fixes to sone tiles Irs and addition of basic clean walls variation Xoc (#2014)
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data/core/images/terrain/interior/stone-regular-nw-n.png
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data/core/images/terrain/interior/stone-regular-sw-nw-n-ne.png
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data/core/images/terrain/interior/stone-regular-sw-nw-n.png
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data/core/images/terrain/walls/stone/clean/wall-stone-tile.png
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@ -523,10 +523,10 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
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{NEW:BASE Ha hills/snow}
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# raised base to get it over the chasm images (LAYER=-284), then raised even higher to get over chasm-castle transition images (LAYER=-86)
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{NEW:BASE Iwr interior/wood-regular LAYER=-86 FLAG=raised_base}
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{NEW:BASE Ior interior/wood-ruined LAYER=-86 FLAG=raised_base}
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{NEW:BASE Irs interior/stone-regular LAYER=-86 FLAG=raised_base}
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# raised base to get it over the chasm images (LAYER=-284), then raised even higher to get over chasm-castle transition images (LAYER=-186)
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{NEW:BASE Iwr interior/wood-regular LAYER=-284 FLAG=raised_base}
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{NEW:BASE Ior interior/wood-ruined LAYER=-284 FLAG=raised_base}
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{NEW:BASE Irs interior/stone-regular LAYER=-284 FLAG=raised_base}
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# Water base terrains
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@ -716,15 +716,16 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
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# installing new wood floor transitions - need to be above this DISABLE line
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# be careful with wild-card filters: "I*r" includes "Irs"
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{NEW:THREE_TERRAIN_TRANSITION Irs Q* G*,R*,D*,A*,W*,H*,M*,U*,S* -84 interior/stone-chasm/stone-regular}
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{NEW:TRANSITION_CROWDED Irs Q* -84 interior/stone-chasm/stone-regular}
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{NEW:TRANSITION_CROWDED Irs G*,R*,D*,A*,W*,H*,M*,U*,S* -84 interior/stone-regular}
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{NEW:TRANSITION Irs Q* -84 interior/stone-chasm/stone-regular}
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{NEW:TRANSITION Irs !,Irs,!,I*r,Q*,W*,G*,R*,D*,A*,H*,M*,U*,S* -84 interior/stone-regular}
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{NEW:TRANSITION Iwr,Ior G*,R*,D*,A*,H*,M*,U* -85 interior/wood-regular}
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{NEW:TRANSITION Iwr W*,S*,Qx* -85 interior/wood-chasm/wood-clean}
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{NEW:TRANSITION Ior W*,S*,Qx* -85 interior/wood-chasm/wood-regular}
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{NEW:TRANSITION Iwr,Ior Ql* -85 interior/wood-chasm/wood-burnt}
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{NEW:THREE_TERRAIN_TRANSITION Irs Q* G*,R*,D*,A*,W*,Uu,Ur,S* -282 interior/stone-chasm/stone-regular}
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{NEW:TRANSITION_CROWDED Irs Q* -282 interior/stone-chasm/stone-regular}
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{NEW:TRANSITION_CROWDED Irs W*,G*,R*,D*,A*,Uu,Ur,S* -282 interior/stone-regular}
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{NEW:TRANSITION Irs Q* -282 interior/stone-chasm/stone-regular}
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{NEW:TRANSITION Irs !,Irs,!,I*r,Q*,W*,G*,R*,D*,A*,Uu,Ur,S* -282 interior/stone-regular}
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{NEW:TRANSITION Iwr,Ior G*,R*,D*,A*,Ur -283 interior/wood-regular}
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{NEW:TRANSITION Iwr W*,S*,Qx* -283 interior/wood-chasm/wood-clean}
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{NEW:TRANSITION Ior W*,S*,Qx* -283 interior/wood-chasm/wood-regular}
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{NEW:TRANSITION Iwr,Ior Ql* -283 interior/wood-chasm/wood-burnt}
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{DISABLE_BASE_TRANSITIONS Qx*,Ql*,Xu*,Xo*,Cud,Kud}
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@ -754,17 +755,21 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
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# Xoi and Xom both have wooden trim, so "white" wall images are only needed for walls with visible faces.
