Difference between revisions of "TerrainMacrosWML"
(→OVERLAY_RESTRICTED TERRAIN ADJACENT P=PROB=100 L=LAYER=0 F=FLAG=overlay IMAGESTEM) |
(→OVERLAY_RESTRICTED2 TERRAIN ADJACENT P=PROB=100 L=LAYER=0 F=FLAG=overlay IMAGESTEM) |
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the FLAG parameter is test and set | the FLAG parameter is test and set | ||
− | === OVERLAY_RESTRICTED2 TERRAIN ADJACENT P=PROB=100 L=LAYER=0 F=FLAG=overlay IMAGESTEM === | + | === OVERLAY_RESTRICTED2 TERRAIN ADJACENT P=PROB=100 L=LAYER=0 F=FLAG=overlay B=BUILDER=IMAGE_SINGLE IMAGESTEM === |
similar to OVERLAY but the tile must be next to at least two ADJACENT | similar to OVERLAY but the tile must be next to at least two ADJACENT | ||
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''' Flage management ''' | ''' Flage management ''' | ||
the FLAG parameter is test and set | the FLAG parameter is test and set | ||
− | |||
=== OVERLAY_RESTRICTED3 TERRAIN ADJACENT P=PROB=100 L=LAYER=0 F=FLAG=overlay IMAGESTEM === | === OVERLAY_RESTRICTED3 TERRAIN ADJACENT P=PROB=100 L=LAYER=0 F=FLAG=overlay IMAGESTEM === |
Revision as of 17:55, 26 May 2010
Template:DevFeature1.9 This page is entirely base on the 1.9 macros, they are very close to the 1.8 macros, but no attempt has been done to document the difference
Contents
- 1 Documentation format
- 2 Flag Management
- 3 Layer Management
- 4 Common Parameters
- 5 Image Builder macros
- 5.1 The problem
- 5.2 Common parameters for all builders
- 5.3 IMAGE_SINGLE IMAGESTEM POSTFIX
- 5.4 ANIMATION_03 IMAGESTEM POSTFIX
- 5.5 ANIMATION_04 IMAGESTEM POSTFIX
- 5.6 ANIMATION_10 IMAGESTEM POSTFIX
- 5.7 ANIMATION_15 IMAGESTEM POSTFIX
- 5.8 ANIMATION_04_140 IMAGESTEM POSTFIX
- 5.9 ANIMATION_18_70 IMAGESTEM POSTFIX
- 6 Base tile related macros
- 6.1 KEEP_BASE TERRAINLIST P=PROB=100 L=LAYER=-1 F=FLAG=base B=BUILDER=IMAGE_SINGLE IMAGESTEM
- 6.2 KEEP_BASE_RANDOM TERRAINLIST L=LAYER=-1000 F=FLAG=base IMAGESTEM
- 6.3 TERRAIN_BASE TERRAIN P=PROB=100 L=LAYER=-1000 F=FLAG=base B=BUILDER=IMAGE_SINGLE IMAGESTEM
- 6.4 TERRAIN_BASE_RANDOM TERRAINLIST L=LAYER=-1000 F=FLAG=base IMAGESTEM
- 7 Overlay related macros
- 7.1 OVERLAY TERRAINLIST P=PROB=100 L=LAYER=0 F=FLAG=overlay B=BUILDER=IMAGE_SINGLE IMAGESTEM
- 7.2 OVERLAY_RANDOM TERRAIN L=LAYER=0 F=FLAG=overlay IMAGESTEM
- 7.3 OVERLAY_RANDOM TERRAIN L=LAYER=0 F=FLAG=overlay B=BUILDER=IMAGE_SINGLE IMAGESTEM
- 7.4 OVERLAY_RESTRICTED TERRAIN ADJACENT P=PROB=100 L=LAYER=0 F=FLAG=overlay B=BUILDER=IMAGE_SINGLE IMAGESTEM
- 7.5 OVERLAY_RESTRICTED2 TERRAIN ADJACENT P=PROB=100 L=LAYER=0 F=FLAG=overlay B=BUILDER=IMAGE_SINGLE IMAGESTEM
- 7.6 OVERLAY_RESTRICTED3 TERRAIN ADJACENT P=PROB=100 L=LAYER=0 F=FLAG=overlay IMAGESTEM
- 7.7 OVERLAY_ROTATION_RESTRICTED TERRAIN ADJACENT P=PROB=100 L=LAYER=0 F=FLAG=overlay IMAGESTEM
- 7.8 OVERLAY_ROTATION_RESTRICTED2 TERRAIN ADJACENT P=PROB=100 L=LAYER=0 F=FLAG=overlay IMAGESTEM
- 8 Transition related macros
- 9 Village related macros
- 10 TO BE DOCUMENTED
- 10.1 misc ideas
- 10.2 misc.cfg
- 10.3 bridges.cfg
- 10.4 canyon.cfg
- 10.5 castles.cfg
- 10.6 foresetcastle.cfg
- 10.7 forest.cfg
- 10.8 mountains.cfg
- 10.9 rails.cfg
- 10.10 walls.cfg
- 10.11 adjacent.cfg
- 10.12 base.cfg
