mirror of
https://github.com/wesnoth/wesnoth
synced 2025-05-05 21:47:49 +00:00
1059 lines
67 KiB
INI
1059 lines
67 KiB
INI
#textdomain wesnoth
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#wmlindent: start ignoring
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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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# https://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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# Editor overlays - for overlays that should only be visible in the editor
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{EDITOR_OVERLAY *^Xo impassable-editor}
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{EDITOR_OVERLAY *^Qov unwalkable-editor}
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{EDITOR_OVERLAY *^Vov village/village-overlay-editor}
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{EDITOR_OVERLAY *^Cov castle/castle-overlay-editor}
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{EDITOR_OVERLAY *^Kov castle/keep-overlay-editor}
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{EDITOR_OVERLAY *^_s fake-shroud-editor}
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# Deprecated terrains, shown normally in-game but visible in the editor
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{EDITOR_DEPRECATED *^Uf*}
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{EDITOR_DEPRECATED Xol}
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{EDITOR_DEPRECATED Xuce}
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# Tracks and bridges
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# basic stone bridge
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{BRIDGE:STRAIGHTS Bsb\ Bsb| Bsb/ * * * stonebridge -80 bridge/stonebridge}
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{BRIDGE:ENDS Bsb\ Bsb| Bsb/ * (Co*,Cu*,Ko*,Ku*) * stonebridge -80 bridge/stonebridge-castle}
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{BRIDGE:ENDS Bsb\ Bsb| Bsb/ * (C*,K*) * stonebridge -80 bridge/stonebridge-castle}
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{BRIDGE:ENDS Bsb\ Bsb| Bsb/ * (C*,K*) * stonebridge -80 bridge/stonebridge-short}
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{BRIDGE:ENDS Bsb\ Bsb| Bsb/ * (W*,S*,Ql*) * stonebridge -80 bridge/stonebridge-water}
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{BRIDGE:ENDS Bsb\ Bsb| Bsb/ * * * stonebridge -80 bridge/stonebridge}
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# hanging bridge
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{BRIDGE:STRAIGHTS Bh\ Bh| Bh/ Q* Q* * hanging -80 bridge/hanging-xx}
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{BRIDGE:STRAIGHTS Bh\ Bh| Bh/ Q* * * hanging -80 bridge/hanging-x}
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{BRIDGE:STRAIGHTS Bh\ Bh| Bh/ * * * hanging -80 bridge/hanging}
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{BRIDGE:ENDS Bh\ Bh| Bh/ Q* (W*,S*) * hanging -80 bridge/hanging-wx}
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{BRIDGE:ENDS Bh\ Bh| Bh/ Q* (C*,K*) * hanging -80 bridge/hanging-cx}
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{BRIDGE:ENDS Bh\ Bh| Bh/ Q* * * hanging -80 bridge/hanging-x}
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{BRIDGE:ENDS Bh\ Bh| Bh/ * (W*,S*) * hanging -80 bridge/hanging-w}
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{BRIDGE:ENDS Bh\ Bh| Bh/ * (C*,K*) * hanging -80 bridge/hanging-c}
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{BRIDGE:ENDS Bh\ Bh| Bh/ * * * hanging -80 bridge/hanging}
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# chasm stone bridge
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{BRIDGE:STRAIGHTS Bcx\ Bcx| Bcx/ * Ql* Ql* chasm -80 bridge/chasm-ll}
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{BRIDGE:STRAIGHTS Bcx\ Bcx| Bcx/ * Ql* Q* chasm -80 bridge/chasm-lx}
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{BRIDGE:STRAIGHTS Bcx\ Bcx| Bcx/ * Q* Ql* chasm -80 bridge/chasm-xl}
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{BRIDGE:STRAIGHTS Bcx\ Bcx| Bcx/ * Q* Q* chasm -80 bridge/chasm-xx}
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{BRIDGE:STRAIGHTS Bcx\ Bcx| Bcx/ * * * chasm -80 bridge/chasm}
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{BRIDGE:ENDS Bcx\ Bcx| Bcx/ Ql* Ql* Ql* chasm -80 bridge/chasm-dock-ll}
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{BRIDGE:ENDS Bcx\ Bcx| Bcx/ Ql* Ql* Q* chasm -80 bridge/chasm-dock-lx}
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{BRIDGE:ENDS Bcx\ Bcx| Bcx/ Qx* Qx* Ql* chasm -80 bridge/chasm-dock-xl}
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{BRIDGE:ENDS Bcx\ Bcx| Bcx/ Qx* Qx* Qx* chasm -80 bridge/chasm-dock-xx}
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{BRIDGE:ENDS Bcx\ Bcx| Bcx/ Ql* Q* Ql* chasm -80 bridge/chasm-dock-ll}
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{BRIDGE:ENDS Bcx\ Bcx| Bcx/ Ql* Q* Q* chasm -80 bridge/chasm-dock-lx}
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{BRIDGE:ENDS Bcx\ Bcx| Bcx/ Q* Q* Ql* chasm -80 bridge/chasm-dock-xl}
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{BRIDGE:ENDS Bcx\ Bcx| Bcx/ Q* Q* Q* chasm -80 bridge/chasm-dock-xx}
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{BRIDGE:ENDS Bcx\ Bcx| Bcx/ * Ql* * chasm -80 bridge/chasm-dock-l}
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{BRIDGE:ENDS Bcx\ Bcx| Bcx/ * Q* * chasm -80 bridge/chasm-dock}
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{BRIDGE:ENDS Bcx\ Bcx| Bcx/ * * Qx* chasm -80 bridge/chasm-x}
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{BRIDGE:ENDS Bcx\ Bcx| Bcx/ * * Ql* chasm -80 bridge/chasm-l}
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{BRIDGE:ENDS Bcx\ Bcx| Bcx/ * * * chasm -80 bridge/chasm}
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# plank bridge
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{BRIDGE:JOINTS Bp\ Bp| Bp/ * Q* planks -80 bridge/planks}
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{BRIDGE:JOINTS Bp\ Bp| Bp/ * * planks -80 bridge/planks-short}
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{BRIDGE:CORNERS Bp\ Bp| Bp/ * Q* planks -80 bridge/planks}
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{BRIDGE:CORNERS Bp\ Bp| Bp/ * * planks -80 bridge/planks-short}
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{BRIDGE:STRAIGHTS Bp\ Bp| Bp/ * * Q* planks -80 bridge/planks}
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{BRIDGE:STRAIGHTS Bp\ Bp| Bp/ * * * planks -80 bridge/planks-short}
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{BRIDGE:ENDS Bp\ Bp| Bp/ * Q* Q* planks -80 bridge/planks-dock}
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{BRIDGE:ENDS Bp\ Bp| Bp/ * Q* * planks -80 bridge/planks-short-dock}
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{BRIDGE:ENDS Bp\ Bp| Bp/ * * Q* planks -80 bridge/planks}
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{BRIDGE:ENDS Bp\ Bp| Bp/ * * * planks -80 bridge/planks-short}
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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/* track_wood}
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{LAYOUT_TRACKS_F *^Br\ *^Br| *^Br/ track_rail}
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# Mine rail tracks
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{TRACK_COMPLETE *^Br\ *^Br| *^Br/ track_rail 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 track_rail misc/rails-switch-ns}
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{TRACK_BORDER_RESTRICTED_PLF (*^Br|,*^Br/) *^Br\ 100 -80 track_rail misc/rails-switch-nwse}
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{TRACK_BORDER_RESTRICTED_PLF (*^Br|,*^Br\) *^Br/ 100 -80 track_rail misc/rails-switch-nesw}
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#add transitions at rail end
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{TRACK_BORDER_RESTRICTED_PLF (*^Br|,*^Br/,*^Br\) (!,C*,K*) 100 -80 track_rail misc/rails-end}
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# basic images for the bridge
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{TRACK_COMPLETE *^Bw\ *^Bw| *^Bw/ track_wood bridge/wood}
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{TRACK_COMPLETE *^Bw\r *^Bw|r *^Bw/r track_wood bridge/wood-rotting}
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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 track_wood 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 track_wood 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*) 100 -80 track_wood bridge/wood-end}
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# Forests
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#define SMALL_FOREST_FILTER
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C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
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{NEW:FOREST H*^Fp,M*^Fp {SMALL_FOREST_FILTER} forest/pine-sparse}
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{NEW:FOREST *^Fp {SMALL_FOREST_FILTER} forest/pine}
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{NEW:FOREST H*^Fpa,M*^Fpa {SMALL_FOREST_FILTER} forest/snow-forest-sparse}
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{NEW:FOREST *^Fpa {SMALL_FOREST_FILTER} forest/snow-forest}
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{NEW:FOREST H*^Ft,M*^Ft {SMALL_FOREST_FILTER} forest/tropical/jungle-sparse}
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{NEW:FOREST *^Ft {SMALL_FOREST_FILTER} forest/tropical/jungle}
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{NEW:FOREST H*^Ftd,M*^Ftd {SMALL_FOREST_FILTER} forest/tropical/palm-desert-sparse}
