Adding frame's snow forests

Adding the possiblity for terrains to be defined as 2-layered, with a base part
and an overlay part.
This commit is contained in:
Philippe Plantier 2004-08-22 12:21:07 +00:00
parent 9f0c8ec7da
commit c2dcde72f8
19 changed files with 171 additions and 156 deletions

View file

@ -1,8 +1,8 @@
# The following flags are defined to have a meaning
#
# * terrain-$name : the corresponding tile has already graphics for the terrain
# named $name. No other one should be added.
# * base : the corresponding tile has already graphics for the terrain
# base. No other one should be added.
# * transition-$direction : the corresponding tile already has the transition
# in the given direction (or should not have one). No other one should be
# added.
@ -13,7 +13,8 @@
# -1000 : terrain base graphics
# -200 to -101 : stacked flat adjacent transitions
# -100 : buildings
# -80 : "northern" transitions
# -90 : "northern" transitions
# -80 : terrain overlays
# -50 : castle walls
# -30 : castle transitions
@ -32,55 +33,57 @@
# Attachs graphics to each known terrain types
#
{TERRAIN_BASE_PROBABILITY u cave-floor4 10}
{TERRAIN_BASE_PROBABILITY u cave-floor3 2}
{TERRAIN_BASE_PROBABILITY u cave-floor2 10}
{TERRAIN_BASE_PROB u cave-floor4 10}
{TERRAIN_BASE_PROB u cave-floor3 2}
{TERRAIN_BASE_PROB u cave-floor2 10}
{TERRAIN_BASE u cave-floor1}
{TERRAIN_BASE W cavewall}
{TERRAIN_BASE F snow-forest}
{TERRAIN_BASE_PROBABILITY f forest2 10}
{TERRAIN_BASE_PROBABILITY f forest3 10}
{TERRAIN_BASE_PROBABILITY f forest4 10}
{TERRAIN_BASE_PROBABILITY f forest5 10}
{TERRAIN_BASE_PROBABILITY f forest6 10}
{TERRAIN_BASE_PROBABILITY f forest7 10}
{TERRAIN_BASE_PROBABILITY f forest8 10}
{TERRAIN_BASE_PROBABILITY f forest-stones1 1}
{TERRAIN_BASE_PROBABILITY f forest-stones2 2}
{TERRAIN_BASE_PROBABILITY f forest-stones3 1}
{TERRAIN_BASE_PROBABILITY f forest-stones4 1}
{TERRAIN_BASE_PROB f forest2 10}
{TERRAIN_BASE_PROB f forest3 10}
{TERRAIN_BASE_PROB f forest4 10}
{TERRAIN_BASE_PROB f forest5 10}
{TERRAIN_BASE_PROB f forest6 10}
{TERRAIN_BASE_PROB f forest7 10}
{TERRAIN_BASE_PROB f forest8 10}
{TERRAIN_BASE_PROB f forest-stones1 1}
{TERRAIN_BASE_PROB f forest-stones2 2}
{TERRAIN_BASE_PROB f forest-stones3 1}
{TERRAIN_BASE_PROB f forest-stones4 1}
{TERRAIN_BASE f forest}
{TERRAIN_BASE_PROBABILITY m mountains-peak1 33}
{TERRAIN_BASE_PROBABILITY m mountains-peak2 33}
{TERRAIN_BASE_PROB m mountains-peak1 33}
{TERRAIN_BASE_PROB m mountains-peak2 33}
{TERRAIN_BASE m mountains}
{TERRAIN_BASE_PROBABILITY H snow-hills3 30}
{TERRAIN_BASE_PROBABILITY H snow-hills2 30}
{TERRAIN_BASE_PROB H snow-hills3 30}
{TERRAIN_BASE_PROB H snow-hills2 30}
{TERRAIN_BASE H snow-hills}
