reverting the removal or useful newlines.
This commit is contained in:
parent
b0fc2dfbd4
commit
bb53d79485
1 changed files with 90 additions and 50 deletions
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@ -16,66 +16,70 @@
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# NOTE the terrain _off^_usr gets its definition from the code since it's
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# themable
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# These are temporary rules for developing and testing a new fake map edge
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# terrain
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[terrain_graphics]
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map="
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# These are temporary rules for developing and testing a new fake map edge
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# terrain
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[terrain_graphics]
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map="
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, 2
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2 , 2
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, 1
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2 , 2
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, 2"
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[tile]
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pos=1
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type=*^_fme
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set_no_flag=fakemapedge
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[/tile]
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[tile]
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pos=2
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type=*^_fme
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[/tile]
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[tile]
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pos=1
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type=*^_fme
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set_no_flag=fakemapedge
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[/tile]
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[tile]
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pos=2
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type=*^_fme
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[/tile]
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[image]
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layer=1000
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name=off-map/border.png
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center=90,144
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[/image]
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[/terrain_graphics]
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{TRANSITION_COMPLETE_L (!,*^_fme) (*^_fme) 1000 off-map/border}
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[image]
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layer=1000
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name=off-map/border.png
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center=90,144
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[/image]
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[/terrain_graphics]
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{TRANSITION_COMPLETE_L (!,*^_fme) (*^_fme) 1000 off-map/border}
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# TRACK LAYOUT MUST STAY ON TOP
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# they set flags that will be used by other macros later.
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# they don't set any image by themselves.
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{LAYOUT_TRACKS_F *^Bw\ *^Bw| *^Bw/ overlay}
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{LAYOUT_TRACKS_F *^Br\ *^Br| *^Br/ overlay}
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{LAYOUT_TRACKS_STRAIGHT_F *^Bsb\ *^Bsb| *^Bsb/ overlay}
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#{TRACK_TEST_FLAG (*^Br\,*^Br|,*^Br/) overlay-connect}
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# TRACK LAYOUT MUST STAY ON TOP
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# they set flags that will be used by other macros later.
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# they don't set any image by themselves.
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{LAYOUT_TRACKS_F *^Bw\ *^Bw| *^Bw/ overlay}
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{LAYOUT_TRACKS_F *^Br\ *^Br| *^Br/ overlay}
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{LAYOUT_TRACKS_STRAIGHT_F *^Bsb\ *^Bsb| *^Bsb/ overlay}
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# basic images for the bridge