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{NEW:FOREST *^Ftd {SMALL_FOREST_FILTER} forest/tropical/palm-desert}
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{NEW:FOREST H*^Ftp,M*^Ftp {SMALL_FOREST_FILTER} forest/tropical/palms-sparse}
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{NEW:FOREST *^Ftp {SMALL_FOREST_FILTER} forest/tropical/palms}
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{NEW:FOREST *^Ftr {SMALL_FOREST_FILTER} forest/tropical/rainforest}
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{NEW:FOREST H*^Fts,M*^Fts {SMALL_FOREST_FILTER} forest/tropical/savanna-sparse}
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{NEW:FOREST *^Fts {SMALL_FOREST_FILTER} forest/tropical/savanna}
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{NEW:FOREST H*^Fds,M*^Fds {SMALL_FOREST_FILTER} forest/deciduous-summer-sparse}
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{NEW:FOREST *^Fds {SMALL_FOREST_FILTER} forest/deciduous-summer}
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{NEW:FOREST H*^Fdf,M*^Fdf {SMALL_FOREST_FILTER} forest/deciduous-fall-sparse}
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{NEW:FOREST *^Fdf {SMALL_FOREST_FILTER} forest/deciduous-fall}
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{NEW:FOREST H*^Fdw,M*^Fdw {SMALL_FOREST_FILTER} forest/deciduous-winter-sparse}
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{NEW:FOREST *^Fdw {SMALL_FOREST_FILTER} forest/deciduous-winter}
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{NEW:FOREST H*^Fda,M*^Fda {SMALL_FOREST_FILTER} forest/deciduous-winter-snow-sparse}
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{NEW:FOREST *^Fda {SMALL_FOREST_FILTER} forest/deciduous-winter-snow}
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{NEW:FOREST H*^Fms,M*^Fms {SMALL_FOREST_FILTER} forest/mixed-summer-sparse}
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{NEW:FOREST *^Fms {SMALL_FOREST_FILTER} forest/mixed-summer}
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{NEW:FOREST H*^Fmf,M*^Fmf {SMALL_FOREST_FILTER} forest/mixed-fall-sparse}
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{NEW:FOREST *^Fmf {SMALL_FOREST_FILTER} forest/mixed-fall}
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{NEW:FOREST H*^Fmw,M*^Fmw {SMALL_FOREST_FILTER} forest/mixed-winter-sparse}
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{NEW:FOREST *^Fmw {SMALL_FOREST_FILTER} forest/mixed-winter}
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{NEW:FOREST H*^Fma,M*^Fma {SMALL_FOREST_FILTER} forest/mixed-winter-snow-sparse}
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{NEW:FOREST *^Fma {SMALL_FOREST_FILTER} forest/mixed-winter-snow}
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{NEW:FOREST (W*^Tf*) (Wo*) forest/mushrooms-water}
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{NEW:FOREST (*^Uf*,*^Tf*) {SMALL_FOREST_FILTER} forest/mushrooms}
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#undef SMALL_FOREST_FILTER
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# Great-tree
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{NEW:OVERLAY *^Fet forest/great-tree}
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{NEW:OVERLAY *^Fetd forest/great-tree-dead}
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# Oasis
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{NEW:OVERLAY *^Do village/desert-oasis-1 PROB=30}
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{NEW:OVERLAY *^Do village/desert-oasis-2 PROB=43}
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{NEW:OVERLAY *^Do village/desert-oasis-3}
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# Swamp
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{OVERLAY_COMPLETE_LF Ss (!,Xv,Chs,!,C*,H*,M*,X*,Q*,A*,Ke,Kea,Kud*,I*) -85 base2 swamp/reed}
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{OVERLAY_COMPLETE_LF Chs (!,C*,K*,Ss) -85 base2 swamp/reed}
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# Large volcano
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{VOLCANO_2x2 Mv Mm,Md 100 base2 mountains/volcano6}
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# Single-hex volcano
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{OVERLAY_COMPLETE_F Mv (!,Xv,Mv,!,C*,K*,X*,Q*) base2 mountains/volcano}
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{NEW:OVERLAY Mv misc/smoke-A CENTER=90,108 ANIM=[01~12] TIME=100}
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# Mountains
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{MOUNTAIN_RESTRICTED Mm (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 mountains/basic-castle}
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{MOUNTAINS_2x4_NW_SE Mm 18 base,base2 mountains/basic_range3}
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{MOUNTAINS_2x4_SW_NE Mm 26 base,base2 mountains/basic_range4}
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{MOUNTAINS_1x3_NW_SE Mm 20 base,base2 mountains/basic_range1}
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{MOUNTAINS_1x3_SW_NE Mm 20 base,base2 mountains/basic_range2}
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{MOUNTAINS_2x2 Mm 40 base,base2 mountains/basic5}
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{MOUNTAINS_2x2 Mm 30 base,base2 mountains/basic6}
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{MOUNTAIN_SMALL Mm (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 mountains/basic-castle-n}
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{MOUNTAIN_SINGLE_RANDOM Mm base,base2 mountains/basic}
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# Dry Mountains
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{MOUNTAIN_RESTRICTED Md (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 mountains/dry-castle}
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{MOUNTAINS_2x4_NW_SE Md 18 base,base2 mountains/dry_range3}
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{MOUNTAINS_2x4_SW_NE Md 26 base,base2 mountains/dry_range4}
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{MOUNTAINS_1x3_NW_SE Md 20 base,base2 mountains/dry_range1}
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{MOUNTAINS_1x3_SW_NE Md 20 base,base2 mountains/dry_range2}
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{MOUNTAINS_2x2 Md 40 base,base2 mountains/dry5}
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{MOUNTAINS_2x2 Md 30 base,base2 mountains/dry6}
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{MOUNTAIN_SMALL Md (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 mountains/dry-castle-n}
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{MOUNTAIN_SINGLE_RANDOM Md base,base2 mountains/dry}
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# Snow mountains (uncomment rules as the corresponding tiles are added)
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#{MOUNTAIN_RESTRICTED Ms (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 mountains/snow-castle}
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#{MOUNTAINS_2x4_NW_SE Ms 18 base,base2 mountains/snow_range3}
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#{MOUNTAINS_2x4_SW_NE Ms 26 base,base2 mountains/snow_range4}
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#{MOUNTAINS_1x3_NW_SE Ms 20 base,base2 mountains/snow_range1}
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#{MOUNTAINS_1x3_SW_NE Ms 20 base,base2 mountains/snow_range2}
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{MOUNTAINS_2x2 Ms 15 base,base2 mountains/snow5}
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{MOUNTAINS_2x2 Ms 25 base,base2 mountains/snow6}
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{MOUNTAIN_SMALL Ms (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 mountains/snow-castle-n}
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{MOUNTAIN_SINGLE_RANDOM Ms base,base2 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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{NEW:BASE Mm hills/regular}
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{NEW:BASE Md hills/dry}
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{NEW:BASE Ms hills/snow}
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# Desert Mountains
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{OVERLAY_ROTATION_RESTRICTED2_F Mdd (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 desert_mountains/desert-castle}
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{OVERLAY_ROTATION_RESTRICTED_F Mdd (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 desert_mountains/desert-castle@V}
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{MOUNTAINS_2x4_NW_SE Mdd 18 base,base2 desert_mountains/desert_range3}
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{MOUNTAINS_1x3_NW_SE Mdd 20 base,base2 desert_mountains/desert_range1}
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{MOUNTAINS_1x3_SW_NE Mdd 20 base,base2 desert_mountains/desert_range2}
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{MOUNTAINS_2x2 Mdd 40 base,base2 desert_mountains/desert5}
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{MOUNTAINS_2x2 Mdd 30 base,base2 desert_mountains/desert6}
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{MOUNTAIN_SINGLE_RANDOM Mdd base,base2 desert_mountains/desert}
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#This one is to fill any "gaps" there might be when next to castles or walls
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{NEW:BASE Mdd hills/dry}
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{NEW:TRANSITION (Mdd,Mdd^Xm) (!,Md*,Mv,S*,X*) -166 desert_mountains/desert}
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# Special Desert Mountain to Chasm Blend transition - the default mountain-chasm transition is white, looks terrible.
