw
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[image]
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name={TILE}-@R0
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position=vertical
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base=90,144
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[/image]
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[/terrain_graphics]
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#enddef
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{SWAMPADJSINGLE Yw CnQoKNhaHAmb& !CnQoKNhaHAmb& 100 reed-castle}
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{SWAMPADJSINGLE q !q q 100 reed-castle}
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{FORESTADJ Yw CnQoKNhaHAmb& 8 reed1-small}
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{FORESTADJ Yw CnQoKNhaHAmb& 13 reed2-small}
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{FORESTADJ Yw CnQoKNhaHAmb& 21 reed3-small}
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{FORESTADJ Yw CnQoKNhaHAmb& 100 reed4-small}
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{FORESTADJ q !q 8 reed1-small}
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{FORESTADJ q !q 13 reed2-small}
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{FORESTADJ q !q 21 reed3-small}
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{FORESTADJ q !q 100 reed4-small}
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# Mountains
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# macros found in terrain-graphics/mountains.cfg
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#TWOBYFOUR TYPE NAME1 NAME2 NAME3 NAME4 NAME5 FLAG PROB
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{TWOBYFOUR mb& mountain_range3_1 mountain_range3_2 mountain_range3_3 mountain_range3_4 mountain_range3_5 overlay 18}
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#TWOBYFOUR2 TYPE NAME1 NAME2 NAME3 NAME4 NAME5 FLAG PROB
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{TWOBYFOUR2 mb& mountain_range4_1 mountain_range4_2 mountain_range4_3 mountain_range4_4 mountain_range4_5 overlay 26}
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#ONEBYTHREE TYPE NAME1 NAME2 NAME3 FLAG PROB
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{ONEBYTHREE mb& mountain_range1_1 mountain_range1_2 mountain_range1_3 overlay 20}
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#ONEBYTHREE2 TYPE NAME1 NAME2 NAME3 FLAG PROB
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{ONEBYTHREE2 mb& mountain_range2_1 mountain_range2_2 mountain_range2_3 overlay 20}
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# TWOBYTWO TYPE NAME1 NAME2 NAME3 FLAG PROB
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{TWOBYTWO mb& mountain5_1 mountain5_2 mountain5_3 overlay 40}
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{TWOBYTWO mb& mountain6_1 mountain6_2 mountain6_3 overlay 30}
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#Macro for Single Hex
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#define SHEX TYPE FLAG PROB TILE
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[terrain_graphics]
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map="
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*
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* *
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1
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* *
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*"
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[tile]
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pos=1
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type={TYPE}
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no_flag={FLAG}
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set_flag={FLAG}
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[/tile]
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probability={PROB}
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[image]
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name={TILE}
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position=vertical
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base=90,146
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[/image]
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[/terrain_graphics]
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#enddef
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#Single hex mountain tiles (mountain + village)
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#33% 33% 33%
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{SHEX mb& overlay 33 mountains3}
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{SHEX mb& overlay 50 mountains2}
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{SHEX mb& overlay 100 mountains}
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#Single hex normal forest tiles
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#33% 17% 5% 45%
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{SHEX f overlay 33 forest}
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{SHEX f overlay 25 forest3}
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{SHEX f overlay 10 forest4}
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{SHEX f overlay 100 forest2}
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#Single hex tropical forest tiles
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#33% 17% 5% 45%
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{SHEX T overlay 33 tropical-forest2}
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{SHEX T overlay 25 tropical-forest3}
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{SHEX T overlay 10 tropical-forest4}
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{SHEX T overlay 100 tropical-forest}
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#Single hex normal snow forest tiles
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#25% 25% 25% 25%
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{SHEX F overlay 25 snow-forest2}
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{SHEX F overlay 33 snow-forest3}
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{SHEX F overlay 50 snow-forest4}
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{SHEX F overlay 100 snow-forest}
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#Single hex Great-tree
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#33% 17% 50%
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{SHEX ? overlay 33 great-tree3}
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{SHEX ? overlay 25 great-tree2}
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{SHEX ? overlay 100 great-tree1}
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#Single hex underground mushroom forest tiles
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#20% 20% 20% 20% 20%
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{SHEX ] overlay 20 mushrooms2}
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{SHEX ] overlay 25 mushrooms3}
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{SHEX ] overlay 33 mushrooms4}
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{SHEX ] overlay 50 mushrooms5}
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{SHEX ] overlay 100 mushrooms}
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#Single hex Cave lit by Beam of Light
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#33% 33% 33%
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{SHEX ' overlay 33 cave-beam3}
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{SHEX ' overlay 50 cave-beam2}
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{SHEX ' overlay 100 cave-beam1}
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{SHEX Ywq overlay 10 reed3}
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{SHEX Ywq overlay 20 reed1}
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{SHEX Ywq overlay 25 reed2}
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{SHEX Ywq overlay 33 reed4}
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{SHEX Ywq overlay 50 reed5}
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{SHEX Ywq overlay 100 reed6}
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#Macro for clouds
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#define CLOUDS TYPE NAME1 NAME2 NAME3 FLAG PROB
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[terrain_graphics]
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map="
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. .