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{TRACK_COMPLETE *^Bw\ *^Bw| *^Bw/ overlay bridge/wood}
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# add transition bridges<->bridges wherever images are missing
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{TRACK_BORDER_RESTRICTED_PLF (*Bw|,*^Bw/,*^Bw\) (*^Bw|,*^Bw/,*^Bw/) 100 -80 overlay bridge/wood-end}
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# add dock-style ends to bridges ending in water
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{TRACK_BORDER_RESTRICTED_PLF (*^Bw|,*^Bw/,*^Bw\) (W*^,Ss^,Ai^) 100 -80 overlay bridge/wood-dock}
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# add ramps where straight bridges end on land
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{TRACK_BORDER_RESTRICTED_PLF (*^Bw|,*^Bw/,*^Bw\) (!,C*,K*,*^F*) 100 -80 overlay bridge/wood-end}
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#{TRACK_TEST_FLAG (*^Br\,*^Br|,*^Br/) overlay-connect}
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# Mine rail tracks
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{TRACK_COMPLETE *^Br\ *^Br| *^Br/ overlay misc/rails}
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# add transition rail<->rail wherever images are missing
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{TRACK_BORDER_RESTRICTED_PLF (*^Br/,*^Br\) *^Br| 100 -80 overlay misc/rails-switch-ns}
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{TRACK_BORDER_RESTRICTED_PLF (*^Br|,*^Br/) *^Br\ 100 -80 overlay misc/rails-switch-nwse}
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{TRACK_BORDER_RESTRICTED_PLF (*^Br|,*^Br\) *^Br/ 100 -80 overlay misc/rails-switch-nesw}
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#add transitions at rail end
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{TRACK_BORDER_RESTRICTED_PLF (*^Br|,*^Br/,*^Br\) * 100 -80 overlay misc/rails-end}
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{TRACK_RESTRICTED_PLFB (*^Bsb|,*^Bsb/,*^Bsb\) * * W* 100 -80 overlay IMAGE_SINGLE bridge/stonebridge-dock}
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{TRACK_RESTRICTED_PLFB (*^Bsb|,*^Bsb/,*^Bsb\) * * (C*,K*,*^F*) 100 -80 overlay IMAGE_SINGLE bridge/stonebridge-small}
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{TRACK_SINGLE_PLFB (*^Bsb|,*^Bsb/,*^Bsb\) (C*,K*,*^F*) * (C*,K*,*^F*) 100 -80 overlay IMAGE_SINGLE bridge/stonebridge-small-both}
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{TRACK_SINGLE_PLFB (*^Bsb|,*^Bsb/,*^Bsb\) (C*,K*,*^F*) * * 100 -80 overlay IMAGE_SINGLE bridge/stonebridge-small-single}
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{TRACK_COMPLETE *^Bsb\ *^Bsb| *^Bsb/ overlay bridge/stonebridge}
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#{TRACK_TEST_FLAG (*^Bsb|,*^Bsb/,*^Bsb\) overlay-connected}
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# basic images for the bridge
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{TRACK_COMPLETE *^Bw\ *^Bw| *^Bw/ overlay bridge/wood}
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# add transition bridges<->bridges wherever images are missing
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{TRACK_BORDER_RESTRICTED_PLF (*Bw|,*^Bw/,*^Bw\) (*^Bw|,*^Bw/,*^Bw/) 100 -80 overlay bridge/wood-end}
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# add dock-style ends to bridges ending in water
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{TRACK_BORDER_RESTRICTED_PLF (*^Bw|,*^Bw/,*^Bw\) (W*^,Ss^,Ai^) 100 -80 overlay bridge/wood-dock}
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# add ramps where straight bridges end on land
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{TRACK_BORDER_RESTRICTED_PLF (*^Bw|,*^Bw/,*^Bw\) (!,C*,K*,*^F*) 100 -80 overlay bridge/wood-end}
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# Mine rail tracks
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{TRACK_COMPLETE *^Br\ *^Br| *^Br/ overlay misc/rails}
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# add transition rail<->rail wherever images are missing
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{TRACK_BORDER_RESTRICTED_PLF (*^Br/,*^Br\) *^Br| 100 -80 overlay misc/rails-switch-ns}
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{TRACK_BORDER_RESTRICTED_PLF (*^Br|,*^Br/) *^Br\ 100 -80 overlay misc/rails-switch-nwse}
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{TRACK_BORDER_RESTRICTED_PLF (*^Br|,*^Br\) *^Br/ 100 -80 overlay misc/rails-switch-nesw}
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#add transitions at rail end
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{TRACK_BORDER_RESTRICTED_PLF (*^Br|,*^Br/,*^Br\) * 100 -80 overlay misc/rails-end}
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{TRACK_RESTRICTED_PLFB (*^Bsb|,*^Bsb/,*^Bsb\) * * W* 100 -80 overlay IMAGE_SINGLE bridge/stonebridge-dock}