{TERRAIN_BASE_PROBABILITY h hills-variation1 15}
{TERRAIN_BASE_PROBABILITY h hills-variation2 15}
{TERRAIN_BASE_PROBABILITY h hills-variation3 30}
{TERRAIN_BASE_PROB h hills-variation1 15}
{TERRAIN_BASE_PROB h hills-variation2 15}
{TERRAIN_BASE_PROB h hills-variation3 30}
{TERRAIN_BASE h hills}
{TERRAIN_BASE_PROBABILITY S snow2 30}
{TERRAIN_BASE_PROBABILITY S snow3 30}
{TERRAIN_BASE S snow}
{TERRAIN_BASE_PROBABILITY g grassland-rocks1 2}
{TERRAIN_BASE_PROBABILITY g grassland-rocks2 2}
{TERRAIN_BASE_PROBABILITY g grassland-flowers1 3}
{TERRAIN_BASE_PROBABILITY g grassland-flowers2 3}
{TERRAIN_BASE_PROBABILITY g grassland-r1 20}
{TERRAIN_BASE_PROBABILITY g grassland-r2 20}
{TERRAIN_BASE_PROBABILITY g grassland-r3 20}
{TERRAIN_BASE_PROB SF snow2 30}
{TERRAIN_BASE_PROB SF snow3 30}
{TERRAIN_BASE SF snow}
{TERRAIN_BASE_OV_PROB F snow-forest2 30}
{TERRAIN_BASE_OV_PROB F snow-forest3 30}
{TERRAIN_BASE_OV F snow-forest}
{TERRAIN_BASE_PROB g grassland-rocks1 2}
{TERRAIN_BASE_PROB g grassland-rocks2 2}
{TERRAIN_BASE_PROB g grassland-flowers1 3}
{TERRAIN_BASE_PROB g grassland-flowers2 3}
{TERRAIN_BASE_PROB g grassland-r1 20}
{TERRAIN_BASE_PROB g grassland-r2 20}
{TERRAIN_BASE_PROB g grassland-r3 20}
{TERRAIN_BASE g grassland-r4}
{TERRAIN_BASE r dirt}
{TERRAIN_BASE R road}
{TERRAIN_BASE_PROBABILITY d desert-plant 10}
{TERRAIN_BASE_PROB d desert-plant 10}
{TERRAIN_BASE d desert}
{TERRAIN_BASE \ bridge-se-nw}
{TERRAIN_BASE / bridge-ne-sw}
{TERRAIN_BASE | bridge-n-s}
{TERRAIN_BASE i ice}
{TERRAIN_BASE_PROBABILITY w swampwater2 30}
{TERRAIN_BASE_PROBABILITY w swampwater3 30}
{TERRAIN_BASE_PROB w swampwater2 30}
{TERRAIN_BASE_PROB w swampwater3 30}
{TERRAIN_BASE w swampwater}
{TERRAIN_BASE p pier}
{TERRAIN_BASE c coast}
@ -145,49 +148,50 @@
{BUILDING_FLAG K ({IMG -100 dwarven-keep}) keep-of-o}
# Forest, hills and mountains should always overlay on northern sides
{TERRAIN_ADJACENT_NORTH -80 m !m mountains}
{TERRAIN_ADJACENT_NORTH -80 H !H snow-hills}
{TERRAIN_ADJACENT_NORTH -80 h !hm hills} # No adj-north between hills and mountains
{TERRAIN_ADJACENT_NORTH -80 F !F snow-forest}
{TERRAIN_ADJACENT_NORTH -90 m !m mountains}
{TERRAIN_ADJACENT_NORTH -90 H !H snow-hills}
{TERRAIN_ADJACENT_NORTH -90 h !hm hills} # No adj-north between hills and mountains
#{TERRAIN_ADJACENT_NORTH -80 F !F snow-forest}
# Cave and dwarven castles
{DISABLE_TRANSITIONS W}
{DISABLE_TRANSITIONS o}
{TERRAIN_ADJACENT_CORNER -185 W !WoK !WoK cavewall-convex}
{TERRAIN_ADJACENT_CORNER -185 !WoK W W cavewall-concave}
{TERRAIN_ADJACENT_CORNER -185 o !WoK !WoK dwarven-castle-convex}
{TERRAIN_ADJACENT_CORNER -185 !WoK o o dwarven-castle-concave}
{TERRAIN_ADJACENT_CORNER -185 W !WoK !WoK cavewall-convex}