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*
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* *
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2
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* *
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*"
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[tile]
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pos=2
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type={TYPE}
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no_flag={FLAG}
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set_flag={FLAG}
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[/tile]
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[image]
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name={NAME1}
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position=vertical
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base=32,208
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[/image]
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[image]
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name={NAME2}
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position=vertical
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base=88,372
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[/image]
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[image]
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name={NAME3}
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position=vertical
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base=142,308
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[/image]
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probability={PROB}
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[/terrain_graphics]
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#enddef
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#33% 33% 33%
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{CLOUDS & cloud1_1 cloud1_2 cloud1_3 clouds 33}
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{CLOUDS & cloud1_1 cloud2_2 cloud1_3 clouds 50}
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{CLOUDS & cloud1_1 cloud3_2 cloud1_3 clouds 100}
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{PEAKS_ONEBYTWO & mountain_peak_range1_1 mountain_peak_range1_2 peaks 15}
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{PEAKS_LARGE & mountain_peak_large1 peaks 25}
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{PEAKS_LARGE & mountain_peak_large2 peaks 33}
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{PEAKS & mountain_peak1 peaks 16}
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{PEAKS & mountain_peak2 peaks 20}
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{PEAKS & mountain_peak3 peaks 27}
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{PEAKS & mountain_peak4 peaks 40}
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{PEAKS & mountain_peak5 peaks 80}
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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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#Single hex human villages (grassland, hills, mountains)
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#30% 30% 40%
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{SHEX v village 30 village-human}
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{SHEX v village 43 village-human2}
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{SHEX v village 100 village-human3}
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{SHEX ab village 100 village-human4}
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#Single hex human villages (snow)
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#33% 33% 33%
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{SHEX V village 33 village-human-snow}
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{SHEX V village 50 village-human-snow2}
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{SHEX V village 100 village-human-snow3}
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{SHEX A village 100 village-human-snow4}
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#Single hex elven villages
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#10% 25% 25% 40%
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{SHEX t village 10 village-elven}
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{SHEX t village 28 village-elven3}
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{SHEX t village 38 village-elven4}
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{SHEX t village 100 village-elven2}
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#Single hex elven villages (snow)
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#10% 25% 25% 40%
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{SHEX e village 10 village-elven-snow}
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{SHEX e village 28 village-elven-snow3}
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{SHEX e village 38 village-elven-snow4}
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{SHEX e village 100 village-elven-snow2}
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#Single hex desert villages
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{SHEX B village 100 village-desert}
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{SHEX U village 100 village-desert2}
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#Single hex underground villages
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#33% 33% 33%
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{SHEX D village 33 village-cave}
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{SHEX D village 50 village-cave2}
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{SHEX D village 100 village-cave3}
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{SHEX p village 100 village-dwarven}
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#Single hex swamp village
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#50% 50%
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{SHEX Y village 50 village-swampwater}
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{SHEX Y village 100 village-swampwater2}
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#Single hex coastal village
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{SHEX Z village 100 village-coast}
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#Single hex tropical village
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{SHEX L village 100 village-tropical-forest}
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#
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# > V I L L A G E B A S E T E R R A I N <
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#
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{TERRAIN_BASE Y swampwater}
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{TERRAIN_BASE Ve snow}
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{TERRAIN_BASE Z coast}
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{TERRAIN_BASE v grassland-r1}
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{TERRAIN_BASE Dp cave-floor1}
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{TERRAIN_BASE t grassland-r1}
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{TERRAIN_BASE a hills-variation1}
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{TERRAIN_BASE A snow-hills}
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#{TERRAIN_BASE b mountains}
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{TERRAIN_BASE BU desert}
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{TERRAIN_BASE L savanna}
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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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#10% 3% 13% 7% 67%
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{TERRAIN_BASE_PROB u]' cave-floor4 10}
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{TERRAIN_BASE_PROB u]' cave-floor3 3}
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{TERRAIN_BASE_PROB u]' cave-floor2 15}
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{TERRAIN_BASE_PROB u]' cave-floor 10}
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{TERRAIN_BASE u]' cave-floor1}
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{TERRAIN_BASE W cavewall}
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#33% 33% 33%
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{TERRAIN_BASE_PROB [ cave-hills-variation1 33}
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{TERRAIN_BASE_PROB [ cave-hills-variation2 50}
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{TERRAIN_BASE [ cave-hills-variation3}
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#33% 33% 33%
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{TERRAIN_BASE_PROB h hills-variation1 33}
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{TERRAIN_BASE_PROB h hills-variation2 50}
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{TERRAIN_BASE h hills-variation3}
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#30% 30% 40%
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{TERRAIN_BASE_PROB H snow-hills3 30}
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{TERRAIN_BASE_PROB H snow-hills2 43}
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{TERRAIN_BASE H snow-hills}
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#30% 30% 40%
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{TERRAIN_BASE_PROB SF snow2 30}
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{TERRAIN_BASE_PROB SF snow3 43}
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{TERRAIN_BASE SF snow}
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{TERRAIN_BASE X chasm}
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{TERRAIN_BASE_PROB l lava 33}
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{TERRAIN_BASE_PROB l lava2 50}
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{TERRAIN_BASE l lava3}
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#g 2% 2% 3% 3% 9% 9% 9% 9% 9% 9% 9% 27%
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{TERRAIN_BASE_PROB g grassland-rocks1 2}
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{TERRAIN_BASE_PROB g grassland-rocks2 2}
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{TERRAIN_BASE_PROB g grassland-flowers1 3}
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{TERRAIN_BASE_PROB g grassland-flowers2 3}
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#f? 10% 10% 10% 10% 10% 10% 10% 30%
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{TERRAIN_BASE_PROB gf? grassland-r1 10}
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{TERRAIN_BASE_PROB gf? grassland-r2 11}
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{TERRAIN_BASE_PROB gf? grassland-r3 13}
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{TERRAIN_BASE_PROB gf? grassland-r4 14}