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{TRACK_RESTRICTED_PLFB (*^Bsb|,*^Bsb/,*^Bsb\) * * (C*,K*,*^F*) 100 -80 overlay IMAGE_SINGLE bridge/stonebridge-small}
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{TRACK_SINGLE_PLFB (*^Bsb|,*^Bsb/,*^Bsb\) (C*,K*,*^F*) * (C*,K*,*^F*) 100 -80 overlay IMAGE_SINGLE bridge/stonebridge-small-both}
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{TRACK_SINGLE_PLFB (*^Bsb|,*^Bsb/,*^Bsb\) (C*,K*,*^F*) * * 100 -80 overlay IMAGE_SINGLE bridge/stonebridge-small-single}
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{TRACK_COMPLETE *^Bsb\ *^Bsb| *^Bsb/ overlay bridge/stonebridge}
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#{TRACK_TEST_FLAG (*^Bsb|,*^Bsb/,*^Bsb\) overlay-connected}
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# Forests
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{NEW:FOREST Hh*^Fp (C*,K*,X*,Ql*,Qx*,Gv*,W*,M*,*^V*,*^B*) forest/pine-sparse}
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#Rubble
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{OVERLAY_RANDOM *^Dr misc/rubble}
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{OVERLAY_RANDOM *^Es embellishments/stones-small}
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{OVERLAY_RANDOM *^Em embellishments/mushroom}
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@ -347,6 +352,7 @@
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#Depricated
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{TERRAIN_BASE_RANDOM Ggf grass/flowers}
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{TERRAIN_BASE_RANDOM Re flat/dirt}
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{TERRAIN_BASE_RANDOM Rb flat/dirt-dark}
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{OVERLAY_P *^Edp,*^Edpp 48 embellishments/desert-plant10}
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{OVERLAY_P *^Edp,*^Edpp 100 embellishments/desert-plant11}
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{TERRAIN_BASE_RANDOM Ds sand/beach}
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{TERRAIN_BASE_RANDOM Rd flat/desert-road}
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# Water base terrains
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{OVERLAY_RANDOM_LF Wwf,Sm -519 ford water/ford}
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#ANIMATED
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# experimental macro using 1-hex rule to optimize water animation
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#{TERRAIN_BASE_B Ss ANIMATION_15 swamp/water}
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# Castle base terrains
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{TERRAIN_BASE Ch,Chr,Cha flat/road}
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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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# Elven castle
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{WALL_TRANSITION Cv (!,C*,K*) castle/elven/castle}
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{WALL_TRANSITION2 Kv C*,Ke* (!,C*,K*) castle/elven/keep-castle}
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{WALL_TRANSITION Kv (!,Kv) castle/elven/keep}
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# Orcish castles
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{WALL_TRANSITION Co,Cv (!,C*,K*) castle/orcish/fort}
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{WALL_TRANSITION2 (Ko*,Kv) C*,Ke* (!,C*,K*) castle/winter-orcish/keep-fort}
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{WALL_TRANSITION (Ko*) (!,Ko*) castle/winter-orcish/keep}
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# Desert castle
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{WALL_TRANSITION Cd,Cv,Co* (!,C*,K*) castle/sand/castle}
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{WALL_TRANSITION2 Kh,Kha,Koa C*,Ke* (!,C*,K*) castle/snowy/keep-castle}
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{WALL_TRANSITION Kh,Kha (!,Kh*) castle/snowy/keep}
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# sunken/swamp ruins (submerged part)
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# Show sunken graphics for sunken castle only when next to water terrain
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# Show sunken graphics for sunken/swamp keep also when next to swamp
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{WALL_TRANSITION_P (!,Khr,!,Kh*) (W*,Ss,Chw,Chs) 75 castle/sunken-ruinkeep1}
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{WALL_TRANSITION_P (!,Khr,!,Kh*) (W*,Ss,Chw,Chs) 100 castle/sunkenkeep}
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# ruined castle and non-sumberged 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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#17% 17% 17% 17% 17% 17%
