new terrain: Merfolk or aquatic camp (#773)
* adding aquatic encampment terrain * Update changelog * remove hardwired terrain codes and image-path from aquatic.cfg * removed wood.png images * touch-up to stone-posts in Kme-Cme transition
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@ -23,7 +23,7 @@ Version 1.13.5+dev:
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* Now the music fades out between scenarios.
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* Graphics:
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* Improved or new terrain graphics: New wooden floor variation and new
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transitions.
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transitions. New aquatic encampment.
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* New sprite for Tentacle of the Deep.
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* Units:
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* Changed the sound for the melee attack of the
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After Width: | Height: | Size: 3.8 KiB |
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data/core/images/terrain/castle/aquatic-camp/castle-convex-l.png
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data/core/images/terrain/castle/aquatic-camp/castle-convex-r.png
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data/core/images/terrain/castle/aquatic-camp/floor.png
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data/core/images/terrain/castle/aquatic-camp/floor2.png
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data/core/images/terrain/castle/aquatic-camp/floor3.png
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data/core/images/terrain/castle/aquatic-camp/keep-rim-n.png
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data/core/images/terrain/castle/aquatic-camp/keep-rim-ne.png
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data/core/images/terrain/castle/aquatic-camp/keep-rim-nw.png
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data/core/images/terrain/castle/aquatic-camp/keep-rim-s.png
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data/core/images/terrain/castle/aquatic-camp/keep-rim-se.png
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data/core/images/terrain/castle/aquatic-camp/keep-rim-sw.png
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data/core/images/terrain/castle/aquatic-camp/keep-small-n.png
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data/core/images/terrain/castle/aquatic-camp/keep-small-ne.png
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data/core/images/terrain/castle/aquatic-camp/keep-small-nw.png
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data/core/images/terrain/castle/aquatic-camp/keep-small-s.png
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data/core/images/terrain/castle/aquatic-camp/keep-small-se.png
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data/core/images/terrain/castle/aquatic-camp/keep-small-sw.png
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data/core/images/terrain/castle/aquatic-camp/keep-tile.png
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data/core/images/terrain/castle/aquatic-camp/reef-big.png
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data/core/images/terrain/castle/aquatic-camp/reef.png
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data/core/images/terrain/castle/aquatic-camp/reef2.png
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data/core/images/terrain/castle/aquatic-camp/reef3.png
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data/core/images/terrain/castle/aquatic-camp/reef4.png
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data/core/images/terrain/castle/aquatic-camp/stone-post.png
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data/core/images/terrain/castle/aquatic-camp/stone-post2.png
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data/core/images/terrain/castle/aquatic-camp/stone-post3.png
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data/core/images/terrain/castle/aquatic-camp/stone-post4.png
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data/core/images/terrain/castle/aquatic-camp/tile.png
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@ -570,10 +570,19 @@
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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:WATER_342_180 (Cme,Kme) water/water 17}
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{OVERLAY_RANDOM_L (Cme) -320 castle/aquatic-camp/reef}
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{OVERLAY_RANDOM_L (Kme) -310 castle/aquatic-camp/floor}
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#
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# > T R A N S I T I O N S B E T W E E N T E R R A I N S <
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#
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# Aquatic camp
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{NEW:WALL (Kme,Cme) (!,C*,K*) castle/aquatic-camp/castle}
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{AQUATIC:CAMPS Kme Cme castle/aquatic-camp}
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# Elven castle
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161
data/core/terrain-graphics/aquatic.cfg
Normal file
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@ -0,0 +1,161 @@
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#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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[terrain_graphics]
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[tile]
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x=0
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y=0
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type={KEEP}
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set_flag=wall-tl,wall-tr,wall-bl,wall-br,wall-r,wall-l
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[/tile]
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[/terrain_graphics]
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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*) 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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@ -1752,6 +1752,18 @@ Merfolk and nagas have 60% defense in submerged villages, whereas land based uni
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editor_group=castle, desert
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[/terrain_type]
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[terrain_type]
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symbol_image=castle/aquatic-camp/tile
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id=aquatic_camp
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name= _ "Encampment"
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editor_name= _ "Aquatic Encampment"
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string=Cme
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aliasof=Ct,Wwr
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unit_height_adjust=0
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recruit_onto=true
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editor_group=castle, water
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[/terrain_type]
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#
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# Keeps
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#
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@ -1937,6 +1949,19 @@ Merfolk and nagas have 60% defense in submerged villages, whereas land based uni
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editor_group=castle, desert
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[/terrain_type]
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[terrain_type]
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symbol_image=castle/aquatic-camp/keep-tile
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id=merman_campkeep
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name= _ "Encampment Keep"
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editor_name= _ "Aquatic Encampment Keep"
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string=Kme
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aliasof=Ct, Wwr
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unit_height_adjust=2
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recruit_onto=true
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recruit_from=true
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editor_group=castle, water
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[/terrain_type]
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[terrain_type]
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symbol_image=fog/fog1
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editor_image=castle/castle-overlay-editor
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