{TERRAIN_ADJACENT_CORNER -185 !WoK W W cavewall-concave}
{TERRAIN_ADJACENT_CORNER -185 o !WoK !WoK dwarven-castle-convex}
{TERRAIN_ADJACENT_CORNER -185 !WoK o o dwarven-castle-concave}
{TERRAIN_ADJACENT_CORNER_FLAG1 -185 K !WoK !WoK keep-of-o dwarven-castle-convex}
{TERRAIN_ADJACENT_CORNER_FLAG2 -185 !WoK K o keep-of-o dwarven-castle-concave}
{TERRAIN_ADJACENT_CORNER_FLAG3 -185 !WoK o K keep-of-o dwarven-castle-concave}
{TERRAIN_ADJACENT_CORNER -185 oK W W dwarven-castle-wall-convex}
{TERRAIN_ADJACENT_CORNER -185 W oK oK dwarven-castle-wall-concave}
{TERRAIN_ADJACENT_CORNER -185 oK W !WoK dwarven-castle-wall-cw}
{TERRAIN_ADJACENT_CORNER -185 oK !WoK W dwarven-castle-wall-ccw}
{TERRAIN_ADJACENT_CORNER -185 oK W W dwarven-castle-wall-convex}
{TERRAIN_ADJACENT_CORNER -185 W oK oK dwarven-castle-wall-concave}
{TERRAIN_ADJACENT_CORNER -185 oK W !WoK dwarven-castle-wall-cw}
{TERRAIN_ADJACENT_CORNER -185 oK !WoK W dwarven-castle-wall-ccw}
# forest-to-water transitions. Place before forest-to-any.
{TERRAIN_ADJACENT_123 -186 f cZp\|/ forest-to-water}
{TERRAIN_ADJACENT_123 -186 f s forest-to-water}
{TERRAIN_ADJACENT -186 f cZp\|/ forest-to-water}
{TERRAIN_ADJACENT -186 f s forest-to-water}
# use forest-to-water for forest-to-dirt and forest-to-desert too
#{TERRAIN_ADJACENT_123 -187 f r forest-to-water}
{TERRAIN_ADJACENT_123 -186 f d forest-to-water}
#{TERRAIN_ADJACENT -187 f r forest-to-water}
{TERRAIN_ADJACENT -186 f d forest-to-water}
{TERRAIN_ADJACENT_123 -186 f !f forest}
{TERRAIN_ADJACENT_1 -187 F !F snow-forest}
{TERRAIN_ADJACENT_1 -188 m !m mountains}
{TERRAIN_ADJACENT_12 -189 H !H snow-hills}
{TERRAIN_ADJACENT_12 -190 h !h hills}
{TERRAIN_ADJACENT_1234 -191 uD !uD cave-floor}
{TERRAIN_ADJACENT_1234 -192 SV !SV snow}
{TERRAIN_ADJACENT_1234 -193 tgvX !tgvX grassland}
{TERRAIN_ADJACENT_1 -194 r !r dirt}
{TERRAIN_ADJACENT_1 -195 R !R road} # Missing gfx
{TERRAIN_ADJACENT_1 -196 d !d desert}
{TERRAIN_ADJACENT_1 -197 i !i ice}
{TERRAIN_ADJACENT_1 -198 Yw !Yw swampwater}
{TERRAIN_ADJACENT_1 -199 cZp\|/ !cZp\|/ coast}
{TERRAIN_ADJACENT_1 -200 s !s ocean}
{TERRAIN_ADJACENT -186 f !f forest}
#{TERRAIN_ADJACENT -192 F !SVF snow}
{TERRAIN_ADJACENT_OV -187 F !F snow-forest}
{TERRAIN_ADJACENT -188 m !m mountains}
{TERRAIN_ADJACENT -189 H !H snow-hills}
{TERRAIN_ADJACENT -190 h !h hills}
{TERRAIN_ADJACENT -191 uD !uD cave-floor}
{TERRAIN_ADJACENT -192 SVF !SVF snow}
{TERRAIN_ADJACENT -193 tgvX !tgvX grassland}
{TERRAIN_ADJACENT -194 r !r dirt}
{TERRAIN_ADJACENT -195 R !R road} # Missing gfx
{TERRAIN_ADJACENT -196 d !d desert}
{TERRAIN_ADJACENT -197 i !i ice}
{TERRAIN_ADJACENT -198 Yw !Yw swampwater}
{TERRAIN_ADJACENT -199 cZp\|/ !cZp\|/ coast}
{TERRAIN_ADJACENT -200 s !s ocean}
{TERRAIN_BASE_DEFAULT void}