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{WALL_TRANSITION_P Kh* (!,K*) 75 castle/ruinkeep1}
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{WALL_TRANSITION Kh* (!,K*) castle/keep}
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# Encampment
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{WALL_TRANSITION (Ce,Ke,Ch*,Kh*,Cv,Kv,Co*,Ko*,Cd,Kd) (!,C*,K*) castle/encampment/regular}
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{WALL_TRANSITION (Ce*,Ke*,Ch*,Kh*,Cv,Kv,Co*,Ko*,Cd,Kd) (!,C*,K*) castle/encampment/snow}
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# Castle & Encampment Base Transtions
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{TRANSITION_COMPLETE_L Ch,Chr,Cha (!,Ch,Chr,Cha,Q*) -300 flat/road}
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{TRANSITION_COMPLETE_LF (!,Co*,Q*) Co* -384 inside flat/dirt-dark}
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{TRANSITION_COMPLETE_L Co* (!,Co*,Q*) -388 flat/dirt-dark}
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#
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# Cave
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# (including dwarven castle, chasm, lava)
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{WALL_TRANSITION Xu* (Qx*,Ql*) cave/wall-rough-chasm}
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{WALL_TRANSITION Xu* (!,Xu*) cave/wall-rough}
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# New Generic Castle-to Chasm transition
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{TRANSITION_COMPLETE_LF (Cha,Kha,Coa,Koa,Cea,Kea) Qx* -80 transition2 chasm/regular-snow-castle}
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{TRANSITION_COMPLETE_LF (!,Cud,Kud,!,C*,K*) Qxe -80 transition2 chasm/earthy-castle}
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{WALL_TRANSITION_LF Qxe (!,Qx*,Xv,_off^_usr) -90 ground chasm/earthy}
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{WALL_TRANSITION_LF Qx* (!,Qx*,Xv,_off^_usr) -90 ground chasm/regular}
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#
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# > B A S E T R A N S I T I O N S. <
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#
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# special transitions to layer in more complex ways.
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# Default layer ist -500, so anything layering above should be higher.
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{TRANSITION_COMPLETE_L (Md,Mv) (!,Md,Hhd,Mv,W*,S*) -166 mountains/dry}
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# Special mountain to dry/desert terrain trans
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{TRANSITION_COMPLETE_L (Uue) (!,Uue,W*,Ai) -223 cave/earthy-floor}
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{TRANSITION_COMPLETE_L Urb (!,Urb,W*,Ai) -224 cave/flagstones-dark}
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# water animation under swamp is not really visible, so we disable it for now
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{TRANSITION_COMPLETE_LB (Ss,Chs) (!,S*,W*,D*,H*,M*,A*) -230 ANIMATION_01 swamp/water-to-land}
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# Crazy Test Terrains
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#{TRANSITION_COMPLETE_LF Jm Jb,Jy -240 inside test/m} # inside
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{TRANSITION_COMPLETE_L Gg Gs,Gd,Gll -256 grass/green-long}
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{TRANSITION_COMPLETE_L Gs Gg,Gd,Gll -257 grass/semi-dry-long}
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{TRANSITION_COMPLETE_L Gs (Rr*,D*,Aa) -260 grass/semi-dry-medium}
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{TRANSITION_COMPLETE_L Gg (Rr*,D*,Aa) -261 grass/green-medium}
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{TRANSITION_COMPLETE_L Gd (Rr*,D*,Aa) -262 grass/dry-medium}
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{TRANSITION_COMPLETE_L Gll (!,Gll,Qx*,W*,Ai,C*) -270 grass/leaf-litter}
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{TRANSITION_COMPLETE_L (Gg*,Qx*) (!,Gg*,Qx*,Mm,Ms,Hh,C*) -271 grass/green-abrupt}
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{TRANSITION_COMPLETE_L Gs (!,Gs,Qx*,C*) -272 grass/semi-dry-abrupt}
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# Deprecated
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{TRANSITION_COMPLETE_LF (!,Ggf) Ggf -274 flower-transition grass/green}
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{TRANSITION_COMPLETE_L Aa (W*,Ss) -280 frozen/snow-to-water}
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{TRANSITION_COMPLETE_L Aa (!,Aa,Qx*,G*) -281 frozen/snow}
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# This transitions from bank to flat terrains.