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{NEW:WALL_CORNER Xoi (!,Xo*,Xu*) walls/stone/wall-stone-white}
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{NEW:WALL_CORNER Xom,Xoi (!,Xo*,Xu*) walls/stone/wall-stone-mine}
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{NEW:WALL_CORNER Xoc (!,Xo*,Xu*) walls/stone/clean/wall-stone}
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{NEW:WALL_CORNER Xo* (!,Xo*,Xu*) walls/stone/wall-stone}
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{NEW:WALL_A10 Xol (!,Xu*,Xo*) walls/stone/lit/wall-stone-lit}
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{NEW:WALL Xoi (!,Xu*,Xo*) walls/stone/wall-stone-white}
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{NEW:WALL Xom,Xoi (!,Xu*,Xo*) walls/stone/wall-stone-mine}
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{NEW:WALL Xoc (!,Xu*,Xo*) walls/stone/clean/wall-stone}
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{NEW:WALL Xo* (!,Xu*,Xo*) walls/stone/wall-stone}
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# New Generic Castle-to Chasm transition
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{TRANSITION_COMPLETE_LF (Cha,Kha,Coa,Koa,Cea,Kea) Qx* -89 transition2 chasm/regular-snow-castle}
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{TRANSITION_COMPLETE_LF (!,Cud,Kud,!,C*,K*) Qxe -89 transition2 chasm/earthy-castle}
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# Xo* included for now, because castle chasm looks better than regular chasm, but eventually need dedicated images
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{TRANSITION_COMPLETE_LF (!,Cud,Kud,!,C*,K*,Xo*) Qx* -89 transition2 chasm/regular-castle}
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# {TRANSITION_COMPLETE_LF (!,Cud,Kud,!,C*,K*,Xo*) Qx* -89 transition2 chasm/regular-castle}
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# moved it down lower
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{TRANSITION_COMPLETE_LF (!,Cud,Kud,!,C*,K*) Qx* -89 transition2 chasm/regular-castle}
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{TRANSITION_COMPLETE_LF (!,Cud,Kud,!,C*,K*) Ql* -89 transition2 unwalkable/castle-lava-chasm}
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# Special Mountain to Chasm Blend transition
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@ -772,22 +777,23 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
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#chasm/lava transitions always below castles/walls
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{WALL_TRANSITION2_LF Ql Qx*,Xv,_off^_usr (!,Ql,Qx*,I*r) -90 ground unwalkable/lava-chasm}
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{WALL_TRANSITION2_LF Qlf Qx*,Xv,_off^_usr (!,Ql*,Qx*,I*r) -90 ground unwalkable/lava-chasm}
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{WALL_TRANSITION_LF Ql (!,I*r,Ql,Xv,_off^_usr) -90 ground unwalkable/lava}
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{WALL_TRANSITION_LF Qlf (!,I*r,Qlf,Xv,_off^_usr) -90 ground unwalkable/lava-high}
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{WALL_TRANSITION2_LF Ql Qx*,Xv,_off^_usr (!,Ql,Qx*,I*r,Xo*) -90 ground unwalkable/lava-chasm}
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{WALL_TRANSITION2_LF Qlf Qx*,Xv,_off^_usr (!,Ql*,Qx*,I*r,Xo*) -90 ground unwalkable/lava-chasm}
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{WALL_TRANSITION_LF Ql (!,I*r,Xo*,Ql,Xv,_off^_usr) -90 ground unwalkable/lava}
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{WALL_TRANSITION_LF Qlf (!,I*r,Xo*,Qlf,Xv,_off^_usr) -90 ground unwalkable/lava-high}
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{WALL_TRANSITION_LF Qx* (Ai*,Aa*,Ha*,Ms*,) -90 ground chasm/regular-snow}
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{WALL_TRANSITION_LF Qx* (W*,S*) -90 ground chasm/water}
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{WALL_TRANSITION_LF Qxe (!,I*r,Qx*,Xv,_off^_usr) -90 ground chasm/earthy}
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{WALL_TRANSITION_LF Qx* (!,I*r,Qx*,Xv,_off^_usr) -90 ground chasm/regular}
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{WALL_TRANSITION_LF Qxe (!,Xo*,I*r,Qx*,Xv,_off^_usr) -90 ground chasm/earthy}
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{WALL_TRANSITION_LF Qx* (!,Xo*,I*r,Qx*,Xv,_off^_usr) -90 ground chasm/regular}
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# to put these lower than wooden floor
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{WALL_TRANSITION2_LF Qlf Qx*,Xv,_off^_usr (I*r) -290 ground unwalkable/lava-chasm}
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{WALL_TRANSITION2_LF Ql Qx*,Xv,_off^_usr (I*r) -290 ground unwalkable/lava-chasm}
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{WALL_TRANSITION_LF Ql (I*r) -290 ground unwalkable/lava}
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{WALL_TRANSITION_LF Qlf (I*r) -290 ground unwalkable/lava-high}
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{WALL_TRANSITION_LF Qxe (I*r) -290 ground chasm/earthy}
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{WALL_TRANSITION_LF Qx* (I*r) -290 ground chasm/regular}
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{TRANSITION_COMPLETE_LF (Xo*) Qx* -289 transition2 chasm/regular-castle}
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{WALL_TRANSITION2_LF Qlf Qx*,Xv,_off^_usr (I*r,Xo*) -290 ground unwalkable/lava-chasm}
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{WALL_TRANSITION2_LF Ql Qx*,Xv,_off^_usr (I*r,Xo*) -290 ground unwalkable/lava-chasm}
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{WALL_TRANSITION_LF Ql (I*r,Xo*) -290 ground unwalkable/lava}
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{WALL_TRANSITION_LF Qlf (I*r,Xo*) -290 ground unwalkable/lava-high}
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{WALL_TRANSITION_LF Qxe (I*r,Xo*) -290 ground chasm/earthy}
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{WALL_TRANSITION_LF Qx* (I*r,Xo*) -290 ground chasm/regular}
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# Stone wall transitions
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@ -1181,6 +1181,17 @@ Most units have about 50% defense in rocky caves, whereas cavalry are limited to
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editor_group=cave,obstacle
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[/terrain_type]
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[terrain_type]
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symbol_image=void/void
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editor_image=walls/stone/clean/wall-stone-tile
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id=wall_stone_clean
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name= _ "Stone Wall"
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editor_name= _ "Clean Stone Wall"
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string=Xoc
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aliasof=Xt
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editor_group=cave,obstacle
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[/terrain_type]
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#
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# ## Doors and gates ##
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#
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