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{TRANSITION_COMPLETE_LF (Qx*,Ql*) (Mdd,Mdd^Xm) 0 transition3 desert_mountains/blend-from-chasm}
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{TRANSITION_COMPLETE_LF (Mdd,Mdd^Xm) Ai,W*,S* -165 non_submerged desert_mountains/desert-to-water}
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# Impassable peaks
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{OVERLAY_LF Mdd^Xm 1 clouds mountains/cloud@V}
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{PEAKS_1x2_SW_NE Mdd^Xm 15 peaks desert_mountains/peak_range1}
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{PEAKS_LARGE Mdd^Xm 25 peaks desert_mountains/peak_large1}
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{PEAKS_LARGE Mdd^Xm 33 peaks desert_mountains/peak_large2}
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{OVERLAY_RANDOM_LF Mdd^Xm 2 peaks desert_mountains/peak}
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{OVERLAY_LF *^Xm 1 clouds mountains/cloud@V}
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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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{NEW:VILLAGE_TOD *^Vh village/human}
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{NEW:VILLAGE *^Vha village/human-snow}
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{NEW:VILLAGE *^Vhr village/human-cottage-ruin}
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{NEW:VILLAGE *^Vhh village/human-hills}
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{NEW:VILLAGE *^Vhha village/human-snow-hills}
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{NEW:VILLAGE *^Vhhr village/human-hills-ruin}
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{NEW:VILLAGE_TOD *^Vhc village/human-city}
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{NEW:VILLAGE *^Vhca village/human-city-snow}
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{NEW:VILLAGE *^Vhcr village/human-city-ruin}
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#tropical village
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{NEW:VILLAGE *^Vht village/tropical-forest}
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#Crude villages (grassland)
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{NEW:VILLAGE_TOD *^Vc village/hut}
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{NEW:VILLAGE *^Vca village/hut-snow}
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{NEW:VILLAGE_TOD *^Vl village/log-cabin}
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{NEW:VILLAGE *^Vla village/log-cabin-snow}
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{NEW:VILLAGE *^Vct village/camp}
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#igloo
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{NEW:VILLAGE *^Vaa village/igloo}
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#Drake villages
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#20% 20% 20% 20% 20%
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{NEW:VILLAGE *^Vd village/drake1-A PROB=20 ANIM=[01~03] TIME=200}
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{NEW:VILLAGE *^Vd village/drake2-A PROB=25 ANIM=[01~03] TIME=100}
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{NEW:VILLAGE *^Vd village/drake3 PROB=33}
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{NEW:VILLAGE *^Vd village/drake4 PROB=50}
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{NEW:VILLAGE *^Vd village/drake5}
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#Orcish villages
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{NEW:VILLAGE_TOD *^Vo village/orc}
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{NEW:VILLAGE *^Voa village/orc-snow}
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#Elven villages
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{NEW:VILLAGE_TOD *^Ve village/elven PROB=10 VARIATIONS=""}
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{NEW:VILLAGE_TOD *^Ve village/elven3 PROB=28}
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{NEW:VILLAGE_TOD *^Ve village/elven4 PROB=38}
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{NEW:VILLAGE_TOD *^Ve village/elven2}
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#10% 25% 25% 40%
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{NEW:VILLAGE *^Vea village/elven-snow}{VILLAGE_PROBABILITY 10}
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{NEW:VILLAGE *^Vea village/elven-snow3}{VILLAGE_PROBABILITY 28}
|
|
{NEW:VILLAGE *^Vea village/elven-snow4}{VILLAGE_PROBABILITY 38}
|
|
{NEW:VILLAGE *^Vea village/elven-snow2}
|
|
|
|
#Desert villages
|
|
{NEW:VILLAGE_TOD *^Vda village/desert}
|
|
{NEW:VILLAGE *^Vdr village/desert-ruin}
|
|
{NEW:VILLAGE *^Vdt village/desert-camp}
|
|
|
|
#Cave villages
|
|
{NEW:VILLAGE *^Vu village/cave}
|
|
{NEW:VILLAGE *^Vud village/dwarven}
|
|
|
|
#Swamp village
|
|
{NEW:VILLAGE_TOD *^Vhs village/swampwater}
|
|
|
|
#Merfolk village
|
|
# {NEW:VILLAGE *^Vm village/coast}{VILLAGE_PROBABILITY 20}
|
|
# {NEW:VILLAGE *^Vm village/coast2}{VILLAGE_PROBABILITY 24}
|
|
# {NEW:VILLAGE *^Vm village/coast3}{VILLAGE_PROBABILITY 29}
|
|
# {NEW:VILLAGE *^Vm village/coast4}{VILLAGE_PROBABILITY 35}
|
|
{NEW:VILLAGE_TOD *^Vm village/coast PROB=80}
|
|
{NEW:VILLAGE *^Vm village/coast_5-A ANIM=[01~04] TIME=140}
|
|
|
|
#
|
|
# > O V E R L A Y S <
|
|
#
|
|
|
|
# Fence
|
|
{NEW:FENCE *^Eff embellishments/fence}
|
|
# Iron Fence is also a barrier, hence the 'q'
|
|
{NEW:FENCE *^Eqf embellishments/fence-iron LAYER=0 BASE=108,144 CENTER=90,168 FLAG=ironfence ALTERNATE=*^P*,X*}
|
|
|
|
# Illuminated caves
|
|
{NEW:OVERLAY (*^Ufi,*^Ii,*^Tfi) cave/beam FLAG=light LAYER=1}
|
|
|
|
# Wall sconces or torches
|
|
{NEW:WALL_FLAMES_OVERLAY (Xot^Efs) walls/stone/flames/candle}
|
|
{NEW:WALL_FLAMES_OVERLAY (X*^Efs) walls/stone/flames/sconce}
|
|
{NEW:TORCH_FLAMES_OVERLAY (!,X*^Efs,!,*^Efs) walls/stone/flames/torch}
|
|
|
|
#Farmland
|
|
{NEW:OVERLAY *^Gvs embellishments/farm-veg-spring LAYER=-81}
|
|
|
|
# Water Lillies
|
|
{OVERLAY_COMPLETE_L *^Ewl (C*,K*,X*,Ql*,Qx*,G*,M*,*^V*,R*,A*,D*,U*,H*) -86 embellishments/water-lilies}
|
|
{OVERLAY_COMPLETE_L *^Ewf (C*,K*,X*,Ql*,Qx*,G*,M*,*^V*,R*,A*,D*,U*,H*) -86 embellishments/water-lilies-flower}
|
|
|
|
# Windmill decoration
|
|
{NEW:OVERLAY *^Wm,*^Vwm misc/windmill-A ANIM=[01~18] TIME=70}
|
|
|
|
# campfire
|
|
{NEW:OVERLAY *^Ecf misc/fire-A ANIM=[01~08] TIME=140}
|
|
|
|
# Braziers
|
|
{NEW:OVERLAY *^Eb misc/brazier-embellishment}
|
|
{NEW:OVERLAY *^Ebn misc/brazier-A ANIM=[01~08] TIME=140}
|
|
|
|
# layer -500 is used for the flowers so they don't overlap adjacent trees,
|
|
# castles, mountains and such
|
|
# need to disable these images for some combinations
|
|
{NEW:OVERLAY (!,Xof^Efm,!,*^Efm) embellishments/flowers-mixed LAYER=-500}
|
|
|
|
#Rubble
|
|
{NEW:OVERLAY *^Dr misc/rubble FLAG=rubble LAYER=-1}
|
|
|
|
{NEW:OVERLAY *^Es embellishments/stones-small}
|
|
{NEW:OVERLAY *^Esa embellishments/snowbits-small}
|
|
|
|
{OVERLAY_RANDOM *^Em embellishments/mushroom}
|
|
{OVERLAY_COMPLETE *^Emf (C*,K*,X*,Ql*,Qx*,W*,M*,*^V*) embellishments/mushroom-farm}
|
|
|
|
# Chasm bridges - for now they don't tile
|
|
{NEW:OVERLAY Ql*^Bs\ cave/chasm-lava-stone-bridge-se-nw FLAG=bridge LAYER=-80}
|
|
{NEW:OVERLAY Ql*^Bs| cave/chasm-lava-stone-bridge-s-n FLAG=bridge LAYER=-80}
|
|
{NEW:OVERLAY Ql*^Bs/ cave/chasm-lava-stone-bridge-sw-ne FLAG=bridge LAYER=-80}
|
|
|
|
{NEW:OVERLAY W*^Bs\,S*^Bs\ cave/chasm-water-stone-bridge-se-nw FLAG=bridge LAYER=-80}
|
|
{NEW:OVERLAY W*^Bs/,S*^Bs/ cave/chasm-water-stone-bridge-sw-ne FLAG=bridge LAYER=-80}
|
|
|
|
{NEW:OVERLAY *^Bs\ cave/chasm-stone-bridge-se-nw FLAG=bridge LAYER=-80}
|
|
{NEW:OVERLAY *^Bs| cave/chasm-stone-bridge-s-n FLAG=bridge LAYER=-80}
|
|
{NEW:OVERLAY *^Bs/ cave/chasm-stone-bridge-sw-ne FLAG=bridge LAYER=-80}
|
|
|
|
# Trash/remains - These should be moved to a new file and a more concise macro put here
|
|
{TRASH_DISABLE Xo*^Edb}
|
|
{TRASH_A *^Edt 33 misc/detritus/trashA}
|
|
{TRASH_A *^Edb 33 misc/detritus/detritusA}
|
|
|
|
{LITTER_BASE *^Edb,*^Edt misc/detritus/liter}
|
|
|
|
{TRASH_B *^Edt trash_medium 70 "1;2;3;4;5;6;7;8;9;10" misc/detritus/trashB}
|
|
{TRASH_B *^Edb detritus_medium 70 "1;2;3;4;5;6;7;8;9;10;11;12;13;14;15;16" misc/detritus/detritusB}
|
|
|
|