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{TRANSITION_COMPLETE_L (W*,Ai) (!,Rb,!,R*,Gll) -298 flat/bank}
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{TRANSITION_COMPLETE_L Rr (!,Rr,W*,Ai) -300 flat/road}
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{TRANSITION_COMPLETE_L Rrc (!,Rr,W*,Ai) -301 flat/road-clean}
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{TRANSITION_COMPLETE_L Rp (!,Rp,W*,Ai) -310 flat/stone-path}
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{TRANSITION_COMPLETE_LF *^Gvs (!,*^Gvs,C*,K*,*^F*,M*,H*,W*) -320 transition2 embellishments/farm-veg-spring}
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{TRANSITION_COMPLETE_LF *^Emf (!,*^Emf,C*,K*,*^F*,M*,H*,W*) -320 transition2 embellishments/mushroom-farm}
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{TRANSITION_COMPLETE_L Ds (!,Ds,W*,S*) -330 sand/beach}
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{TRANSITION_COMPLETE_L Dd (!,R*,Dd,W*,S*) -360 sand/desert}
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{TRANSITION_COMPLETE_L Dd R* -361 sand/desert}
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{TRANSITION_COMPLETE_LF (!,Rb,Rr*,W*,Ai,Q*) Rb -384 inside flat/dirt-dark}
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{TRANSITION_COMPLETE_L Rb (!,Rb,Rr*,W*,Ai,Q*) -388 flat/dirt-dark}
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# This complicated part keeps the submerged part of ice or a bank from drawing over the above-water parts of banks or ice
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{TRANSITION_COMPLETE_LF (!,Chw,Khw,Khs,!,C*,K*) (Ai,W*) -480 non_submerged castle/castle-to-ice}
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{TRANSITION_COMPLETE_LF (R*,G*) Ai,W* -483 non_submerged flat/bank-to-ice}
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{TRANSITION_COMPLETE_LF (U*,Xu*,Ql*) Ai,W*,S* -486 non_submerged cave/bank-to-ice}
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{TRANSITION_COMPLETE_LF Aa,Ha,Ms,Ai (W*,S*) -490 non_submerged frozen/ice}
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{TRANSITION_COMPLETE_LF Aa,Ha,Ms,Ai (W*,S*) -505 submerged frozen/ice-to-water}
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{TRANSITION_COMPLETE_LF (R*,G*) W* -511 submerged flat/bank-to-water}
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{TRANSITION_COMPLETE_LF (U*,Xu*,Ql*) W* -512 submerged cave/bank-to-water}
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# Water Transitions below everything else
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{TRANSITION_COMPLETE_LF Wwf (!,Wwf,Sm,!,W*,S*,D*,Xv,_off^_usr) -515 transition2 water/ford}
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# animation are temporary disabled to increase performance.
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# to reanimate them comment these lines out, and un-comment the following chunk
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{TRANSITION_COMPLETE_LF Dd,Ds,Hd (!,D*,Hd,!,W*,S*) -550 double sand/sand-to-water}
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{ANIMATED_WATER_15_TRANSITION Wo (!,Wo,!,W*,S*,D*,Hd) -551 () 110 water/ocean-blend}
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{ANIMATED_WATER_15_TRANSITION Wot (!,Wot,!,W*,S*,D*,Hd) -551 () 110 water/ocean-tropical-blend}
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# {TRANSITION_COMPLETE_LB Wo (!,Wo,!,W*,S*,D*) -558 ANIMATION_15_SLOW water/ocean-blend}
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# {TRANSITION_COMPLETE_L Dd,Ds (!,D*,!,W*,Ss) -559 sand/sand-to-water}
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{TRANSITION_COMPLETE_LB Wo (Xv,_off^_usr) -560 ANIMATION_15_SLOW water/ocean-long}
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{TRANSITION_COMPLETE_LB Wot (Xv,_off^_usr) -561 ANIMATION_15_SLOW water/ocean-tropical-long}
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# Default terrain
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{TERRAIN_BASE _s void/void}
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{TERRAIN_BASE * void/void}
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{TERRAIN_BASE * void/void}
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