removing compat.cfg instead of moving deprecated macros there
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2 changed files with 1 additions and 493 deletions
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@ -81,6 +81,7 @@ Version 1.9.0-svn:
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* Terrain WML
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* rename TRANSITION_RESTRICTED and TRANSITION_RESTRICTED2 to
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OVERLAY_ROTATION_RESTRICTED and OVERLAY_ROTATION_RESTRICTED2
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* All unused macros are slowly removed to try to get a logical and complete subset of macros
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* User interface:
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* Added the era AI in the list of AI shown when opening a game
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* Added dialog for installation of add-on dependencies
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@ -1,493 +0,0 @@
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#textdomain wesnoth
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#Backward compatibility file, these are not used in mainline, and an upgrade path through wmllint should be a good idea
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# added in the 1.9 timeframe
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#define VIMG BASE_STRING NAME_STRING
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[image]
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name={NAME_STRING}
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base={BASE_STRING}
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[/image]
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#enddef
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#define TERRAIN_BASE_DEFAULT IMAGESTEM
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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=*
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[image]
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layer=-1000
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name={IMAGESTEM}
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[/image]
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[/tile]
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no_flag="base"
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set_flag="base"
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precedence=9999
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[/terrain_graphics]
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#enddef
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#define FLAG_IF_ADJACENT TERRAIN ADJACENT 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={TERRAIN}
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set_flag={FLAG}
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no_flag={FLAG}
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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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rotations=n,ne,se,s,sw,nw
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[/terrain_graphics]
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#enddef
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#define TERRAIN_BASE_FL TERRAIN_PATTERN IMAGESTEM FLAG LAYER
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{TERRAIN_BASE_LF ({TERRAIN_PATTERN}) {LAYER} {FLAG} {IMAGESTEM}}
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#enddef
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#define TERRAIN_BASE_PROB_FL TERRAIN_PATTERN IMAGESTEM PROB FLAG LAYER
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{TERRAIN_BASE_PLF ({TERRAIN_PATTERN}) {PROB} {LAYER} {FLAG} {IMAGESTEM}}
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#enddef
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#define TERRAIN_BASE_PROB TERRAIN_PATTERN IMAGESTEM PROB
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{TERRAIN_BASE_PLF ({TERRAIN_PATTERN}) {PROB} -1000 base {IMAGESTEM}}
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#enddef
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#define TERRAIN_BASE_PROB_OV TERRAIN_PATTERN IMAGESTEM PROB
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{OVERLAY_PL ({TERRAIN_PATTERN}) {PROB} -80 {IMAGESTEM}}
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#enddef
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#define BUILDING TERRAIN IMAGE_WML
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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={TERRAIN}
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{IMAGE_WML}
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[/tile]
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set_flag=building-{TERRAIN}
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no_flag=building-{TERRAIN}
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[/terrain_graphics]
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#enddef
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#define BUILDING_PROBABILITY TERRAIN IMAGE_WML PROB
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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={TERRAIN}
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{IMAGE_WML}
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[/tile]
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probability={PROB}
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set_flag=building-{TERRAIN}
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no_flag=building-{TERRAIN}
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[/terrain_graphics]
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#enddef
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#define SIMPLE_FOREST_TERRAIN TERRAINLIST ADJACENT IMAGESTEM
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{OVERLAY_RESTRICTED_RANDOM {TERRAINLIST} {ADJACENT} {IMAGESTEM}-small}
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{OVERLAY_RANDOM {TERRAINLIST} {IMAGESTEM}}
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#enddef
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#define SIMPLE_OVERLAY_TERRAIN TERRAINLIST RESTRICTING IMAGESTEM
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{OVERLAY_RESTRICTED3_P ({TERRAINLIST}) ({RESTRICTING}) 25 {IMAGESTEM}-small-4}
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{OVERLAY_RESTRICTED3_P ({TERRAINLIST}) ({RESTRICTING}) 33 {IMAGESTEM}-small-3}
