Replaced remaining TERRAIN_BASE* and KEEP_BASE calls
...with NEW:BASE and NEW:OVERLAY.
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34428485ff
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19d5267ee4
2 changed files with 39 additions and 31 deletions
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@ -479,11 +479,11 @@
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{NEW:BASE Urb cave/flagstones-dark}
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{NEW:BASE Uh cave/hills-variation}
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{TERRAIN_BASE Xu* cave/wall-rough}
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{KEEP_BASE Xo* cave/stone_walls/wall-stone-base}
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{NEW:BASE Xu* cave/wall-rough}
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{NEW:BASE Xo* cave/stone_walls/wall-stone-base}
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{NEW:BASE Qxua chasm/abyss}
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{TERRAIN_BASE Qx* chasm/depths}
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{NEW:BASE Qx* chasm/depths}
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{NEW:OVERLAY Wwr,Wwrt,Wwrg water/reef FLAG=reef LAYER=-320}
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@ -514,7 +514,7 @@
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{NEW:BASE Rd flat/desert-road}
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{TERRAIN_BASE_F *^Dc overlay sand/crater}
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{NEW:BASE *^Dc sand/crater FLAG=crater}
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{NEW:BASE Hd hills/desert}
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@ -532,10 +532,9 @@
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{NEW:BASE Ha hills/snow}
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# {NEW:BASE Iwr interior/wood-regular}
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# raised base to get it over the chasm images
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{TERRAIN_BASE_RANDOM_LF Iwr -284 raised_base interior/wood-regular}
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{TERRAIN_BASE_RANDOM_LF Ior -284 raised_base interior/wood-ruined}
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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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# Water base terrains
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@ -558,36 +557,37 @@
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{NEW:WATER_342_180_OVERLAY Wot,Wwt,Wwrt water/overlay-tropical -504}
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# Castle base terrains
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# Most bases get a special -2 layer to get them over the chasm images
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{TERRAIN_BASE Ch,Cha flat/road}
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{TERRAIN_BASE Chr flat/stone-path}
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{KEEP_BASE Kh* castle/cobbles-keep}
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{TERRAIN_BASE_LF Chw -520 sunken castle/sunken-ruin}
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{NEW:BASE Ch,Cha flat/road}
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{NEW:BASE Chr flat/stone-path}
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{NEW:BASE Kh* castle/cobbles-keep LAYER=-2}
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{NEW:BASE Chw castle/sunken-ruin LAYER=-520 FLAG=sunken}
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# swamp castle defined along with swamp above
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{TERRAIN_BASE Cv castle/elven/grounds}
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{KEEP_BASE Kv castle/elven/keep}
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{NEW:BASE Cv castle/elven/grounds}
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{NEW:BASE Kv castle/elven/keep LAYER=-2}
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{KEEP_BASE_RANDOM Ket interior/wood-tan}
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{OVERLAY_RANDOM Ket interior/wood-tan-debris}
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{NEW:BASE Ket interior/wood-tan LAYER=-2}
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{NEW:OVERLAY Ket interior/wood-tan-debris}
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{TERRAIN_BASE (Ce*,Ke*) flat/dirt}
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{OVERLAY_RANDOM Ke castle/encampment/tent}
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{OVERLAY_RANDOM Kea castle/encampment/tent-snow}
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{NEW:BASE (Ce*,Ke*) flat/dirt}
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{NEW:OVERLAY Ke castle/encampment/tent}
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{NEW:OVERLAY Kea castle/encampment/tent-snow}
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{TERRAIN_BASE Co* flat/dirt-dark}
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{KEEP_BASE Ko castle/orcish/keep}
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{KEEP_BASE Koa castle/winter-orcish/keep}
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{NEW:BASE Co* flat/dirt-dark}
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{NEW:BASE Ko castle/orcish/keep LAYER=-2}
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{NEW:BASE Koa castle/winter-orcish/keep LAYER=-2}
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{TERRAIN_BASE Cud castle/dwarven-castle-floor}
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{KEEP_BASE Kud castle/dwarven-keep-floor}
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{OVERLAY Kud castle/dwarven-keep}
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{NEW:BASE Cud castle/dwarven-castle-floor LAYER=-2}
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{NEW:BASE Kud castle/dwarven-keep-floor LAYER=-2}
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{NEW:OVERLAY Kud castle/dwarven-keep}
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{TERRAIN_BASE Cd castle/sand/dirt}
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{KEEP_BASE Kd castle/sand/cobbles}
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{NEW:BASE Cd castle/sand/dirt}
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{NEW:BASE Kd castle/sand/cobbles LAYER=-2}
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{NEW:BASE Cdr castle/sand/ruin-dirt}
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{KEEP_BASE_RANDOM Kdr castle/sand/cobbles-ruin}
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{NEW:BASE Cdr castle/sand/ruin-dirt}
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{NEW:BASE Kdr castle/sand/cobbles-ruin LAYER=-2}
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{NEW:OVERLAY (Cm,Km) castle/aquatic-castle/cobbles FLAG=cobbles LAYER=-350}
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{NEW:OVERLAY (Cme) castle/aquatic-camp/reef FLAG=reef LAYER=-320}
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@ -939,7 +939,7 @@
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{TRANSITION_COMPLETE_L Xv _off^_usr -810 void/void}
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# Default terrain
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{TERRAIN_BASE * void/void}
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{NEW:BASE * void/void}
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#wmlindent: stop ignoring
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@ -5,16 +5,24 @@
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# Places {IMAGESTEM}[1-11].png as base tiles. Assumes 72x72 hex-shaped
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# images.
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#arg FLAG
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base
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#endarg
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#arg LAYER
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-1000
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#endarg
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[terrain_graphics]
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[tile]
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x,y=0,0
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type={TERRAIN}
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set_no_flag=base
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set_no_flag={FLAG}
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[image]
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name={IMAGESTEM}@V.png
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variations=";2;3;4;5;6;7;8;9;10;11"
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layer=-1000
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layer={LAYER}
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[/image]
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[/tile]
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[/terrain_graphics]
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