wesnoth/data/core/terrain-graphics/transitions_base.cfg

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#textdomain wesnoth
# Defines a terrain that has a transition image of the form: "void-n-ne-se-s.png"
# example: {TERRAIN_ADJACENT_4 gt !gt grassland}
# Same as above, but for 1-tile (simple) transitions.
#define TRANSITION1_BASE_PLF TERRAIN ADJACENT PROB LAYER FLAG IMAGESTEM
[terrain_graphics]
map="
, 2
., .
, 1
., .
, ."
[tile]
pos=1
type={ADJACENT}
no_flag={FLAG}-@R0
set_flag={FLAG}-@R0
[image]
layer={LAYER}
name={IMAGESTEM}-@R0
[/image]
[/tile]
[tile]
pos=2
type={TERRAIN}
no_flag={FLAG}-@R3
set_flag={FLAG}-@R3
[/tile]
probability={PROB}
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
#enddef
# Same as above, but for 2-tile transitions.
#define TRANSITION2_BASE_PLF TERRAIN ADJACENT PROB LAYER FLAG IMAGESTEM
[terrain_graphics]
map="
, 2
., 3
, 1
., .
, ."
[tile]
pos=1
type={ADJACENT}
no_flag={FLAG}-@R0,{FLAG}-@R1
set_flag={FLAG}-@R0,{FLAG}-@R1
[image]
layer={LAYER}
name={IMAGESTEM}-@R0-@R1
[/image]
[/tile]
[tile]
pos=2
type={TERRAIN}
no_flag={FLAG}-@R3
set_flag={FLAG}-@R3
[/tile]
[tile]
pos=3
type={TERRAIN}
no_flag={FLAG}-@R4
set_flag={FLAG}-@R4
[/tile]
probability={PROB}
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
#enddef
# Same as above, but for 3-tile transitions.
#define TRANSITION3_BASE_PLF TERRAIN ADJACENT PROB LAYER FLAG IMAGESTEM
[terrain_graphics]
map="
, 2
., 3
, 1
., 4
, ."
[tile]
pos=1
type={ADJACENT}
no_flag={FLAG}-@R0,{FLAG}-@R1,{FLAG}-@R2
set_flag={FLAG}-@R0,{FLAG}-@R1,{FLAG}-@R2
[image]
layer={LAYER}
name={IMAGESTEM}-@R0-@R1-@R2
[/image]
[/tile]
[tile]
pos=2
type={TERRAIN}
no_flag={FLAG}-@R3
set_flag={FLAG}-@R3
[/tile]
[tile]
pos=3
type={TERRAIN}
no_flag={FLAG}-@R4
set_flag={FLAG}-@R4
[/tile]
[tile]
pos=4
type={TERRAIN}
no_flag={FLAG}-@R5
set_flag={FLAG}-@R5
[/tile]
probability={PROB}
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
#enddef
# This will add 4-tile transitions from terrains of type g or t to terrains of
# any other type, using the filename grassland-x-x-x-x.png
#define TRANSITION4_BASE_PLF TERRAIN ADJACENT PROB LAYER FLAG IMAGESTEM
[terrain_graphics]
map="
, 2
., 3
, 1
., 4
, 5"
[tile]
pos=1
type={ADJACENT}
no_flag={FLAG}-@R0,{FLAG}-@R1,{FLAG}-@R2,{FLAG}-@R3
set_flag={FLAG}-@R0,{FLAG}-@R1,{FLAG}-@R2,{FLAG}-@R3
[image]
layer={LAYER}
name={IMAGESTEM}-@R0-@R1-@R2-@R3
[/image]
[/tile]
[tile]
pos=2
type={TERRAIN}
no_flag={FLAG}-@R3
set_flag={FLAG}-@R3
[/tile]
[tile]
pos=3
type={TERRAIN}
no_flag={FLAG}-@R4
set_flag={FLAG}-@R4
[/tile]
[tile]
pos=4
type={TERRAIN}
no_flag={FLAG}-@R5
set_flag={FLAG}-@R5
[/tile]
[tile]
pos=5
type={TERRAIN}
no_flag={FLAG}-@R0
set_flag={FLAG}-@R0
[/tile]
