move all adjacent.cfg to compat, it's entirely unused in mainline
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#textdomain wesnoth
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# Defines a terrain that has a transition image of the form: "void-n-ne-se-s.png"
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# example: {TERRAIN_ADJACENT_4 gt !gt grassland}
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# This will add 4-tile transitions from terrains of type g or t to terrains of
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# any other type, using the filename grassland-x-x-x-x.png
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#define TERRAIN_ADJACENT_4_FL LAYER TERRAIN ADJACENT IMAGESTEM FLAG
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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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, 5"
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[tile]
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pos=1
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type={ADJACENT}
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no_flag={FLAG}-@R0,{FLAG}-@R1,{FLAG}-@R2,{FLAG}-@R3
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set_flag={FLAG}-@R0,{FLAG}-@R1,{FLAG}-@R2,{FLAG}-@R3
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[image]
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layer={LAYER}
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name={IMAGESTEM}-@R0-@R1-@R2-@R3
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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={TERRAIN}
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no_flag={FLAG}-@R3
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set_flag={FLAG}-@R3
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[/tile]
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[tile]
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pos=3
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type={TERRAIN}
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no_flag={FLAG}-@R4
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set_flag={FLAG}-@R4
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[/tile]
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[tile]
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pos=4
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type={TERRAIN}
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no_flag={FLAG}-@R5
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set_flag={FLAG}-@R5
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[/tile]
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[tile]
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pos=5
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type={TERRAIN}
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no_flag={FLAG}-@R0
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set_flag={FLAG}-@R0
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[/tile]
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rotations=n,ne,se,s,sw,nw
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[/terrain_graphics]
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#enddef
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# Same as above, but for 3-tile transitions.
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#define TERRAIN_ADJACENT_3_FL LAYER TERRAIN ADJACENT IMAGESTEM FLAG
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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={ADJACENT}
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no_flag={FLAG}-@R0,{FLAG}-@R1,{FLAG}-@R2
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set_flag={FLAG}-@R0,{FLAG}-@R1,{FLAG}-@R2
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[image]
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layer={LAYER}
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name={IMAGESTEM}-@R0-@R1-@R2
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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={TERRAIN}
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no_flag={FLAG}-@R3
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set_flag={FLAG}-@R3
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[/tile]
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[tile]
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pos=3
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type={TERRAIN}
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no_flag={FLAG}-@R4
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set_flag={FLAG}-@R4
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[/tile]
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[tile]
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pos=4
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type={TERRAIN}
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no_flag={FLAG}-@R5
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set_flag={FLAG}-@R5
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[/tile]
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rotations=n,ne,se,s,sw,nw
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[/terrain_graphics]
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#enddef
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# Same as above, but for 2-tile transitions.
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#define TERRAIN_ADJACENT_2_FL LAYER TERRAIN ADJACENT IMAGESTEM FLAG
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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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., .
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, ."
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[tile]
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pos=1
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type={ADJACENT}
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no_flag={FLAG}-@R0,{FLAG}-@R1
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set_flag={FLAG}-@R0,{FLAG}-@R1
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[image]
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layer={LAYER}
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name={IMAGESTEM}-@R0-@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={TERRAIN}
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no_flag={FLAG}-@R3
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set_flag={FLAG}-@R3
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[/tile]
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[tile]
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pos=3
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type={TERRAIN}
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no_flag={FLAG}-@R4
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set_flag={FLAG}-@R4
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[/tile]
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rotations=n,ne,se,s,sw,nw
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[/terrain_graphics]
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#enddef
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# Same as above, but for 1-tile (simple) transitions.
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#define TERRAIN_ADJACENT_1_FL LAYER TERRAIN_PATTERN ADJACENT IMAGESTEM FLAG
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[terrain_graphics]
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map="
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, 2
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., .
