#textdomain wesnoth #wmlindent: start ignoring # This file needs to be processed *after* all others in this directory # # The following flags are defined to have a meaning # # * 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. # # when adding new probabilities update the commented line # the proper way to calculate the propabilities is described here # http://www.wesnoth.org/wiki/TerrainGraphicsTutorial#Cumulative_Probabilities # NOTE the terrain _off^_usr gets its definition from the code since it's # themable # These are temporary rules for developing and testing a new fake map edge # terrain [terrain_graphics] map=" , 2 2 , 2 , 1 2 , 2 , 2" [tile] pos=1 type=*^_fme set_no_flag=fakemapedge [/tile] [tile] pos=2 type=*^_fme [/tile] [image] layer=1000 name=off-map/border.png center=90,144 [/image] [/terrain_graphics] {TRANSITION_COMPLETE_L (!,*^_fme) (*^_fme) 1000 off-map/border} # Editor overlays - for overlays that should only be visible in the editor {EDITOR_OVERLAY *^Xo impassable-editor} {EDITOR_OVERLAY *^Qov unwalkable-editor} {EDITOR_OVERLAY *^Vov village/village-overlay-editor} {EDITOR_OVERLAY *^Cov castle/castle-overlay-editor} {EDITOR_OVERLAY *^Kov castle/keep-overlay-editor} # Tracks and bridges # basic stone bridge {BRIDGE:STRAIGHTS Bsb\ Bsb| Bsb/ * * * stonebridge -80 bridge/stonebridge} {BRIDGE:ENDS Bsb\ Bsb| Bsb/ * (Co*,Cu*,Ko*,Ku*) * stonebridge -80 bridge/stonebridge-castle} {BRIDGE:ENDS Bsb\ Bsb| Bsb/ * (C*,K*) * stonebridge -80 bridge/stonebridge-castle} {BRIDGE:ENDS Bsb\ Bsb| Bsb/ * (C*,K*) * stonebridge -80 bridge/stonebridge-short} {BRIDGE:ENDS Bsb\ Bsb| Bsb/ * (W*,S*) * stonebridge -80 bridge/stonebridge-water} {BRIDGE:ENDS Bsb\ Bsb| Bsb/ * * * stonebridge -80 bridge/stonebridge} # hanging bridge {BRIDGE:STRAIGHTS Bh\ Bh| Bh/ Q* Q* * hanging -80 bridge/hanging-xx} {BRIDGE:STRAIGHTS Bh\ Bh| Bh/ Q* * * hanging -80 bridge/hanging-x} {BRIDGE:STRAIGHTS Bh\ Bh| Bh/ * * * hanging -80 bridge/hanging} {BRIDGE:ENDS Bh\ Bh| Bh/ Q* (W*,S*) * hanging -80 bridge/hanging-wx} {BRIDGE:ENDS Bh\ Bh| Bh/ Q* (C*,K*) * hanging -80 bridge/hanging-cx} {BRIDGE:ENDS Bh\ Bh| Bh/ Q* * * hanging -80 bridge/hanging-x} {BRIDGE:ENDS Bh\ Bh| Bh/ * (W*,S*) * hanging -80 bridge/hanging-w} {BRIDGE:ENDS Bh\ Bh| Bh/ * (C*,K*) * hanging -80 bridge/hanging-c} {BRIDGE:ENDS Bh\ Bh| Bh/ * * * hanging -80 bridge/hanging} # chasm stone bridge {BRIDGE:STRAIGHTS Bcx\ Bcx| Bcx/ * Ql* Ql* chasm -80 bridge/chasm-ll} {BRIDGE:STRAIGHTS Bcx\ Bcx| Bcx/ * Ql* Q* chasm -80 bridge/chasm-lx} {BRIDGE:STRAIGHTS Bcx\ Bcx| Bcx/ * Q* Ql* chasm -80 bridge/chasm-xl} {BRIDGE:STRAIGHTS Bcx\ Bcx| Bcx/ * Q* Q* chasm -80 bridge/chasm-xx} {BRIDGE:STRAIGHTS Bcx\ Bcx| Bcx/ * * * chasm -80 bridge/chasm} {BRIDGE:ENDS Bcx\ Bcx| Bcx/ Ql* Ql* Ql* chasm -80 bridge/chasm-dock-ll} {BRIDGE:ENDS Bcx\ Bcx| Bcx/ Ql* Ql* Q* chasm -80 bridge/chasm-dock-lx} {BRIDGE:ENDS Bcx\ Bcx| Bcx/ Qx* Qx* Ql* chasm -80 bridge/chasm-dock-xl} {BRIDGE:ENDS Bcx\ Bcx| Bcx/ Qx* Qx* Qx* chasm -80 bridge/chasm-dock-xx} {BRIDGE:ENDS Bcx\ Bcx| Bcx/ Ql* Q* Ql* chasm -80 bridge/chasm-dock-ll} {BRIDGE:ENDS Bcx\ Bcx| Bcx/ Ql* Q* Q* chasm -80 bridge/chasm-dock-lx} {BRIDGE:ENDS Bcx\ Bcx| Bcx/ Q* Q* Ql* chasm -80 bridge/chasm-dock-xl} {BRIDGE:ENDS Bcx\ Bcx| Bcx/ Q* Q* Q* chasm -80 bridge/chasm-dock-xx} {BRIDGE:ENDS Bcx\ Bcx| Bcx/ * Ql* * chasm -80 bridge/chasm-dock-l} {BRIDGE:ENDS Bcx\ Bcx| Bcx/ * Q* * chasm -80 bridge/chasm-dock} {BRIDGE:ENDS Bcx\ Bcx| Bcx/ * * Qx* chasm -80 bridge/chasm-x} {BRIDGE:ENDS Bcx\ Bcx| Bcx/ * * Ql* chasm -80 bridge/chasm-l} {BRIDGE:ENDS Bcx\ Bcx| Bcx/ * * * chasm -80 bridge/chasm} # plank bridge {BRIDGE:JOINTS Bp\ Bp| Bp/ * Q* planks -80 bridge/planks} {BRIDGE:JOINTS Bp\ Bp| Bp/ * * planks -80 bridge/planks-short} {BRIDGE:CORNERS Bp\ Bp| Bp/ * Q* planks -80 bridge/planks} {BRIDGE:CORNERS Bp\ Bp| Bp/ * * planks -80 bridge/planks-short} {BRIDGE:STRAIGHTS Bp\ Bp| Bp/ * * Q* planks -80 bridge/planks} {BRIDGE:STRAIGHTS Bp\ Bp| Bp/ * * * planks -80 bridge/planks-short} {BRIDGE:ENDS Bp\ Bp| Bp/ * Q* Q* planks -80 bridge/planks-dock} {BRIDGE:ENDS Bp\ Bp| Bp/ * Q* * planks -80 bridge/planks-short-dock} {BRIDGE:ENDS Bp\ Bp| Bp/ * * Q* planks -80 bridge/planks} {BRIDGE:ENDS Bp\ Bp| Bp/ * * * planks -80 bridge/planks-short} # TRACK LAYOUT MUST STAY ON TOP # they set flags that will be used by other macros later. # they don't set any image by themselves. {LAYOUT_TRACKS_F *^Bw\* *^Bw|* *^Bw/* track_wood} {LAYOUT_TRACKS_F *^Br\ *^Br| *^Br/ track_rail} # Mine rail tracks {TRACK_COMPLETE *^Br\ *^Br| *^Br/ track_rail misc/rails} # add transition rail<->rail wherever images are missing {TRACK_BORDER_RESTRICTED_PLF (*^Br/,*^Br\) *^Br| 100 -80 track_rail misc/rails-switch-ns} {TRACK_BORDER_RESTRICTED_PLF (*^Br|,*^Br/) *^Br\ 100 -80 track_rail misc/rails-switch-nwse} {TRACK_BORDER_RESTRICTED_PLF (*^Br|,*^Br\) *^Br/ 100 -80 track_rail misc/rails-switch-nesw} #add transitions at rail end {TRACK_BORDER_RESTRICTED_PLF (*^Br|,*^Br/,*^Br\) (!,C*,K*) 100 -80 track_rail misc/rails-end} # basic images for the bridge {TRACK_COMPLETE *^Bw\ *^Bw| *^Bw/ track_wood bridge/wood} {TRACK_COMPLETE *^Bw\r *^Bw|r *^Bw/r track_wood bridge/wood-rotting} # add transition bridges<->bridges wherever images are missing {TRACK_BORDER_RESTRICTED_PLF (*^Bw|*,*^Bw/*,*^Bw\*) (*^Bw|*,*^Bw/*,*^Bw/*) 100 -80 track_wood bridge/wood-end} # add dock-style ends to bridges ending in water {TRACK_BORDER_RESTRICTED_PLF (*^Bw|*,*^Bw/*,*^Bw\*) (W*^,Ss^,Ai^) 100 -80 track_wood bridge/wood-dock} # add ramps where straight bridges end on land {TRACK_BORDER_RESTRICTED_PLF (*^Bw|*,*^Bw/*,*^Bw\*) (!,C*,K*) 100 -80 track_wood bridge/wood-end} # Forests {NEW:FOREST H*^Fp,M*^Fp (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/pine-sparse} {NEW:FOREST *^Fp (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/pine} {NEW:FOREST H*^Fpa,M*^Fpa (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/snow-forest-sparse} {NEW:FOREST *^Fpa (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/snow-forest} {NEW:FOREST H*^Ft,M*^Ft (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/tropical/jungle-sparse} {NEW:FOREST *^Ft (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/tropical/jungle} {NEW:FOREST H*^Ftd,M*^Ftd (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/tropical/palm-desert-sparse} {NEW:FOREST *^Ftd (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/tropical/palm-desert} {NEW:FOREST H*^Ftp,M*^Ftp (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/tropical/palms-sparse} {NEW:FOREST *^Ftp (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/tropical/palms} {NEW:FOREST *^Ftr (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/tropical/rainforest} {NEW:FOREST H*^Fts,M*^Fts (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/tropical/savanna-sparse} {NEW:FOREST *^Fts (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/tropical/savanna} {NEW:FOREST H*^Fds,M*^Fds (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/deciduous-summer-sparse} {NEW:FOREST *^Fds (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/deciduous-summer} {NEW:FOREST H*^Fdf,M*^Fdf (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/deciduous-fall-sparse} {NEW:FOREST *^Fdf (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/deciduous-fall} {NEW:FOREST H*^Fdw,M*^Fdw (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/deciduous-winter-sparse} {NEW:FOREST *^Fdw (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/deciduous-winter} {NEW:FOREST H*^Fda,M*^Fda (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/deciduous-winter-snow-sparse} {NEW:FOREST *^Fda (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/deciduous-winter-snow} {NEW:FOREST H*^Fms,M*^Fms (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/mixed-summer-sparse} {NEW:FOREST *^Fms (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/mixed-summer} {NEW:FOREST H*^Fmf,M*^Fmf (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/mixed-fall-sparse} {NEW:FOREST *^Fmf (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/mixed-fall} {NEW:FOREST H*^Fmw,M*^Fmw (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/mixed-winter-sparse} {NEW:FOREST *^Fmw (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/mixed-winter} {NEW:FOREST H*^Fma,M*^Fma (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/mixed-winter-snow-sparse} {NEW:FOREST *^Fma (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/mixed-winter-snow} {NEW:FOREST *^Uf* (C*,K*,X*,Q*,W*,Ai,M*,*^V*,*^B*) forest/mushrooms} # Great-tree {OVERLAY_RANDOM *^Fet forest/great-tree} {OVERLAY_RANDOM *^Fetd forest/great-tree-dead} # Oasis {OVERLAY_P *^Do 30 village/desert-oasis-1} {OVERLAY_P *^Do 43 village/desert-oasis-2} {OVERLAY_P *^Do 100 village/desert-oasis-3} # Swamp {OVERLAY_COMPLETE_LF Ss (!,Xv,Chs,!,C*,H*,M*,X*,Q*,A*,Ke,Kea,Kud) -85 base2 swamp/reed} {OVERLAY_COMPLETE_LF Chs (!,C*,K*,Ss) -85 base2 swamp/reed} # Large volcano {VOLCANO_2x2 Mv Mm,Md 100 base2 mountains/volcano6} # Mountains {OVERLAY_RESTRICTED3_F Mm (!,Xv,!,C*,K*,X*,Ql,Qx*,W*) base2 mountains/basic-castle-n} {OVERLAY_ROTATION_RESTRICTED2_F Mm (!,Xv,!,C*,K*,X*,Ql,Qx*,W*) base2 mountains/basic-castle} {OVERLAY_RESTRICTED2_F Mm (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 mountains/basic-castle-n} {OVERLAY_ROTATION_RESTRICTED_F Mm (!,Xv,!,C*,K*,X*,Ql,Qx*,W*) base2 mountains/basic-castle} {MOUNTAINS_2x4_NW_SE Mm 18 base2 mountains/basic_range3} {MOUNTAINS_2x4_SW_NE Mm 26 base2 mountains/basic_range4} {MOUNTAINS_1x3_NW_SE Mm 20 base2 mountains/basic_range1} {MOUNTAINS_1x3_SW_NE Mm 20 base2 mountains/basic_range2} {MOUNTAINS_2x2 Mm 40 base2 mountains/basic5} {MOUNTAINS_2x2 Mm 30 base2 mountains/basic6} {MOUNTAIN_SINGLE_RANDOM Mm base2 mountains/basic} # Dry Mountains {OVERLAY_RESTRICTED3_F Md (!,Xv,!,C*,K*,X*,Ql,Qx*,W*) base2 mountains/dry-castle-n} {OVERLAY_ROTATION_RESTRICTED2_F Md (!,Xv,!,C*,K*,X*,Ql,Qx*,W*) base2 mountains/dry-castle} {OVERLAY_RESTRICTED2_F Md (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 mountains/dry-castle-n} {OVERLAY_ROTATION_RESTRICTED_F Md (!,Xv,!,C*,K*,X*,Ql,Qx*,W*) base2 mountains/dry-castle} {MOUNTAINS_2x4_NW_SE Md 18 base2 mountains/dry_range3} {MOUNTAINS_2x4_SW_NE Md 26 base2 mountains/dry_range4} {MOUNTAINS_1x3_NW_SE Md 20 base2 mountains/dry_range1} {MOUNTAINS_1x3_SW_NE Md 20 base2 mountains/dry_range2} {MOUNTAINS_2x2 Md 40 base2 mountains/dry5} {MOUNTAINS_2x2 Md 30 base2 mountains/dry6} {MOUNTAIN_SINGLE_RANDOM Md base2 mountains/dry} # Single-hex volcano {OVERLAY_COMPLETE_F Mv (!,Xv,Mv,!,C*,K*,X*,Q*) base2 mountains/volcano} # Snow mountains (uncomment rules as the corresponding tiles are added) #{OVERLAY_RESTRICTED3_F Ms (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 mountains/snow-castle-n} #{OVERLAY_ROTATION_RESTRICTED2_F Ms (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 mountains/snow-castle} #{OVERLAY_RESTRICTED2_F Ms (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 mountains/snow-castle-n} #{OVERLAY_ROTATION_RESTRICTED_F Ms (!,Xv,!,C*,K*,X*,Ql,Qx*) base2 mountains/snow-castle} #{MOUNTAINS_2x4_NW_SE Ms 18 base2 mountains/snow_range3} #{MOUNTAINS_2x4_SW_NE Ms 26 base2 mountains/snow_range4} #{MOUNTAINS_1x3_NW_SE Ms 20 base2 mountains/snow_range1} #{MOUNTAINS_1x3_SW_NE Ms 20 base2 mountains/snow_range2} {MOUNTAINS_2x2 Ms 15 base2 mountains/snow5} {MOUNTAINS_2x2 Ms 25 base2 mountains/snow6} {MOUNTAIN_SINGLE_RANDOM Ms base2 mountains/snow} #This one is to fill any "gaps" there might be when next to castles or walls {TERRAIN_BASE_RANDOM Mm hills/regular} {TERRAIN_BASE_RANDOM Md hills/dry} {TERRAIN_BASE_RANDOM Ms hills/snow} {OVERLAY_LF *^Xm 1 clouds mountains/cloud@V} {PEAKS_1x2_SW_NE *^Xm 15 peaks mountains/peak_range1} {PEAKS_LARGE *^Xm 25 peaks mountains/peak_large1} {PEAKS_LARGE *^Xm 33 peaks mountains/peak_large2} {OVERLAY_RANDOM_LF *^Xm 2 peaks mountains/peak} # # > V I L L A G E B U I L D I N G S < # Flagged as 'village' so they can be placed on # top of both 'base' and 'overlay' #Human villages {NEW:VILLAGE *^Vh village/human} {NEW:VILLAGE *^Vha village/human-snow} {NEW:VILLAGE *^Vhr village/human-cottage-ruin} {NEW:VILLAGE *^Vhh village/human-hills} {NEW:VILLAGE *^Vhha village/human-snow-hills} {NEW:VILLAGE *^Vhhr village/human-hills-ruin} {NEW:VILLAGE *^Vhc village/human-city} {NEW:VILLAGE *^Vhca village/human-city-snow} {NEW:VILLAGE *^Vhcr village/human-city-ruin} #tropical village {NEW:VILLAGE *^Vht village/tropical-forest} #Crude villages (grassland) {NEW:VILLAGE *^Vc village/hut} {NEW:VILLAGE *^Vca village/hut-snow} {NEW:VILLAGE *^Vl village/log-cabin} {NEW:VILLAGE *^Vla village/log-cabin-snow} {NEW:VILLAGE *^Vct village/camp} #igloo {NEW:VILLAGE *^Vaa village/igloo} #Drake villages #20% 20% 20% 20% 20% {NEW:VILLAGE_A3 *^Vd 200 village/drake1-A}{VILLAGE_PROBABILITY 20} {NEW:VILLAGE_A3 *^Vd 100 village/drake2-A}{VILLAGE_PROBABILITY 25} {NEW:VILLAGE *^Vd village/drake3}{VILLAGE_PROBABILITY 33} {NEW:VILLAGE *^Vd village/drake4}{VILLAGE_PROBABILITY 50} {NEW:VILLAGE *^Vd village/drake5} #Orcish villages {NEW:VILLAGE *^Vo village/orc} {NEW:VILLAGE *^Voa village/orc-snow} #Elven villages #10% 25% 25% 40% {NEW:VILLAGE *^Ve village/elven}{VILLAGE_PROBABILITY 10} {NEW:VILLAGE *^Ve village/elven3}{VILLAGE_PROBABILITY 28} {NEW:VILLAGE *^Ve village/elven4}{VILLAGE_PROBABILITY 38} {NEW:VILLAGE *^Ve village/elven2} #10% 25% 25% 40% {NEW:VILLAGE *^Vea village/elven-snow}{VILLAGE_PROBABILITY 10} {NEW:VILLAGE *^Vea village/elven-snow3}{VILLAGE_PROBABILITY 28} {NEW:VILLAGE *^Vea village/elven-snow4}{VILLAGE_PROBABILITY 38} {NEW:VILLAGE *^Vea village/elven-snow2} #Desert villages {NEW:VILLAGE *^Vda village/desert} {NEW:VILLAGE *^Vdt village/desert-camp} #Cave villages {NEW:VILLAGE *^Vu village/cave} {NEW:VILLAGE *^Vud village/dwarven} #Swamp village {NEW:VILLAGE *^Vhs village/swampwater} #Merfolk village {NEW:VILLAGE *^Vm village/coast}{VILLAGE_PROBABILITY 20} {NEW:VILLAGE *^Vm village/coast2}{VILLAGE_PROBABILITY 24} {NEW:VILLAGE *^Vm village/coast3}{VILLAGE_PROBABILITY 29} {NEW:VILLAGE *^Vm village/coast4}{VILLAGE_PROBABILITY 35} {NEW:VILLAGE_A4 *^Vm 140 village/coast5-A} # # > O V E R L A Y S < # # Fence {NEW:FENCE *^Eff embellishments/fence} # Illuminated caves {OVERLAY_RANDOM_LF (*^Ufi,*^Ii) 1 light cave/beam} #Farmland {OVERLAY_RANDOM_L *^Gvs -81 embellishments/farm-veg-spring} # Water Lillies {OVERLAY_COMPLETE_L *^Ewl (C*,K*,X*,Ql*,Qx*,G*,M*,*^V*,R*,A*,D*,U*,H*) -86 embellishments/water-lilies} {OVERLAY_COMPLETE_L *^Ewf (C*,K*,X*,Ql*,Qx*,G*,M*,*^V*,R*,A*,D*,U*,H*) -86 embellishments/water-lilies-flower} # Windmill decoration {OVERLAY_B *^Wm,*^Vwm ANIMATION_18_70 misc/windmill} # campfire {OVERLAY_B *^Ecf ANIMATION_08_140 misc/fire} # layer -500 is used for the flowers so they don't overlap adjacent trees, # castles, mountains and such {OVERLAY_RANDOM_L *^Efm -500 embellishments/flowers-mixed} #Rubble {OVERLAY_RANDOM_L *^Dr -1 misc/rubble} {OVERLAY_RANDOM *^Es embellishments/stones-small} {OVERLAY_RANDOM *^Em embellishments/mushroom} {OVERLAY_COMPLETE *^Emf (C*,K*,X*,Ql*,Qx*,W*,M*,*^V*) embellishments/mushroom-farm} # Chasm bridges - for now they don't tile {OVERLAY_F Ql*^Bs\ bridge cave/chasm-lava-stone-bridge-se-nw} {OVERLAY_F Ql*^Bs| bridge cave/chasm-lava-stone-bridge-s-n} {OVERLAY_F Ql*^Bs/ bridge cave/chasm-lava-stone-bridge-sw-ne} {OVERLAY_F W*^Bs\,S*^Bs\ bridge cave/chasm-water-stone-bridge-se-nw} {OVERLAY_F W*^Bs/,S*^Bs/ bridge cave/chasm-water-stone-bridge-sw-ne} {OVERLAY_F *^Bs\ bridge cave/chasm-stone-bridge-se-nw} {OVERLAY_F *^Bs| bridge cave/chasm-stone-bridge-s-n} {OVERLAY_F *^Bs/ bridge cave/chasm-stone-bridge-sw-ne} # Trash/remains {TRASH_A *^Edt 33 misc/detritus/trashA} {TRASH_A *^Edb 33 misc/detritus/detritusA} {LITTER_BASE *^Edb,*^Edt misc/detritus/liter} {TRASH_B *^Edt trash_medium 70 "1;2;3;4;5;6;7;8;9;10" misc/detritus/trashB} {TRASH_B *^Edb detritus_medium 70 "1;2;3;4;5;6;7;8;9;10;11;12;13;14;15;16" misc/detritus/detritusB} {TRASH_C *^Edt trash_big trash_medium 30 "1;2;3;4" misc/detritus/trashC} {TRASH_C *^Edb detritus_big detritus_medium 50 "1;2;3;4;5;6;7" misc/detritus/detritusC} # # > B A S E T E R R A I N S < # # Flat base terrains # The first grass tile of each kind is the most standard and generic one, thus it appears more frequently to space out the rest {TERRAIN_BASE_P Gg 20 grass/green} {TERRAIN_BASE_RANDOM Gg grass/green} {TERRAIN_BASE_P Gs 25 grass/semi-dry} {TERRAIN_BASE_RANDOM Gs grass/semi-dry} {TERRAIN_BASE_P Gd 25 grass/dry} {TERRAIN_BASE_RANDOM Gd grass/dry} {TERRAIN_BASE_RANDOM Gll grass/leaf-litter} {TERRAIN_BASE_RANDOM Re flat/dirt} {TERRAIN_BASE_RANDOM Rb flat/dirt-dark} {TERRAIN_BASE_RANDOM Rr flat/road} {TERRAIN_BASE_RANDOM Rrc flat/road-clean} {TERRAIN_BASE_RANDOM Rp flat/stone-path} # Hills base terrain {TERRAIN_BASE_RANDOM Hh