- 10.13 builder.cfg
- 10.14 building.cfg
- 10.15 compat.cfg
- 10.16 corner_overlay.cfg
- 10.17 restricted-transitions
- 10.18 transitions_base
- 10.19 transitions_overlay
- 10.20 util.cfg
Documentation format
here is an example of macro
this is a macro with default parameters. It means that the following macros exist
- SOME_MACRO
- SOME_MACRO_P
- SOME_MACRO_PL
- SOME_MARCRO_PLF
- SOME_MACRO_PLFB
- SOME_MACRO_L
- SOME_MACRO_LF
- SOME_MACRO_LFB
- SOME_MACRO_F
- SOME_MACRO_FB
- SOME_MACRO_B
SOME_MACRO PARAM1 P=PROB=100 L=LAYER=0 F=FLAG=overlay B=BUILDER=IMAGE_SINGLE IMAGESTEM
This macro is an example for documentation
Images used
- IMAGESTEM_n
- IMAGESTEM_tr
Parameters
- Param1: description of a mandatory param
- P=Prob: description of an optional param
Flag Handling how does this macro handle flags
Flag Management
This section lists the common flags used by macros and their high level signification
- base: is set on all hex when the base tile is set.
- overlay: is set on all hex that have something drawn on the hex itself (i.e not a transition) over the base terrain.
- village: is set when a village is added on a tile.
- transition-@R*: is set on a tile which has a transition on it's corresponding side set (i.e if there is a transition with the tile at its north, transition-n will be set) possible values: n,ne,nw,s,se,sw Also not that the macros handl it in a reciprocal way. in other word if a tile has transition-n set, it's northern neighbour should have transition-s set
Layer Management
- -1000: default layer for base tiles
- 0: default layer for overlays and villages
- 1: used by the base tile of castles/keeps
Common Parameters
These parameters are very common in animations, we document them here to avoid repetition
- PROB : The probability of the rules generated by the macros of being applied. See the discussion in TerrainGraphicsTutorial#Cumulative_Probabilities for complications
- LAYER : The layer that will be used for the generated rules
- BUILDER : the builder macro that will be used to create the animations in the image= field of the generated terrain code. See the dicussion at the begining of the builder section
- IMAGESTEM: the basename on which filenames will be based.
Image Builder macros
The problem
suppose we want to animate a transition with the following line
image=image1;image2;image3
Since it's a transition, we would like to write something like (simplified)
{TRANSITION_BASE <parameters> image1;image2;image3}
However, for a north transition, the macro would expand to something similar to
image=image1;image2;image3-n
Which is wrong, we want the prefix added to all images in the animation
image=image1-n;image2-n;image3-n
To get the result we want, we use macro indirection. In other word, we have a set of macros who take two parameters
#define BUILDER IMAGESTEM POSTFIX
Which are in charge of returning what should be on the right side of the image= So, with the following macro
#define MY_BUILDER IMAGESTEM POSTFIX {IMAGESTEM}1{POSTFIX};{IMAGESTEM}2{POSTFIX};{IMAGESTEM}3{POSTFIX};
and the following code in the TRANSITION_BASE macro
image={{BUILDER} {IMAGESTEM} -n}
a call to
{TRANSITION_BASE_B <parameters> MY_BUILDER image}
would correctly expand.