View file

@ -4,7 +4,7 @@
# This will add 4-tile transitions from terrains of type g or t to terrains of
# any other type, using the filename grassland-x-x-x-x.png
#define TERRAIN_ADJACENT_4 LAYER TERRAIN ADJACENT IMAGE
#define TERRAIN_ADJACENT_4_FL LAYER TERRAIN ADJACENT IMAGE FLAG
[terrain_graphics]
map="
@ -18,8 +18,8 @@
pos=1
type={ADJACENT}
no_flag=transition-@R0,transition-@R1,transition-@R2,transition-@R3
set_flag=transition-@R0,transition-@R1,transition-@R2,transition-@R3
no_flag={FLAG}-@R0,{FLAG}-@R1,{FLAG}-@R2,{FLAG}-@R3
set_flag={FLAG}-@R0,{FLAG}-@R1,{FLAG}-@R2,{FLAG}-@R3
[image]
layer={LAYER}
@ -29,26 +29,26 @@
[tile]
pos=2
type={TERRAIN}
no_flag=transition-@R3
set_flag=transition-@R3
no_flag={FLAG}-@R3
set_flag={FLAG}-@R3
[/tile]
[tile]
pos=3
type={TERRAIN}
no_flag=transition-@R4
set_flag=transition-@R4
no_flag={FLAG}-@R4
set_flag={FLAG}-@R4
[/tile]
[tile]
pos=4
type={TERRAIN}
no_flag=transition-@R5
set_flag=transition-@R5
no_flag={FLAG}-@R5
set_flag={FLAG}-@R5
[/tile]
[tile]
pos=5
type={TERRAIN}
no_flag=transition-@R0
set_flag=transition-@R0
no_flag={FLAG}-@R0
set_flag={FLAG}-@R0
[/tile]
rotations=n,ne,se,s,sw,nw
@ -57,7 +57,7 @@
# Same as above, but for 3-tile transitions.
#define TERRAIN_ADJACENT_3 LAYER TERRAIN ADJACENT IMAGE
#define TERRAIN_ADJACENT_3_FL LAYER TERRAIN ADJACENT IMAGE FLAG
[terrain_graphics]
map="
2
@ -70,8 +70,8 @@
pos=1
type={ADJACENT}
no_flag=transition-@R0,transition-@R1,transition-@R2
set_flag=transition-@R0,transition-@R1,transition-@R2
no_flag={FLAG}-@R0,{FLAG}-@R1,{FLAG}-@R2
set_flag={FLAG}-@R0,{FLAG}-@R1,{FLAG}-@R2
[image]
layer={LAYER}
@ -81,20 +81,20 @@
[tile]
pos=2
type={TERRAIN}
no_flag=transition-@R3
set_flag=transition-@R3
no_flag={FLAG}-@R3
set_flag={FLAG}-@R3
[/tile]
[tile]
pos=3
type={TERRAIN}
no_flag=transition-@R4
set_flag=transition-@R4
no_flag={FLAG}-@R4
set_flag={FLAG}-@R4
[/tile]
[tile]
pos=4
type={TERRAIN}
no_flag=transition-@R5
set_flag=transition-@R5
no_flag={FLAG}-@R5
set_flag={FLAG}-@R5
[/tile]
rotations=n,ne,se,s,sw,nw
@ -103,7 +103,7 @@
# Same as above, but for 2-tile transitions.
#define TERRAIN_ADJACENT_2 LAYER TERRAIN ADJACENT IMAGE
#define TERRAIN_ADJACENT_2_FL LAYER TERRAIN ADJACENT IMAGE FLAG
[terrain_graphics]
map="
2
@ -116,8 +116,8 @@
pos=1
type={ADJACENT}
no_flag=transition-@R0,transition-@R1
set_flag=transition-@R0,transition-@R1
no_flag={FLAG}-@R0,{FLAG}-@R1
set_flag={FLAG}-@R0,{FLAG}-@R1
[image]
layer={LAYER}
@ -127,14 +127,14 @@
[tile]
pos=2
type={TERRAIN}
no_flag=transition-@R3
set_flag=transition-@R3
no_flag={FLAG}-@R3
set_flag={FLAG}-@R3
[/tile]
[tile]
pos=3
type={TERRAIN}
no_flag=transition-@R4
set_flag=transition-@R4
no_flag={FLAG}-@R4
set_flag={FLAG}-@R4
[/tile]
