mirror of
https://github.com/wesnoth/wesnoth
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235 lines
6.4 KiB
INI
235 lines
6.4 KiB
INI
#textdomain wesnoth
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# Defines a terrain that has a transition image of the form: "void-n-ne-se-s.png"
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# example: {TERRAIN_ADJACENT_4 gt !gt grassland}
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# Same as above, but for 1-tile (simple) transitions.
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#define TRANSITION1_BASE_PLF TERRAIN ADJACENT PROB LAYER FLAG IMAGESTEM
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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={ADJACENT}
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no_flag={FLAG}-@R0
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set_flag={FLAG}-@R0
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[image]
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layer={LAYER}
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name={IMAGESTEM}-@R0
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[/image]
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[/tile]
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[tile]
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pos=2
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type={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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probability={PROB}
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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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# Same as above, but for 2-tile transitions.
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#define TRANSITION2_BASE_PLF TERRAIN ADJACENT PROB LAYER FLAG IMAGESTEM
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[terrain_graphics]
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map="
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, 2
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., 3
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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={ADJACENT}
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no_flag={FLAG}-@R0,{FLAG}-@R1
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set_flag={FLAG}-@R0,{FLAG}-@R1
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[image]
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layer={LAYER}
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name={IMAGESTEM}-@R0-@R1
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[/image]
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[/tile]
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[tile]
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pos=2
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type={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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[tile]
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pos=3
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type={TERRAIN}
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no_flag={FLAG}-@R4
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set_flag={FLAG}-@R4
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[/tile]
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probability={PROB}
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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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# Same as above, but for 3-tile transitions.
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#define TRANSITION3_BASE_PLF TERRAIN ADJACENT PROB LAYER FLAG IMAGESTEM
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[terrain_graphics]
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map="
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, 2
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., 3
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, 1
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., 4
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, ."
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[tile]
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pos=1
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type={ADJACENT}
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no_flag={FLAG}-@R0,{FLAG}-@R1,{FLAG}-@R2
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set_flag={FLAG}-@R0,{FLAG}-@R1,{FLAG}-@R2
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[image]
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layer={LAYER}
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name={IMAGESTEM}-@R0-@R1-@R2
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[/image]
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[/tile]
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[tile]
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pos=2
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type={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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[tile]
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pos=3
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type={TERRAIN}
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no_flag={FLAG}-@R4
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set_flag={FLAG}-@R4
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[/tile]
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[tile]
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pos=4
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type={TERRAIN}
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no_flag={FLAG}-@R5
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set_flag={FLAG}-@R5
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[/tile]
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probability={PROB}
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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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# This will add 4-tile transitions from terrains of type g or t to terrains of
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# any other type, using the filename grassland-x-x-x-x.png
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#define TRANSITION4_BASE_PLF TERRAIN ADJACENT PROB LAYER FLAG IMAGESTEM
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[terrain_graphics]
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map="
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, 2
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., 3
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, 1
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., 4
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, 5"
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[tile]
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pos=1
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type={ADJACENT}
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no_flag={FLAG}-@R0,{FLAG}-@R1,{FLAG}-@R2,{FLAG}-@R3
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set_flag={FLAG}-@R0,{FLAG}-@R1,{FLAG}-@R2,{FLAG}-@R3
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[image]
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layer={LAYER}
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name={IMAGESTEM}-@R0-@R1-@R2-@R3
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[/image]
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[/tile]
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[tile]
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pos=2
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type={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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[tile]
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pos=3
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type={TERRAIN}
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no_flag={FLAG}-@R4
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set_flag={FLAG}-@R4
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[/tile]
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[tile]
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pos=4
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type={TERRAIN}
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no_flag={FLAG}-@R5
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set_flag={FLAG}-@R5
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[/tile]
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[tile]
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pos=5
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type={TERRAIN}
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no_flag={FLAG}-@R0
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set_flag={FLAG}-@R0
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[/tile]
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probability={PROB}
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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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# Defines a terrain that could have 4-tile, 3-tile, 2-tile, or 1-tile
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# transitions to other terrains. The larger transitions have greater priority
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# and go first.