Common parameters for all builders
All builders must have exactly the same parameters
- IMAGESTEM : the base name of the image from which to build
- POSTFIX : a postfix to add to all images
IMAGE_SINGLE IMAGESTEM POSTFIX
builds a single image image= line (i.e not animated) mainly used as default value for BUILDER parameter of meta-macros
ANIMATION_03 IMAGESTEM POSTFIX
builds a Three image animation, each image being displayed for 100 ms Images Used
- IMAGESTEM-A01
- IMAGESTEM-A02
- IMAGESTEM-A03
ANIMATION_04 IMAGESTEM POSTFIX
builds a four image animation, each image being displayed for 100 ms Images Used
- IMAGESTEM-A01
- IMAGESTEM-A02
- IMAGESTEM-A03
- IMAGESTEM-A04
ANIMATION_10 IMAGESTEM POSTFIX
builds a ten image animation, each image being displayed for 100 ms Images Used
- IMAGESTEM-A01
- IMAGESTEM-A02
- IMAGESTEM-A03
- IMAGESTEM-A04
- IMAGESTEM-A05
- IMAGESTEM-A06
- IMAGESTEM-A07
- IMAGESTEM-A08
- IMAGESTEM-A09
- IMAGESTEM-A10
ANIMATION_15 IMAGESTEM POSTFIX
builds a fifteen image animation, each image being displayed for 100 ms Images Used
- IMAGESTEM-A01
- IMAGESTEM-A02
- IMAGESTEM-A03
- IMAGESTEM-A04
- IMAGESTEM-A05
- IMAGESTEM-A06
- IMAGESTEM-A07
- IMAGESTEM-A08
- IMAGESTEM-A09
- IMAGESTEM-A10
- IMAGESTEM-A11
- IMAGESTEM-A12
- IMAGESTEM-A13
- IMAGESTEM-A14
- IMAGESTEM-A15
ANIMATION_04_140 IMAGESTEM POSTFIX
builds a four image animation, each image being displayed for 140 ms Images Used
- IMAGESTEM-A01
- IMAGESTEM-A02
- IMAGESTEM-A03
- IMAGESTEM-A04
ANIMATION_18_70 IMAGESTEM POSTFIX
builds a eighteen image animation, each image being displayed for 100 ms Images Used
- IMAGESTEM-A01
- IMAGESTEM-A02
- IMAGESTEM-A03
- IMAGESTEM-A04
- IMAGESTEM-A05
- IMAGESTEM-A06
- IMAGESTEM-A07
- IMAGESTEM-A08
- IMAGESTEM-A09
- IMAGESTEM-A10
- IMAGESTEM-A11
- IMAGESTEM-A12
- IMAGESTEM-A13
- IMAGESTEM-A14
- IMAGESTEM-A15
- IMAGESTEM-A16
- IMAGESTEM-A17
- IMAGESTEM-A18
These are the main macros to attach an image to the tile
KEEP_BASE TERRAINLIST P=PROB=100 L=LAYER=-1 F=FLAG=base B=BUILDER=IMAGE_SINGLE IMAGESTEM
This macro will add a tile on a single hex using IMAGESTEM as the image
'The layer is forced to 1'
Images Used
- IMAGESTEM.png
Flag Management
- base is checked and set
Parameters
- TERRAIN_PATTERN: a regexp describing the hex where this rule should be applied
KEEP_BASE_RANDOM TERRAINLIST L=LAYER=-1000 F=FLAG=base IMAGESTEM
similar to KEEP_BASE but takes an image from a set built from IMAGESTEM
Images Used
- {{BUILDER} {IMAGESTEM} ()}
- {{BUILDER} ({IMAGESTEM}2) ()}
- {{BUILDER} ({IMAGESTEM}3) ()}
- {{BUILDER} ({IMAGESTEM}4) ()}
- {{BUILDER} ({IMAGESTEM}5) ()}
- {{BUILDER} ({IMAGESTEM}6) ()}
- {{BUILDER} ({IMAGESTEM}7) ()}
- {{BUILDER} ({IMAGESTEM}8) ()}
- {{BUILDER} ({IMAGESTEM}9) ()}
Parameters
- TERRAIN: regexp for terrain to match
