Improved connections between different castles
Fixes the hard cut in the middle of horizontal walls between different castle types. This reworks NEW:CASTLEWALL and other related macros quite a bit. Removed NEW:CASTLEWALL_INTERNAL_OPEN_ENDS and moved its contents directly into NEW:CASTLEWALL.
This commit is contained in:
parent
eb61ca0673
commit
5c6902f3a8
2 changed files with 277 additions and 211 deletions
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@ -599,14 +599,14 @@
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# Aquatic camp
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{NEW:CASTLEWALL (Kme,Cme) (!,C*,K*,X*) X* castle/aquatic-camp/castle}
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{AQUATIC:CAMPS Kme Cme castle/aquatic-camp}
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{NEW:CASTLEWALL (Kme,Cme) (!,C*,K*,X*) C* castle/aquatic-camp/castle}
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{AQUATIC:CAMPS Kme Cme,Cm,Km castle/aquatic-camp}
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# Aquatic castle
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{NEW:CASTLEWALL Cm (!,C*,K*,X*) X* castle/aquatic-castle/castle}
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{NEW:CASTLEWALL2 Km !,Ket,!,C*,Ke* (!,C*,K*,X*) castle/aquatic-castle/keep-castle}
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{NEW:CASTLEWALL Km (!,Km,X*) X* castle/aquatic-castle/keep}
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{NEW:CASTLEWALL Cm (!,C*,K*,X*) C* castle/aquatic-castle/castle}
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{NEW:CASTLEWALL2 Km !,Ket,!,C*,Ke* (!,C*,K*,X*) castle/aquatic-castle/keep-castle}
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{NEW:CASTLEWALL Km (!,Km,X*) K* castle/aquatic-castle/keep}
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# disable the next line to get the brown bank transition. It adds more images to the hex though.
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{DISABLE_BASE_TRANSITIONS_F (Km,Cm) non_submerged}
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@ -619,43 +619,43 @@
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# Elven castle
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{NEW:CASTLEWALL Cv (!,C*,K*,X*) X* castle/elven/castle}
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{NEW:CASTLEWALL2 Kv !,Ket,!,C*,Ke* (!,C*,K*,X*) castle/elven/keep-castle}
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{NEW:CASTLEWALL Kv (Ke,Kea,!,K*,X*) X* castle/elven/keep}
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{NEW:CASTLEWALL Cv (!,C*,K*,X*) C* castle/elven/castle}
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{NEW:CASTLEWALL2 Kv !,Ket,!,C*,Ke* (!,C*,K*,X*) castle/elven/keep-castle}
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{NEW:CASTLEWALL Kv (!,K*,X*) K* castle/elven/keep}
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# Orcish castles
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{NEW:CASTLEWALL Co,Cv (!,C*,K*,X*) X* castle/orcish/fort}
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{NEW:CASTLEWALL2 Ko,Kv !,Ket,!,C*,Ke* (!,C*,K*,X*) castle/orcish/keep-fort}
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{NEW:CASTLEWALL Ko,Kv (!,K*,X*) X* castle/orcish/keep}
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{NEW:CASTLEWALL Co (!,C*,K*,X*) C* castle/orcish/fort}
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{NEW:CASTLEWALL2 Ko !,Ket,!,C*,Ke* (!,C*,K*,X*) castle/orcish/keep-fort}
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{NEW:CASTLEWALL Ko (!,K*,X*) K* castle/orcish/keep}
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{NEW:CASTLEWALL (Co*,Cv) (!,C*,K*,X*) X* castle/winter-orcish/fort}
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{NEW:CASTLEWALL2 (Ko*,Kv) !,Ket,!,C*,Ke* (!,C*,K*,X*) castle/winter-orcish/keep-fort}
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{NEW:CASTLEWALL (Ko*,Kv) (Ke,Kea,!,K*,X*) X* castle/winter-orcish/keep}
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{NEW:CASTLEWALL Coa (!,C*,K*,X*) C* castle/winter-orcish/fort}
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{NEW:CASTLEWALL2 Koa !,Ket,!,C*,Ke* (!,C*,K*,X*) castle/winter-orcish/keep-fort}