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{TERRAIN_BASE_PROB gf? grassland-r5 17}
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{TERRAIN_BASE_PROB gf? grassland-r6 20}
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{TERRAIN_BASE_PROB gf? grassland-r7 25}
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{TERRAIN_BASE gf? grassland-r8}
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{TERRAIN_BASE_PROB GT savanna 33}
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{TERRAIN_BASE_PROB GT savanna2 50}
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{TERRAIN_BASE GT savanna3}
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{TERRAIN_BASE r dirt}
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#33% 33% 33%
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{TERRAIN_BASE_PROB R road3 33}
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{TERRAIN_BASE_PROB R road2 50}
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{TERRAIN_BASE R road}
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{TERRAIN_BASE E desert-road}
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#2% 2% 2% 24% 24% 3% 3% 3% 3% 36%
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{TERRAIN_BASE_PROB I desert-plant 2}
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{TERRAIN_BASE_PROB I desert-plant2 2}
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{TERRAIN_BASE_PROB I desert-plant3 2}
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{TERRAIN_BASE_PROB I desert2 25}
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{TERRAIN_BASE_PROB I desert3 34}
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{TERRAIN_BASE_PROB I desert4 6}
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{TERRAIN_BASE_PROB I desert5 6}
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{TERRAIN_BASE_PROB I desert6 7}
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{TERRAIN_BASE_PROB I desert7 7}
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{TERRAIN_BASE I desert}
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#33% 33% 33%
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{TERRAIN_BASE_PROB J desert-hills2 33}
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{TERRAIN_BASE_PROB J desert-hills3 50}
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{TERRAIN_BASE J desert-hills}
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#25% 25% 25% 25%
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{TERRAIN_BASE_PROB M desert-mountain-peak1 25}
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{TERRAIN_BASE_PROB M desert-mountain-peak2 33}
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{TERRAIN_BASE_PROB M desert-mountain-peak3 50}
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{TERRAIN_BASE M desert-mountains}
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{TERRAIN_BASE P desert-oasis}
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#10% 10% 10% 70%
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{TERRAIN_BASE_PROB d sand-rock1 10}
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{TERRAIN_BASE_PROB d sand-rock2 11}
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{TERRAIN_BASE_PROB d sand-rock3 13}
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{TERRAIN_BASE d sand}
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#8% 8% 8% 8% 23% 23% 23%
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{TERRAIN_BASE_PROB w swampwater-flowers1 8}
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{TERRAIN_BASE_PROB w swampwater-flowers2 9}
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{TERRAIN_BASE_PROB w swampwater-plant1 10}
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{TERRAIN_BASE_PROB w swampwater-plant2 11}
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{TERRAIN_BASE_PROB w swampwater2 33}
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{TERRAIN_BASE_PROB w swampwater3 50}
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{TERRAIN_BASE w swampwater}
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#10% 10% 10% 10% 25% 35%
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{TERRAIN_BASE_PROB i ice2 10}
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{TERRAIN_BASE_PROB i ice3 11}
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{TERRAIN_BASE_PROB i ice5 13}
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{TERRAIN_BASE_PROB i ice6 14}
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{TERRAIN_BASE_PROB i ice4 42}
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{TERRAIN_BASE i ice}
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#set them to 33 for some irregulrity
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#33% 67%
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{TERRAIN_BASE_PROB k ford2 33}
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{TERRAIN_BASE k ford}
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#30% 30% 40%
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{TERRAIN_BASE_PROB c\|/ coast3 30}
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{TERRAIN_BASE_PROB c\|/ coast2 43}
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{TERRAIN_BASE c\|/ coast}
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#30% 30% 40%
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{TERRAIN_BASE_PROB s ocean3 30}
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{TERRAIN_BASE_PROB s ocean2 43}
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{TERRAIN_BASE s ocean}
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{TERRAIN_BASE ~ fog}
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#This one is to fill the "gaps" at the map edges. There are no
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#non-multihex mountains so hills fit better
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{TERRAIN_BASE mb& hills-variation1}
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#{CANYON X canyon}
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#added ruins
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{BRIDGE \ | / csX CKfFNQq bridge}
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#
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# > 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 <
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#
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# Special transitions go first
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# Castle and keeps. Always use the same letter for keeps: the CASTLE_AND_KEEP
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# macro will determine the correct graphics to use, according to the adjacent
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# castle letter.
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# Flags the keep, they must be flagged to be recognized by the
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# {CASTLE_AND_foo_KEEP} macros
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#added ruins
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{FLAG_IF_ADJACENT K N keep-of-N keep-flag}
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{FLAG_IF_ADJACENT K Q keep-of-Q keep-flag}
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{FLAG_IF_ADJACENT K q keep-of-q keep-flag}
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{FLAG_IF_ADJACENT K C keep-of-C keep-flag}
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{FLAG_IF_ADJACENT K n keep-of-n keep-flag}
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{FLAG_IF_ADJACENT K o keep-of-o keep-flag}
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{FLAG_REMAINING K keep-of-C keep-flag}
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#
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# > C A S T L E S B A S E T E R R A I N S <
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#
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{DISABLE_TRANSITIONS K}
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{TERRAIN_BASE C castle}
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{TERRAIN_BASE_PROB o dwarven-castle-floor3 33}
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{TERRAIN_BASE_PROB o dwarven-castle-floor2 50}
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{TERRAIN_BASE o dwarven-castle-floor}
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{TERRAIN_BASE n dirt}
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#added ruins
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{TERRAIN_BASE N castle}
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{TERRAIN_BASE Q sunken-ruin}
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#30% 30% 40%
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{TERRAIN_BASE_PROB q swampwater2 30}
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{TERRAIN_BASE_PROB q swampwater3 43}
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{TERRAIN_BASE q swampwater}
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#{TERRAIN_BASE O orccastle}
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{TERRAIN_BASE_FLAG K keep-of-C castle}
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{TERRAIN_BASE_FLAG K keep-of-o dwarven-keep-floor}
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{TERRAIN_BASE_FLAG K keep-of-n dirt}
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#added ruins
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{TERRAIN_BASE_FLAG K keep-of-N castle}
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{TERRAIN_BASE_FLAG K keep-of-Q castle}
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{TERRAIN_BASE_FLAG K keep-of-q castle}
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# Loyalist castle
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{DISABLE_TRANSITIONS C}
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#added ruins
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{TERRAIN_ADJACENT_CORNER C !NQqCK !NQqCK 52,76 castle-convex}
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{TERRAIN_ADJACENT_CORNER !NQqCK C NQqC 56,68 castle-concave}
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{TERRAIN_ADJACENT_CORNER K C NQqC 54,72 keep-inside}
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{TERRAIN_ADJACENT_CORNER_FLAG1 K !NQqCK !NQqCK 52,76 keep-of-C keep-wall}
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{TERRAIN_ADJACENT_CORNER K !NQqCK C 52,72 keep-wall-0}
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{TERRAIN_ADJACENT_CORNER K C !NQqCK 56,76 keep-wall-1}
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{TERRAIN_ADJACENT_CORNER_FLAG1 K K !K 56,76 keep-of-C keep-keep}
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# ruined castle
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# Not disabled for now because it messes with the new cliff
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{DISABLE_TRANSITIONS N} #we want transitions...makes ruins look overgrown...