hills/regular} {TERRAIN_BASE_RANDOM Hhd hills/dry} # Cave base terrains {TERRAIN_BASE_RANDOM Uu cave/floor} {TERRAIN_BASE_RANDOM Uue cave/earthy-floor} {TERRAIN_BASE_RANDOM Ur cave/path} {TERRAIN_BASE_RANDOM Urb cave/flagstones-dark} {TERRAIN_BASE_RANDOM Uh cave/hills-variation} {TERRAIN_BASE Xu* cave/wall-rough} {KEEP_BASE Xo* walls/wall-stone-base} {TERRAIN_BASE_RANDOM Qxua chasm/abyss} {TERRAIN_BASE Qx* chasm/depths} {ANIMATED_WATER_15 Ql,Qlf () 150 unwalkable/lava} {OVERLAY_RANDOM_L Wwr,Wwrt,Wwrg -320 water/reef} # Desert base terrains {TERRAIN_BASE_RANDOM Dd sand/desert} # only use the smaller plant tiles when adjacent to castles, chasms etc {OVERLAY_RESTRICTED_P *^Edp,*^Edpp (C*,K*,Q*) 33 embellishments/desert-plant} {OVERLAY_RESTRICTED_P *^Edp,*^Edpp (C*,K*,Q*) 50 embellishments/desert-plant2} {OVERLAY_RESTRICTED_P *^Edp,*^Edpp (C*,K*,Q*) 100 embellishments/desert-plant3} # and then any plant tile elsewhere {OVERLAY_P *^Edp,*^Edpp 9 embellishments/desert-plant} {OVERLAY_P *^Edp,*^Edpp 10 embellishments/desert-plant2} {OVERLAY_P *^Edp,*^Edpp 11 embellishments/desert-plant3} {OVERLAY_P *^Edp,*^Edpp 12 embellishments/desert-plant4} {OVERLAY_P *^Edp 14 embellishments/desert-plant5} # This one contains bones {OVERLAY_P *^Edp,*^Edpp 16 embellishments/desert-plant6} {OVERLAY_P *^Edp 20 embellishments/desert-plant7} # This one contains bones {OVERLAY_P *^Edp,*^Edpp 24 embellishments/desert-plant8} {OVERLAY_P *^Edp,*^Edpp 32 embellishments/desert-plant9} {OVERLAY_P *^Edp,*^Edpp 48 embellishments/desert-plant10} {OVERLAY_P *^Edp,*^Edpp 100 embellishments/desert-plant11} {OVERLAY_RANDOM *^Esd embellishments/rocks} {TERRAIN_BASE_RANDOM Ds sand/beach} {TERRAIN_BASE_RANDOM Rd flat/desert-road} {TERRAIN_BASE_F *^Dc overlay sand/crater} {TERRAIN_BASE_RANDOM Hd hills/desert} # Frozen base terrain {TERRAIN_BASE_RANDOM Aa frozen/snow} #10% 10% 10% 10% 25% 35% {TERRAIN_BASE_P Ai 10 frozen/ice2} {TERRAIN_BASE_P Ai 11 frozen/ice3} {TERRAIN_BASE_P Ai 13 frozen/ice5} {TERRAIN_BASE_P Ai 14 frozen/ice6} {TERRAIN_BASE_P Ai 42 frozen/ice4} {TERRAIN_BASE Ai frozen/ice} {TERRAIN_BASE_RANDOM Ha hills/snow} {TERRAIN_BASE_RANDOM Iwr interior/wood-regular} # Water base terrains {OVERLAY_RANDOM_LF Wwf -519 ford water/ford} {TERRAIN_BASE_RANDOM Sm swamp/mud} {TERRAIN_BASE_P Ss 33 swamp/water-plant@V} {TERRAIN_BASE_RANDOM Ss,Chs swamp/water} #ANIMATED # experimental macro using 1-hex rule to optimize water animation {TERRAIN_BASE_SINGLEHEX_B (Wo) ANIMATION_15_SLOW water/ocean} {ANIMATED_WATER_15 (Wot) "~CS(-45,-5,25)" 150 water/ocean} # Tropical Ocean color {ANIMATED_WATER_15 (Wog) "~CS(15,0,-30)" 150 water/ocean} # Grey Ocean color {ANIMATED_WATER_15 (Ww,Wwr,Wwf) "~CS(40,0,-30)" 110 water/coast-tropical} # Medium water color {ANIMATED_WATER_15 (Wwg,Wwrg) "~CS(60,0,-55)" 110 water/coast-tropical} # Grey Water color {TERRAIN_BASE_SINGLEHEX_B (Wwt,Wwrt) ANIMATION_15 water/coast-tropical} # Castle base terrains {TERRAIN_BASE Ch,Chr,Cha flat/road} {KEEP_BASE Kh* castle/cobbles-keep} {TERRAIN_BASE Chw castle/sunken-ruin} # swamp castle defined along with swamp above {TERRAIN_BASE Cv castle/elven/grounds} {KEEP_BASE Kv castle/elven/keep} {KEEP_BASE_RANDOM Ket interior/wood-tan} {OVERLAY_RANDOM Ket interior/wood-tan-debris} {TERRAIN_BASE (Ce*,Ke*) flat/dirt} {OVERLAY_RANDOM Ke castle/encampment/tent} {OVERLAY_RANDOM Kea castle/encampment/tent-snow} {TERRAIN_BASE Co* flat/dirt-dark} {KEEP_BASE Ko castle/orcish/keep} {KEEP_BASE Koa castle/winter-orcish/keep} {TERRAIN_BASE Cud castle/dwarven-castle-floor} {KEEP_BASE Kud castle/dwarven-keep-floor} {OVERLAY Kud castle/dwarven-keep} {TERRAIN_BASE Cd,Cdr castle/sand/dirt} {KEEP_BASE Kd,Kdr castle/sand/cobbles} # # > 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 < # # Elven castle {NEW:WALL Cv (!,C*,K*) castle/elven/castle} {NEW:WALL2 Kv !,Ket,!,C*,Ke* (!,C*,K*) castle/elven/keep-castle} {NEW:WALL Kv (Ke,Kea,!,K*) castle/elven/keep} # Orcish castles {NEW:WALL Co,Cv (!,C*,K*) castle/orcish/fort} {NEW:WALL2 Ko,Kv !,Ket,!,C*,Ke* (!,C*,K*) castle/orcish/keep-fort} {NEW:WALL Ko,Kv (!,K*) castle/orcish/keep} {NEW:WALL (Co*,Cv) (!,C*,K*) castle/winter-orcish/fort} {NEW:WALL2 (Ko*,Kv) !,Ket,!,C*,Ke* (!,C*,K*) castle/winter-orcish/keep-fort} {NEW:WALL (Ko*,Kv) (Ke,Kea,!,K*) castle/winter-orcish/keep} # Desert castles {NEW:WALL Cd,Cv,Co* (!,C*,K*) castle/sand/castle} {NEW:WALL2 Kd,Kv,Ko* !,Ket,!,C*,Ke* (!,C*,K*) castle/sand/keep-castle} {NEW:WALL Kd,Ko*,Kv (!,K*) castle/sand/keep} {NEW:WALL Cd*,Cv,Co* (!,C*,K*) castle/sand/ruin-castle} {NEW:WALL2 Kdr,Kv,Ko* !,Ket,!,C*,Ke* (!,C*,K*) castle/sand/ruin-keep-castle} {NEW:WALL Kd*,Ko*,Kv (Ke,Kea,!,K*) castle/sand/ruin-keep} # # Human castles # {NEW:WALL Ch,Cv,Co,Cd (!,C*,K*) castle/castle} {NEW:WALL2 Kh,Kv,Ko,Kd !,Ket,!,C*,Ke* (!,C*,K*) castle/keep-castle} {NEW:WALL Kh,Kd*,Ko,Kv (!,K*) castle/keep} {NEW:WALL Ch,Cha,Coa (!,C*,K*) castle/snowy/castle} {NEW:WALL2 Kh,Kha,Koa !,Ket,!,C*,Ke* (!,C*,K*) castle/snowy/keep-castle} {NEW:WALL Kh,Kha,Kd*,Ko*,Kv (Ke,Kea,!,K*) castle/snowy/keep} # sunken/swamp ruins (submerged part) # Show sunken graphics for sunken castle only when next to water terrain # Show sunken graphics for sunken/swamp keep also when next to swamp # (!,Chr,Chs,!,Ch*) is used to catch convex transitions between Chw and Ch* # without lots of additional rules {NEW:WALL (!,Chr,Chs,Ce*,Ke*,!,Ch*) (W*) castle/sunken-ruin} {NEW:WALL2_P Khw,Khs Ch* W*,Ss 75 castle/sunken-ruinkeep1-castle} {NEW:WALL2 Khw,Khs Ch* W*,Ss castle/sunkenkeep-castle} {NEW:WALL_P (!,Khr,!,Kh*) W*,Ss,Chw,Chs 75 castle/sunken-ruinkeep1} {NEW:WALL (!,Khr,!,Kh*) W*,Ss,Chw,Chs castle/sunkenkeep} # ruined castle and non-submerged parts of sunken/swamp ruins # There are no more human castles left, so we can just use Ch* here, which makes sure # that all ruin<->non-ruin transitions are drawn {NEW:WALL Ch*,Cd*,Cv,Co* (!,C*,K*) castle/ruin} {NEW:WALL2_P (Khr,Khw,Khs) (C*) (!,Ch*,Kh*) 75 castle/ruinkeep1-castle} {NEW:WALL2 (Khr,Khw,Khs) (C*) (!,Ch*,Kh*) castle/keep-castle} {NEW:WALL_P Kh*,Kd*,Ko*,Kv (Ke,Kea,!,K*) 75 castle/ruinkeep1} {NEW:WALL Kh*,Kd*,Ko*,Kv (Ke,Kea,!,K*) castle/keep} # Encampment {NEW:WALL2 !,Ke,Kea,Kud,!,K* (Ke,Kea,C*) (!,C*,K*) castle/encampment/tall-keep-castle} {NEW:WALL !,Ke,Kea,Kud,!,K* (Ke,Kea,!,K*) castle/encampment/tall-keep} {NEW:WALL (!,Cud,Cea,Coa,Cha,Kud,Kea,Koa,Kha,!,C*,K*) (!,C*,K*) castle/encampment/regular} {NEW:WALL (!,Cud,Kud,!,C*,K*) (!,C*,K*) castle/encampment/snow} # Castle & Encampment Base Transtions {TRANSITION_COMPLETE_L Chs !,S*,W*,H*,M*,A*,Chs,K* -230 swamp/water} {TRANSITION_COMPLETE_L Ch,Chr,Cha !,Ch,Chr,Cha,Ket,!,Ke*,C* -300 flat/road} {TRANSITION_COMPLETE_LF !,Ket,Cd*,!,C*,Ke* Cd* -360 inside flat/desert-road} {TRANSITION_COMPLETE_L Cd* !,Ket,Cd*,!,C*,Ke* -360 flat/desert-road} {TRANSITION_COMPLETE_LF !,Ce*,Ke*,!,C* !,Ket,!,Ce*,Ke* -370 inside flat/dirt} {TRANSITION_COMPLETE_L !,Ket,!,Ce*,Ke* !,Ce*,Ke*,!,C* -370 flat/dirt} {TRANSITION_COMPLETE_LF !,Ket,Co*,!,C*,Ke* Co* -380 inside flat/dirt-dark} {TRANSITION_COMPLETE_L Co* !,Ket,Co*,!,C*,Ke* -380 flat/dirt-dark} # # Cave # (including dwarven castle, chasm, lava) # {DISABLE_BASE_TRANSITIONS Qx*,Ql*,Xu*,Cud,Kud} #dwarven castle transitions {WALL_TRANSITION3 (Cud,Kud) Ql* Qx* unwalkable/dcastle-lava-chasm} {NEW:WALL2 (Cud,Kud) X* (!,Cud,Kud,X*) castle/dwarven-castle-wall} {NEW:WALL2 (Cud,Kud) Ql* (!,Cud,Kud,Ql*) unwalkable/dcastle-lava} {NEW:WALL2 (Cud,Kud) Qx* (!,Cud,Kud,Qx*) unwalkable/dcastle-chasm} {NEW:WALL (Cud,Kud) (!,Cud,Kud,X*) castle/dwarven-castle} {NEW:WALL Xuce (Qx*,Ql*) cave/earthy-wall-rough-chasm} {NEW:WALL Xuce (!,Xu*) cave/earthy-wall-hewn} {NEW:WALL Xue,Xuce (Qx*,Ql*) cave/earthy-wall-rough-chasm} {NEW:WALL Xue,Xuce (!,Xu*) cave/earthy-wall-rough} {NEW:WALL Xuc,Xue,Xuce (Qx*,Ql*) cave/wall-rough-chasm} {NEW:WALL Xuc,Xue,Xuce (!,Xu*) cave/wall-hewn} {NEW:WALL Xu* (Qx*,Ql*) cave/wall-rough-chasm} {NEW:WALL Xu* (!,Xu*) cave/wall-rough} # New Generic Castle-to Chasm transition {TRANSITION_COMPLETE_LF (Cha,Kha,Coa,Koa,Cea,Kea) Qx* -89 transition2 chasm/regular-snow-castle} {TRANSITION_COMPLETE_LF (!,Cud,Kud,!,C*,K*) Qxe -89 transition2 chasm/earthy-castle} {TRANSITION_COMPLETE_LF (!,Cud,Kud,!,C*,K*) Qx* -89 transition2 chasm/regular-castle} {TRANSITION_COMPLETE_LF (!,Cud,Kud,!,C*,K*) Ql* -89 transition2 unwalkable/castle-lava-chasm} # Special Mountain to Chasm Blend transition {TRANSITION_COMPLETE_LF (Qx*,Ql*) (M*,Mv) 2 transition3 mountains/blend-from-chasm} #chasm/lava transitions always below castles/walls {WALL_TRANSITION2_LF Ql Qx*,Xv,_off^_usr (!,Ql,Qx*) -90 ground unwalkable/lava-chasm} {WALL_TRANSITION2_LF Qlf Qx*,Xv,_off^_usr (!,Ql*,Qx*) -90 ground unwalkable/lava-chasm} {WALL_TRANSITION_LF Ql (!,Ql,Xv,_off^_usr) -90 ground unwalkable/lava} {WALL_TRANSITION_LF Qlf (!,Qlf,Xv,_off^_usr) -90 ground unwalkable/lava-high} {WALL_TRANSITION_LF Qx* (Ai*,Aa*,Ha*,Ms*,) -90 ground chasm/regular-snow} {WALL_TRANSITION_LF Qx* (W*,S*) -90 ground chasm/water} {WALL_TRANSITION_LF Qxe (!,Qx*,Xv,_off^_usr) -90 ground chasm/earthy} {WALL_TRANSITION_LF Qx* (!,Qx*,Xv,_off^_usr) -90 ground chasm/regular} # Stone wall transitions # the doubled comma is to improve transitions with the map edge {WALL_ADJACENT_TRANSITION Xol (!,,Xo*,Xu*) ANIMATION_10 walls/wall-stone-lit} {WALL_ADJACENT_TRANSITION Xo* (!,,Xo*,Xu*) IMAGE_SINGLE walls/wall-stone} # # > B A S E T R A N S I T I O N S. < # # The order mostly controls which overlap which, some # TRANSITION_COMPLETE_Ls and varying layer numbers are used to make some # special transitions to layer in more complex ways. # Default layer ist -500, so anything layering above should be higher. {TRANSITION_COMPLETE_L (Md,Mv) (!,Md,Hhd,Mv,W*,S*) -166 mountains/dry} # Special mountain to dry/desert terrain trans {TRANSITION_COMPLETE_LF (Hd,Hhd,Rb,Re,Rd,D*,Gd,Ha,A*,U*,Ql*) Mm 0 inside mountains/blend-from-dry} {TRANSITION_COMPLETE_LF (Hd,Hhd,Rb,Re,Rd,D*,Gd,U*,Ql*) Ms 0 inside mountains/blend-from-dry} {TRANSITION_COMPLETE_L (Mm) (Hd,Hhd,Rb,Re,Rd,D*,Gd,Ha,A*,U*,Ql*) -166 hills/dry} {TRANSITION_COMPLETE_L (Ms) (Hd,Hhd,Rb,Re,Rd,D*,Gd,U*,Ql*) -166 hills/dry} {TRANSITION_COMPLETE_L (Ms,Ha) Hh* -170 hills/snow-to-hills} {TRANSITION_COMPLETE_L (Ms,Ha) (W*,S*) -171 hills/snow-to-water} {TRANSITION_COMPLETE_L (Ms,Ha) (!,Ha,Qx*,Mm,Ms,Md) -172 hills/snow} {TRANSITION_COMPLETE_L (Mm,Hh) (!,Hh,W*,S*) -180 hills/regular} {TRANSITION_COMPLETE_L (Hhd) (!,Hhd,W*,S*) -183 hills/dry} {TRANSITION_COMPLETE_L Hd (!,Hd,Qx*,W*) -184 hills/desert} {TRANSITION_COMPLETE_L Uh (!,Uh,W*,Ai) -200 cave/hills} {TRANSITION_COMPLETE_L (Uu,Uh) (!,Uu,Uh,W*,Ai) -220 cave/floor} {TRANSITION_COMPLETE_L (Uue) (!,Uue,W*,Ai) -221 cave/earthy-floor} {TRANSITION_COMPLETE_LF Ai,W*,S* Ur -223 inside cave/floor} {TRANSITION_COMPLETE_L Urb (!,Urb) -224 cave/flagstones-dark} {TRANSITION_COMPLETE_L Ss (!,Ss,H*,M*,A*,Chs,K*,Q*) -230 swamp/water} {TRANSITION_COMPLETE_L Iwr G*,R*,W*,S*,D*,A*,Ur -230 interior/wood-regular} {TRANSITION_COMPLETE_LF *^Efm G* -240 transition4 embellishments/flowers-mixed} # New Super-cool gradual Grass blending {TRANSITION_COMPLETE_LF Gs Gg,Gd,Gll,Re,Rb,Rd,Rp -250 inside grass/semi-dry-long} {TRANSITION_COMPLETE_LF Gg Gs,Gd,Gll,Re,Rb,Rd,Rp -251 inside grass/green-long} {TRANSITION_COMPLETE_LF Gd Gg,Gs,Gll,Re,Rb,Rd,Rp -252 inside grass/dry-long} {TRANSITION_COMPLETE_LF Gll Gg,Gs,Gd,Re,Rb,Rd,Rp -253 inside grass/leaf-litter-long} {TRANSITION_COMPLETE_L Gll Gg,Gs,Gd -254 grass/leaf-litter-long} {TRANSITION_COMPLETE_L Gd Gg,Gs,Gll -255 grass/dry-long} {TRANSITION_COMPLETE_L Gg Gs,Gd,Gll -256 grass/green-long} {TRANSITION_COMPLETE_L Gs Gg,Gd,Gll -257 grass/semi-dry-long} {TRANSITION_COMPLETE_L Gs (R*,D*,Aa,Ur) -260 grass/semi-dry-medium} {TRANSITION_COMPLETE_L Gg (R*,D*,Aa,Ur) -261 grass/green-medium} {TRANSITION_COMPLETE_L Gd (R*,D*,Aa,Ur) -262 grass/dry-medium} {TRANSITION_COMPLETE_L Gll (!,Gll,Q*,W*,Ai,C*,K*) -270 grass/leaf-litter} {TRANSITION_COMPLETE_L (Gg*,Qx*) (!,Gg*,Q*,Mm,Ms,Hh,C*,K*) -271 grass/green-abrupt} {TRANSITION_COMPLETE_L Gs (!,Gs,Q*,C*,K*) -272 grass/semi-dry-abrupt} {TRANSITION_COMPLETE_L Gd (!,Gd,Q*,C*,K*) -273 grass/dry-abrupt} {TRANSITION_COMPLETE_L Aa (W*,Ss) -280 frozen/snow-to-water} {TRANSITION_COMPLETE_L Aa (!,Aa,Q*,G*) -281 frozen/snow} # This transitions from bank to flat terrains. {TRANSITION_COMPLETE_L (W*,Ai) (R*,Gll) -300 flat/bank} {TRANSITION_COMPLETE_L (Sm) (R*,D*,Xv,_off^_usr) -310 swamp/mud-to-land} # To make everything layer properly, these transitions for sand to R* occur higher than most of the desert transitions {TRANSITION_COMPLETE_L Dd R* -319 sand/desert} {TRANSITION_COMPLETE_L