{TRASH_C *^Edt trash_big trash_medium 30 "1;2;3;4" misc/detritus/trashC}
|
|
{TRASH_C *^Edb detritus_big detritus_medium 50 "1;2;3;4;5;6;7" misc/detritus/detritusC}
|
|
|
|
# Gates and doors - 'P' is for portal, next letter is descriptor, third letter is '\,|,/' for direction, just like bridges
|
|
# Append an 'o' at fourth letter for the open version
|
|
# the fourth argument is for IPFs
|
|
|
|
#closed (impassable)
|
|
|
|
{GATES_VERTICAL_NS_L (*^Pr|) (X*,*^Eqf) 0 () portals/gate-rusty}
|
|
{GATES_DIAGONAL_SW_L (*^Pr\) (X*,*^Eqf) 0 () portals/gate-rusty}
|
|
{GATES_DIAGONAL_SE_L (*^Pr/) (X*,*^Eqf) 0 () portals/gate-rusty}
|
|
|
|
{GATES_VERTICAL_NS_L (*^Pw|) (X*,*^Eqf) 0 () portals/door-wooden}
|
|
{GATES_DIAGONAL_SW_L (*^Pw\) (X*,*^Eqf) 0 () portals/door-wooden}
|
|
{GATES_DIAGONAL_SE_L (*^Pw/) (X*,*^Eqf) 0 () portals/door-wooden}
|
|
|
|
#open/embellishment
|
|
|
|
{GATES_VERTICAL_NS_L (*^Pr|o) (X*,*^Eqf) 0 () portals/gate-rusty-open}
|
|
{GATES_DIAGONAL_SW_L (*^Pr\o) (X*,*^Eqf) 0 () portals/gate-rusty-open}
|
|
{GATES_DIAGONAL_SE_L (*^Pr/o) (X*,*^Eqf) 0 () portals/gate-rusty-open}
|
|
|
|
{GATES_VERTICAL_NS_L (*^Pw|o) (X*,*^Eqf) 0 () portals/door-wooden-open}
|
|
{GATES_DIAGONAL_SW_L (*^Pw\o) (X*,*^Eqf) 0 () portals/door-wooden-open}
|
|
{GATES_DIAGONAL_SE_L (*^Pw/o) (X*,*^Eqf) 0 () portals/door-wooden-open}
|
|
|
|
|
|
#
|
|
# > B A S E T E R R A I N S <
|
|
#
|
|
|
|
# Flat base terrains
|
|
{NEW:BASE Tb,*^Uf* forest/mushroom-base LAYER=-319}
|
|
|
|
# The first grass tile of each kind is the most standard and generic one, thus it appears more frequently to space out the rest
|
|
{NEW:BASE_P Gg 20 grass/green}
|
|
{NEW:BASE Gg grass/green}
|
|
{NEW:BASE_P Gs 25 grass/semi-dry}
|
|
{NEW:BASE Gs grass/semi-dry}
|
|
{NEW:BASE_P Gd 25 grass/dry}
|
|
{NEW:BASE Gd grass/dry}
|
|
{NEW:BASE Gll grass/leaf-litter}
|
|
|
|
{NEW:BASE Re flat/dirt}
|
|
{NEW:BASE Rb flat/dirt-dark}
|
|
|
|
{NEW:BASE Rr flat/road}
|
|
{NEW:BASE Rrc flat/road-clean}
|
|
{NEW:BASE Rp flat/stone-path}
|
|
|
|
# Hills base terrain
|
|
{NEW:BASE Hh hills/regular}
|
|
{NEW:BASE Hhd hills/dry}
|
|
|
|
# Cave base terrains
|
|
|
|
{NEW:BASE Uu cave/floor}
|
|
{NEW:BASE Uue cave/earthy-floor}
|
|
{NEW:BASE Ur,Urc cave/path}
|
|
{NEW:BASE Urb cave/flagstones-dark}
|
|
{NEW:BASE Uh cave/hills-variation}
|
|
{NEW:BASE Uhe cave/earthy-hills-variation}
|
|
|
|
{NEW:BASE Xu* cave/wall-rough}
|
|
{NEW:BASE Xo* walls/stone/wall-stone-base}
|
|
|
|
{NEW:BASE Qxua chasm/abyss}
|
|
{NEW:BASE Qx* chasm/depths}
|
|
|
|
{NEW:OVERLAY Wwr,Wwrt,Wwrg water/reef FLAG=reef LAYER=-320}
|
|
|
|
# Desert base terrains
|
|
|
|
{NEW:BASE Dd sand/desert}
|
|
|
|
# only use the smaller plant tiles when adjacent to castles, chasms etc
|
|
{OVERLAY_RESTRICTED_P *^Edp,*^Edpp (C*,K*,Q*) 33 embellishments/desert-plant}
|
|
{OVERLAY_RESTRICTED_P *^Edp,*^Edpp (C*,K*,Q*) 50 embellishments/desert-plant2}
|
|
{OVERLAY_RESTRICTED_P *^Edp,*^Edpp (C*,K*,Q*) 100 embellishments/desert-plant3}
|
|
# and then any plant tile elsewhere
|
|
{OVERLAY_P *^Edp,*^Edpp 9 embellishments/desert-plant}
|
|
{OVERLAY_P *^Edp,*^Edpp 10 embellishments/desert-plant2}
|
|
{OVERLAY_P *^Edp,*^Edpp 11 embellishments/desert-plant3}
|
|
{OVERLAY_P *^Edp,*^Edpp 12 embellishments/desert-plant4}
|
|
{OVERLAY_P *^Edp 14 embellishments/desert-plant5} # This one contains bones
|
|
{OVERLAY_P *^Edp,*^Edpp 16 embellishments/desert-plant6}
|
|
{OVERLAY_P *^Edp 20 embellishments/desert-plant7} # This one contains bones
|
|
{OVERLAY_P *^Edp,*^Edpp 24 embellishments/desert-plant8}
|
|
{OVERLAY_P *^Edp,*^Edpp 32 embellishments/desert-plant9}
|
|
{OVERLAY_P *^Edp,*^Edpp 48 embellishments/desert-plant10}
|
|
{OVERLAY_P *^Edp,*^Edpp 100 embellishments/desert-plant11}
|
|
|
|
{NEW:OVERLAY *^Esd embellishments/rocks}
|
|
|
|
{NEW:BASE Ds sand/beach}
|
|
|
|
{NEW:BASE Rd flat/desert-road}
|
|
|
|
{NEW:BASE *^Dc sand/crater FLAG=crater}
|
|
|
|
{NEW:BASE Hd hills/desert}
|
|
|
|
# Frozen base terrain
|
|
|
|
{NEW:BASE Aa frozen/snow}
|
|
|
|
#10% 10% 10% 10% 25% 35%
|
|
{NEW:BASE_P Ai 10 frozen/ice2}
|
|
{NEW:BASE_P Ai 11 frozen/ice3}
|
|
{NEW:BASE_P Ai 13 frozen/ice5}
|
|
{NEW:BASE_P Ai 14 frozen/ice6}
|
|
{NEW:BASE_P Ai 42 frozen/ice4}
|
|
{NEW:BASE_P Ai 100 frozen/ice}
|
|
|
|
{NEW:BASE Ha hills/snow}
|
|
|
|
# Interior floors
|
|
|
|
{NEW:BASE Ias interior/stone-ancient}
|
|
# raised base to get it over the chasm images (LAYER=-284)
|
|
{NEW:BASE Iwr,Icn interior/wood-regular LAYER=-284 FLAG=raised_base}
|
|
{NEW:BASE Ior interior/wood-ruined LAYER=-284 FLAG=raised_base}
|
|
{NEW:BASE Irs,Icr interior/stone-regular LAYER=-284 FLAG=raised_base}
|
|
|
|
|
|
# Water base terrains
|
|
{NEW:OVERLAY Wwf water/ford FLAG=ford LAYER=-519}
|
|
|
|
{NEW:BASE Sm swamp/mud}
|
|
{NEW:BASE_P Ss 33 swamp/water-plant@V}
|
|
{NEW:BASE Ss,Chs swamp/water}
|
|
|
|
#ANIMATED
|
|
|
|
{NEW:WATER_342_180_TILE_FLAGS}
|
|
|
|
{NEW:WATER_342_180 Ql,Qlf,Mv unwalkable/lava 16 DURATION=125 RANDOM_START=125}
|
|
|
|
{NEW:WATER_342_180 Wo,Wog,Wot water/ocean 21 DURATION=125 RANDOM_START=125}
|
|
{NEW:WATER_342_180 Ww,Wwr,Wwf,Wwg,Wwrg,Wwt,Wwrt,Chw,Cm*,Km* water/water 17 DURATION=125 RANDOM_START=125}
|
|
|
|
{NEW:WATER_342_180_OVERLAY Wog,Wwg,Wwrg water/overlay-gray -502}
|
|
{NEW:WATER_342_180_OVERLAY Wot,Wwt,Wwrt water/overlay-tropical -504}
|
|
|
|
# Castle base terrains
|
|
# Most bases get a special -2 layer to get them over the chasm images
|
|
|
|
{NEW:BASE Ch,Cha flat/road}
|
|
{NEW:BASE Chr flat/stone-path}
|
|
{NEW:BASE Kh* castle/cobbles-keep LAYER=-2}
|
|
{NEW:BASE Chw castle/aquatic-castle/cobbles LAYER=-520 FLAG=sunken}
|
|
# swamp castle defined along with swamp above
|
|
|
|
{NEW:BASE Cv castle/elven/grounds}
|
|
{NEW:BASE Kv castle/elven/keep LAYER=-2}
|
|
{NEW:BASE Cvr castle/elven-ruin/grounds}
|
|
{NEW:BASE Kvr castle/elven-ruin/keep LAYER=-2}
|
|
{NEW:BASE Cva castle/winter-elven/grounds}
|
|
{NEW:BASE Kva castle/winter-elven/keep LAYER=-2}
|
|
|
|
{NEW:BASE Ket interior/wood-tan LAYER=-2}
|
|
{NEW:OVERLAY Ket interior/wood-tan-debris}
|
|
|
|
{NEW:BASE (Cer,Ker) flat/dirt-dark}
|
|
{NEW:OVERLAY Ker castle/encampment-ruin/tent}
|
|
|
|
{NEW:BASE (Ce*,Ke*) flat/dirt}
|
|
{NEW:OVERLAY Ke castle/encampment/tent}
|
|
{NEW:OVERLAY Kea castle/encampment/tent-snow}
|
|
|
|
{NEW:BASE Co* flat/dirt-dark}
|
|
{NEW:BASE Ko castle/orcish/keep LAYER=-2}
|
|
{NEW:BASE Koa castle/winter-orcish/keep LAYER=-2}
|
|
|
|
{NEW:BASE Cfa castle/winter-dwarven/dwarven-castle-floor LAYER=-80}
|
|
{NEW:OVERLAY Cfa castle/winter-dwarven/dwarven-castle-snow PROB=30}
|
|
{NEW:BASE Kfa castle/winter-dwarven/dwarven-keep-floor LAYER=-80}
|
|
{NEW:OVERLAY Kfa castle/winter-dwarven/dwarven-keep}
|
|
|
|
{NEW:BASE Cfr castle/ruin-dwarven/dwarven-castle-floor}
|
|
{NEW:OVERLAY Cfr castle/ruin-dwarven/debris PROB=30}
|
|
{NEW:BASE Kfr castle/ruin-dwarven/dwarven-keep-floor}
|
|
{NEW:OVERLAY Kfr castle/ruin-dwarven/dwarven-keep}
|
|
|
|
{NEW:BASE Cf* castle/outside-dwarven/dwarven-castle-floor}
|
|
{NEW:BASE Kf* castle/outside-dwarven/dwarven-keep-floor}
|
|
{NEW:OVERLAY Kf* castle/outside-dwarven/dwarven-keep}
|
|
|
|
{NEW:BASE Cud castle/dwarven-castle-floor LAYER=-2}
|
|
{NEW:BASE Kud castle/dwarven-keep-floor LAYER=-2}
|
|
{NEW:OVERLAY Kud castle/dwarven-keep}
|
|
|
|
{NEW:BASE Cd castle/sand/dirt}
|
|
{NEW:BASE Kd castle/sand/cobbles LAYER=-2}
|
|
|
|
{NEW:BASE Cdr castle/sand/ruin-dirt}
|
|
{NEW:BASE Kdr castle/sand/cobbles-ruin LAYER=-2}
|
|
|
|
{NEW:OVERLAY (Cm,Km) castle/aquatic-castle/cobbles FLAG=cobbles LAYER=-350}
|
|
{NEW:OVERLAY (Cme) castle/aquatic-camp/reef FLAG=reef LAYER=-320}
|
|
{NEW:OVERLAY (Kme) castle/aquatic-camp/floor FLAG=floor LAYER=-310}
|
|
|
|
{NEW:BASE (Cte) flat/dirt-dark}
|
|
{NEW:BASE (Kte) flat/stone-path}
|
|
|
|
#
|
|
# > 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 <
|
|
#
|
|
|
|
# Aquatic camp
|
|
|
|
{NEW:CASTLEWALL (Kme,Cme) (!,C*,K*,Xu*,Xo*) !,Ket,!,C*,Ke* castle/aquatic-camp/castle}
|
|
{AQUATIC:CAMPS Kme Cme,Cm,Km castle/aquatic-camp}
|
|
|
|
# Troll camp
|
|
|
|
{NEW:CASTLEWALL (Kte) (!,C*,K*,Xu*,Xo*) C* castle/troll/keep}
|
|
{NEW:CASTLEWALL (Kte,Cte) (!,C*,K*,Xu*,Xo*) C* castle/troll/regular}
|
|
{AQUATIC:CAMPS Kte Cm*,Ct* castle/troll}
|
|
|
|
# Aquatic castle
|
|
|
|
{NEW:CASTLEWALL Cm (!,C*,K*,Xu*,Xo*) !,Ket,!,C*,Ke* castle/aquatic-castle/castle}
|
|
{NEW:CASTLEWALL2 Km !,Ket,!,C*,Ke* (!,C*,K*,Xu*,Xo*) castle/aquatic-castle/keep-castle}