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{NEW:CASTLEWALL Koa (Ke,Kea,!,K*,X*) K* castle/winter-orcish/keep}
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# Desert castles
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{NEW:CASTLEWALL Cd,Cv,Co* (!,C*,K*,X*) X* castle/sand/castle}
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{NEW:CASTLEWALL2 Kd,Kv,Ko* !,Ket,!,C*,Ke* (!,C*,K*,X*) castle/sand/keep-castle}
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{NEW:CASTLEWALL Kd,Ko*,Kv (!,K*,X*) X* castle/sand/keep}
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{NEW:CASTLEWALL Cd (!,C*,K*,X*) C* castle/sand/castle}
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{NEW:CASTLEWALL2 Kd !,Ket,!,C*,Ke* (!,C*,K*,X*) castle/sand/keep-castle}
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{NEW:CASTLEWALL Kd (!,K*,X*) K* castle/sand/keep}
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{NEW:CASTLEWALL Cd*,Cv,Co* (!,C*,K*,X*) X* castle/sand/ruin-castle}
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{NEW:CASTLEWALL2 Kdr,Kv,Ko* !,Ket,!,C*,Ke* (!,C*,K*,X*) castle/sand/ruin-keep-castle}
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{NEW:CASTLEWALL Kd*,Ko*,Kv (Ke,Kea,!,K*,X*) X* castle/sand/ruin-keep}
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{NEW:CASTLEWALL Cdr (!,C*,K*,X*) C* castle/sand/ruin-castle}
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{NEW:CASTLEWALL2 Kdr !,Ket,!,C*,Ke* (!,C*,K*,X*) castle/sand/ruin-keep-castle}
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{NEW:CASTLEWALL Kdr (Ke,Kea,!,K*,X*) K* castle/sand/ruin-keep}
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#
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# Human castles
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#
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{NEW:CASTLEWALL Ch,Cv,Co,Cd (!,C*,K*,X*) X* castle/castle}
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{NEW:CASTLEWALL2 Kh,Kv,Ko,Kd !,Ket,!,C*,Ke* (!,C*,K*,X*) castle/keep-castle}
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{NEW:CASTLEWALL Kh,Kd*,Ko,Kv (!,K*,X*) X* castle/keep}
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{NEW:CASTLEWALL Ch (!,C*,K*,X*) C* castle/castle}
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{NEW:CASTLEWALL2 Kh !,Ket,!,C*,Ke* (!,C*,K*,X*) castle/keep-castle}
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{NEW:CASTLEWALL Kh (!,K*,X*) K* castle/keep}
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{NEW:CASTLEWALL Ch,Cha,Coa (!,C*,K*,X*) X* castle/snowy/castle}
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{NEW:CASTLEWALL2 Kh,Kha,Koa !,Ket,!,C*,Ke* (!,C*,K*,X*) castle/snowy/keep-castle}
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{NEW:CASTLEWALL Kh,Kha,Kd*,Ko*,Kv (Ke,Kea,!,K*,X*) X* castle/snowy/keep}
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{NEW:CASTLEWALL Cha (!,C*,K*,X*) C* castle/snowy/castle}
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{NEW:CASTLEWALL2 Kha !,Ket,!,C*,Ke* (!,C*,K*,X*) castle/snowy/keep-castle}
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{NEW:CASTLEWALL Kha (Ke,Kea,!,K*,X*) K* castle/snowy/keep}
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# sunken/swamp ruins (submerged part)
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@ -664,32 +664,32 @@
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# (!,Chr,Chs,!,Ch*) is used to catch convex transitions between Chw and Ch*
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# without lots of additional rules
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{NEW:CASTLEWALL (!,Chr,Chs,Ce*,Ke*,!,Ch*) (W*) X* castle/sunken-ruin}
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{NEW:CASTLEWALL (!,Chr,Chs,Ce*,Ke*,!,Ch*) (W*) C* castle/sunken-ruin}
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{NEW:CASTLEWALL2_P Khw,Khs Ch* W*,Ss 75 castle/sunken-ruinkeep1-castle}
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{NEW:CASTLEWALL2 Khw,Khs Ch* W*,Ss castle/sunkenkeep-castle}
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{NEW:CASTLEWALL2_P Khw,Khs Ch* W*,Ss 75 castle/sunken-ruinkeep1-castle}
