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https://github.com/wesnoth/wesnoth
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Makes sunken ruin use cobbles as its base, and improves transitions between various water castles.
397 lines
9.0 KiB
INI
397 lines
9.0 KiB
INI
#textdomain wesnoth
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#define CORNER_OVERLAY TERRAIN ADJACENT 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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[tile]
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pos=1
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type={TERRAIN}
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[/tile]
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[tile]
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pos=2
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type={ADJACENT}
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[/tile]
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[tile]
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pos=3
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type={TERRAIN},{ADJACENT}
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[/tile]
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rotations=png,foo,png,foo,png,foo
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[image]
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name={IMAGESTEM}@V.@R0
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variations=";2;3;4;5;6;7;8;9"
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layer=10
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center=52,72
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base=52,72
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[/image]
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[/terrain_graphics]
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[terrain_graphics]
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map="
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.
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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={TERRAIN}
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[/tile]
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[tile]
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pos=2
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type={ADJACENT}
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[/tile]
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[tile]
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pos=3
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type={TERRAIN},{ADJACENT}
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[/tile]
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rotations=png,foo,png,foo,png,foo
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[image]
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name={IMAGESTEM}@V.@R0
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variations=";2;3;4;5;6;7;8;9"
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layer=10
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center=72,108
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base=72,108
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[/image]
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[/terrain_graphics]
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#enddef
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#define AQUATIC:CAMPS KEEP CAMP IMAGEPATH
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{DISABLE_BASE_TRANSITIONS_F ({KEEP},{CAMP}) non_submerged}
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[terrain_graphics]
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map="
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, 2
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4, 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={KEEP}
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set_no_flag=pool_edge-@R0
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[image]
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layer=0
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# base=54,72
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name={BUILD_IMAGE IMAGE_SINGLE {IMAGEPATH}/keep-small -@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={CAMP}
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set_no_flag=pool_edge-@R2
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[/tile]
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[tile]
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pos=3
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type=!,{KEEP},{CAMP}
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set_no_flag=pool_edge-@R4
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[/tile]
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[tile]
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pos=4
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type=!,{KEEP}
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[/tile]
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probability=100
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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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, 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={KEEP}
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set_no_flag=pool_edge-@R1
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[image]
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layer=0
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# base=72,2
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name={BUILD_IMAGE IMAGE_SINGLE {IMAGEPATH}/keep-small -@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=!,{KEEP},{CAMP}
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set_no_flag=pool_edge-@R2
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[/tile]
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[tile]
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pos=3
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type={CAMP}
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set_no_flag=pool_edge-@R4
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[/tile]
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[tile]
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pos=4
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type=!,{KEEP}
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[/tile]
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probability=100
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rotations=n,ne,se,s,sw,nw
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[/terrain_graphics]
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{TRANSITION_COMPLETE_LF ({CAMP},{KEEP}) (!,{KEEP},{CAMP},W*,Ss,Q*,X*,C*,K*) 0 non_fading {IMAGEPATH}/castle-to-ground}
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{TRANSITION_COMPLETE_LF ({CAMP}) ({KEEP}) -1 pool_edge {IMAGEPATH}/keep-rim}
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# this macro was defined at the top of this file
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{CORNER_OVERLAY {KEEP} (!,{KEEP},!,C*,K*) {IMAGEPATH}/stone-post}
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#enddef
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#define AQUATIC:KEEP_CORNER_TRANSITION KEEP CASTLE WATER OTHER FLAG IMAGESTEM
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######################################################################
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# special crowded cases - It may be possible to write better rules to avoid this, but the bloat isn't too bad yet.