|
|
{NEW:CASTLEWALL Km (!,Km,Xu*,Xo*) K* castle/aquatic-castle/keep}
|
|
|
|
# disable the next line to get the brown bank transition. It adds more images to the hex though.
|
|
{DISABLE_BASE_TRANSITIONS_F (Km,Cm) non_submerged}
|
|
{DISABLE_BASE_TRANSITIONS (Km,Cm)}
|
|
{AQUATIC:KEEP_CORNER_TRANSITION (Km) (Cm) (W*,Ss,Q*) (Xu*,Xo*) (non_fading) (castle/aquatic-castle)}
|
|
{TRANSITION_COMPLETE_LF (Cm) (!,K*,C*,W*,Ss,Q*,Xu*,Xo*) 0 non_fading castle/aquatic-castle/castle-to-ground}
|
|
{TRANSITION_COMPLETE_LF (Km) (!,K*,C*,W*,Ss,Q*,Xu*,Xo*) 0 non_fading castle/aquatic-castle/keep-to-ground}
|
|
{TRANSITION_COMPLETE_LF (Km) (W*,Ss) 0 non_fading castle/aquatic-castle/keep-to-water}
|
|
|
|
|
|
# Elven castle
|
|
|
|
{NEW:CASTLEWALL Cv (!,C*,K*,Xu*,Xo*) !,Ket,!,C*,Ke* castle/elven/castle}
|
|
{NEW:CASTLEWALL2 Kv !,Ket,!,C*,Ke* (!,C*,K*,Xu*,Xo*) castle/elven/keep-castle}
|
|
{NEW:CASTLEWALL Kv (!,K*,Xu*,Xo*) K* castle/elven/keep}
|
|
|
|
{NEW:CASTLEWALL Cvr (!,C*,K*,Xu*,Xo*) !,Ket,!,C*,Ke* castle/elven-ruin/castle}
|
|
{NEW:CASTLEWALL2 Kvr !,Ket,!,C*,Ke* (!,C*,K*,Xu*,Xo*) castle/elven-ruin/keep-castle}
|
|
{NEW:CASTLEWALL Kvr (!,K*,Xu*,Xo*) K* castle/elven-ruin/keep}
|
|
|
|
{NEW:CASTLEWALL Cva (!,C*,K*,Xu*,Xo*) !,Ket,!,C*,Ke* castle/winter-elven/castle}
|
|
{NEW:CASTLEWALL2 Kva !,Ket,!,C*,Ke* (!,C*,K*,Xu*,Xo*) castle/winter-elven/keep-castle}
|
|
{NEW:CASTLEWALL Kva (!,K*,Xu*,Xo*) K* castle/winter-elven/keep}
|
|
|
|
# Orcish castles
|
|
|
|
{NEW:CASTLEWALL Co (!,C*,K*,Xu*,Xo*) !,Ket,!,C*,Ke* castle/orcish/fort}
|
|
{NEW:CASTLEWALL2 Ko !,Ket,!,C*,Ke* (!,C*,K*,Xu*,Xo*) castle/orcish/keep-fort}
|
|
{NEW:CASTLEWALL Ko (!,K*,Xu*,Xo*) K* castle/orcish/keep}
|
|
|
|
{NEW:CASTLEWALL Coa (!,C*,K*,Xu*,Xo*) !,Ket,!,C*,Ke* castle/winter-orcish/fort}
|
|
{NEW:CASTLEWALL2 Koa !,Ket,!,C*,Ke* (!,C*,K*,Xu*,Xo*) castle/winter-orcish/keep-fort}
|
|
{NEW:CASTLEWALL Koa (Ke,Kea,!,K*,Xu*,Xo*) K* castle/winter-orcish/keep}
|
|
|
|
|
|
# Desert castles
|
|
|
|
{NEW:CASTLEWALL Cd (!,C*,K*,Xu*,Xo*) !,Ket,!,C*,Ke* castle/sand/castle}
|
|
{NEW:CASTLEWALL2 Kd !,Ket,!,C*,Ke* (!,C*,K*,Xu*,Xo*) castle/sand/keep-castle}
|
|
{NEW:CASTLEWALL Kd (!,K*,Xu*,Xo*) K* castle/sand/keep}
|
|
|
|
{NEW:CASTLEWALL Cdr (!,C*,K*,Xu*,Xo*) !,Ket,!,C*,Ke* castle/sand/ruin-castle}
|
|
{NEW:CASTLEWALL2 Kdr !,Ket,!,C*,Ke* (!,C*,K*,Xu*,Xo*) castle/sand/ruin-keep-castle}
|
|
{NEW:CASTLEWALL Kdr (Ke,Kea,!,K*,Xu*,Xo*) K* castle/sand/ruin-keep}
|
|
|
|
#
|
|
# Human castles
|
|
#
|
|
|
|
{NEW:CASTLEWALL Ch (!,C*,K*,Xu*,Xo*) !,Ket,!,C*,Ke* castle/castle}
|
|
{NEW:CASTLEWALL2 Kh !,Ket,!,C*,Ke* (!,C*,K*,Xu*,Xo*) castle/keep-castle}
|
|
{NEW:CASTLEWALL Kh (!,K*,Xu*,Xo*) K* castle/keep}
|
|
|
|
{NEW:CASTLEWALL Cha (!,C*,K*,Xu*,Xo*) !,Ket,!,C*,Ke* castle/snowy/castle}
|
|
{NEW:CASTLEWALL2 Kha !,Ket,!,C*,Ke* (!,C*,K*,Xu*,Xo*) castle/snowy/keep-castle}
|
|
{NEW:CASTLEWALL Kha (Ke,Kea,!,K*,Xu*,Xo*) K* 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
|
|
{NEW:CASTLEWALL (!,Chr,Chs,Ce*,Ke*,!,Ch*) (W*) !,Ket,!,C*,Ke* castle/sunken-ruin}
|
|
|
|
{NEW:CASTLEWALL2_P Khw,Khs Ch* W*,Ss 75 castle/sunken-ruinkeep1-castle}
|
|
{NEW:CASTLEWALL2 Khw,Khs Ch* W*,Ss castle/sunkenkeep-castle}
|
|
|
|
{NEW:CASTLEWALL (!,Khr,!,Kh*) W*,Ss,Chw,Chs K* castle/sunken-ruinkeep1 PROB=75}
|
|
{NEW:CASTLEWALL (!,Khr,!,Kh*) W*,Ss,Chw,Chs K* castle/sunkenkeep}
|
|
|
|
# ruined castle and non-submerged 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
|
|
{NEW:CASTLEWALL Ch* (!,C*,K*,Xu*,Xo*) !,Ket,!,C*,Ke* castle/ruin}
|
|
|
|
{NEW:CASTLEWALL2_P (Khr,Khw,Khs) (C*) (!,Ch*,Kh*,Xu*,Xo*) 75 castle/ruinkeep1-castle}
|
|
{NEW:CASTLEWALL2 (Khr,Khw,Khs) (C*) (!,Ch*,Kh*,Xu*,Xo*) castle/keep-castle}
|
|
|
|
{NEW:CASTLEWALL Kh* (Ke,Kea,!,K*,Xu*,Xo*) K* castle/ruinkeep1 PROB=75}
|
|
{NEW:CASTLEWALL Kh* (Ke,Kea,!,K*,Xu*,Xo*) K* castle/keep}
|
|
|
|
# Dwarf outside castles (similar appearance, but different rules and transitions than classic cave version)
|
|
|
|
{NEW:CASTLEWALL Cfa,Kfa (!,C*,K*,Xu*,Xo*) !,Ket,!,C*,Ke* castle/winter-dwarven/dwarven-castle}
|
|
{NEW:CASTLEWALL Cfr,Kfr (!,C*,K*,Xu*,Xo*) !,Ket,!,C*,Ke* castle/ruin-dwarven/dwarven-castle}
|
|
{NEW:CASTLEWALL Cf*,Kf* (!,C*,K*,Xu*,Xo*) !,Ket,!,C*,Ke* castle/outside-dwarven/dwarven-castle}
|
|
|
|
# Encampment
|
|
|
|