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{NEW:CASTLEWALL2 Khw,Khs Ch* W*,Ss castle/sunkenkeep-castle}
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{NEW:CASTLEWALL_P (!,Khr,!,Kh*) W*,Ss,Chw,Chs X* 75 castle/sunken-ruinkeep1}
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{NEW:CASTLEWALL (!,Khr,!,Kh*) W*,Ss,Chw,Chs X* castle/sunkenkeep}
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{NEW:CASTLEWALL (!,Khr,!,Kh*) W*,Ss,Chw,Chs K* castle/sunken-ruinkeep1 PROB=75}
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{NEW:CASTLEWALL (!,Khr,!,Kh*) W*,Ss,Chw,Chs K* castle/sunkenkeep}
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# ruined castle and non-submerged parts of sunken/swamp ruins
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# There are no more human castles left, so we can just use Ch* here, which makes sure
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# that all ruin<->non-ruin transitions are drawn
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{NEW:CASTLEWALL Ch*,Cd*,Cv,Co* (!,C*,K*,X*) X* castle/ruin}
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{NEW:CASTLEWALL Ch* (!,C*,K*,X*) C* castle/ruin}
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{NEW:CASTLEWALL2_P (Khr,Khw,Khs) (C*) (!,Ch*,Kh*,X*) 75 castle/ruinkeep1-castle}
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{NEW:CASTLEWALL2 (Khr,Khw,Khs) (C*) (!,Ch*,Kh*,X*) castle/keep-castle}
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{NEW:CASTLEWALL2_P (Khr,Khw,Khs) (C*) (!,Ch*,Kh*,X*) 75 castle/ruinkeep1-castle}
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{NEW:CASTLEWALL2 (Khr,Khw,Khs) (C*) (!,Ch*,Kh*,X*) castle/keep-castle}
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{NEW:CASTLEWALL_P Kh*,Kd*,Ko*,Kv (Ke,Kea,!,K*,X*) X* 75 castle/ruinkeep1}
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{NEW:CASTLEWALL Kh*,Kd*,Ko*,Kv (Ke,Kea,!,K*,X*) X* castle/keep}
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{NEW:CASTLEWALL Kh* (Ke,Kea,!,K*,X*) K* castle/ruinkeep1 PROB=75}
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{NEW:CASTLEWALL Kh* (Ke,Kea,!,K*,X*) K* castle/keep}
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# Encampment
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{NEW:CASTLEWALL2 !,Ke,Kea,Kud,Kme,!,K* (Ke,Kea,C*) (!,C*,K*,X*) castle/encampment/tall-keep-castle}
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{NEW:CASTLEWALL !,Ke,Kea,Kud,Kme,!,K* (Ke,Kea,!,K*,X*) X* castle/encampment/tall-keep}
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{NEW:CASTLEWALL (!,Cud,Cea,Coa,Cha,Kud,Kea,Koa,Kha,Kme,!,C*,K*) (!,C*,K*,X*) X* castle/encampment/regular}
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{NEW:CASTLEWALL (!,Cud,Kud,Kme,!,C*,K*) (!,C*,K*,X*) X* castle/encampment/snow}
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{NEW:CASTLEWALL Ce,Ke (!,C*,K*,X*) C* castle/encampment/regular}
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{NEW:CASTLEWALL Cea,Kea (!,C*,K*,X*) C* castle/encampment/snow}
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{NEW:CASTLEWALL2 Ket (C*) (!,C*,K*,X*) castle/encampment/tall-keep-castle}
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{NEW:CASTLEWALL Ket (!,K*,X*) K* castle/encampment/tall-keep}
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# Castle & Encampment Base Transtions
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@ -1193,174 +1193,6 @@ transition#endarg
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{NEW:WALL2_P {TERRAINLIST} {ADJACENT1} {ADJACENT2} 100 {LAYER} {IMAGESTEM}}
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#enddef
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#define NEW:CASTLEWALL_INTERNAL_OPEN_ENDS TERRAINLIST ADJACENT ADJACENT_OPEN IMAGESTEM
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# These rules place towers to fill gaps between the rest of the castle and
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# ADJACENT_OPEN neighbours. It didn't seem to be possible to do this in a
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# less hacky and verbose manner due to layering problems.