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[terrain_graphics]
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map="
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, 2
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3 , 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=!,{KEEP},{CASTLE},{WATER},{OTHER}
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set_no_flag={FLAG}-[nw,n,ne]
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# set_no_flag={FLAG}-[@R0,@R1,@R5]
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[image]
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layer=0
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base=36,36
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name={IMAGESTEM}/keep-to-ground-nw.png~BLIT(terrain/{IMAGESTEM}/keep-to-ground-ne.png)~MASK(terrain/{IMAGESTEM}/mask-n.png)
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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={CASTLE}
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[/tile]
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[tile]
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pos=3
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type={KEEP}
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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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, 2
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3 , 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=!,{KEEP},{CASTLE},{WATER},{OTHER}
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set_no_flag={FLAG}-[nw,n,ne]
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# set_no_flag={FLAG}-[@R0,@R1,@R5]
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[image]
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layer=0
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base=36,36
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name={IMAGESTEM}/castle-to-ground-nw.png~BLIT(terrain/{IMAGESTEM}/castle-to-ground-ne.png)~MASK(terrain/{IMAGESTEM}/mask-n.png)
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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={KEEP}
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[/tile]
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[tile]
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pos=3
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type={CASTLE}
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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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# end special cases
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########################################################
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########################################################
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# land-based transitions
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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=!,{KEEP},{CASTLE},{WATER},{OTHER}
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set_no_flag={FLAG}-[@R0,@R5]
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[image]
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layer=0
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base=36,36
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name={IMAGESTEM}/keep-to-ground-@R5.png~MASK(terrain/{IMAGESTEM}/mask-@R0.png)
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# name={IMAGESTEM}/keep-to-ground-@R5.png~MASK(terrain/{IMAGESTEM}/mask-@R0.png)~BLIT(terrain/{IMAGESTEM}/castle-to-ground-@R0.png~MASK(terrain/{IMAGESTEM}/mask-@R5.png))
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[/image]
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[image]
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layer=0
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base=36,36
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name={IMAGESTEM}/castle-to-ground-@R0.png~MASK(terrain/{IMAGESTEM}/mask-@R5.png)
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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={CASTLE}
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[/tile]
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[tile]
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pos=3
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type={KEEP}
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[/tile]
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rotations=n,ne,se,s,sw,nw
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# rotations=n,ne,foo,foo,foo,nw
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[/terrain_graphics]
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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=!,{KEEP},{CASTLE},{WATER},{OTHER}
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set_no_flag={FLAG}-[@R0,@R1]
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[image]
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layer=0
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base=36,36
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name={IMAGESTEM}/keep-to-ground-@R1.png~MASK(terrain/{IMAGESTEM}/mask-@R0.png)
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# name={IMAGESTEM}/keep-to-ground-@R1.png~MASK(terrain/{IMAGESTEM}/mask-@R0.png)~BLIT(terrain/{IMAGESTEM}/castle-to-ground-@R0.png~MASK(terrain/{IMAGESTEM}/mask-@R1.png))
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[/image]
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[image]
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layer=0
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base=36,36
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name={IMAGESTEM}/castle-to-ground-@R0.png~MASK(terrain/{IMAGESTEM}/mask-@R1.png)
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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={CASTLE}
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[/tile]
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[tile]
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pos=3
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type={KEEP}
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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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########################################################
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# water-based transitions
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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={WATER}
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set_no_flag={FLAG}-[@R0,@R5]
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[image]
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layer=0
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base=36,36
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name={IMAGESTEM}/keep-to-water-@R5.png~MASK(terrain/{IMAGESTEM}/mask-@R0.png)
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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={CASTLE}
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[/tile]
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[tile]
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pos=3
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type={KEEP}
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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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, 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={WATER}
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set_no_flag={FLAG}-[@R0,@R1]
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[image]
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layer=0
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base=36,36
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name={IMAGESTEM}/keep-to-water-@R1.png~MASK(terrain/{IMAGESTEM}/mask-@R0.png)
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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={CASTLE}
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[/tile]
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[tile]
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pos=3
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type={KEEP}
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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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# this can probably be deleted
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#define AQUATIC:DISABLE_CORNER_TRANSITION_old TERRAINLIST ADJACENT1 ADJACENT2 FLAG
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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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[tile]
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pos=1
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type={ADJACENT2}
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set_no_flag={FLAG}-@R1
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[/tile]
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[tile]
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pos=2
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type={ADJACENT1}
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[/tile]
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[tile]
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pos=3
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type={TERRAINLIST}
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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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2
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, 3
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1"
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[tile]
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pos=1
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type={ADJACENT1}
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[/tile]
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[tile]
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pos=2
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type={ADJACENT2}
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set_no_flag={FLAG}-[@R2]
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[/tile]
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[tile]
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pos=3
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type={TERRAINLIST}
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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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