{NEW:CASTLEWALL Ce,Ke (!,C*,K*,Xu*,Xo*) !,Ket,!,C*,Ke* castle/encampment/regular}
|
|
{NEW:CASTLEWALL Cer,Ker (!,C*,K*,Xu*,Xo*) !,Ket,!,C*,Ke* castle/encampment-ruin/regular}
|
|
{NEW:CASTLEWALL Cea,Kea (!,C*,K*,Xu*,Xo*) !,Ket,!,C*,Ke* castle/encampment/snow}
|
|
{NEW:CASTLEWALL2 Ket (!,Ket,!,C*,Ke*) (!,C*,K*,Xu*,Xo*) castle/encampment/tall-keep-castle}
|
|
{NEW:CASTLEWALL Ket (!,Ket,!,Ke*,!,K*,Xu*,Xo*) K* castle/encampment/tall-keep}
|
|
|
|
|
|
# Castle & Encampment Base Transtions
|
|
|
|
{NEW:TRANSITION !,Kfa,Cfa,!,C*,K* Kfa,Cfa -79 castle/winter-dwarven/dwarven-castle-floor FLAG=inside}
|
|
{NEW:TRANSITION Kfa,Cfa !,Kfa,Cfa,!,C*,K* -79 castle/winter-dwarven/dwarven-castle-floor}
|
|
|
|
{NEW:TRANSITION !,Kf*,Cf*,!,C*,K* Kf*,Cf* -79 castle/outside-dwarven/dwarven-castle-floor FLAG=inside}
|
|
{NEW:TRANSITION Kf*,Cf* !,Kf*,Cf*,!,C*,K* -79 castle/outside-dwarven/dwarven-castle-floor}
|
|
|
|
{NEW:TRANSITION Chs !,S*,W*,H*,M*,A*,Chs,K* -230 swamp/water}
|
|
|
|
{NEW:TRANSITION Ch,Chr,Cha !,Ch,Chr,Cha,Ket,!,Ke*,C* -300 flat/road}
|
|
|
|
{NEW:TRANSITION !,Ket,Cd*,!,C*,Ke* Cd* -360 flat/desert-road FLAG=inside}
|
|
{NEW:TRANSITION Cd* !,Ket,Cd*,!,C*,Ke* -360 flat/desert-road}
|
|
|
|
{NEW:TRANSITION Cvr !,Ket,!,Ce*,Ke*,Cv,Cte -369 flat/stone-path FLAG=inside}
|
|
|
|
{NEW:TRANSITION !,Ce*,Ke*,!,C* !,Ket,!,Ce*,Ke* -370 flat/dirt FLAG=inside}
|
|
{NEW:TRANSITION !,Ket,!,Ce*,Ke* !,Ce*,Ke*,!,C* -370 flat/dirt}
|
|
|
|
{NEW:TRANSITION !,Ket,Co*,Ker,Cer,!,C*,Ke* Co*,Ker,Cer -380 flat/dirt-dark FLAG=inside}
|
|
{NEW:TRANSITION Ker,Cer,Co* !,Ket,Co*,Ker,Cer,!,C*,Ke* -380 flat/dirt-dark}
|
|
|
|
# Base transitions between various water castles
|
|
|
|
# 33% is an arbitrary magic number with which the transparency looks good
|
|
{NEW:GENERIC_CORNER_TRANSITION Cme (Cm,Km,Chw) -330 castle/aquatic-camp/reef masks/long "~O(33%)" FLAG=aquaticbasetrans}
|
|
{NEW:GENERIC_CORNER_TRANSITION Cm,Km,Chw (Cme) -321 castle/aquatic-castle/cobbles masks/long "~O(33%)" FLAG=aquaticbasetrans}
|
|
|
|
# this is to keep sand, snow, etc. from flowing in under the castle walls. It may need to be adjusted for when such behavior is needed.
|
|
# There should also be a pattern available for UMC, not sure what it would be though
|
|
{NEW:DISABLE_TRANSITION (K*,C*) (!,K*,C*) }
|
|
|
|
#
|
|
# Cave
|
|
# (including dwarven castle, chasm, lava)
|
|
#
|
|
|
|
# carpet graphics are defined here, because we want the basic interior terrain graphics to fill in the gaps afterwards.
|
|
|
|
{NEW:TRANSITION_INVERTED Icr !,Icr -221 interior/royal-rug/rug FLAG=royal_rug}
|
|
{NEW:TRANSITION_INVERTED Icn !,Icn -223 interior/regular-rug/rug FLAG=regular_rug}
|
|
# this one uses the Ur underlayer
|
|
{NEW:DISABLE_TRANSITION (Urc) (Uu*) }
|
|
{NEW:TRANSITION_INVERTED Urc !,Urc -222 interior/cave-rug/rug FLAG=cave_rug}
|
|
|
|
# installing new wood floor transitions - need to be above this DISABLE line
|
|
# be careful with wild-card filters: "I*r" includes "Irs"
|
|
# "Ias" is not included in this, it uses more generic transitions
|
|
|
|
{NEW:THREE_TERRAIN_TRANSITION Irs,Icr Q* G*,R*,D*,A*,W*,Uu,Ur,Urc,S* -282 interior/stone-chasm/stone-regular}
|
|
{NEW:TRANSITION_CROWDED Irs,Icr Q* -282 interior/stone-chasm/stone-regular}
|
|
{NEW:TRANSITION_CROWDED Irs,Icr W*,G*,R*,D*,A*,Uu,Ur,Urc,S* -282 interior/stone-regular}
|
|
{NEW:TRANSITION Irs,Icr Q* -282 interior/stone-chasm/stone-regular}
|
|
{NEW:TRANSITION Irs,Icr !,Irs,Irr,!,I*r,Q*,W*,G*,R*,D*,A*,Uu,Ur,Urc,S* -282 interior/stone-regular}
|
|
{NEW:TRANSITION Iwr,Ior,Icn G*,R*,D*,A*,Ur,Urc,Ias -283 interior/wood-regular}
|
|
{NEW:TRANSITION Iwr,Icn W*,S*,Qx* -283 interior/wood-chasm/wood-clean}
|
|
{NEW:TRANSITION Ior W*,S*,Qx* -283 interior/wood-chasm/wood-regular}
|
|
{NEW:TRANSITION Iwr,Ior,Icn Ql* -283 interior/wood-chasm/wood-burnt}
|
|
|
|
{DISABLE_BASE_TRANSITIONS Qx*,Ql*,Xu*,Xo*,Cud*,Kud*}
|
|
|
|
#dwarven castle transitions
|
|
{WALL_TRANSITION3 (Cud*,Kud*) Ql* Qx* unwalkable/dcastle-lava-chasm}
|
|
|
|
# Custom flag used to allow stone walls to still get drawn over these
|
|
{NEW:WALL2 (Cud*,Kud*) X* (!,Cud*,Kud*,X*) castle/dwarven-castle-wall FLAG=castlewall}
|
|
{NEW:WALL2 (Cud*,Kud*) Ql* (!,Cud*,Kud*,Ql*) unwalkable/dcastle-lava FLAG=castlewall}
|
|
{NEW:WALL2 (Cud*,Kud*) Qx* (!,Cud*,Kud*,Qx*) unwalkable/dcastle-chasm FLAG=castlewall}