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{OVERLAY_RESTRICTED3_P ({TERRAINLIST}) ({RESTRICTING}) 50 {IMAGESTEM}-small-2}
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{OVERLAY_RESTRICTED3 ({TERRAINLIST}) ({RESTRICTING}) {IMAGESTEM}-small}
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{OVERLAY_ROTATION_RESTRICTED2 ({TERRAINLIST}) ({RESTRICTING}) {IMAGESTEM}}
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{OVERLAY_RESTRICTED2_P ({TERRAINLIST}) ({RESTRICTING}) 25 {IMAGESTEM}-small-4}
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{OVERLAY_RESTRICTED2_P ({TERRAINLIST}) ({RESTRICTING}) 33 {IMAGESTEM}-small-3}
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{OVERLAY_RESTRICTED2_P ({TERRAINLIST}) ({RESTRICTING}) 50 {IMAGESTEM}-small-2}
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{OVERLAY_RESTRICTED2 ({TERRAINLIST}) ({RESTRICTING}) {IMAGESTEM}-small}
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{OVERLAY_ROTATION_RESTRICTED ({TERRAINLIST}) ({RESTRICTING}) {IMAGESTEM}}
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{OVERLAY_RESTRICTED_P ({TERRAINLIST}) ({RESTRICTING}) 25 {IMAGESTEM}-small-4}
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{OVERLAY_RESTRICTED_P ({TERRAINLIST}) ({RESTRICTING}) 33 {IMAGESTEM}-small-3}
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{OVERLAY_RESTRICTED_P ({TERRAINLIST}) ({RESTRICTING}) 50 {IMAGESTEM}-small-2}
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{OVERLAY_RESTRICTED ({TERRAINLIST}) ({RESTRICTING}) {IMAGESTEM}-small}
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{OVERLAY_P ({TERRAINLIST}) 16 {IMAGESTEM}-6}
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{OVERLAY_P ({TERRAINLIST}) 20 {IMAGESTEM}-5}
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{OVERLAY_P ({TERRAINLIST}) 25 {IMAGESTEM}-4}
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{OVERLAY_P ({TERRAINLIST}) 33 {IMAGESTEM}-3}
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{OVERLAY_P ({TERRAINLIST}) 50 {IMAGESTEM}-2}
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{OVERLAY ({TERRAINLIST}) {IMAGESTEM}}
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#enddef
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#-----------------------------------------------------------------
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# Forest<->Castle|Encampment special cases
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#-----------------------------------------------------------------
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#define FORESTADJCASTLEA FOREST_ID ID PROB TILE_IMAGE
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[terrain_graphics]
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map="
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, 1
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*, 1
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, 2
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*, *
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, *"
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[tile]
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pos=1
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type={ID}
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[/tile]
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[tile]
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pos=2
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type={FOREST_ID}
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no_flag="overlay"
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set_flag="overlay"
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[/tile]
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probability={PROB}
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rotations=n,ne,se,s,sw,nw
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[image]
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name={TILE_IMAGE}
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base=90,144
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[/image]
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[/terrain_graphics]
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#enddef
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#define FORESTADJCASTLES FOREST_ID ID PROB TILE_IMAGE
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[terrain_graphics]
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map="
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, 1
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*, *
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, 2
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*, 1
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, *"
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[tile]
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pos=1
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type={ID}
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[/tile]
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[tile]
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pos=2
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type={FOREST_ID}
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no_flag="overlay"
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set_flag="overlay"
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[/tile]
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probability={PROB}
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rotations=n,ne,se,s,sw,nw
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[image]
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name={TILE_IMAGE}
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base=90,144
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[/image]
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[/terrain_graphics]
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#enddef
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#define FORESTADJCASTLEO FOREST_ID ID PROB TILE_IMAGE
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[terrain_graphics]
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map="
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, 1
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*, *
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, 2
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*, *
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, 1"
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[tile]
