Converted all castles to use new new wall macros,
...and upped the number of variations they can handle to 6.
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189c4e2019
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bcb1dce861
2 changed files with 44 additions and 55 deletions
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@ -488,54 +488,48 @@
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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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{NEW:WALL Cv (!,C*,K*) castle/elven/castle}
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{NEW:WALL2 Kv C*,Ke* (!,C*,K*) castle/elven/keep-castle}
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{NEW:WALL 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/orcish/keep-fort}
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{WALL_TRANSITION Ko (!,Ko*) castle/orcish/keep}
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{NEW:WALL Co,Cv (!,C*,K*) castle/orcish/fort}
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{NEW:WALL2 Ko,Kv C*,Ke* (!,C*,K*) castle/orcish/keep-fort}
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{NEW:WALL Ko (!,Ko*) castle/orcish/keep}
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{WALL_TRANSITION (Co*,Cv) (!,C*,K*) castle/winter-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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{NEW:WALL (Co*,Cv) (!,C*,K*) castle/winter-orcish/fort}
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{NEW:WALL2 (Ko*,Kv) C*,Ke* (!,C*,K*) castle/winter-orcish/keep-fort}
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{NEW:WALL (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 Kd,Kv,Ko* C*,Ke* (!,C*,K*) castle/sand/keep-castle}
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{WALL_TRANSITION Kd (!,Kd) castle/sand/keep}
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{NEW:WALL Cd,Cv,Co* (!,C*,K*) castle/sand/castle}
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{NEW:WALL2 Kd,Kv,Ko* C*,Ke* (!,C*,K*) castle/sand/keep-castle}
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{NEW:WALL Kd (!,Kd) castle/sand/keep}
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#
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# Human castles
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#
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{WALL_TRANSITION Ch,Cv,Co,Cd (!,C*,K*) castle/castle}
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{WALL_TRANSITION2 Kh,Kv,Ko,Kd C*,Ke* (!,C*,K*) castle/keep-castle}
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{WALL_TRANSITION Kh (!,Kh*) castle/keep}
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{NEW:WALL Ch,Cv,Co,Cd (!,C*,K*) castle/castle}
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{NEW:WALL2 Kh,Kv,Ko,Kd C*,Ke* (!,C*,K*) castle/keep-castle}
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{NEW:WALL Kh (!,Kh*) castle/keep}
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{WALL_TRANSITION Ch,Cha,Coa (!,C*,K*) castle/snowy/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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{NEW:WALL Ch,Cha,Coa (!,C*,K*) castle/snowy/castle}
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{NEW:WALL2 Kh,Kha,Koa C*,Ke* (!,C*,K*) castle/snowy/keep-castle}
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{NEW:WALL 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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# (!,Chr,Chs,!,Ch*) is used to catch convex transitions between Chw and Ch* without lots of additional rules
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# don't do this at home
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#17% 17% 17% 17% 17% 17%
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{WALL_TRANSITION_P (!,Chr,Chs,Cha,Ce*,Ke*,!,Ch*) (W*) 17 castle/sunken-ruin5}
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{WALL_TRANSITION_P (!,Chr,Chs,Cha,Ce*,Ke*,!,Ch*) (W*) 20 castle/sunken-ruin4}
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{WALL_TRANSITION_P (!,Chr,Chs,Cha,Ce*,Ke*,!,Ch*) (W*) 25 castle/sunken-ruin3}
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{WALL_TRANSITION_P (!,Chr,Chs,Cha,Ce*,Ke*,!,Ch*) (W*) 33 castle/sunken-ruin2}
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{WALL_TRANSITION_P (!,Chr,Chs,Cha,Ce*,Ke*,!,Ch*) (W*) 50 castle/sunken-ruin1}
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{WALL_TRANSITION (!,Chr,Chs,Cha,Ce*,Ke*,!,Ch*) (W*) castle/sunken-ruin}
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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:WALL (!,Chr,Chs,Cha,Ce*,Ke*,!,Ch*) (W*) castle/sunken-ruin}
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# This part doesn't work right
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{WALL_TRANSITION2_P (Khw,Khs) (Ch*) (W*,Ss) 75 castle/sunken-ruinkeep1-castle}
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@ -551,27 +545,22 @@
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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 Ch* (!,C*,K*) 17 castle/ruin5}
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{WALL_TRANSITION_P Ch* (!,C*,K*) 20 castle/ruin4}
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{WALL_TRANSITION_P Ch* (!,C*,K*) 25 castle/ruin3}
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{WALL_TRANSITION_P Ch* (!,C*,K*) 33 castle/ruin2}
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{WALL_TRANSITION_P Ch* (!,C*,K*) 50 castle/ruin1}
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{NEW:WALL Ch* (!,C*,K*) castle/ruin5}
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# For any non-encampment, non-dwarvish castle that's left use the regular human castle here