|
|
|
|
{NEW:WALL (Cud*,Kud*) (!,Cud*,Kud*,X*) castle/dwarven-castle}
|
|
|
|
{NEW:WALL Xue (Qx*,Ql*) cave/earthy-wall-rough-chasm}
|
|
{NEW:WALL Xue (!,Xu*,Xo*) cave/earthy-wall-rough}
|
|
{NEW:WALL Xuc,Xuce (Qx*,Ql*) walls/wall-mine-chasm}
|
|
{NEW:WALL Xuc,Xuce (!,Xu*,Xo*) walls/wall-mine}
|
|
{NEW:WALL Xu* (Qx*,Ql*) cave/wall-rough-chasm}
|
|
#{NEW:WALL Xu* (!,Xu*) cave/wall-rough}
|
|
|
|
{NEW:WALL2_CORNER (Xom,Xoi) Xu* (!,Xu*,Xo*) walls/stone/wall-mine-mixed}
|
|
{NEW:WALL2 (Xom,Xoi) Xu* (!,Xu*,Xo*) walls/stone/wall-mine-mixed}
|
|
{NEW:WALL2_CORNER (Xoa) Xu* (!,Xu*,Xo*) walls/stone/ancient/wall-mixed}
|
|
{NEW:WALL2 (Xoa) Xu* (!,Xu*,Xo*) walls/stone/ancient/wall-mixed}
|
|
{NEW:WALL2_CORNER (Xo*) Xu* (!,Xu*,Xo*) walls/stone/wall-mixed}
|
|
{NEW:WALL2 (Xo*) Xu* (!,Xu*,Xo*) walls/stone/wall-mixed}
|
|
{NEW:WALL Xu* (!,Xu*,Xo*) cave/wall-rough}
|
|
|
|
# Xoi and Xom both have wooden trim, so "white" wall images are only needed for walls with visible faces.
|
|
{NEW:WALL_CORNER Xoi (!,Xo*,Xu*) walls/stone/wall-stone-white}
|
|
{NEW:WALL_CORNER Xom,Xoi (!,Xo*,Xu*) walls/stone/wall-stone-mine}
|
|
{NEW:WALL_CORNER Xoc (!,Xo*,Xu*) walls/stone/clean/wall-stone}
|
|
{NEW:WALL_CORNER Xoa (!,Xo*,Xu*) walls/stone/ancient/wall-stone}
|
|
{NEW:WALL_CORNER Xot^Edb (!,Xu*,Xo*) walls/stone/catacombs/wall-bones ALTERNATIVE=Xo*}
|
|
{NEW:WALL_CORNER Xot (!,Xo*,Xu*) walls/stone/catacombs/wall-stone ALTERNATIVE=Xo*}
|
|
{NEW:WALL_CORNER Xof^Efm (!,Xo*,Xu*) walls/stone/overgrown/wall-flowers ALTERNATIVE=Xof}
|
|
{NEW:WALL_CORNER Xof (!,Xo*,Xu*) walls/stone/overgrown/wall-stone}
|
|
{NEW:WALL_CORNER Xo* (!,Xo*,Xu*) walls/stone/wall-stone}
|
|
{NEW:WALL_A10 Xol (!,Xu*,Xo*) walls/stone/lit/wall-stone-lit}
|
|
{NEW:WALL Xoi (!,Xu*,Xo*) walls/stone/wall-stone-white}
|
|
{NEW:WALL_MINOR_VARIANTS Xoi Xom (!,Xu*,Xo*) walls/stone/wall-stone-white}
|
|
{NEW:WALL Xom,Xoi (!,Xu*,Xo*) walls/stone/wall-stone-mine}
|
|
{NEW:WALL Xoc (!,Xu*,Xo*) walls/stone/clean/wall-stone}
|
|
{NEW:WALL_MINOR_VARIANTS Xoc Xo* (!,Xu*,Xo*) walls/stone/clean/wall-stone}
|
|
{NEW:WALL Xoa (!,Xu*,Xo*) walls/stone/ancient/wall-stone}
|
|
# causes some bugs that need to be worked out first
|
|
# {NEW:WALL_MINOR_VARIANTS Xoa Xo* (!,Xu*,Xo*) walls/stone/ancient/wall-stone}
|
|
{NEW:WALL Xot^Edb (!,Xu*,Xo*) walls/stone/catacombs/wall-stone OVERLAYIMAGE=terrain/walls/stone/catacombs/wall-bones}
|
|
{NEW:WALL Xot (!,Xu*,Xo*) walls/stone/catacombs/wall-stone}
|
|
{NEW:WALL_MINOR_VARIANTS Xot Xo* (!,Xu*,Xo*) walls/stone/catacombs/wall-stone}
|
|
{NEW:WALL Xof^Efm (!,Xu*,Xo*) walls/stone/overgrown/wall-stone OVERLAYIMAGE=terrain/walls/stone/overgrown/wall-flowers}
|
|
{NEW:WALL Xof (!,Xu*,Xo*) walls/stone/overgrown/wall-stone}
|
|
{NEW:WALL Xo* (!,Xu*,Xo*) walls/stone/wall-stone}
|
|
|
|
# New Generic Castle-to Chasm transition
|
|
{TRANSITION_COMPLETE_LF (Cha,Kha,Coa,Koa,Cea,Kea,Cfa,Kfa) Qx* -89 transition2 chasm/regular-snow-castle}
|
|
{TRANSITION_COMPLETE_LF (!,Cud*,Kud*,!,C*,K*) Qxe -89 transition2 chasm/earthy-castle}
|
|
{TRANSITION_COMPLETE_LF (!,Cud*,Kud*,!,C*,K*) Qx* -89 transition2 chasm/regular-castle}
|
|
{TRANSITION_COMPLETE_LF (!,Cud*,Kud*,!,C*,K*,Xo*) Ql* -89 transition2 unwalkable/castle-lava-chasm}
|
|
|
|
# Special Mountain to Chasm Blend transition
|
|
{TRANSITION_COMPLETE_LF (Qx*,Ql*) (M*,Mv) 0 transition3 mountains/blend-from-chasm}
|
|
|
|
#chasm/lava transitions always below castles/walls
|
|
# these have been moved lower, layer=-290 from -90
|
|
|
|
{WALL_TRANSITION2_LF Ql Qx*,Xv,_off^_usr (!,Ql,Qx*) -290 ground unwalkable/lava-chasm}
|
|
{WALL_TRANSITION2_LF Qlf Qx*,Xv,_off^_usr (!,Ql*,Qx*) -290 ground unwalkable/lava-chasm}
|
|
{WALL_TRANSITION_LF Ql (!,Ql,Xv,_off^_usr) -290 ground unwalkable/lava}
|
|
{WALL_TRANSITION_LF Qlf (!,Qlf,Xv,_off^_usr) -290 ground unwalkable/lava-high}
|
|
{WALL_TRANSITION_LF Qx* (Ai*,Aa*,Ha*,Ms*,) -290 ground chasm/regular-snow}
|
|
{WALL_TRANSITION_LF Qx* (W*,S*) -290 ground chasm/water}
|
|
{WALL_TRANSITION_LF Qxe (!,Qx*,Xv,_off^_usr) -290 ground chasm/earthy}
|
|
{WALL_TRANSITION_LF Qx* (!,Qx*,Xv,_off^_usr) -290 ground chasm/regular}
|
|
|
|
{TRANSITION_COMPLETE_LF (Xo*) Qx* -289 transition2 chasm/regular-castle}
|
|
|
|
|
|
# Stone wall transitions
|
|
# the doubled comma is to improve transitions with the map edge
|
|
# {WALL_ADJACENT_TRANSITION Xol (!,,Xo*,Xu*) ANIMATION_10 walls/wall-stone-lit}
|
|
# {WALL_ADJACENT_TRANSITION Xo* (!,,Xo*,Xu*) IMAGE_SINGLE walls/wall-stone}
|
|
|
|
#
|
|
# > B A S E T R A N S I T I O N S. <
|
|
#
|
|
|
|
# The order mostly controls which overlap which, some special flags and varying
|
|
# layer numbers are used to make some special transitions to layer in more
|
|
# complex ways.
|
|
# Default layer is -500, so anything layering above should be higher.
|
|
|
|
|
|
{NEW:TRANSITION (Md,Mv) (!,Md,Hhd,Mv,W*,S*) -166 mountains/dry}
|
|
|
|
# Special mountain to dry/desert terrain trans
|
|
{NEW:TRANSITION (Hd,Hhd,Rb,Re,Rd,D*,Gd,Ha,A*,U*,Ql*) Mm 0 mountains/blend-from-dry FLAG=inside}
|
|
{NEW:TRANSITION (Hd,Hhd,Rb,Re,Rd,D*,Gd,U*,Ql*) Ms 0 mountains/blend-from-dry FLAG=inside}
|
|
{NEW:TRANSITION (Mm) (Hd,Hhd,Rb,Re,Rd,D*,Gd,Ha,A*,U*,Ql*) -166 hills/dry}
|
|
{NEW:TRANSITION (Ms) (Hd,Hhd,Rb,Re,Rd,D*,Gd,U*,Ql*) -166 hills/dry}
|
|
|
|
{NEW:TRANSITION (Ms,Ha) Hh* -170 hills/snow-to-hills}
|
|
{NEW:TRANSITION (Ms,Ha) (W*,S*) -171 hills/snow-to-water}
|
|
{NEW:TRANSITION (Ms,Ha) (!,Ha,Qx*,Mm,Ms,Md) -172 hills/snow}
|
|
|
|
{NEW:TRANSITION (Tb,*^Uf*) (!,M*,Tb,*^Uf*) -184 forest/mushroom-base}
|
|
{NEW:TRANSITION (Mm,Hh) (!,M*,Hh,Ai,W*,S*) -180 hills/regular}
|
|
{NEW:TRANSITION (Md,Hhd) (!,M*,Hhd,Ai,W*,S*) -183 hills/dry}
|
|
{NEW:TRANSITION Hd (!,Hd,Qx*,W*) -184 hills/desert}
|
|
|
|
{NEW:TRANSITION Uh (!,Uh,W*,Ai) -200 cave/hills}
|
|
{NEW:TRANSITION Uhe (!,Uhe,W*,Ai) -200 cave/earthy-hills}
|
|
|
|
{NEW:TRANSITION (Uu,Uh) (!,Uu,Uh,W*,Ai) -220 cave/floor}
|
|
{NEW:TRANSITION (Uue,Uhe) (!,Uue,Uhe,W*,Ai) -221 cave/earthy-floor}
|
|
|
|
{NEW:TRANSITION Ai,W*,S* Ur -223 cave/floor FLAG=inside}
|
|
{NEW:TRANSITION Urb (!,Urb) -224 cave/flagstones-dark}
|
|
|
|
{NEW:TRANSITION Ss (!,I*,Ss,H*,M*,A*,Chs,K*,Q*) -230 swamp/water}
|
|
|
|
#{NEW:TRANSITION Iwr G*,R*,W*,S*,D*,A*,Ur -230 interior/wood-regular}
|
|
# need to move this up higher to get over chasm walls
|
|
|
|
{NEW:TRANSITION *^Efm G* -240 embellishments/flowers-mixed FLAG=transition4}
|
|
|
|
# New Super-cool gradual Grass blending
|
|
|
|
{NEW:TRANSITION Gs Gg,Gd,Gll,Re,Rb,Rd,Rp -250 grass/semi-dry-long FLAG=inside}
|
|
{NEW:TRANSITION Gg Gs,Gd,Gll,Re,Rb,Rd,Rp -251 grass/green-long FLAG=inside}
|
|
{NEW:TRANSITION Gd Gg,Gs,Gll,Re,Rb,Rd,Rp -252 grass/dry-long FLAG=inside}
|
|
{NEW:TRANSITION Gll Gg,Gs,Gd,Re,Rb,Rd,Rp -253 grass/leaf-litter-long FLAG=inside}