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pos=1
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type={ID}
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[/tile]
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[tile]
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pos=2
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type={FOREST_ID}
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no_flag="overlay"
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set_flag="overlay"
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[/tile]
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probability={PROB}
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rotations=n,ne,se,s,sw,nw
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[image]
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name={TILE_IMAGE}
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base=90,144
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[/image]
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[/terrain_graphics]
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#enddef
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#define FORESTADJCASTLE FOREST_ID ID PROB TILE_IMAGE
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[terrain_graphics]
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map="
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, 1
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*, *
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, 2
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*, *
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, *"
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[tile]
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pos=1
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type={ID}
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[/tile]
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[tile]
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pos=2
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type={FOREST_ID}
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no_flag="overlay"
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set_flag="overlay"
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[/tile]
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probability={PROB}
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rotations=n,ne,se,s,sw,nw
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[image]
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name={TILE_IMAGE}-@R0
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base=90,144
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[/image]
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[/terrain_graphics]
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#enddef
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#-----------------------------------------------------------------
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# Use a smaller tile when next to:
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# Shallow and deep Water, mountain, desert hill & mountain,
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# swamp and villages
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#-----------------------------------------------------------------
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#define FORESTADJ FOREST_ID ID PROB TILE_IMAGE
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[terrain_graphics]
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map="
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, 1
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*, *
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, 2
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*, *
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, *"
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[tile]
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pos=1
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type={ID}
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[/tile]
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[tile]
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pos=2
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type={FOREST_ID}
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no_flag="overlay"
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set_flag="overlay"
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[/tile]
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probability={PROB}
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rotations=n,ne,se,s,sw,nw
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[image]
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name={TILE_IMAGE}
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base=90,144
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[/image]
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[/terrain_graphics]
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#enddef
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#define MOUNTAINADJCASTLEA FOREST_ID ID PROB TILE_IMAGE
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[terrain_graphics]
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map="
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, 1
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*, 1
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, 2
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*, *
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, *"
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[tile]
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pos=1
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type={ID}
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[/tile]
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[tile]
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pos=2
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type={FOREST_ID}
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no_flag="overlay"
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set_flag="overlay"
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[/tile]
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probability={PROB}
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rotations=n,ne,se,s,sw,nw
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[image]
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name={TILE_IMAGE}-@R0-@R1
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base=90,144
