mirror of
https://github.com/wesnoth/wesnoth
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279 lines
5.7 KiB
INI
279 lines
5.7 KiB
INI
#
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# This file contains terrain--graphics macros that are not currently used in
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# mainline or any known UMC. The goal of moving them here is (a) to make
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# the mainline files easier to read by reducing unused clutter, (b) to
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# clean up unused references so wmlscope sanity checking, and (c) to preserve
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# these in case they are ever again useful.
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#
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#
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# Originally from buildings.cfg
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#
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#define BUILDING_FLAG TERRAIN IMAGE_WML FLAG
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[terrain_graphics]
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[tile]
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x=0
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y=0
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type={TERRAIN}
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has_flag={FLAG}
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{IMAGE_WML}
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[/tile]
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set_flag=building-{TERRAIN}
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no_flag=building-{TERRAIN}
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[/terrain_graphics]
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#enddef
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#define BUILDING_FLAG_PROB TERRAIN IMAGE_WML FLAG PROBABILITY
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[terrain_graphics]
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[tile]
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x=0
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y=0
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type={TERRAIN}
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has_flag={FLAG}
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set_flag=overlay
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{IMAGE_WML}
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[/tile]
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probability={PROBABILITY}
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set_flag=building-{TERRAIN}
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no_flag=building-{TERRAIN}
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[/terrain_graphics]
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#enddef
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#define FLAG_REMAINING TERRAIN FLAG CLASS
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[terrain_graphics]
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[tile]
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x=0
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y=0
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type={TERRAIN}
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set_flag={FLAG},{CLASS}
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no_flag={CLASS}
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[/tile]
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[/terrain_graphics]
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#enddef
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#
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# Originally from utils.cfg
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#
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#define HIMG LAYER NAME
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[image]
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name={NAME}
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layer={LAYER}
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[/image]
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#enddef
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#define HIMG_NIGHT LAYER NAME NAME_NIGHT
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[image]
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name={NAME}
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layer={LAYER}
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[variant]
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tod=dusk
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name={NAME_NIGHT}
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[/variant]
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[variant]
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tod=first_watch
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name={NAME_NIGHT}
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[/variant]
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[variant]
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tod=second_watch
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name={NAME_NIGHT}
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[/variant]
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[variant]
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tod=dawn
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name={NAME_NIGHT}
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[/variant]
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[/image]
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#enddef
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#define VIMG_NIGHT BASE NAME NAME_NIGHT
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[image]
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name={NAME}
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base={BASE}
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[variant]
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tod=dusk
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name={NAME_NIGHT}
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[/variant]
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[variant]
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tod=first_watch
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name={NAME_NIGHT}
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[/variant]
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[variant]
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tod=second_watch
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name={NAME_NIGHT}
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[/variant]
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[variant]
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tod=dawn
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name={NAME_NIGHT}
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[/variant]
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[/image]
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#enddef
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# Sets a specified flag to all hexes adjacent to a given type which is in turn
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# adjacent to another given type. Used to set the transition2 flag for sunken
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# keeps, so their cliff transition to water will be disabled.
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#define SET_ADJACENT_FLAG CENTER_TERRAIN ADJACENT_TERRAIN ADJACENT_TO_TERRAIN FLAG
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[terrain_graphics]
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map="
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, 2
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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={CENTER_TERRAIN}
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[/tile]
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[tile]
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pos=2
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type={ADJACENT_TERRAIN}
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set_flag="adjacent_to_{ADJACENT_TO_TERRAIN}"
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no_flag="adjacent_to_{ADJACENT_TO_TERRAIN}"
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[/tile]
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rotations=n,ne,se,s,sw,nw
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[/terrain_graphics]
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[terrain_graphics]
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map="
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, 4
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., .
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, 3
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., .
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, ."
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[tile]
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pos=3
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type={ADJACENT_TERRAIN}
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has_flag="adjacent_to_{ADJACENT_TO_TERRAIN}"
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[/tile]
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[tile]
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pos=4
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type={ADJACENT_TO_TERRAIN}
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no_flag={FLAG}-@R3
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set_flag={FLAG}-@R3
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[/tile]
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rotations=n,ne,se,s,sw,nw
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[/terrain_graphics]
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#enddef
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#
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# These were originally from castle_transitions.cfg
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#
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#define TERRAIN_ADJACENT_CORNER_FLAG1_PROB TERRAIN1 TERRAIN2 TERRAIN3 POS FLAG IMAGESTEM PROB
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[terrain_graphics]
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map="
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3
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, 2
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1"
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[tile]
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pos=1
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type={TERRAIN1}
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has_flag={FLAG}
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set_flag=fence-@R0
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no_flag=fence-@R0
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[/tile]
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[tile]
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pos=2
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type={TERRAIN2}
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[/tile]
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[tile]
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pos=3
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type={TERRAIN3}
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[/tile]
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[image]
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base={POS}
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name={IMAGESTEM}-@R0
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[/image]
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rotations=ne,e,se,sw,w,nw
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probability={PROB}
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[/terrain_graphics]
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#enddef
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#define TERRAIN_ADJACENT_CORNER_FLAG2 TERRAIN1 TERRAIN2 TERRAIN3 POS FLAG IMAGESTEM
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[terrain_graphics]
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map="
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3
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, 2
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1"
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[tile]
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pos=1
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type={TERRAIN1}
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[/tile]
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[tile]
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pos=2
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type={TERRAIN2}
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has_flag={FLAG}
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[/tile]
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[tile]
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pos=3
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type={TERRAIN3}
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[/tile]
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[image]
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base={POS}
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name={IMAGESTEM}-@R0
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[/image]
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rotations=ne,e,se,sw,w,nw
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[/terrain_graphics]
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#enddef
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#define TERRAIN_ADJACENT_CORNER_FLAG3 TERRAIN1 TERRAIN2 TERRAIN3 POS FLAG IMAGESTEM
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[terrain_graphics]
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map="
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3
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, 2
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1"
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[tile]
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pos=1
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type={TERRAIN1}
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[/tile]
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[tile]
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pos=2
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type={TERRAIN2}
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[/tile]
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[tile]
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pos=3
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type={TERRAIN3}
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has_flag={FLAG}
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[/tile]
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[image]
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base={POS}
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name={IMAGESTEM}-@R0
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[/image]
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rotations=ne,e,se,sw,w,nw
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[/terrain_graphics]
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#enddef
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#
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# Originally from the base.cfg file
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#
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#define TERRAIN_BASE_FLAG TERRAIN FLAG IMAGESTEM
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[terrain_graphics]
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[tile]
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x=0
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y=0
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type="{TERRAIN}"
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has_flag={FLAG}
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[image]
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layer=-1000
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name={IMAGESTEM}
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[/image]
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[/tile]
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no_flag="base"
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set_flag="base"
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[/terrain_graphics]
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#enddef
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