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{WALL_TRANSITION !,Ce*,Ke*,Cu*,Ku*,!,C* (!,C*,K*) castle/castle}
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{NEW:WALL !,Ce*,Ke*,Cu*,Ku*,!,C* (!,C*,K*) castle/castle}
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{WALL_TRANSITION2_P (Khr,Khw,Khs) (C*) (!,Ch*,Kh*) 75 castle/ruinkeep1-castle}
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{WALL_TRANSITION2 (Khr,Khw,Khs) (C*) (!,Ch*,Kh*) castle/keep-castle}
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{NEW:WALL2 (Khr,Khw,Khs) (C*) (!,Ch*,Kh*) castle/keep-castle}
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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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{NEW:WALL 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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{NEW:WALL (Ce,Ke,Ch*,Kh*,Cv,Kv,Co*,Ko*,Cd,Kd) (!,C*,K*) castle/encampment/regular}
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{NEW:WALL (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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@ -599,22 +588,22 @@
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{DISABLE_BASE_TRANSITIONS (Cud,Kud)}
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#dwarven castle transitions
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{WALL_TRANSITION3 (Cud,Kud) Ql* Qx* unwalkable/dcastle-lava-chasm}
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{WALL_TRANSITION3 (Cud,Kud) Ql* Qx* unwalkable/dcastle-lava-chasm}
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{WALL_TRANSITION2 (Cud,Kud) X* (!,Cud,Kud,X*) castle/dwarven-castle-wall}
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{WALL_TRANSITION2 (Cud,Kud) Ql* (!,Cud,Kud,Ql*) unwalkable/dcastle-lava}
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{WALL_TRANSITION2 (Cud,Kud) Qx* (!,Cud,Kud,Qx*) unwalkable/dcastle-chasm}
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{NEW:WALL2 (Cud,Kud) X* (!,Cud,Kud,X*) castle/dwarven-castle-wall}
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{NEW:WALL2 (Cud,Kud) Ql* (!,Cud,Kud,Ql*) unwalkable/dcastle-lava}
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{NEW:WALL2 (Cud,Kud) Qx* (!,Cud,Kud,Qx*) unwalkable/dcastle-chasm}
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{WALL_TRANSITION (Cud,Kud) (!,Cud,Kud) castle/dwarven-castle}
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{NEW:WALL (Cud,Kud) (!,Cud,Kud) castle/dwarven-castle}
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{WALL_TRANSITION Xuce (Qx*,Ql*) cave/earthy-wall-rough-chasm}
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{WALL_TRANSITION Xuce (!,Xu*) cave/earthy-wall-hewn}
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{WALL_TRANSITION Xue,Xuce (Qx*,Ql*) cave/earthy-wall-rough-chasm}
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{WALL_TRANSITION Xue,Xuce (!,Xu*) cave/earthy-wall-rough}
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{WALL_TRANSITION Xuc,Xue,Xuce (Qx*,Ql*) cave/wall-rough-chasm}
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{WALL_TRANSITION Xuc,Xue,Xuce (!,Xu*) cave/wall-hewn}
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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:WALL Xuce (Qx*,Ql*) cave/earthy-wall-rough-chasm}
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{NEW:WALL Xuce (!,Xu*) cave/earthy-wall-hewn}
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{NEW:WALL Xue,Xuce (Qx*,Ql*) cave/earthy-wall-rough-chasm}
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{NEW:WALL Xue,Xuce (!,Xu*) cave/earthy-wall-rough}
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{NEW:WALL Xuc,Xue,Xuce (Qx*,Ql*) cave/wall-rough-chasm}
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{NEW:WALL Xuc,Xue,Xuce (!,Xu*) cave/wall-hewn}
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{NEW:WALL Xu* (Qx*,Ql*) cave/wall-rough-chasm}
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{NEW:WALL Xu* (!,Xu*) cave/wall-rough}
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# New Generic Castle-to Chasm transition
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@ -115,7 +115,7 @@
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layer=0
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base=54,72
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name={IMAGESTEM}@V-convex-@R0.png
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variations=";2;3;4;5"
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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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layer=0
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base=54,72
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name={IMAGESTEM}@V-concave-@R0.png
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variations=";2;3;4;5"
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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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layer=0
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base=54,72
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name={IMAGESTEM}@V-cw-@R0.png
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variations=";2;3;4;5"
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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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layer=0
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base=54,72
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name={IMAGESTEM}@V-ccw-@R0.png
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variations=";2;3;4;5"
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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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