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#17% 17% 17% 17% 17% 17%
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{TERRAIN_ADJACENT_CORNER_PROB N !NQqCK !NQqCK 52,76 ruin5-convex 17}
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{TERRAIN_ADJACENT_CORNER_PROB N !NQqCK !NQqCK 52,76 ruin4-convex 20}
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{TERRAIN_ADJACENT_CORNER_PROB N !NQqCK !NQqCK 52,76 ruin3-convex 25}
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{TERRAIN_ADJACENT_CORNER_PROB N !NQqCK !NQqCK 52,76 ruin2-convex 33}
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{TERRAIN_ADJACENT_CORNER_PROB N !NQqCK !NQqCK 52,76 ruin1-convex 50}
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{TERRAIN_ADJACENT_CORNER_PROB N !NQqCK !NQqCK 52,76 castle-convex 100}
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#17% 17% 17% 17% 17% 17%
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{TERRAIN_ADJACENT_CORNER_PROB !NQqCK N NQqC 56,68 ruin5-concave 17}
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{TERRAIN_ADJACENT_CORNER_PROB !NQqCK N NQqC 56,68 ruin4-concave 20}
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{TERRAIN_ADJACENT_CORNER_PROB !NQqCK N NQqC 56,68 ruin3-concave 25}
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{TERRAIN_ADJACENT_CORNER_PROB !NQqCK N NQqC 56,68 ruin2-concave 33}
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{TERRAIN_ADJACENT_CORNER_PROB !NQqCK N NQqC 56,68 ruin1-concave 50}
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{TERRAIN_ADJACENT_CORNER_PROB !NQqCK N NQqC 56,68 castle-concave 100}
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#75% 25%
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{TERRAIN_ADJACENT_CORNER_PROB K N NQqC 54,72 ruinkeep1-inside 75}
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{TERRAIN_ADJACENT_CORNER_PROB K N NQqC 54,72 keep-inside 100}
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#75% 25%
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{TERRAIN_ADJACENT_CORNER_FLAG1_PROB K !NQqCK !NQqCK 54,72 keep-of-N ruinkeep1-wall 75}
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{TERRAIN_ADJACENT_CORNER_FLAG1_PROB K !NQqCK !NQqCK 52,76 keep-of-N keep-wall 100}
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#75% 25%
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{TERRAIN_ADJACENT_CORNER_PROB K !NQqCK N 54,72 ruinkeep1-wall-0 75}
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{TERRAIN_ADJACENT_CORNER_PROB K !NQqCK N 52,72 keep-wall-0 100}
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#75% 25%
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{TERRAIN_ADJACENT_CORNER_PROB K N !NQqCK 54,72 ruinkeep1-wall-1 75}
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{TERRAIN_ADJACENT_CORNER_PROB K N !NQqCK 56,76 keep-wall-1 100}
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#75% 25%
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{TERRAIN_ADJACENT_CORNER_FLAG1_PROB K K !K 54,72 keep-of-N ruinkeep1-keep 75}
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{TERRAIN_ADJACENT_CORNER_FLAG1_PROB K K !K 56,76 keep-of-N keep-keep 100}
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# sunken ruined castle
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#{DISABLE_TRANSITIONS Q}
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#17% 17% 17% 17% 17% 17%
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{TERRAIN_ADJACENT_CORNER_PROB Q wcs wcs 52,76 sunken-ruin5-convex 17}
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{TERRAIN_ADJACENT_CORNER_PROB Q wcs wcs 52,76 sunken-ruin4-convex 20}
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{TERRAIN_ADJACENT_CORNER_PROB Q wcs wcs 52,76 sunken-ruin3-convex 25}
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{TERRAIN_ADJACENT_CORNER_PROB Q wcs wcs 52,76 sunken-ruin2-convex 33}
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{TERRAIN_ADJACENT_CORNER_PROB Q wcs wcs 52,76 sunken-ruin1-convex 50}
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{TERRAIN_ADJACENT_CORNER_PROB Q wcs wcs 52,76 sunken-ruin-convex 100}
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#17% 17% 17% 17% 17% 17%
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{TERRAIN_ADJACENT_CORNER_PROB wcs Q qQNC 56,68 sunken-ruin5-concave 17}
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{TERRAIN_ADJACENT_CORNER_PROB wcs Q qQNC 56,68 sunken-ruin4-concave 20}
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{TERRAIN_ADJACENT_CORNER_PROB wcs Q qQNC 56,68 sunken-ruin3-concave 25}
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{TERRAIN_ADJACENT_CORNER_PROB wcs Q qQNC 56,68 sunken-ruin2-concave 33}
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{TERRAIN_ADJACENT_CORNER_PROB wcs Q qQNC 56,68 sunken-ruin1-concave 50}
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{TERRAIN_ADJACENT_CORNER_PROB wcs Q qQNC 56,68 sunken-ruin-concave 100}
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#17% 17% 17% 17% 17% 17%
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|
{TERRAIN_ADJACENT_CORNER_PROB Q !qQNCK !qQNCK 52,76 ruin5-convex 17}
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{TERRAIN_ADJACENT_CORNER_PROB Q !qQNCK !qQNCK 52,76 ruin4-convex 20}
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|
{TERRAIN_ADJACENT_CORNER_PROB Q !qQNCK !qQNCK 52,76 ruin3-convex 25}