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[/image]
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[/terrain_graphics]
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#enddef
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#define TERRAIN_BASE_OV TERRAIN_PATTERN IMAGESTEM
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{OVERLAY_L ({TERRAIN_PATTERN}) -80 {IMAGESTEM}}
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#enddef
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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 TRANSITION1_OVERLAY_PLBF TERRAIN ADJACENT PROB LAYER BASE FLAG IMAGE
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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=2
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type={ADJACENT}
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[/tile]
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[tile]
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pos=1
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type={TERRAIN}
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no_flag={FLAG}
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set_flag={FLAG}
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[/tile]
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probability={PROB}
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rotations=n,ne,se,s,sw,nw
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[image]
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name={IMAGE}-@R0
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layer={LAYER}
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base={BASE}
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[/image]
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[/terrain_graphics]
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#enddef
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#meta-macro TRANSITION1_OVERLAY TERRAIN ADJACENT P=PROB=100 L=LAYER=0 B=BASE=(90,144) F=FLAG=overlay IMAGE
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#define TRANSITION2_OVERLAY_PLBF TERRAIN ADJACENT PROB LAYER BASE FLAG IMAGE
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[terrain_graphics]
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map="
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, 2
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*, 2
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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={TERRAIN}
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no_flag={FLAG}
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set_flag={FLAG}
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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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probability={PROB}
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rotations=n,ne,se,s,sw,nw
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[image]
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layer={LAYER}
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base={BASE}
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name={IMAGE}-@R0-@R1
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[/image]
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[/terrain_graphics]
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#enddef
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#meta-macro TRANSITION2_OVERLAY TERRAIN ADJACENT P=PROB=100 L=LAYER=0 B=BASE=(90,144) F=FLAG=overlay IMAGE
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#The following code is autogenerated by expand-terrain-macros.py
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#generated from: #meta-macro TRANSITION1_OVERLAY TERRAIN ADJACENT P=PROB=100 L=LAYER=0 B=BASE=(90,144) F=FLAG=overlay IMAGE
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#Please do not modify
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#define TRANSITION1_OVERLAY_LBF TERRAIN ADJACENT LAYER BASE FLAG IMAGE
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{TRANSITION1_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) 100 ({LAYER}) ({BASE}) ({FLAG}) ({IMAGE})}
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#enddef
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#define TRANSITION1_OVERLAY_PBF TERRAIN ADJACENT PROB BASE FLAG IMAGE
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{TRANSITION1_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) ({PROB}) 0 ({BASE}) ({FLAG}) ({IMAGE})}
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#enddef
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#define TRANSITION1_OVERLAY_BF TERRAIN ADJACENT BASE FLAG IMAGE
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{TRANSITION1_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) 100 0 ({BASE}) ({FLAG}) ({IMAGE})}
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#enddef
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#define TRANSITION1_OVERLAY_PLF TERRAIN ADJACENT PROB LAYER FLAG IMAGE
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{TRANSITION1_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) ({PROB}) ({LAYER}) (90,144) ({FLAG}) ({IMAGE})}
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#enddef
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#define TRANSITION1_OVERLAY_LF TERRAIN ADJACENT LAYER FLAG IMAGE
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{TRANSITION1_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) 100 ({LAYER}) (90,144) ({FLAG}) ({IMAGE})}
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#enddef
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#define TRANSITION1_OVERLAY_PF TERRAIN ADJACENT PROB FLAG IMAGE
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{TRANSITION1_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) ({PROB}) 0 (90,144) ({FLAG}) ({IMAGE})}
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#enddef
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#define TRANSITION1_OVERLAY_F TERRAIN ADJACENT FLAG IMAGE
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{TRANSITION1_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) 100 0 (90,144) ({FLAG}) ({IMAGE})}
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#enddef
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#define TRANSITION1_OVERLAY_PLB TERRAIN ADJACENT PROB LAYER BASE IMAGE
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{TRANSITION1_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) ({PROB}) ({LAYER}) ({BASE}) overlay ({IMAGE})}