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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={ADJACENT}
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no_flag={FLAG}-@R0
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set_flag={FLAG}-@R0
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[image]
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layer={LAYER}
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name={IMAGESTEM}-@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={TERRAIN_PATTERN}
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no_flag={FLAG}-@R3
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set_flag={FLAG}-@R3
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[/tile]
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rotations=n,ne,se,s,sw,nw
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[/terrain_graphics]
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#enddef
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# Defines a terrain that could have 4-tile, 3-tile, 2-tile, or 1-tile
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# transitions to other terrains. The larger transitions have greater priority
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# and go first.
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#define TERRAIN_ADJACENT_FL LAYER TERRAIN_PATTERN ADJACENT IMAGESTEM FLAG
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{TERRAIN_ADJACENT_4_FL ({LAYER}) ({TERRAIN_PATTERN}) ({ADJACENT}) {IMAGESTEM} {FLAG}}
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{TERRAIN_ADJACENT_3_FL ({LAYER}) ({TERRAIN_PATTERN}) ({ADJACENT}) {IMAGESTEM} {FLAG}}
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{TERRAIN_ADJACENT_2_FL ({LAYER}) ({TERRAIN_PATTERN}) ({ADJACENT}) {IMAGESTEM} {FLAG}}
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{TERRAIN_ADJACENT_1_FL ({LAYER}) ({TERRAIN_PATTERN}) ({ADJACENT}) {IMAGESTEM} {FLAG}}
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#enddef
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#define TERRAIN_ADJACENT LAYER TERRAIN_PATTERN ADJACENT IMAGESTEM
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{TERRAIN_ADJACENT_FL ({LAYER}) ({TERRAIN_PATTERN}) ({ADJACENT}) {IMAGESTEM} transition}
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#enddef
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#define TERRAIN_ADJACENT_OV LAYER TERRAIN_PATTERN ADJACENT IMAGESTEM
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{TERRAIN_ADJACENT_FL ({LAYER}) ({TERRAIN_PATTERN}) ({ADJACENT}) {IMAGESTEM} overlay}
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#enddef
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# If you need a custom flag use this one, this allows stacking of
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# several transitions.
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#define TERRAIN_ADJACENT_CUSTOM LAYER TERRAIN_PATTERN ADJACENT IMAGESTEM FLAG
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{TERRAIN_ADJACENT_FL ({LAYER}) ({TERRAIN_PATTERN}) ({ADJACENT}) {IMAGESTEM} {FLAG}}
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#enddef
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# define a specific rule for layering when the transition borders
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# on a specific OTHER_TERRAIN - to use in situations where the layering
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# needs to be adjusted for three-way-junctions of a particular set of
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# terrains
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#define TERRAIN_ADJACENT_3_DIFFERENT LAYER TERRAIN_PATTERN ADJACENT OTHER_TERRAIN_PATTERN IMAGESTEM FLAG
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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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., .
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, ."
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[tile]
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pos=1
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type={ADJACENT}
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no_flag={FLAG}-@R0,{FLAG}-@R1
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set_flag={FLAG}-@R0,{FLAG}-@R1
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[image]
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layer={LAYER}
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name={IMAGESTEM}-@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={TERRAIN_PATTERN}
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no_flag={FLAG}-@R3
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set_flag={FLAG}-@R3
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[/tile]
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[tile]
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pos=3
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type={OTHER_TERRAIN_PATTERN}
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no_flag={FLAG}-@R4
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set_flag={FLAG}-@R4
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[/tile]
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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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., .
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, ."
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[tile]
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pos=1
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type={ADJACENT}
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no_flag={FLAG}-@R0,{FLAG}-@R1
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set_flag={FLAG}-@R0,{FLAG}-@R1
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[image]
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layer={LAYER}
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name={IMAGESTEM}-@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={TERRAIN_PATTERN}
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no_flag={FLAG}-@R3
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set_flag={FLAG}-@R3
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[/tile]
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[tile]
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pos=3
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type={OTHER_TERRAIN_PATTERN}
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no_flag={FLAG}-@R4
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set_flag={FLAG}-@R4
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[/tile]
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rotations=n,ne,se,s,sw,nw
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[/terrain_graphics]
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#enddef
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