probability={PROB}
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
#enddef
# Defines a terrain that could have 4-tile, 3-tile, 2-tile, or 1-tile
# transitions to other terrains. The larger transitions have greater priority
# and go first.
#define TRANSITION_BASE_PLF TERRAIN ADJACENT PROB LAYER FLAG IMAGESTEM
{TRANSITION4_BASE_PLF ({TERRAIN}) ({ADJACENT}) ({PROB}) ({LAYER}) {FLAG} {IMAGESTEM} }
{TRANSITION3_BASE_PLF ({TERRAIN}) ({ADJACENT}) ({PROB}) ({LAYER}) {FLAG} {IMAGESTEM} }
{TRANSITION2_BASE_PLF ({TERRAIN}) ({ADJACENT}) ({PROB}) ({LAYER}) {FLAG} {IMAGESTEM} }
{TRANSITION1_BASE_PLF ({TERRAIN}) ({ADJACENT}) ({PROB}) ({LAYER}) {FLAG} {IMAGESTEM} }
#enddef
#meta-macro TRANSITION_BASE TERRAIN ADJACENT P=PROB=100 L=LAYER=-500 F=FLAG=transition IMAGESTEM
# 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_BASE_TRANSITIONS_F TERRAIN FLAG
[terrain_graphics]
[tile]
x=0
y=0
type={TERRAIN}
set_flag={FLAG}-n,{FLAG}-ne,{FLAG}-se,{FLAG}-s,{FLAG}-sw,{FLAG}-nw
[/tile]
[/terrain_graphics]
#enddef
#define DISABLE_BASE_TRANSITIONS TERRAINLIST
{DISABLE_BASE_TRANSITIONS_F {TERRAINLIST} transition}
#enddef
#The following code is autogenerated by expand-terrain-macros.py
#generated from: #meta-macro TRANSITION_BASE TERRAINLIST ADJACENT P=PROB=100 L=LAYER=-500 F=FLAG=transition IMAGESTEM
#Please do not modify
#define TRANSITION_BASE_LF TERRAINLIST ADJACENT LAYER FLAG IMAGESTEM
{TRANSITION_BASE_PLF ({TERRAINLIST}) ({ADJACENT}) 100 ({LAYER}) ({FLAG}) ({IMAGESTEM})}
#enddef
#define TRANSITION_BASE_PF TERRAINLIST ADJACENT PROB FLAG IMAGESTEM
{TRANSITION_BASE_PLF ({TERRAINLIST}) ({ADJACENT}) ({PROB}) -500 ({FLAG}) ({IMAGESTEM})}
#enddef
#define TRANSITION_BASE_F TERRAINLIST ADJACENT FLAG IMAGESTEM
{TRANSITION_BASE_PLF ({TERRAINLIST}) ({ADJACENT}) 100 -500 ({FLAG}) ({IMAGESTEM})}
#enddef
#define TRANSITION_BASE_PL TERRAINLIST ADJACENT PROB LAYER IMAGESTEM
{TRANSITION_BASE_PLF ({TERRAINLIST}) ({ADJACENT}) ({PROB}) ({LAYER}) transition ({IMAGESTEM})}
#enddef
#define TRANSITION_BASE_L TERRAINLIST ADJACENT LAYER IMAGESTEM
{TRANSITION_BASE_PLF ({TERRAINLIST}) ({ADJACENT}) 100 ({LAYER}) transition ({IMAGESTEM})}
#enddef
#define TRANSITION_BASE_P TERRAINLIST ADJACENT PROB IMAGESTEM
{TRANSITION_BASE_PLF ({TERRAINLIST}) ({ADJACENT}) ({PROB}) -500 transition ({IMAGESTEM})}
#enddef
#define TRANSITION_BASE TERRAINLIST ADJACENT IMAGESTEM
{TRANSITION_BASE_PLF ({TERRAINLIST}) ({ADJACENT}) 100 -500 transition ({IMAGESTEM})}
#enddef
#end of generated code