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{TERRAIN_ADJACENT_CORNER_PROB Q !qQNCK !qQNCK 52,76 ruin2-convex 33}
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{TERRAIN_ADJACENT_CORNER_PROB Q !qQNCK !qQNCK 52,76 ruin1-convex 50}
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{TERRAIN_ADJACENT_CORNER_PROB Q !qQNCK !qQNCK 52,76 castle-convex 100}
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#17% 17% 17% 17% 17% 17%
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|
{TERRAIN_ADJACENT_CORNER_PROB !qQNCK Q qQNC 56,68 ruin5-concave 17}
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|
{TERRAIN_ADJACENT_CORNER_PROB !qQNCK Q qQNC 56,68 ruin4-concave 20}
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|
{TERRAIN_ADJACENT_CORNER_PROB !qQNCK Q qQNC 56,68 ruin3-concave 25}
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|
{TERRAIN_ADJACENT_CORNER_PROB !qQNCK Q qQNC 56,68 ruin2-concave 33}
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{TERRAIN_ADJACENT_CORNER_PROB !qQNCK Q qQNC 56,68 ruin1-concave 50}
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{TERRAIN_ADJACENT_CORNER_PROB !qQNCK Q qQNC 56,68 castle-concave 100}
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#75% 25%
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{TERRAIN_ADJACENT_CORNER_PROB K Q NQqC 54,72 sunken-ruinkeep1-inside 75}
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{TERRAIN_ADJACENT_CORNER_PROB K Q NQqC 54,72 sunkenkeep-inside 100}
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#75% 25%
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{TERRAIN_ADJACENT_CORNER_FLAG1_PROB K !NQqCK !NQqCK 52,76 keep-of-Q sunken-ruinkeep1-wall 75}
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{TERRAIN_ADJACENT_CORNER_FLAG1_PROB K !NQqCK !NQqCK 52,76 keep-of-Q sunkenkeep-wall 100}
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#75% 25%
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{TERRAIN_ADJACENT_CORNER_PROB K !NQqCK Q 52,72 sunken-ruinkeep1-wall-0 75}
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{TERRAIN_ADJACENT_CORNER_PROB K !NQqCK Q 52,72 sunkenkeep-wall-0 100}
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#75% 25%
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{TERRAIN_ADJACENT_CORNER_PROB K Q !NQqCK 56,76 sunken-ruinkeep1-wall-1 75}
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{TERRAIN_ADJACENT_CORNER_PROB K Q !NQqCK 56,76 sunkenkeep-wall-1 100}
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#75% 25%
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{TERRAIN_ADJACENT_CORNER_FLAG1_PROB K K !K 56,76 keep-of-Q sunken-ruinkeep1-keep 75}
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{TERRAIN_ADJACENT_CORNER_FLAG1_PROB K K !K 56,76 keep-of-Q sunkenkeep-keep 100}
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# swamp ruined castle
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#{DISABLE_TRANSITIONS q}
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#17% 17% 17% 17% 17% 17%
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{TERRAIN_ADJACENT_CORNER_PROB q wcs wcs 52,76 ruin5-convex 17}
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{TERRAIN_ADJACENT_CORNER_PROB q wcs wcs 52,76 ruin4-convex 20}
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{TERRAIN_ADJACENT_CORNER_PROB q wcs wcs 52,76 ruin3-convex 25}
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{TERRAIN_ADJACENT_CORNER_PROB q wcs wcs 52,76 ruin2-convex 33}
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{TERRAIN_ADJACENT_CORNER_PROB q wcs wcs 52,76 ruin1-convex 50}
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{TERRAIN_ADJACENT_CORNER_PROB q wcs wcs 52,76 ruin-convex 100}
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#17% 17% 17% 17% 17% 17%
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|
{TERRAIN_ADJACENT_CORNER_PROB wcs q qQNC 56,68 ruin5-concave 17}
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{TERRAIN_ADJACENT_CORNER_PROB wcs q qQNC 56,68 ruin4-concave 20}
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{TERRAIN_ADJACENT_CORNER_PROB wcs q qQNC 56,68 ruin3-concave 25}
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{TERRAIN_ADJACENT_CORNER_PROB wcs q qQNC 56,68 ruin2-concave 33}
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{TERRAIN_ADJACENT_CORNER_PROB wcs q qQNC 56,68 ruin1-concave 50}
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{TERRAIN_ADJACENT_CORNER_PROB wcs q qQNC 56,68 ruin-concave 100}
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#17% 17% 17% 17% 17% 17%
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|
{TERRAIN_ADJACENT_CORNER_PROB q !qQNCK !qQNCK 52,76 ruin5-convex 17}
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|
{TERRAIN_ADJACENT_CORNER_PROB q !qQNCK !qQNCK 52,76 ruin4-convex 20}
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|
{TERRAIN_ADJACENT_CORNER_PROB q !qQNCK !qQNCK 52,76 ruin3-convex 25}
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|
{TERRAIN_ADJACENT_CORNER_PROB q !qQNCK !qQNCK 52,76 ruin2-convex 33}
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|
{TERRAIN_ADJACENT_CORNER_PROB q !qQNCK !qQNCK 52,76 ruin1-convex 50}
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{TERRAIN_ADJACENT_CORNER_PROB q !qQNCK !qQNCK 52,76 castle-convex 100}
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#17% 17% 17% 17% 17% 17%
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|
{TERRAIN_ADJACENT_CORNER_PROB !qQNCK q qQNC 56,68 ruin5-concave 17}