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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={TERRAINLIST}
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set_no_flag=castlewall1-@R0
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[/tile]
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[tile]
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pos=2
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type={ADJACENT_OPEN}
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[/tile]
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[tile]
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pos=3
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type={ADJACENT}
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[/tile]
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rotations=concave-l,convex-r,skip,skip,concave-br,concave-bl
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[image]
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layer=0
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base=54,107
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name={IMAGESTEM}@V-@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={TERRAINLIST}
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set_no_flag=castlewall2-@R0
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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={ADJACENT_OPEN}
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[/tile]
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rotations=concave-br,skip,convex-br,skip,skip,concave-r
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[image]
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layer=0
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base=54,107
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name={IMAGESTEM}@V-@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={TERRAINLIST}
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set_no_flag=castlewall3-@R0
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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={ADJACENT_OPEN}
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[/tile]
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rotations=skip,concave-bl,skip,convex-bl,skip,skip
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[image]
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layer=0
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base=54,71
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name={IMAGESTEM}@V-@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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[/tile]
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[tile]
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pos=2
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type={ADJACENT_OPEN}
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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=castlewall4-convex-l
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[/tile]
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[image]
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layer=0
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base=54,107
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name={IMAGESTEM}@V-convex-l.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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[/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=castlewall5-convex-br
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[/tile]
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[tile]
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pos=3
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type={ADJACENT_OPEN}
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[/tile]
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[image]
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layer=0
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base=54,107
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name={IMAGESTEM}@V-convex-br.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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1
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, 3"
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[tile]
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pos=1
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type={ADJACENT}
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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=castlewall6-convex-bl
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[/tile]
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[tile]
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pos=3
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type={ADJACENT_OPEN}
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[/tile]
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[image]
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layer=0
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base=54,107
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name={IMAGESTEM}@V-convex-bl.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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#define NEW:CASTLEWALL_INTERNAL_P TERRAINLIST ADJACENT PROB IMAGESTEM
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[terrain_graphics]
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map="
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@ -1428,11 +1260,245 @@ transition#endarg
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#define NEW:CASTLEWALL_P TERRAINLIST ADJACENT ADJACENT_OPEN PROB IMAGESTEM
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{NEW:CASTLEWALL_INTERNAL_P {TERRAINLIST} {ADJACENT} {PROB} {IMAGESTEM}}
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{NEW:CASTLEWALL_INTERNAL_OPEN_ENDS {TERRAINLIST} {ADJACENT} {ADJACENT_OPEN} {IMAGESTEM}}
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#enddef
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#define NEW:CASTLEWALL TERRAINLIST ADJACENT ADJACENT_OPEN IMAGESTEM
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{NEW:CASTLEWALL_P {TERRAINLIST} {ADJACENT} {ADJACENT_OPEN} 100 {IMAGESTEM}}
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#define NEW:CASTLEWALL TERRAINLIST ADJACENT ADJACENT_JOIN IMAGESTEM
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#arg PROB
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100#endarg
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#arg FLAG
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castlewall#endarg
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#arg ADJACENT_OPEN
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X*#endarg
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{NEW:CASTLEWALL_INTERNAL_P {TERRAINLIST} {ADJACENT} {PROB} {IMAGESTEM}}
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# These two rules place suitable connecting tiles at corners where the wall
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# meets another castle type's wall.
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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={TERRAINLIST}
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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={ADJACENT}
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[/tile]
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[tile]
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pos=3
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type=!,{TERRAINLIST},!,{ADJACENT_JOIN}
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[/tile]
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rotations=concave-br,skip,skip,concave-tl,skip,concave-r
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[image]
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layer=0
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base=54,107
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name={IMAGESTEM}@V-@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={TERRAINLIST}
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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},!,{ADJACENT_JOIN}
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[/tile]
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[tile]
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pos=3
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type={ADJACENT}
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[/tile]
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rotations=concave-l,skip,concave-tr,skip,skip,concave-bl
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[image]
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layer=0
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base=54,107
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name={IMAGESTEM}@V-@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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# These rules place towers to fill gaps between the rest of the castle and
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# ADJACENT_OPEN neighbours. It didn't seem to be possible to do this in a
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# less hacky and verbose manner due to layering problems.