rotations=n,ne,se,s,sw,nw
@ -143,7 +143,7 @@
# Same as above, but for 1-tile (simple) transitions.
#define TERRAIN_ADJACENT_1 LAYER TERRAIN ADJACENT IMAGE
#define TERRAIN_ADJACENT_1_FL LAYER TERRAIN ADJACENT IMAGE FLAG
[terrain_graphics]
map="
@ -157,8 +157,8 @@
pos=1
type={ADJACENT}
no_flag=transition-@R0
set_flag=transition-@R0
no_flag={FLAG}-@R0
set_flag={FLAG}-@R0
[image]
layer={LAYER}
@ -168,8 +168,8 @@
[tile]
pos=2
type={TERRAIN}
no_flag=transition-@R3
set_flag=transition-@R3
no_flag={FLAG}-@R3
set_flag={FLAG}-@R3
[/tile]
rotations=n,ne,se,s,sw,nw
@ -180,21 +180,18 @@
# transitions to other terrains. The larger transitions have greater priority
# and go first.
#define TERRAIN_ADJACENT_1234 LAYER TERRAIN ADJACENT IMAGE
{TERRAIN_ADJACENT_4 ({LAYER}) ({TERRAIN}) ({ADJACENT}) {IMAGE}}
{TERRAIN_ADJACENT_3 ({LAYER}) ({TERRAIN}) ({ADJACENT}) {IMAGE}}
{TERRAIN_ADJACENT_2 ({LAYER}) ({TERRAIN}) ({ADJACENT}) {IMAGE}}
{TERRAIN_ADJACENT_1 ({LAYER}) ({TERRAIN}) ({ADJACENT}) {IMAGE}}
#define TERRAIN_ADJACENT_FL LAYER TERRAIN ADJACENT IMAGE FLAG
{TERRAIN_ADJACENT_4_FL ({LAYER}) ({TERRAIN}) ({ADJACENT}) {IMAGE} {FLAG}}
{TERRAIN_ADJACENT_3_FL ({LAYER}) ({TERRAIN}) ({ADJACENT}) {IMAGE} {FLAG}}
{TERRAIN_ADJACENT_2_FL ({LAYER}) ({TERRAIN}) ({ADJACENT}) {IMAGE} {FLAG}}
{TERRAIN_ADJACENT_1_FL ({LAYER}) ({TERRAIN}) ({ADJACENT}) {IMAGE} {FLAG}}
#enddef
#define TERRAIN_ADJACENT_123 LAYER TERRAIN ADJACENT IMAGE
{TERRAIN_ADJACENT_3 ({LAYER}) ({TERRAIN}) ({ADJACENT}) {IMAGE}}
{TERRAIN_ADJACENT_2 ({LAYER}) ({TERRAIN}) ({ADJACENT}) {IMAGE}}
{TERRAIN_ADJACENT_1 ({LAYER}) ({TERRAIN}) ({ADJACENT}) {IMAGE}}
#define TERRAIN_ADJACENT LAYER TERRAIN ADJACENT IMAGE
{TERRAIN_ADJACENT_FL ({LAYER}) ({TERRAIN}) ({ADJACENT}) {IMAGE} transition}
#enddef
#define TERRAIN_ADJACENT_12 LAYER TERRAIN ADJACENT IMAGE
{TERRAIN_ADJACENT_2 ({LAYER}) ({TERRAIN}) ({ADJACENT}) {IMAGE}}
{TERRAIN_ADJACENT_1 ({LAYER}) ({TERRAIN}) ({ADJACENT}) {IMAGE}}
#define TERRAIN_ADJACENT_OV LAYER TERRAIN ADJACENT IMAGE
{TERRAIN_ADJACENT_FL ({LAYER}) ({TERRAIN}) ({ADJACENT}) {IMAGE} overlay}
#enddef

View file

@ -11,29 +11,29 @@
name={IMAGE}
[/image]
[/tile]
no_flag="terrain-base"
set_flag="terrain-base"
no_flag="base"
set_flag="base"
[/terrain_graphics]