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|
{TERRAIN_ADJACENT_CORNER_PROB !qQNCK q qQNC 56,68 ruin4-concave 20}
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|
{TERRAIN_ADJACENT_CORNER_PROB !qQNCK q qQNC 56,68 ruin3-concave 25}
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|
{TERRAIN_ADJACENT_CORNER_PROB !qQNCK q qQNC 56,68 ruin2-concave 33}
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|
{TERRAIN_ADJACENT_CORNER_PROB !qQNCK q qQNC 56,68 ruin1-concave 50}
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{TERRAIN_ADJACENT_CORNER_PROB !qQNCK q qQNC 56,68 castle-concave 100}
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#75% 25%
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|
{TERRAIN_ADJACENT_CORNER_PROB K q NQqC 54,72 ruinkeep1-inside 75}
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{TERRAIN_ADJACENT_CORNER_PROB K q NQqC 54,72 keep-inside 100}
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|
#75% 25%
|
|
{TERRAIN_ADJACENT_CORNER_FLAG1_PROB K !NQqCK !NQqCK 52,76 keep-of-q ruinkeep1-wall 75}
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{TERRAIN_ADJACENT_CORNER_FLAG1_PROB K !NQqCK !NQqCK 52,76 keep-of-q keep-wall 100}
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#75% 25%
|
|
{TERRAIN_ADJACENT_CORNER_PROB K !NQqCK q 52,72 ruinkeep1-wall-0 75}
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{TERRAIN_ADJACENT_CORNER_PROB K !NQqCK q 52,72 keep-wall-0 100}
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#75% 25%
|
|
{TERRAIN_ADJACENT_CORNER_PROB K q !NQqCK 56,76 ruinkeep1-wall-1 75}
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|
{TERRAIN_ADJACENT_CORNER_PROB K q !NQqCK 56,76 keep-wall-1 100}
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#75% 25%
|
|
{TERRAIN_ADJACENT_CORNER_FLAG1_PROB K K !K 56,76 keep-of-q ruinkeep1-keep 75}
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{TERRAIN_ADJACENT_CORNER_FLAG1_PROB K K !K 56,76 keep-of-q keep-keep 100}
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# Encampments
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|
{DISABLE_TRANSITIONS n}
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|
{TERRAIN_ADJACENT_CORNER n !nK !nK 52,76 encampment-convex}
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|
{TERRAIN_ADJACENT_CORNER !nK n n 56,68 encampment-concave}
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|
{TERRAIN_ADJACENT_CORNER_FLAG1 K !nK !nK 52,76 keep-of-n encampment-convex}
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|
{TERRAIN_ADJACENT_CORNER !nK K n 52,76 encampment-concave}
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|
{TERRAIN_ADJACENT_CORNER !nK n K 52,76 encampment-concave}
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# Cave and dwarven castles
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|
{DISABLE_TRANSITIONS X}
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{DISABLE_TRANSITIONS W}
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|
{DISABLE_TRANSITIONS o}
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|
{TERRAIN_ADJACENT_CORNER W !WoK !WoK 52,76 cavewall-convex}
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|
{TERRAIN_ADJACENT_CORNER !WoK W W 56,68 cavewall-concave}
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{TERRAIN_ADJACENT_CORNER o !WoKXl !WoKXl 52,76 dwarven-castle-convex}
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|
{TERRAIN_ADJACENT_CORNER !WoKXl o o 56,68 dwarven-castle-concave}
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|
{TERRAIN_ADJACENT_CORNER_FLAG1 K !WoKXl !WoKXl 52,76 keep-of-o dwarven-castle-convex}
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|
{TERRAIN_ADJACENT_CORNER !WoKXl K o 56,68 dwarven-castle-concave}
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|
{TERRAIN_ADJACENT_CORNER !WoKXl o K 56,68 dwarven-castle-concave}
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|
{TERRAIN_ADJACENT_CORNER oK W W 52,76 dwarven-castle-wall-convex}
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|
{TERRAIN_ADJACENT_CORNER W oK oK 56,68 dwarven-castle-wall-concave}
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|
{TERRAIN_ADJACENT_CORNER oK W !WoKl 54,68 dwarven-castle-wall-cw}
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|
{TERRAIN_ADJACENT_CORNER oK !WoKl W 54,68 dwarven-castle-wall-ccw}
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#castle-chasm transitions
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|
{TERRAIN_ADJACENT_CORNER o X X 52,76 chasm-dcastle-convex}
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|
{TERRAIN_ADJACENT_CORNER X o o 56,68 chasm-dcastle-concave}
|
|
{TERRAIN_ADJACENT_CORNER_FLAG1 K X X 52,76 keep-of-o chasm-dcastle-convex}
|
|
{TERRAIN_ADJACENT_CORNER X K o 56,68 chasm-dcastle-concave}
|
|
{TERRAIN_ADJACENT_CORNER X o K 56,68 chasm-dcastle-concave}
|
|
|
|
{TERRAIN_ADJACENT_CORNER o !XKolW X 52,76 chasm-dcastle-ccw}
|
|
{TERRAIN_ADJACENT_CORNER_FLAG1 K !XKolW X 52,76 keep-of-o chasm-dcastle-ccw}
|
|
{TERRAIN_ADJACENT_CORNER o X !XKolW 52,76 chasm-dcastle-cw}
|
|
{TERRAIN_ADJACENT_CORNER_FLAG1 K X !XKolW 52,76 keep-of-o chasm-dcastle-cw}
|
|
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|
#castle-lava transitions
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|
|
|
{TERRAIN_ADJACENT_CORNER o l l 52,76 lava-dcastle-convex}
|
|
{TERRAIN_ADJACENT_CORNER l o o 56,68 lava-dcastle-concave}
|
|