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#define TRANSITION_BASE_PLF TERRAIN ADJACENT PROB LAYER FLAG IMAGESTEM
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{TRANSITION4_BASE_PLF ({TERRAIN}) ({ADJACENT}) ({PROB}) ({LAYER}) {FLAG} {IMAGESTEM} }
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{TRANSITION3_BASE_PLF ({TERRAIN}) ({ADJACENT}) ({PROB}) ({LAYER}) {FLAG} {IMAGESTEM} }
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{TRANSITION2_BASE_PLF ({TERRAIN}) ({ADJACENT}) ({PROB}) ({LAYER}) {FLAG} {IMAGESTEM} }
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{TRANSITION1_BASE_PLF ({TERRAIN}) ({ADJACENT}) ({PROB}) ({LAYER}) {FLAG} {IMAGESTEM} }
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#enddef
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#meta-macro TRANSITION_BASE TERRAIN ADJACENT P=PROB=100 L=LAYER=-500 F=FLAG=transition IMAGESTEM
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# This utility macro disables standard transitions on a given terrain type. It
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# is used for castles and keeps, as those have custom transitions.
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#define DISABLE_BASE_TRANSITIONS_F TERRAIN 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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set_flag={FLAG}-n,{FLAG}-ne,{FLAG}-se,{FLAG}-s,{FLAG}-sw,{FLAG}-nw
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[/tile]
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[/terrain_graphics]
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#enddef
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#define DISABLE_BASE_TRANSITIONS TERRAINLIST
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{DISABLE_BASE_TRANSITIONS_F {TERRAINLIST} transition}
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#enddef
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#The following code is autogenerated by expand-terrain-macros.py
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#generated from: #meta-macro TRANSITION_BASE TERRAINLIST ADJACENT P=PROB=100 L=LAYER=-500 F=FLAG=transition IMAGESTEM
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#Please do not modify
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#define TRANSITION_BASE_LF TERRAINLIST ADJACENT LAYER FLAG IMAGESTEM
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{TRANSITION_BASE_PLF ({TERRAINLIST}) ({ADJACENT}) 100 ({LAYER}) ({FLAG}) ({IMAGESTEM})}
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#enddef
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#define TRANSITION_BASE_PF TERRAINLIST ADJACENT PROB FLAG IMAGESTEM
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{TRANSITION_BASE_PLF ({TERRAINLIST}) ({ADJACENT}) ({PROB}) -500 ({FLAG}) ({IMAGESTEM})}
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#enddef
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#define TRANSITION_BASE_F TERRAINLIST ADJACENT FLAG IMAGESTEM
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{TRANSITION_BASE_PLF ({TERRAINLIST}) ({ADJACENT}) 100 -500 ({FLAG}) ({IMAGESTEM})}
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#enddef
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#define TRANSITION_BASE_PL TERRAINLIST ADJACENT PROB LAYER IMAGESTEM
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{TRANSITION_BASE_PLF ({TERRAINLIST}) ({ADJACENT}) ({PROB}) ({LAYER}) transition ({IMAGESTEM})}
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#enddef
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#define TRANSITION_BASE_L TERRAINLIST ADJACENT LAYER IMAGESTEM
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{TRANSITION_BASE_PLF ({TERRAINLIST}) ({ADJACENT}) 100 ({LAYER}) transition ({IMAGESTEM})}
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#enddef
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#define TRANSITION_BASE_P TERRAINLIST ADJACENT PROB IMAGESTEM
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{TRANSITION_BASE_PLF ({TERRAINLIST}) ({ADJACENT}) ({PROB}) -500 transition ({IMAGESTEM})}
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#enddef
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#define TRANSITION_BASE TERRAINLIST ADJACENT IMAGESTEM
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{TRANSITION_BASE_PLF ({TERRAINLIST}) ({ADJACENT}) 100 -500 transition ({IMAGESTEM})}
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#enddef
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#end of generated code
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