2008-03-07 21:26:44 +00:00

78 lines
1.7 KiB
INI

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