[terrain_graphics] Castle neighbor bleed-through (sand, snow) (#2039)
* some adjustments to keep the neighboring terrain transitions from bleeding into the castle terrains * some fixes for castle base transitions * comma
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@ -709,6 +709,10 @@ C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*,_off^_usr#enddef
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{NEW:GENERIC_CORNER_TRANSITION Cme (Cm,Km,Chw) -330 castle/aquatic-camp/reef masks/long "~O(33%)" FLAG=aquaticbasetrans}
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{NEW:GENERIC_CORNER_TRANSITION Cm,Km,Chw (Cme) -321 castle/aquatic-castle/cobbles masks/long "~O(33%)" FLAG=aquaticbasetrans}
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# this is to keep sand, snow, etc. from flowing in under the castle walls. It may need to be adjusted for when such behavior is needed.
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# There should also be a pattern available for UMC, not sure what it would be though
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{NEW:DISABLE_TRANSITION (K*,C*) (!,K*,C*) }
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#
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# Cave
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# (including dwarven castle, chasm, lava)
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@ -168,6 +168,34 @@ transition#endarg
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[/terrain_graphics]
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#enddef
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#define NEW:DISABLE_TRANSITION TERRAINLIST ADJACENT
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#arg FLAG
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transition#endarg
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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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set_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_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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#define NEW:TRANSITION TERRAINLIST ADJACENT LAYER IMAGESTEM
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#arg FLAG
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