Ds R* -319 sand/beach} # A rule for corner-based beach waves... {NEW:WAVES D*,Hd W* -499 water/waves} {TRANSITION_COMPLETE_L Rr (!,Rr,W*,Ai,Q*) -320 flat/road} {TRANSITION_COMPLETE_L Rrc (!,Rr,W*,Ai,Q*) -321 flat/road-clean} {TRANSITION_COMPLETE_L Rp (!,Rp,W*,Ai,Q*) -322 flat/stone-path} {TRANSITION_COMPLETE_LF *^Gvs (!,*^Gvs,C*,K*,*^F*,M*,H*,W*,Q*) -330 transition2 embellishments/farm-veg-spring} {TRANSITION_COMPLETE_LF *^Emf (!,*^Emf,C*,K*,*^F*,M*,H*,W*,Q*) -330 transition2 embellishments/mushroom-farm} {TRANSITION_COMPLETE_L Ds (!,Ds,W*,S*,Ai,Q*) -510 sand/beach} {TRANSITION_COMPLETE_L Dd (!,R*,Dd,W*,S*,Ai,Q*) -510 sand/desert} # Dirt transitions are double sided {TRANSITION_COMPLETE_LF (!,Rd,Rr*,Hh*,M*,Q*,D*) Rd -370 inside flat/desert-road} {TRANSITION_COMPLETE_L Rd (!,Rd,W*,Ai,Q*,D*) -371 flat/desert-road} {TRANSITION_COMPLETE_LF (!,Re,Rr*,Hh*,M*,Q*,D*) Re -379 inside flat/dirt} {TRANSITION_COMPLETE_L Re (!,Re,Rr*,W*,Ai,Q*,D*) -380 flat/dirt} {TRANSITION_COMPLETE_LF (!,Rb,Rr*,W*,Ai,Q*,D*) Rb -384 inside flat/dirt-dark} {TRANSITION_COMPLETE_L Rb (!,Rb,Rr*,W*,Ai,Q*,D*) -388 flat/dirt-dark} # This complicated part keeps the submerged part of ice or a bank from drawing over the above-water parts of banks or ice {TRANSITION_COMPLETE_LF (!,Chw,Khw,Khs,!,C*,K*) (Ai,W*) -480 non_submerged castle/castle-to-ice} {TRANSITION_COMPLETE_LF (Mm,Hh) Ai,W*,S* -482 non_submerged hills/regular-to-water} {TRANSITION_COMPLETE_LF (Md,Hhd,Mv) Ai,W*,S* -482 non_submerged hills/dry-to-water} {TRANSITION_COMPLETE_LF (R*,G*,Uue) Ai,W* -483 non_submerged flat/bank-to-ice} {TRANSITION_COMPLETE_LF (U*,Xu*,Ql*) Ai,W*,S* -486 non_submerged cave/bank} {TRANSITION_COMPLETE_LF Aa,Ai (D*) -485 non_submerged frozen/ice} {TRANSITION_COMPLETE_LF Aa,Ha,Ms,Ai (W*,S*) -485 non_submerged frozen/ice} {TRANSITION_COMPLETE_LF Aa,Ha,Ms,Ai (W*,S*) -505 submerged frozen/ice-to-water} # we just draw this again (invisible below the base layer) to set the transition flags {TRANSITION_COMPLETE_L Aa,Ha,Ms,Ai (W*,Ss) -1001 frozen/ice-to-water} # Beaches (light for sand, dark for everything else) {NEW:BEACH D*,Hd W* sand/shore} {NEW:BEACH !,Chw,Khw,Khs,W*,S*,Xv,Qx*,A*,_* W* flat/shore} # Water Transitions below everything else {TRANSITION_COMPLETE_LF Wwf (!,Wwf,!,W*,Sm,Xv,_off^_usr) -515 transition2 water/ford} # Double-sided animated transitions for water-to-water and sand-to-water {TRANSITION_COMPLETE_LF Sm (!,Sm,!,W*,D*) -556 transition3 swamp/mud-long} {ANIMATED_WATER_15_TRANSITION Wo (!,Wo,!,W*,S*) -550 () 150 water/ocean-blend} {ANIMATED_WATER_15_TRANSITION Wot (!,Wot,!,W*,S*) -551 "~CS(-45,-5,25)" 150 water/ocean-blend} # Tropcial Ocean Color {ANIMATED_WATER_15_TRANSITION Wog (!,Wog,!,W*,S*) -552 "~CS(15,0,-30)" 150 water/ocean-blend} # grey ocean color {ANIMATED_WATER_15_TRANSITION Ww,Wwf,Wwr (!,Ww,Wwf,Wwr,!,W*,S*) -553 "~CS(40,0,-30)" 110 water/coast-tropical-long} # medium water color {ANIMATED_WATER_15_TRANSITION Wwg,Wwrg (!,Wwg,Wwrg,!,W*,S*) -554 "~CS(60,0,-50)" 110 water/coast-tropical-long} # grey water color {ANIMATED_WATER_15_TRANSITION Wwt,Wwrt (!,Wwt,Wwrt,!,W*,S*) -555 () 110 water/coast-tropical-long} {TRANSITION_COMPLETE_LB Wo (Xv,_off^_usr) -560 ANIMATION_15_SLOW water/ocean-long} {ANIMATED_WATER_15_TRANSITION Wot (Xv,_off^_usr) -561 "~CS(-40,0,30)" 150 water/ocean-long} # Tropcial Ocean Color {ANIMATED_WATER_15_TRANSITION Wog (Xv,_off^_usr) -562 "~CS(15,0,-30)" 150 water/ocean-long} # grey ocean color {ANIMATED_WATER_15_TRANSITION Ww,Wwf,Wwr (Xv,_off^_usr) -553 "~CS(40,0,-30)" 110 water/coast-tropical} # medium water color {ANIMATED_WATER_15_TRANSITION Wwg,Wwrg (Xv,_off^_usr) -554 "~CS(60,0,-50)" 110 water/coast-tropical} # grey water color {ANIMATED_WATER_15_TRANSITION Wwt,Wwrt (Xv,_off^_usr) -555 () 110 water/coast-tropical} # chasm to abyss ecetera transition {TRANSITION_COMPLETE_LF Qxu,Qxe Qxua,Xv,_off^_usr -600 depths chasm/depths} {TRANSITION_COMPLETE_LF Qxua Xv,_off^_usr -601 depths chasm/abyss-base} # ugly fillups for missing transitions {TRANSITION_COMPLETE_L Ai Xv,_off^_usr -800 frozen/ice} {TRANSITION_COMPLETE_L Xv _off^_usr -810 void/void} # Default terrain {TERRAIN_BASE * void/void} #wmlindent: stop ignoring