|
|
|
|
{NEW:TRANSITION Gll Gg,Gs,Gd -254 grass/leaf-litter-long}
|
|
{NEW:TRANSITION Gd Gg,Gs,Gll -255 grass/dry-long}
|
|
{NEW:TRANSITION Gg Gs,Gd,Gll -256 grass/green-long}
|
|
{NEW:TRANSITION Gs Gg,Gd,Gll -257 grass/semi-dry-long}
|
|
|
|
|
|
{NEW:TRANSITION Gs (R*,D*,Aa,Ur,Urc,Ias) -260 grass/semi-dry-medium}
|
|
{NEW:TRANSITION Gg (R*,D*,Aa,Ur,Urc,Ias) -261 grass/green-medium}
|
|
{NEW:TRANSITION Gd (R*,D*,Aa,Ur,Urc,Ias) -262 grass/dry-medium}
|
|
|
|
|
|
{NEW:TRANSITION Gll (!,Gll,Q*,W*,Ai,C*,K*) -270 grass/leaf-litter}
|
|
{NEW:TRANSITION (Gg*,Qx*) (!,Gg*,Q*,Mm,Ms,Hh,C*,K*) -271 grass/green-abrupt}
|
|
{NEW:TRANSITION Gs (!,Gs,Q*,C*,K*) -272 grass/semi-dry-abrupt}
|
|
{NEW:TRANSITION Gd (!,Gd,Q*,C*,K*) -273 grass/dry-abrupt}
|
|
|
|
{NEW:TRANSITION Aa (W*,Ss) -280 frozen/snow-to-water}
|
|
{NEW:TRANSITION Aa (!,Aa,Q*,G*) -281 frozen/snow}
|
|
|
|
|
|
# This transitions from bank to flat terrains.
|
|
{NEW:TRANSITION (W*,Ai) (R*,Gll,Ias) -300 flat/bank}
|
|
|
|
{NEW:TRANSITION (Sm) (R*,D*) -310 swamp/mud-to-land}
|
|
|
|
# To make everything layer properly, these transitions for sand to R* occur higher than most of the desert transitions
|
|
{NEW:TRANSITION Dd R* -319 sand/desert}
|
|
{NEW:TRANSITION Ds R* -319 sand/beach}
|
|
|
|
# A rule for corner-based beach waves...
|
|
{NEW:WAVES D*,Hd W* -499 water/waves}
|
|
|
|
{NEW:TRANSITION Rr (!,Rr,W*,Ai,Q*) -320 flat/road}
|
|
{NEW:TRANSITION Rrc (!,Rrc,W*,Ai,Q*) -321 flat/road-clean}
|
|
{NEW:TRANSITION Rp (!,Rp,W*,Ai,Q*) -322 flat/stone-path}
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{NEW:TRANSITION *^Gvs (!,*^Gvs,C*,K*,*^F*,M*,H*,W*,Q*) -330 embellishments/farm-veg-spring FLAG=transition2}
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{NEW:TRANSITION *^Emf (!,*^Emf,C*,K*,*^F*,M*,H*,W*,Q*) -330 embellishments/mushroom-farm FLAG=transition2}
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{NEW:TRANSITION Ds (!,Ds,W*,S*,Ai,Q*) -510 sand/beach}
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{NEW:TRANSITION Dd (!,R*,Dd,W*,S*,Ai,Q*) -510 sand/desert}
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# Dirt transitions are double sided
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{NEW:TRANSITION (!,Rd,Rr*,Hh*,M*,Q*,D*,T*) Rd -370 flat/desert-road FLAG=inside}
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{NEW:TRANSITION Rd (!,Rd,W*,Ai,Q*,D*,T*) -371 flat/desert-road}
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{NEW:TRANSITION (!,Re,Rr*,Hh*,M*,Q*,D*,T*) Re -379 flat/dirt FLAG=inside}
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{NEW:TRANSITION Re (!,Re,Rr*,W*,Ai,Q*,D*,T*) -380 flat/dirt}
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{NEW:TRANSITION (!,Rb,Rr*,W*,Ai,Q*,D*,T*,Ias*) Rb,Ias -384 flat/dirt-dark FLAG=inside}
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{NEW:TRANSITION Rb,Ias (!,Rb,Rr*,W*,Ai,Q*,D*,T*,Ias*) -388 flat/dirt-dark}
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{NEW:TRANSITION Rb Ias -384 flat/dirt-dark FLAG=inside}
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{NEW:TRANSITION Ias Rb -388 flat/dirt-dark}
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# This complicated part keeps the submerged part of ice or a bank from drawing over the above-water parts of banks or ice
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{NEW:TRANSITION (!,Chw,Khw,Khs,!,C*,K*) (Ai,W*) -480 castle/castle-to-ice FLAG=non_submerged}
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{NEW:TRANSITION (Mm,Hh) Ai,W*,S* -482 hills/regular-to-water FLAG=non_submerged}
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{NEW:TRANSITION (Md,Hhd,Mv) Ai,W*,S* -482 hills/dry-to-water FLAG=non_submerged}
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{NEW:TRANSITION (R*,G*,Uue,Ias) Ai,W* -483 flat/bank-to-ice FLAG=non_submerged}
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{NEW:TRANSITION (U*,Xu*,Ql*) Ai,W*,S* -486 cave/bank FLAG=non_submerged}
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{NEW:TRANSITION Aa,Ai (D*) -485 frozen/ice FLAG=non_submerged}
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{NEW:TRANSITION Aa,Ha,Ms,Ai (W*,S*) -485 frozen/ice FLAG=non_submerged}
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{NEW:TRANSITION Aa,Ha,Ms,Ai (W*,S*) -505 frozen/ice-to-water FLAG=submerged}
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# we just draw this again (invisible below the base layer) to set the transition flags
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{NEW:TRANSITION Aa,Ha,Ms,Ai (W*,Ss) -1001 frozen/ice-to-water}
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# Beaches
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{NEW:GENERIC_CORNER_TRANSITION !,D*,Hd,Chw,Khw,Khs,W*,S*,Xv,Qx*,A*,_* W* -500 water/bottom masks/long ""}
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# Water Transitions below everything else
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{NEW:GENERIC_CORNER_TRANSITION Wwf (!,Wwf,!,W*,Sm) -515 water/ford masks/long "~O(0.48)"}
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# Double-sided animated transitions for water-to-water and sand-to-water
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{NEW:TRANSITION Sm (!,Sm,!,W*,D*) -556 swamp/mud-long FLAG=transition3}
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{NEW:WATER_342_180_TRANSITION Wo* (!,Wo*,!,W*,Sm) -550 "~O(50%)" water/ocean 21 DURATION=125 RANDOM_START=no}
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{NEW:WATER_342_180_TRANSITION Ww* (!,Ww*,!,W*,Sm) -551 "~O(50%)" water/water 17 DURATION=125 RANDOM_START=no}
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{NEW:WATER_342_180_OVERLAY_TRANSITION Wog,Wwg,Wwrg (!,Wog,Wwg,Wwrg,!,W*,Sm) -503 water/overlay-gray 0.20}
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{NEW:WATER_342_180_OVERLAY_TRANSITION Wot,Wwt,Wwrt (!,Wot,Wwt,Wwrt,!,W*,Sm) -505 water/overlay-tropical 0.16}
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# We currently can't afford these extra rules to make the water transition nicely onto void and off-map, so
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# instead we make void and off-map transition over water.
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#{NEW:WATER_342_180_TRANSITION Wog Xv,_off^_usr -550 "~CS(20,0,-10)" water/ocean 21}
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#{NEW:WATER_342_180_TRANSITION Wo Xv,_off^_usr -551 "" water/ocean 21}
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#{NEW:WATER_342_180_TRANSITION Wot Xv,_off^_usr -552 "~CS(-5,15,10)" water/ocean 21}
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#{NEW:WATER_342_180_TRANSITION Wwg,Wwrg Xv,_off^_usr -553 "~CS(10,-5,-10)" water/water 17}
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#{NEW:WATER_342_180_TRANSITION Ww,Wwf,Wwr Xv,_off^_usr -554 "" water/water 17}
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#{NEW:WATER_342_180_TRANSITION Wwt,Wwrt Xv,_off^_usr -555 "~CS(5,20,10)" water/water 17}
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{NEW:GENERIC_CORNER_TRANSITION Xv W*,Sm -513 void/void masks/long ()}
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{NEW:GENERIC_CORNER_TRANSITION _off^_usr W*,Sm -514 off-map/border masks/long "~NO_TOD_SHIFT()"}
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# chasm to abyss ecetera transition
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{NEW:TRANSITION Qxu,Qxe Qxua,Xv,_off^_usr -600 chasm/depths FLAG=depths}
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{NEW:TRANSITION Qxua Xv,_off^_usr -601 chasm/abyss-base FLAG=depths}
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# fake shroud
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{OVERLAY_L *^_s 1 void/void }
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{TRANSITION_RESTRICTED_LF *^_s (!,*^_s) 1 overlay void/void }
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# ugly fillups for missing transitions
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{TRANSITION_COMPLETE_L Ai Xv,_off^_usr -800 frozen/ice}
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{TRANSITION_COMPLETE_L Xv _off^_usr -810 void/void}
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# Default terrain
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{NEW:BASE * void/void}
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#wmlindent: stop ignoring
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