1.17 - Windows (Xo* embellishment) (#7930)
* Adding *^Exw terrain - "E" for embellishment, "x" for terrain type Xo*, and "w" for windows
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data/core/images/terrain/walls/windows/dark-stone-concave-tl.png
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data/core/images/terrain/walls/windows/dark-stone-concave-tr.png
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data/core/images/terrain/walls/windows/dark-stone-convex-bl.png
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data/core/images/terrain/walls/windows/dark-stone-convex-br.png
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data/core/images/terrain/walls/windows/dark-stone-tile.png
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data/core/images/terrain/walls/windows/dim-stone-concave-tl.png
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data/core/images/terrain/walls/windows/dim-stone-concave-tr.png
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data/core/images/terrain/walls/windows/dim-stone-convex-bl.png
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data/core/images/terrain/walls/windows/dim-stone-convex-br.png
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data/core/images/terrain/walls/windows/glass-concave-tl.png
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data/core/images/terrain/walls/windows/glass-concave-tr.png
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data/core/images/terrain/walls/windows/glass-convex-bl.png
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data/core/images/terrain/walls/windows/glass-convex-br.png
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@ -983,6 +983,7 @@ C*,K*,X*,Q*,W*,Ai,M*,*^Qh*,*^V*,*^B*,_off^_usr#enddef
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{NEW:WALL Xoi (!,Xu*,Xo*) walls/stone/wall-stone-white}
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{NEW:WALL_MINOR_VARIANTS Xoi Xom (!,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^Exw (!,Xu*,Xo*) walls/stone/clean/wall-stone OVERLAYIMAGE=terrain/walls/windows/glass}
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{NEW:WALL Xoc (!,Xu*,Xo*) walls/stone/clean/wall-stone}
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{NEW:WALL_MINOR_VARIANTS Xoc Xo* (!,Xu*,Xo*) walls/stone/clean/wall-stone}
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{NEW:WALL Xoa (!,Xu*,Xo*) walls/stone/ancient/wall-stone}
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@ -994,6 +995,7 @@ C*,K*,X*,Q*,W*,Ai,M*,*^Qh*,*^V*,*^B*,_off^_usr#enddef
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{NEW:WALL Xof^Efm (!,Xu*,Xo*) walls/stone/overgrown/wall-stone OVERLAYIMAGE=terrain/walls/stone/overgrown/wall-flowers}
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{NEW:WALL Xof (!,Xu*,Xo*) walls/stone/overgrown/wall-stone}
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{NEW:WALL Xos (Aa,Ai,Ha) walls/stone/wall-stone-snow ADJACENT2=!,Xu*,Xo*}
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{NEW:WALL Xos^Exw (!,Xu*,Xo*) walls/stone/wall-stone OVERLAYIMAGE=terrain/walls/windows/dark-stone OVERLAYIMAGE1=terrain/walls/windows/dim-stone OVERLAYIMAGE2=terrain/walls/windows/bright-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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@ -3046,11 +3046,25 @@ wall#endarg
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#arg BASE
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54,72#endarg
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#arg TIME1
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dawn,dawn1,dawn2,indoors,dusk,dusk1,dusk2#endarg
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#arg TIME2
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morning,morning1,morning2,midday,midday1,midday2,afternoon,afternoon1,afternoon2#endarg
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# this is because I could not figure out how to get layering with base key to work for enough rotations in Xot^Edb
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# there is a walls/dummy variation to suppress image-not-found errors
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#arg OVERLAYIMAGE
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terrain/walls/dummy/dummy#endarg
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#arg OVERLAYIMAGE1
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{OVERLAYIMAGE}#endarg
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#arg OVERLAYIMAGE2
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{OVERLAYIMAGE}#endarg
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# Only the convex-bl and concave-tr/tl images really matter,
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# these rules can be tightened up to get rid of the fake convex-br images
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[terrain_graphics]
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map="
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2
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@ -3072,15 +3086,25 @@ terrain/walls/dummy/dummy#endarg
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set_no_flag={FLAG}-@R4
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[/tile]
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rotations=tr,r,br,bl,l,tl
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rotations=dummy1,dummy2,br,bl,dummy4,dummy5
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# rotations=tr,r,br,bl,l,tl
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probability={PROB}
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[image]
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layer={LAYER}
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base={BASE}
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# no @V in the BLIT() because there may not be a matching overlay image for each base variation
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# name={IMAGESTEM}@V-convex-@R0.png # only the -bl matters
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name={IMAGESTEM}@V-convex-@R0.png~BLIT({OVERLAYIMAGE}-convex-@R0.png)
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variations=";2;3;4;5;6"
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[variant]
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tod={TIME1}
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name={IMAGESTEM}@V-convex-@R0.png~BLIT({OVERLAYIMAGE1}-convex-@R0.png)
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[/variant]
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[variant]
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tod={TIME2}
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name={IMAGESTEM}@V-convex-@R0.png~BLIT({OVERLAYIMAGE2}-convex-@R0.png)
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[/variant]
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[/image]
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[/terrain_graphics]
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@ -3111,12 +3135,51 @@ terrain/walls/dummy/dummy#endarg
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[image]
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layer={LAYER}
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base={BASE}
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# no @V in the BLIT() because there may not be a matching overlay image for each base variation
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name={IMAGESTEM}@V-convex-@R0.png~BLIT({OVERLAYIMAGE}-convex-@R0.png)
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name={IMAGESTEM}@V-convex-@R0.png
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variations=";2;3;4;5;6"
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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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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={ADJACENT}
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set_no_flag={FLAG}-@R0
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[/tile]
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[tile]
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pos=2
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type={TERRAINLIST}
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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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set_no_flag={FLAG}-@R4
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[/tile]
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rotations=tr,r,dummy,dummy,l,tl
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probability={PROB}
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[image]
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layer={LAYER}
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base={BASE}
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name={IMAGESTEM}@V-concave-@R0.png~BLIT({OVERLAYIMAGE}-concave-@R0.png)
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variations=";2;3;4;5;6"
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[variant]
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tod={TIME1}
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name={IMAGESTEM}@V-concave-@R0.png~BLIT({OVERLAYIMAGE1}-concave-@R0.png)
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[/variant]
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[variant]
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tod={TIME2}
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name={IMAGESTEM}@V-concave-@R0.png~BLIT({OVERLAYIMAGE2}-concave-@R0.png)
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[/variant]
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[/image]
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[/terrain_graphics]
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# variations do not seem to work here, need to find out why...
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[terrain_graphics]
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map="
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@ -3145,10 +3208,11 @@ terrain/walls/dummy/dummy#endarg
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[image]
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layer={LAYER}
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base={BASE}
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name={IMAGESTEM}@V-concave-@R0.png~BLIT({OVERLAYIMAGE}-concave-@R0.png)
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name={IMAGESTEM}@V-concave-@R0.png
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variations=";2;3;4;5;6"
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[/image]
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[/terrain_graphics]
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#enddef
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# this macro is used to allow TERRAINLIST to be drawn in certain cases where current assets would fail to be drawn
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@ -596,6 +596,16 @@ Most units receive 20 to 40% defense in sand."
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editor_group=embellishments
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[/terrain_type]
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## Windows (wall decorations) ##
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[terrain_type]
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symbol_image=walls/windows/dark-stone-tile
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id=wall_windows
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name= _ "Window"
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string=^Exw
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aliasof=_bas
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editor_group=embellishments, cave
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[/terrain_type]
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#
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# ## Forests ##
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#
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