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#enddef
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#define TRANSITION1_OVERLAY_LB TERRAIN ADJACENT LAYER BASE IMAGE
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{TRANSITION1_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) 100 ({LAYER}) ({BASE}) overlay ({IMAGE})}
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#enddef
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#define TRANSITION1_OVERLAY_PB TERRAIN ADJACENT PROB BASE IMAGE
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{TRANSITION1_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) ({PROB}) 0 ({BASE}) overlay ({IMAGE})}
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#enddef
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#define TRANSITION1_OVERLAY_B TERRAIN ADJACENT BASE IMAGE
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{TRANSITION1_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) 100 0 ({BASE}) overlay ({IMAGE})}
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#enddef
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#define TRANSITION1_OVERLAY_PL TERRAIN ADJACENT PROB LAYER IMAGE
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{TRANSITION1_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) ({PROB}) ({LAYER}) (90,144) overlay ({IMAGE})}
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#enddef
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#define TRANSITION1_OVERLAY_L TERRAIN ADJACENT LAYER IMAGE
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{TRANSITION1_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) 100 ({LAYER}) (90,144) overlay ({IMAGE})}
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#enddef
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#define TRANSITION1_OVERLAY_P TERRAIN ADJACENT PROB IMAGE
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{TRANSITION1_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) ({PROB}) 0 (90,144) overlay ({IMAGE})}
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#enddef
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#define TRANSITION1_OVERLAY TERRAIN ADJACENT IMAGE
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{TRANSITION1_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) 100 0 (90,144) overlay ({IMAGE})}
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#enddef
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#end of generated code
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#The following code is autogenerated by expand-terrain-macros.py
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#generated from: #meta-macro TRANSITION2_OVERLAY TERRAIN ADJACENT P=PROB=100 L=LAYER=0 B=BASE=(90,144) F=FLAG=overlay IMAGE
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#Please do not modify
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#define TRANSITION2_OVERLAY_LBF TERRAIN ADJACENT LAYER BASE FLAG IMAGE
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{TRANSITION2_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) 100 ({LAYER}) ({BASE}) ({FLAG}) ({IMAGE})}
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#enddef
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#define TRANSITION2_OVERLAY_PBF TERRAIN ADJACENT PROB BASE FLAG IMAGE
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{TRANSITION2_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) ({PROB}) 0 ({BASE}) ({FLAG}) ({IMAGE})}
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#enddef
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#define TRANSITION2_OVERLAY_BF TERRAIN ADJACENT BASE FLAG IMAGE
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{TRANSITION2_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) 100 0 ({BASE}) ({FLAG}) ({IMAGE})}
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#enddef
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#define TRANSITION2_OVERLAY_PLF TERRAIN ADJACENT PROB LAYER FLAG IMAGE
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{TRANSITION2_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) ({PROB}) ({LAYER}) (90,144) ({FLAG}) ({IMAGE})}
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#enddef
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#define TRANSITION2_OVERLAY_LF TERRAIN ADJACENT LAYER FLAG IMAGE
|
||||
{TRANSITION2_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) 100 ({LAYER}) (90,144) ({FLAG}) ({IMAGE})}
|
||||
#enddef
|
||||
#define TRANSITION2_OVERLAY_PF TERRAIN ADJACENT PROB FLAG IMAGE
|
||||
{TRANSITION2_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) ({PROB}) 0 (90,144) ({FLAG}) ({IMAGE})}
|
||||
#enddef
|
||||
#define TRANSITION2_OVERLAY_F TERRAIN ADJACENT FLAG IMAGE
|
||||
{TRANSITION2_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) 100 0 (90,144) ({FLAG}) ({IMAGE})}
|
||||
#enddef
|
||||
#define TRANSITION2_OVERLAY_PLB TERRAIN ADJACENT PROB LAYER BASE IMAGE
|
||||
{TRANSITION2_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) ({PROB}) ({LAYER}) ({BASE}) overlay ({IMAGE})}
|
||||
#enddef
|
||||
#define TRANSITION2_OVERLAY_LB TERRAIN ADJACENT LAYER BASE IMAGE
|
||||
{TRANSITION2_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) 100 ({LAYER}) ({BASE}) overlay ({IMAGE})}
|
||||
#enddef
|
||||
#define TRANSITION2_OVERLAY_PB TERRAIN ADJACENT PROB BASE IMAGE
|
||||
{TRANSITION2_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) ({PROB}) 0 ({BASE}) overlay ({IMAGE})}
|
||||
#enddef
|
||||
#define TRANSITION2_OVERLAY_B TERRAIN ADJACENT BASE IMAGE
|
||||
{TRANSITION2_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) 100 0 ({BASE}) overlay ({IMAGE})}
|
||||
#enddef
|
||||
#define TRANSITION2_OVERLAY_PL TERRAIN ADJACENT PROB LAYER IMAGE
|
||||
{TRANSITION2_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) ({PROB}) ({LAYER}) (90,144) overlay ({IMAGE})}
|
||||
#enddef
|
||||
#define TRANSITION2_OVERLAY_L TERRAIN ADJACENT LAYER IMAGE
|
||||
{TRANSITION2_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) 100 ({LAYER}) (90,144) overlay ({IMAGE})}
|
||||
#enddef
|
||||
#define TRANSITION2_OVERLAY_P TERRAIN ADJACENT PROB IMAGE
|
||||
{TRANSITION2_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) ({PROB}) 0 (90,144) overlay ({IMAGE})}
|
||||
#enddef
|
||||
#define TRANSITION2_OVERLAY TERRAIN ADJACENT IMAGE
|
||||
{TRANSITION2_OVERLAY_PLBF ({TERRAIN}) ({ADJACENT}) 100 0 (90,144) overlay ({IMAGE})}
|
||||
#enddef
|
||||
#end of generated code
|
Loading…
Add table
Reference in a new issue