201 lines
3.0 KiB
INI

#textdomain wesnoth
#define HIMG LAYER NAME
[image]
name={NAME}
layer={LAYER}
[/image]
#enddef
#define VIMG BASE NAME
[image]
name={NAME}
base={BASE}
[/image]
#enddef
#define HIMG_NIGHT LAYER NAME NAME_NIGHT
[image]
name={NAME}
layer={LAYER}
[variant]
tod=dusk
name={NAME_NIGHT}
[/variant]
[variant]
tod=first_watch
name={NAME_NIGHT}
[/variant]
[variant]
tod=second_watch
name={NAME_NIGHT}
[/variant]
[variant]
tod=dawn
name={NAME_NIGHT}
[/variant]
[/image]
#enddef
#define VIMG_NIGHT BASE NAME NAME_NIGHT
[image]
name={NAME}
base={BASE}
[variant]
tod=dusk
name={NAME_NIGHT}
[/variant]
[variant]
tod=first_watch
name={NAME_NIGHT}
[/variant]
[variant]
tod=second_watch
name={NAME_NIGHT}
[/variant]
[variant]
tod=dawn
name={NAME_NIGHT}
[/variant]
[/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 LETTER
[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={LETTER}
[/tile]
[/terrain_graphics]
#enddef
# Sets a specified flag to all hexes adjacent to a given type which is in turn
# adjacent to another given type. Used to set the transition2 flag for sunken
# keeps, so their cliff transition to water will be disabled.
#define SET_ADJACENT_FLAG CENTER_LETTER ADJACENT_LETTER ADJACENT_TO_LETTER FLAG
[terrain_graphics]
map="
, 2
., .
, 1
., .
, ."
[tile]
pos=1
type={CENTER_LETTER}
[/tile]
[tile]
pos=2
type={ADJACENT_LETTER}
set_flag="adjacent_to_{ADJACENT_TO_LETTER}"
no_flag="adjacent_to_{ADJACENT_TO_LETTER}"
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
[terrain_graphics]
map="
, 4
., .
, 3
., .
, ."
[tile]
pos=3
type={ADJACENT_LETTER}
has_flag="adjacent_to_{ADJACENT_TO_LETTER}"
[/tile]
[tile]
pos=4
type={ADJACENT_TO_LETTER}
no_flag={FLAG}-@R3
set_flag={FLAG}-@R3
[/tile]
rotations=n,ne,se,s,sw,nw
[/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 K C keep-of-castle} makes flags all K tiles adjacent to C
# tiles with the keep-of-castle flag
#
# Use this to make other rule depend on adjacent terrain
#define FLAG_IF_ADJACENT LETTER ADJACENT FLAG CLASS
[terrain_graphics]
[tile]
x=0
y=0
type={LETTER}
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
#define FLAG_REMAINING LETTER FLAG CLASS
[terrain_graphics]
[tile]
x=0
y=0
type={LETTER}
set_flag={FLAG},{CLASS}
no_flag={CLASS}
[/tile]
[/terrain_graphics]
#enddef