- FLAG: this flag is set/checked for when matching terrain
TERRAIN_BASE TERRAIN P=PROB=100 L=LAYER=-1000 F=FLAG=base B=BUILDER=IMAGE_SINGLE IMAGESTEM
adds the base tile for matching hex (single hex)
Images Used IMAGESTEM
Parameters
- TERRAIN: regexp for terrain to match
- FLAG: this flag is set/checked for when matching terrain
TERRAIN_BASE_RANDOM TERRAINLIST L=LAYER=-1000 F=FLAG=base IMAGESTEM
similar to TERRAIN_BASE but takes an image from a set built from IMAGESTEM
Images Used
- {{BUILDER} {IMAGESTEM} ()}
- {{BUILDER} ({IMAGESTEM}2) ()}
- {{BUILDER} ({IMAGESTEM}3) ()}
- {{BUILDER} ({IMAGESTEM}4) ()}
- {{BUILDER} ({IMAGESTEM}5) ()}
- {{BUILDER} ({IMAGESTEM}6) ()}
- {{BUILDER} ({IMAGESTEM}7) ()}
- {{BUILDER} ({IMAGESTEM}8) ()}
- {{BUILDER} ({IMAGESTEM}9) ()}
Parameters
- TERRAIN: regexp for terrain to match
- FLAG: this flag is set/checked for when matching terrain
OVERLAY TERRAINLIST P=PROB=100 L=LAYER=0 F=FLAG=overlay B=BUILDER=IMAGE_SINGLE IMAGESTEM
adds the IMAGESTEM overlay on matching hex
note that the images are placed with the following parameters
- base=90,144
- center=90,144
Images Used IMAGESTEM
Parameters
- TERRAINLIST: regexp for terrain to match
- FLAG: this flag is set/checked for when matching terrain
Flage management the FLAG parameter is test and set
OVERLAY_RANDOM TERRAIN L=LAYER=0 F=FLAG=overlay IMAGESTEM
OVERLAY_RANDOM TERRAIN L=LAYER=0 F=FLAG=overlay B=BUILDER=IMAGE_SINGLE IMAGESTEM
similar to OVERLAY but takes an image from a random set
note that the images are placed with the following parameters
- base=90,144
- center=90,144
Images Used
- {{BUILDER} {IMAGESTEM} ()}
- {{BUILDER} ({IMAGESTEM}2) ()}
- {{BUILDER} ({IMAGESTEM}3) ()}
- {{BUILDER} ({IMAGESTEM}4) ()}
- {{BUILDER} ({IMAGESTEM}5) ()}
- {{BUILDER} ({IMAGESTEM}6) ()}
- {{BUILDER} ({IMAGESTEM}7) ()}
- {{BUILDER} ({IMAGESTEM}8) ()}
- {{BUILDER} ({IMAGESTEM}9) ()}
Parameters
- TERRAINLIST: regexp for terrain to match
- FLAG: this flag is set/checked for when matching terrain
Flage management the FLAG parameter is test and set
OVERLAY_RESTRICTED TERRAIN ADJACENT P=PROB=100 L=LAYER=0 F=FLAG=overlay B=BUILDER=IMAGE_SINGLE IMAGESTEM
similar to OVERLAY but the tile must be next to at least one ADJACENT
Images Used
- {IMAGESTEM}
Parameters
- TERRAINLIST: regexp for terrain to match
- FLAG: this flag is set/checked for when matching terrain
- ADJACENT: regexp describing what the tile must be next to
Flage management the FLAG parameter is test and set
OVERLAY_RESTRICTED2 TERRAIN ADJACENT P=PROB=100 L=LAYER=0 F=FLAG=overlay B=BUILDER=IMAGE_SINGLE IMAGESTEM
similar to OVERLAY but the tile must be next to at least two ADJACENT
note that the images are placed with the following parameters
- base=90,144
- center=90,144
Images Used
- {IMAGESTEM}
Parameters
- TERRAINLIST: regexp for terrain to match