#enddef
# Attachs an image to a single terrain tile, with a given probability.
# example: {TERRAIN_BASE_PROBABILITY g grassland-rocks 20}
#define TERRAIN_BASE_PROBABILITY LETTER IMAGE PROBABILITY
#define TERRAIN_BASE_PROB_FL LETTER IMAGE PROB FLAG LAYER
[terrain_graphics]
[tile]
x=0
y=0
type="{LETTER}"
[image]
layer=-1000
layer={LAYER}
name={IMAGE}
[/image]
[/tile]
probability={PROBABILITY}
no_flag="terrain-base"
set_flag="terrain-base"
probability={PROB}
no_flag={FLAG}
set_flag={FLAG}
[/terrain_graphics]
#enddef
@ -41,8 +41,21 @@
# example: {TERRAIN_BASE g grassland}
# Should be last on the list: when a terrain has been placed, no other one can.
#define TERRAIN_BASE LETTER IMAGE
{TERRAIN_BASE_PROBABILITY ({LETTER}) {IMAGE} 100}
#define TERRAIN_BASE_FL LETTER IMAGE FLAG LAYER
{TERRAIN_BASE_PROB_FL ({LETTER}) {IMAGE} 100 {FLAG} {LAYER}}
#enddef
#define TERRAIN_BASE_PROB LETTER IMAGE PROB
{TERRAIN_BASE_PROB_FL ({LETTER}) {IMAGE} {PROB} base -1000}
#enddef
#define TERRAIN_BASE LETTER IMAGE
{TERRAIN_BASE_FL ({LETTER}) {IMAGE} base -1000}
#enddef
#define TERRAIN_BASE_PROB_OV LETTER IMAGE PROB
{TERRAIN_BASE_PROB_FL ({LETTER}) {IMAGE} {PROB} overlay -80}
#enddef
#define TERRAIN_BASE_OV LETTER IMAGE
{TERRAIN_BASE_FL ({LETTER}) {IMAGE} overlay -80}
#enddef
#define TERRAIN_BASE_DEFAULT IMAGE
@ -56,8 +69,8 @@
name={IMAGE}
[/image]
[/tile]
no_flag="terrain-base"
set_flag="terrain-base"
no_flag="base"
set_flag="base"
precedence=9999
[/terrain_graphics]
#enddef

View file

@ -89,8 +89,8 @@
layer=-1000
name={IMAGE}-all
[/image]
no_flag="terrain-base"
set_flag="terrain-base"
no_flag="base"
set_flag="base"
[/tile]
# rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
@ -118,8 +118,8 @@
layer=-1000
name={IMAGE}-@R0-@R1-@R2-@R3-@R4
[/image]
no_flag=terrain-base
set_flag=terrain-base,canyon-nt-@R5
no_flag=base
set_flag=base,canyon-nt-@R5
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
@ -146,8 +146,8 @@
layer=-1000
name={IMAGE}-@R0-@R1-@R2-@R3
[/image]
no_flag=terrain-base
set_flag=terrain-base,canyon-nt-@R4,canyon-nt-@R5
no_flag=base
set_flag=base,canyon-nt-@R4,canyon-nt-@R5
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
@ -174,8 +174,8 @@
layer=-1000
name={IMAGE}-@R0-@R1-@R2-@R4
[/image]
no_flag=terrain-base
set_flag=terrain-base,canyon-nt-@R3,canyon-nt-@R5
no_flag=base
set_flag=base,canyon-nt-@R3,canyon-nt-@R5
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
@ -201,8 +201,8 @@
layer=-1000
name={IMAGE}-@R0-@R1-@R2
[/image]
no_flag=terrain-base
set_flag=terrain-base,canyon-nt-@R3,canyon-nt-@R4,canyon-nt-@R5
no_flag=base
set_flag=base,canyon-nt-@R3,canyon-nt-@R4,canyon-nt-@R5
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
@ -228,8 +228,8 @@
layer=-1000
name={IMAGE}-@R0-@R1-@R4
[/image]
no_flag="terrain-base"
set_flag=terrain-base,canyon-nt-@R2,canyon-nt-@R3,canyon-nt-@R5
no_flag="base"
set_flag=base,canyon-nt-@R2,canyon-nt-@R3,canyon-nt-@R5
