ln-zookeeper e4c71db719 Improvements to water castles
Makes sunken ruin use cobbles as its base, and improves transitions between various water castles.
2017-03-15 18:51:55 +02:00

397 lines
9.0 KiB
INI

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