- FLAG: this flag is set/checked for when matching terrain
- ADJACENT: regexp describing what the tile must be next to
Flage management the FLAG parameter is test and set
OVERLAY_RESTRICTED3 TERRAIN ADJACENT P=PROB=100 L=LAYER=0 F=FLAG=overlay IMAGESTEM
similar to OVERLAY but the tile must be next to at least three ADJACENT
note that the images are placed with the following parameters
- base=90,144
- center=90,144
Images Used
- {IMAGESTEM}
Parameters
- TERRAINLIST: regexp for terrain to match
- FLAG: this flag is set/checked for when matching terrain
- ADJACENT: regexp describing what the tile must be next to
Flage management the FLAG parameter is test and set
OVERLAY_ROTATION_RESTRICTED TERRAIN ADJACENT P=PROB=100 L=LAYER=0 F=FLAG=overlay IMAGESTEM
will place on TERRAIN with at least one ADJACENT, but will add an -@R# to IMAGESTEM to show on which side the ADJACENT is
note that the images are placed with the following parameters
- base=90,144
- center=90,144
Images Used
- {IMAGESTEM}-@R0 (n,ne,se,s,sw,nw : the direction of ADJACENT)
Parameters
- TERRAIN: regexp for terrain to match
- FLAG: this flag is set/checked for when matching terrain
- ADJACENT: regexp describing what the tile must be next to
Flage management the FLAG parameter is test and set on the TERRAIN tile
OVERLAY_ROTATION_RESTRICTED2 TERRAIN ADJACENT P=PROB=100 L=LAYER=0 F=FLAG=overlay IMAGESTEM
will place on TERRAIN with at least two neighbouring ADJACENT, but will add an -@R#-@R# to IMAGESTEM to show on which side the ADJACENT are
note that the images are placed with the following parameters
- base=90,144
- center=90,144
Images Used
- {IMAGESTEM}-@R0-@R1 (n,ne,se,s,sw,nw : the direction of ADJACENT)
Parameters
- TERRAIN: regexp for terrain to match
- FLAG: this flag is set/checked for when matching terrain
- ADJACENT: regexp describing what the tile must be next to
Flage management the FLAG parameter is test and set on the TERRAIN tile
TRANSITION_BASE TERRAIN ADJACENT P=PROB=100 L=LAYER=-500 F=FLAG=transition B=BUILDER=IMAGE_SINGLE IMAGESTEM
This is the most basic form of transition, it will try to put a transition between the tile TERRAIN and ADJACENT
It will try to find the best matching image (with n,ne,se,s,sw,nw for @R flags)
i.e if your TERRAIN matches 2 ADJACENT tiles,
- it will not match for 4 sided and 3 sided images
- it will try 2 sided transitions with PROB (see also the FLAG discussion below)
- if it doesn't match it will 1 sided transition similarly
Images Used
- {{BUILDER} {IMAGESTEM} -@R0-@R1-@R2-@R3}
- {{BUILDER} {IMAGESTEM} -@R0-@R1-@R2}
- {{BUILDER} {IMAGESTEM} -@R0-@R1}
- {{BUILDER} {IMAGESTEM} -@R0}
Flag Management
This macro checks flags according to the common transition policy, i.e it will check that both this tile and the ADJACENT neighbours don't have the transition-@R# flags before applying.