{TERRAIN_ADJACENT_CORNER_FLAG1 K l l 52,76 keep-of-o lava-dcastle-convex}
|
|
{TERRAIN_ADJACENT_CORNER l K o 56,68 lava-dcastle-concave}
|
|
{TERRAIN_ADJACENT_CORNER l o K 56,68 lava-dcastle-concave}
|
|
|
|
{TERRAIN_ADJACENT_CORNER o !lKoXW l 52,76 lava-dcastle-ccw}
|
|
{TERRAIN_ADJACENT_CORNER_FLAG1 K !lKoXW l 52,76 keep-of-o lava-dcastle-ccw}
|
|
{TERRAIN_ADJACENT_CORNER o l !lKoXW 52,76 lava-dcastle-cw}
|
|
{TERRAIN_ADJACENT_CORNER_FLAG1 K l !lKoXW 52,76 keep-of-o lava-dcastle-cw}
|
|
|
|
#castle-lava-wall transitions
|
|
|
|
{TERRAIN_ADJACENT_CORNER_NORTH oK W l 52,76 dwarven-castle-wall-cw}
|
|
{TERRAIN_ADJACENT_CORNER_NORTH oK l W 52,76 dwarven-castle-wall-ccw}
|
|
{TERRAIN_ADJACENT_CORNER_SW oK W l 52,76 lava-dcastle-ccw}
|
|
{TERRAIN_ADJACENT_CORNER_SE oK l W 52,76 lava-dcastle-cw}
|
|
{TERRAIN_ADJACENT_CORNER_SE oK W l 52,76 dwarven-castle-wall-cw}
|
|
{TERRAIN_ADJACENT_CORNER_SW oK l W 52,76 dwarven-castle-wall-ccw}
|
|
{TERRAIN_ADJACENT_CORNER_W oK W l 52,76 lava-dcastle-ccw}
|
|
{TERRAIN_ADJACENT_CORNER_E oK l W 52,76 lava-dcastle-cw}
|
|
{TERRAIN_ADJACENT_CORNER_E oK W l 52,76 dwarven-castle-wall-cw}
|
|
{TERRAIN_ADJACENT_CORNER_W oK l W 52,76 dwarven-castle-wall-ccw}
|
|
|
|
#castle-lava-chasm transitions
|
|
|
|
{TERRAIN_ADJACENT_CORNER o X l 52,76 lava-dcastle-chasm-ccw}
|
|
{TERRAIN_ADJACENT_CORNER_FLAG1 K X l 52,76 keep-of-o lava-dcastle-chasm-ccw}
|
|
{TERRAIN_ADJACENT_CORNER o l X 52,76 lava-dcastle-chasm-cw}
|
|
{TERRAIN_ADJACENT_CORNER_FLAG1 K l X 52,76 keep-of-o lava-dcastle-chasm-cw}
|
|
|
|
|
|
# Orcish castle
|
|
#{DISABLE_TRANSITIONS O}
|
|
#{TERRAIN_ADJACENT_CORNER O !O !O 54,72 orccastle-convex}
|
|
#{TERRAIN_ADJACENT_CORNER !O O O 54,72 orccastle-concave}
|
|
#{TERRAIN_ADJACENT_CORNER -50 K O O <name>}
|
|
#{TERRAIN_ADJACENT_CORNER_FLAG1 -50 K !OK !OK keep-of-O <name>}
|
|
#{TERRAIN_ADJACENT_CORNER -50 K O !OK <name>}
|
|
#{TERRAIN_ADJACENT_CORNER -50 K !OK O <name>}
|
|
|
|
# Lava
|
|
{DISABLE_TRANSITIONS l}
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{TERRAIN_ADJACENT_CORNER l !lXKoW !lXKoW 52,76 lava-convex}
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{TERRAIN_ADJACENT_CORNER !lXKoW l l 56,68 lava-concave}
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{TERRAIN_ADJACENT_CORNER X l l 52,76 lava-chasm-convex}
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{TERRAIN_ADJACENT_CORNER l X X 56,68 lava-chasm-concave}
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{TERRAIN_ADJACENT_CORNER X !lXKo l 52,76 chasm-convex}
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{TERRAIN_ADJACENT_CORNER X l !lXKo 52,76 chasm-convex}
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{TERRAIN_ADJACENT_CORNER l X !lXKo 52,76 lava-chasm-ccw}
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{TERRAIN_ADJACENT_CORNER l !lXKo X 52,76 lava-chasm-cw}
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# Chasm
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{TERRAIN_ADJACENT_CORNER X !XKolW !XKolW 52,76 chasm-convex}
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{TERRAIN_ADJACENT_CORNER !XKolW X X 56,68 chasm-concave}
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# Hack to get chasm/wall transitions right
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{TERRAIN_ADJACENT_CORNER_NORTH X W !X 76,52 chasm-convex}
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{TERRAIN_ADJACENT_CORNER_NORTH X !X W 76,52 chasm-convex}
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{TERRAIN_ADJACENT_CORNER_E X W !X 0,0 chasm-convex}
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{TERRAIN_ADJACENT_CORNER_E X !X W 0,0 chasm-convex}
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{TERRAIN_ADJACENT_CORNER_W X W !X 100,100 chasm-convex}
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{TERRAIN_ADJACENT_CORNER_W X !X W 100,100 chasm-convex}
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{TERRAIN_ADJACENT_CORNER_NS W X X 56,68 chasm-concave}
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{TERRAIN_ADJACENT_CORNER_E W X X 0,0 chasm-concave}
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{TERRAIN_ADJACENT_CORNER_W W X X 100,100 chasm-concave}
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# Hack to get lava/wall transitions right
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{TERRAIN_ADJACENT_CORNER_NORTH l W !lX 76,52 lava-convex}
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{TERRAIN_ADJACENT_CORNER_NORTH l !lX W 76,52 lava-convex}
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{TERRAIN_ADJACENT_CORNER_E l W !lX 0,0 lava-convex}
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{TERRAIN_ADJACENT_CORNER_E l !lX W 0,0 lava-convex}
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{TERRAIN_ADJACENT_CORNER_W l W !lX 100,100 lava-convex}
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{TERRAIN_ADJACENT_CORNER_W l !lX W 100,100 lava-convex}
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{TERRAIN_ADJACENT_CORNER_NS W l l 56,68 lava-concave}
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{TERRAIN_ADJACENT_CORNER_E W l l 0,0 lava-concave}
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{TERRAIN_ADJACENT_CORNER_W W l l 100,100 lava-concave}
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# Castle decorations and castle floors. Those must always be after the castles
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# are defined.
