# Defines a terrain that has a transition image of the form: "void-n-ne-se-s.png" # example: {TERRAIN_ADJACENT_4 gt !gt grassland} # 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_FL LAYER TERRAIN ADJACENT IMAGE FLAG [terrain_graphics] map=" 2 . 3 1 . 4 5 " [tile] pos=1 type={ADJACENT} no_flag={FLAG}-@R0,{FLAG}-@R1,{FLAG}-@R2,{FLAG}-@R3 set_flag={FLAG}-@R0,{FLAG}-@R1,{FLAG}-@R2,{FLAG}-@R3 [image] layer={LAYER} name={IMAGE}-@R0-@R1-@R2-@R3 [/image] [/tile] [tile] pos=2 type={TERRAIN} no_flag={FLAG}-@R3 set_flag={FLAG}-@R3 [/tile] [tile] pos=3 type={TERRAIN} no_flag={FLAG}-@R4 set_flag={FLAG}-@R4 [/tile] [tile] pos=4 type={TERRAIN} no_flag={FLAG}-@R5 set_flag={FLAG}-@R5 [/tile] [tile] pos=5 type={TERRAIN} no_flag={FLAG}-@R0 set_flag={FLAG}-@R0 [/tile] rotations=n,ne,se,s,sw,nw [/terrain_graphics] #enddef # Same as above, but for 3-tile transitions. #define TERRAIN_ADJACENT_3_FL LAYER TERRAIN ADJACENT IMAGE FLAG [terrain_graphics] map=" 2 . 3 1 . 4 . " [tile] pos=1 type={ADJACENT} no_flag={FLAG}-@R0,{FLAG}-@R1,{FLAG}-@R2 set_flag={FLAG}-@R0,{FLAG}-@R1,{FLAG}-@R2 [image] layer={LAYER} name={IMAGE}-@R0-@R1-@R2 [/image] [/tile] [tile] pos=2 type={TERRAIN} no_flag={FLAG}-@R3 set_flag={FLAG}-@R3 [/tile] [tile] pos=3 type={TERRAIN} no_flag={FLAG}-@R4 set_flag={FLAG}-@R4 [/tile] [tile] pos=4 type={TERRAIN} no_flag={FLAG}-@R5 set_flag={FLAG}-@R5 [/tile] rotations=n,ne,se,s,sw,nw [/terrain_graphics] #enddef # Same as above, but for 2-tile transitions. #define TERRAIN_ADJACENT_2_FL LAYER TERRAIN ADJACENT IMAGE FLAG [terrain_graphics] map=" 2 . 3 1 . . . " [tile] pos=1 type={ADJACENT} no_flag={FLAG}-@R0,{FLAG}-@R1 set_flag={FLAG}-@R0,{FLAG}-@R1 [image] layer={LAYER} name={IMAGE}-@R0-@R1 [/image] [/tile] [tile] pos=2 type={TERRAIN} no_flag={FLAG}-@R3 set_flag={FLAG}-@R3 [/tile] [tile] pos=3 type={TERRAIN} no_flag={FLAG}-@R4 set_flag={FLAG}-@R4 [/tile] rotations=n,ne,se,s,sw,nw [/terrain_graphics] #enddef # Same as above, but for 1-tile (simple) transitions. #define TERRAIN_ADJACENT_1_FL LAYER TERRAIN ADJACENT IMAGE FLAG [terrain_graphics] map=" 2 . . 1 . . . " [tile] pos=1 type={ADJACENT} no_flag={FLAG}-@R0 set_flag={FLAG}-@R0 [image] layer={LAYER} name={IMAGE}-@R0 [/image] [/tile] [tile] pos=2 type={TERRAIN} no_flag={FLAG}-@R3 set_flag={FLAG}-@R3 [/tile] rotations=n,ne,se,s,sw,nw [/terrain_graphics] #enddef # Defines a terrain that could have 4-tile, 3-tile, 2-tile, or 1-tile # transitions to other terrains. The larger transitions have greater priority # and go first. #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 LAYER TERRAIN ADJACENT IMAGE {TERRAIN_ADJACENT_FL ({LAYER}) ({TERRAIN}) ({ADJACENT}) {IMAGE} transition} #enddef #define TERRAIN_ADJACENT_OV LAYER TERRAIN ADJACENT IMAGE {TERRAIN_ADJACENT_FL ({LAYER}) ({TERRAIN}) ({ADJACENT}) {IMAGE} overlay} #enddef