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
@ -255,8 +255,8 @@
layer=-1000
name={IMAGE}-@R0-@R1-@R3
[/image]
no_flag=terrain-base
set_flag=terrain-base,canyon-nt-@R2,canyon-nt-@R4,canyon-nt-@R5
no_flag=base
set_flag=base,canyon-nt-@R2,canyon-nt-@R4,canyon-nt-@R5
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
@ -281,8 +281,8 @@
layer=-1000
name={IMAGE}-@R0-@R1
[/image]
no_flag="terrain-base"
set_flag=terrain-base,canyon-nt-@R2,canyon-nt-@R3,canyon-nt-@R4,canyon-nt-@R5
no_flag="base"
set_flag=base,canyon-nt-@R2,canyon-nt-@R3,canyon-nt-@R4,canyon-nt-@R5
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
@ -307,8 +307,8 @@
layer=-1000
name={IMAGE}-@R0-@R3
[/image]
no_flag="terrain-base"
set_flag=terrain-base,canyon-nt-@R1,canyon-nt-@R2,canyon-nt-@R4,canyon-nt-@R5
no_flag="base"
set_flag=base,canyon-nt-@R1,canyon-nt-@R2,canyon-nt-@R4,canyon-nt-@R5
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
@ -333,8 +333,8 @@
layer=-1000
name={IMAGE}-@R0-@R2
[/image]
no_flag="terrain-base"
set_flag=terrain-base,canyon-nt-@R1,canyon-nt-@R3,canyon-nt-@R4,canyon-nt-@R5
no_flag="base"
set_flag=base,canyon-nt-@R1,canyon-nt-@R3,canyon-nt-@R4,canyon-nt-@R5
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
@ -358,8 +358,8 @@
layer=-1000
name={IMAGE}-@R0
[/image]
no_flag="terrain-base"
set_flag=terrain-base,canyon-nt-@R1,canyon-nt-@R2,canyon-nt-@R3,canyon-nt-@R4,canyon-nt-@R5
no_flag="base"
set_flag=base,canyon-nt-@R1,canyon-nt-@R2,canyon-nt-@R3,canyon-nt-@R4,canyon-nt-@R5
[/tile]
rotations=n,ne,se,s,sw,nw
[/terrain_graphics]
@ -378,8 +378,8 @@
layer=-1000
name={IMAGE}
[/image]
no_flag="terrain-base"
set_flag=terrain-base,canyon-nt-@R0,canyon-nt-@R1,canyon-nt-@R2,canyon-nt-@R3,canyon-nt-@R4,canyon-nt-@R5
no_flag="base"
set_flag=base,canyon-nt-@R0,canyon-nt-@R1,canyon-nt-@R2,canyon-nt-@R3,canyon-nt-@R4,canyon-nt-@R5
[/tile]
# rotations=n,ne,se,s,sw,nw
[/terrain_graphics]

View file

@ -1,6 +1,4 @@
# This utility macro disables standard transitions on a given terrain type. It
# is used for castles and keeps, as those have custom transitions.
#define IMG LAYER NAME
[image]
@ -35,6 +33,9 @@
#enddef
# This utility macro disables standard transitions on a given terrain type. It
# is used for castles and keeps, as those have custom transitions.
#define DISABLE_TRANSITIONS LETTER
[terrain_graphics]
map="
@ -46,27 +47,27 @@
"
[tile]
pos=1
set_flag=transition-s
set_flag=overlay-s,transition-s
[/tile]
[tile]
pos=2
set_flag=transition-sw
set_flag=overlay-sw,transition-sw
[/tile]
[tile]
pos=3
set_flag=transition-nw
set_flag=overlay-nw,transition-nw
[/tile]
[tile]
pos=4
set_flag=transition-n
set_flag=overlay-n,transition-n
[/tile]
[tile]
pos=5
set_flag=transition-ne
set_flag=overlay-ne,transition-ne
[/tile]
[tile]
pos=6
set_flag=transition-se
set_flag=overlay-se,transition-se
[/tile]
[tile]
pos=7

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