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#{BUILDING_FLAG K ({VIMG 36,40 tent}) keep-of-n}
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{BUILDING_FLAG_PROB K ({VIMG 20,26 tent}) keep-of-n 50}
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{BUILDING_FLAG_PROB K ({VIMG 20,26 tent2}) keep-of-n 100}
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{BUILDING_FLAG K ({VIMG 36,40 dwarven-keep}) keep-of-o}
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#
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# > N O R M A L T R A N S I T I O N S. <
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#The order mostly controls which overlap which, some
|
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# TERRAIN_ADJACENT_CUSTOMs and varying layer numbers are used to make some
|
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# special transitions to layer in more complex ways.
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{TERRAIN_ADJACENT -140 mHhfF? N grassland}
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{TERRAIN_ADJACENT_CUSTOM -150 mb& HSJpkscZ\|/wY mountains transition2}
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{TERRAIN_ADJACENT_CUSTOM -151 mb& !mbXhCKNnoQW mountains transition2}
|
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{TERRAIN_ADJACENT -160 M !MX desert-mountains}
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{TERRAIN_ADJACENT -170 HA kscZ\|/wY snow-hills-to-water}
|
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{TERRAIN_ADJACENT -171 HA h snow-hills-to-hills}
|
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{TERRAIN_ADJACENT -172 HA !HAXha snow-hills}
|
|
{TERRAIN_ADJACENT -180 J !JX desert-hills}
|
|
{TERRAIN_ADJACENT -190 ha !hakscZ\|/wY hills}
|
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{TERRAIN_ADJACENT_CUSTOM -191 ha kscZ\|/wY hills transition2}
|
|
{TERRAIN_ADJACENT -200 [ ![ cave-hills}
|
|
|
|
{TERRAIN_ADJACENT -210 uDp]' !uDXp]' cave-floor}
|
|
{TERRAIN_ADJACENT -220 l !lWX lava}
|
|
{TERRAIN_ADJACENT -230 FSVe kscZ\|/wY snow-to-water}
|
|
{TERRAIN_ADJACENT -240 FSVe !SVFeX snow}
|
|
{TERRAIN_ADJACENT -260 TGL kscZ\|/ savanna-to-water}
|
|
|
|
{TERRAIN_ADJACENT -250 Ywq !YwqhaHAmb& swampwater}
|
|
|
|
|
|
# These two work in conjunction with the mountain and hill transitions to create
|
|
# a smooth coastline between grassland, hills and mountains.
|
|
|
|
{TERRAIN_ADJACENT -270 ftgvX? !ftgvX?mb&hakscZ\|/wY grassland}
|
|
{TERRAIN_ADJACENT -319 ftgvX?mb&ha kscZ\|/ grassland-to-water}
|
|
|
|
{TERRAIN_ADJACENT -280 GTL !GTLX savanna}
|
|
{TERRAIN_ADJACENT -290 R !R road}
|
|
{TERRAIN_ADJACENT -259 r !r dirt}
|
|
{TERRAIN_ADJACENT -310 E !E desert-road}
|
|
{TERRAIN_ADJACENT -320 PIB !PIB desert-oasis}
|
|
{TERRAIN_ADJACENT -330 IBPU !IBPU desert}
|
|
{TERRAIN_ADJACENT -340 d !d sand}
|
|
|
|
|
|
# Water Transitions draw below everything else
|
|
|
|
{SET_ADJACENT_FLAG Qq K kscZ\|/Y transition2}
|
|
{TERRAIN_ADJACENT_CUSTOM -500 CKnNo kscZ\|/i castle-to-ice transition3}
|
|
{TERRAIN_ADJACENT_CUSTOM -505 CKnNo kscZ\|/ castle-to-water transition2}
|
|
{TERRAIN_ADJACENT_CUSTOM -510 i kscZ\|/wY ice-to-water submerged_part}
|
|
{TERRAIN_ADJACENT -503 i !iX ice}
|
|
|
|
{TERRAIN_ADJACENT -520 cZ\|/ !cZ\|/m coast}
|
|
{TERRAIN_ADJACENT -530 k !k ford}
|
|
{TERRAIN_ADJACENT -540 s !s ocean}
|
|
{TERRAIN_ADJACENT_CUSTOM -550 Q NC sunken-ruin transition2}
|
|
{TERRAIN_ADJACENT -560 Q !QN coast}
|
|
{TERRAIN_ADJACENT -570 !N N grassland}
|
|
|
|
{TERRAIN_BASE_DEFAULT void}
|