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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={TERRAINLIST}
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set_no_flag={FLAG}-end-@R0
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[/tile]
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[tile]
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pos=2
|
||||
type={ADJACENT_OPEN}
|
||||
[/tile]
|
||||
[tile]
|
||||
pos=3
|
||||
type={ADJACENT}
|
||||
[/tile]
|
||||
|
||||
rotations=concave-l,convex-r,skip,skip,concave-br,concave-bl
|
||||
|
||||
[image]
|
||||
layer=0
|
||||
base=54,107
|
||||
name={IMAGESTEM}@V-@R0.png
|
||||
variations=";2;3;4;5;6"
|
||||
[/image]
|
||||
[/terrain_graphics]
|
||||
[terrain_graphics]
|
||||
map="
|
||||
2
|
||||
, 3
|
||||
1"
|
||||
[tile]
|
||||
pos=1
|
||||
type={TERRAINLIST}
|
||||
set_no_flag={FLAG}-end-@R0
|
||||
[/tile]
|
||||
[tile]
|
||||
pos=2
|
||||
type={ADJACENT}
|
||||
[/tile]
|
||||
[tile]
|
||||
pos=3
|
||||
type={ADJACENT_OPEN}
|
||||
[/tile]
|
||||
|
||||
rotations=concave-br,skip,convex-br,skip,skip,concave-r
|
||||
|
||||
[image]
|
||||
layer=0
|
||||
base=54,107
|
||||
name={IMAGESTEM}@V-@R0.png
|
||||
variations=";2;3;4;5;6"
|
||||
[/image]
|
||||
[/terrain_graphics]
|
||||
[terrain_graphics]
|
||||
map="
|
||||
2
|
||||
, 3
|
||||
1"
|
||||
[tile]
|
||||
pos=1
|
||||
type={TERRAINLIST}
|
||||
set_no_flag={FLAG}-end-@R0
|
||||
[/tile]
|
||||
[tile]
|
||||
pos=2
|
||||
type={ADJACENT}
|
||||
[/tile]
|
||||
[tile]
|
||||
pos=3
|
||||
type={ADJACENT_OPEN}
|
||||
[/tile]
|
||||
|
||||
rotations=skip,concave-bl,skip,convex-bl,skip,skip
|
||||
|
||||
[image]
|
||||
layer=0
|
||||
base=54,71
|
||||
name={IMAGESTEM}@V-@R0.png
|
||||
variations=";2;3;4;5;6"
|
||||
[/image]
|
||||
[/terrain_graphics]
|
||||
[terrain_graphics]
|
||||
map="
|
||||
2
|
||||
, 3
|
||||
1"
|
||||
[tile]
|
||||
pos=1
|
||||
type={ADJACENT}
|
||||
[/tile]
|
||||
[tile]
|
||||
pos=2
|
||||
type={ADJACENT_OPEN}
|
||||
[/tile]
|
||||
[tile]
|
||||
pos=3
|
||||
type={TERRAINLIST}
|
||||
set_no_flag={FLAG}-end-convex-l
|
||||
[/tile]
|
||||
|
||||
[image]
|
||||
layer=0
|
||||
base=54,107
|
||||
name={IMAGESTEM}@V-convex-l.png
|
||||
variations=";2;3;4;5;6"
|
||||
[/image]
|
||||
[/terrain_graphics]
|
||||
[terrain_graphics]
|
||||
map="
|
||||
2
|
||||
, 3
|
||||
1"
|
||||
[tile]
|
||||
pos=1
|
||||
type={ADJACENT}
|
||||
[/tile]
|
||||
[tile]
|
||||
pos=2
|
||||
type={TERRAINLIST}
|
||||
set_no_flag={FLAG}-end-convex-br
|
||||
[/tile]
|
||||
[tile]
|
||||
pos=3
|
||||
type={ADJACENT_OPEN}
|
||||
[/tile]
|
||||
|
||||
[image]
|
||||
layer=0
|
||||
base=54,107
|
||||
name={IMAGESTEM}@V-convex-br.png
|
||||
variations=";2;3;4;5;6"
|
||||
[/image]
|
||||
[/terrain_graphics]
|
||||
[terrain_graphics]
|
||||
map="
|
||||
, 2
|
||||
1
|
||||
, 3"
|
||||
[tile]
|
||||
pos=1
|
||||
type={ADJACENT}
|
||||
[/tile]
|
||||
[tile]
|
||||
pos=2
|
||||
type={TERRAINLIST}
|
||||
set_no_flag={FLAG}-end-convex-bl
|
||||
[/tile]
|
||||
[tile]
|
||||
pos=3
|
||||
type={ADJACENT_OPEN}
|
||||
[/tile]
|
||||
|
||||
[image]
|
||||
layer=0
|
||||
base=54,107
|
||||
name={IMAGESTEM}@V-convex-bl.png
|
||||
variations=";2;3;4;5;6"
|
||||
[/image]
|
||||
[/terrain_graphics]
|
||||
#enddef
|
||||
|
||||
#define NEW:CASTLEWALL2_P TERRAINLIST ADJACENT1 ADJACENT2 PROB IMAGESTEM
|
||||
|
|
Loading…
Add table
Reference in a new issue