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https://github.com/wesnoth/wesnoth
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...for villages in mountains, hills, snow-hills and desert. Made the Random Scenarios use these new terrains.
353 lines
4.7 KiB
INI
353 lines
4.7 KiB
INI
# Terrain configuration file. Defines how the terrain _work_ in the game. How
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# the terrains _look_ is defined in terrain_graphics.cfg .
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[terrain]
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symbol_image=void
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id=shroud
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name= _ "Shroud"
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char=" "
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[/terrain]
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[terrain]
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symbol_image=fog
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id=fog
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name= _ "Fog"
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char="~"
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[/terrain]
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[terrain]
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symbol_image=ocean
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id=deep water
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name= _ "Deep Water"
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char=s
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submerge=0.5
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unit_height_adjust=-3
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[/terrain]
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[terrain]
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symbol_image=coast
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id=shallow water
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name= _ "Shallow Water"
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char=c
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submerge=0.4
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unit_height_adjust=-4
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[/terrain]
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[terrain]
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symbol_image=village-coast
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id=mermen village
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name= _ "Village"
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char=Z
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aliasof=c
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submerge=0.4
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unit_height_adjust=-4
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heals=true
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gives_income=true
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[/terrain]
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[terrain]
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symbol_image=swampwater
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id=swamp water
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name= _ "Swamp"
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char=w
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submerge=0.4
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unit_height_adjust=-3
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[/terrain]
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[terrain]
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symbol_image=village-swampwater
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id=swamp village
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name= _ "Village"
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char=Y
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aliasof=tw
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heals=true
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gives_income=true
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[/terrain]
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[terrain]
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symbol_image=ice
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id=ice
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name= _ "Ice"
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char=i
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unit_height_adjust=-2
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aliasof=S
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light=true
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[/terrain]
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[terrain]
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symbol_image=bridge-n-s
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id=bridge
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name= _ "Bridge"
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char=|
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aliasof=gc
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[/terrain]
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[terrain]
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symbol_image=bridge-ne-sw
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id=bridgediag1
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name= _ "Bridge"
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char=/
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aliasof=gc
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[/terrain]
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[terrain]
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symbol_image=bridge-se-nw
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id=bridgediag2
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name= _ "Bridge"
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char=\
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aliasof=gc
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[/terrain]
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[terrain]
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symbol_image=desert
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id=sand
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name= _ "Sand"
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char=d
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light=true
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[/terrain]
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[terrain]
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symbol_image=road
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id=road
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name= _ "Road"
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char=R
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aliasof=g
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[/terrain]
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[terrain]
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symbol_image=dirt
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id=dirt
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name= _ "Dirt"
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char=r
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aliasof=g
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[/terrain]
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#grassland should contain mostly plain grassland, but occasionally
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#a few rocks
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[terrain]
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symbol_image=grassland-r1
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id=grassland
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name= _ "Grassland"
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char=g
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[/terrain]
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[terrain]
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symbol_image=village
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id=village
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name= _ "Village"
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char=t
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heals=true
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gives_income=true
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[/terrain]
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[terrain]
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symbol_image=village-human
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id=human village
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name= _ "Village"
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char=v
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aliasof=t
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heals=true
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gives_income=true
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[/terrain]
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#temporary symbol_image until a hill/mountain village graphic emerges
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[terrain]
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symbol_image=village-human
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id=hill village
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name= _ "Village"
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char=a
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aliasof=th
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heals=true
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gives_income=true
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[/terrain]
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#temporary symbol_image until a hill/mountain village graphic emerges
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[terrain]
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symbol_image=village-snow
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id=snow-hill village
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name= _ "Village"
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char=A
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light=true
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aliasof=th
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heals=true
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gives_income=true
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light=true
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[/terrain]
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#temporary symbol_image until a hill/mountain village graphic emerges
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[terrain]
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symbol_image=village-human
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id=mountain village
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name= _ "Village"
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char=b
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aliasof=tm
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heals=true
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gives_income=true
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[/terrain]
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#temporary symbol_image until a desert village graphic emerges
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[terrain]
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symbol_image=village-human
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id=desert village
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name= _ "Village"
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char=B
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aliasof=td
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heals=true
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gives_income=true
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light=true
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[/terrain]
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[terrain]
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symbol_image=snow
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id=tundra
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name= _ "Snow"
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char=S
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light=true
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[/terrain]
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[terrain]
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symbol_image=village-snow
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id=snow village
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name= _ "Village"
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char=V
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aliasof=tS
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light=true
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heals=true
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gives_income=true
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[/terrain]
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[terrain]
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symbol_image=hills
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id=hills
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name= _ "Hills"
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char=h
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[/terrain]
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[terrain]
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symbol_image=snow-hills
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id=hills
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name= _ "Hills"
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light=true
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char=H
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aliasof=h
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[/terrain]
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[terrain]
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symbol_image=mountains
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id=mountains
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name= _ "Mountains"
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char=m
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[/terrain]
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[terrain]
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symbol_image=forest
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id=forest
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name= _ "Forest"
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char=f
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[/terrain]
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[terrain]
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symbol_image=snow-forest
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id=forest
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light=true
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name= _ "Forest"
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aliasof=f
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char=F
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[/terrain]
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[terrain]
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symbol_image=cavewall
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id=cavewall
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name= _ "Cave wall"
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char=W
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light=true
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[/terrain]
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[terrain]
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symbol_image=cave-floor1
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id=cave
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name= _ "Cave"
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char=u
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[/terrain]
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[terrain]
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symbol_image=village-cave
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id=underground village
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name= _ "Village"
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char=D
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aliasof=tu
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heals=true
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gives_income=true
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[/terrain]
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[terrain]
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symbol_image=castle
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id=castle
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name= _ "Castle"
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char=C
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unit_height_adjust=3
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recruit_onto=true
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[/terrain]
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[terrain]
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symbol_image=dirt
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id=encampment
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name= _ "Encampment"
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char=n
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aliasof=C
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unit_height_adjust=3
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recruit_onto=true
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[/terrain]
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[terrain]
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symbol_image=cave-floor1
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id=dwarven castle
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name= _ "Dwarven castle"
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char=o
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aliasof=C
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unit_height_adjust=0
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recruit_onto=true
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[/terrain]
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[terrain]
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symbol_image=keep
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id=keep
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name= _ "Keep"
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char=K
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unit_height_adjust=8
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aliasof=C
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light=true
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recruit_from=true
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recruit_onto=true
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[/terrain]
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#this is commented-out until someone actually makes it work
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#[terrain]
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#char=O
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#id=orccastle
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#aliasof=C
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#symbol_image=orccastle
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#[/terrain]
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[terrain]
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symbol_image=canyon-n-s
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id=canyon
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name= _ "Canyon"
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char=X
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[/terrain]
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# 'y' and 'z' are reserved chars
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# They can be used at the discretion of campaign designers
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#ifdef CAMPAIGN_EASTERN_INVASION
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[terrain]
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symbol_image=castle
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id=castle
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name= _ "Castle"
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char=y
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aliasof=W
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[/terrain]
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#endif
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