suppose our TERRAIN has two ADJACENT on north and north east
it will check the following flags before adding {{BUILDER} {IMAGESTEM} -n-ne}
- TERRAIN has neither transition-n nor transition-ne set
- the north ADJACENT doesn't have transition-s set
- the north east ADJACENT doesn't have transition-sw set
if the conditions are met, it will apply the transition and set all the flags mentionned above
it will then try to apply {{BUILDER} {IMAGESTEM} -n} and check the following flags
- TERRAIN has neither transition-n set
- the north ADJACENT doesn't have transition-s set
(note that if the first rule applied, it will have set some flags and this rule will always fail) again, if it can apply, it will set the flags mentionned above
it will then try to apply {{BUILDER} {IMAGESTEM} -ne} and check the following flags
- TERRAIN has neither transition-ne set
- the north ADJACENT doesn't have transition-sw set
(note that if the first rule applied, it will have set some flags and this rule will always fail, however this rule could be applied with the second rule above since no flag contradict) again, if it can apply, it will set the flags mentionned above
DISABLE_BASE_TRANSITIONS TERRAINLIST
This macro will set all transition-@R* on the tile (n,ne,se,s,sw) thus preventing any other transition from being added
Flag Management will set all transition-@R* on the TERRAINLIST tiles
VILLAGE TERRAIN P=PROB=100 L=LAYER=0 F=FLAG=village B=BUILDER=IMAGE_SINGLE IMAGESTEM
adds the IMAGESTEM village on matching hex
Images Used IMAGESTEM
Parameters
- TERRAINLIST: regexp for terrain to match
- FLAG: this flag is set/checked for when matching terrain
Flage management the FLAG parameter is test and set
VILLAGE_RANDOM TERRAINLIST L=LAYER=0 F=FLAG=village B=BUILDER=IMAGE_SINGLE IMAGESTEM
similar to VILLAGE but takes an image from a random set
Images Used
- {{BUILDER} {IMAGESTEM} ()}
- {{BUILDER} ({IMAGESTEM}2) ()}
- {{BUILDER} ({IMAGESTEM}3) ()}
- {{BUILDER} ({IMAGESTEM}4) ()}
- {{BUILDER} ({IMAGESTEM}5) ()}
- {{BUILDER} ({IMAGESTEM}6) ()}
- {{BUILDER} ({IMAGESTEM}7) ()}
- {{BUILDER} ({IMAGESTEM}8) ()}
- {{BUILDER} ({IMAGESTEM}9) ()}
Parameters
- TERRAINLIST: regexp for terrain to match
- FLAG: this flag is set/checked for when matching terrain
Flage management the FLAG parameter is test and set
TO BE DOCUMENTED
misc ideas
- move/get rid of KEEP_BASE, move stuff from random.cfg and tiles.cfg to base.cfg so all stuff related to the base tile is in base.cfg
- get rid of deprecated macros
- the macros TERRAIN_BASE_RANDOM and OVERLAY_RANDOM and TERRAIN_BASE/OVERLAY could be merged into one function
- unify the way overlay/village/base (including random) macros work to all call a common backend with different default parameters
misc.cfg
- meta-macro WALL_TRANSITION TERRAIN ADJACENT P=PROB=100 L=LAYER=0 F=FLAG=overlay IMAGESTEM
- meta-macro WALL_TRANSITION2 TERRAIN1 TERRAIN2 ADJACENT P=PROB=100 L=LAYER=0 F=FLAG=overlay IMAGESTEM
- meta-macro WALL_TRANSITION3 TERRAIN1 TERRAIN2 TERRAIN3 P=PROB=100 L=LAYER=0 F=FLAG=overlay IMAGESTEM
- define SIMPLE_OVERLAY_TERRAIN TERRAINLIST RESTRICTING IMAGESTEM
bridges.cfg
- define IMAGE_L_N LAYER NAME
- define DOCK_END IMAGESTEM WATER_TERRAIN_NAME BRIDGETYPE_NAME BEACHSIDE_AFFIX X Y
- define RAMP_BRIDGE IMAGESTEM BRIDGETYPE_NAME BRIDGES_VALUE R0 R1 R2 R3 R4 R5 S0 S1 S2 S3 S4 S5
- define RAMP_END IMAGESTEM WATER_TERRAIN_NAME NOTERM_AFFIX BRIDGETYPE_NAME R0 R1 R2 R3 R4 R5 X Y
- define BRIDGE_Y BRIDGETYPE1_NAME BRIDGETYPE2_NAME BRIDGETYPE3_NAME Y_IMAGE R0 R1 R2 R3 R4 R5 S0 S1 S2 S3 S4 S5
- define BRIDGECONNECT BRIDGETYPE_NAME R0 R1 R2 R3 R4 R5 X Y
- define CORNER ANGLE_IMAGE BRIDGETYPE1_NAME BRIDGETYPE2_NAME A1 A2 A3 A4 A5 A6 S0 S1 S2 S3 S4 S5
- define BRIDGE SE_NW_VALUE N_S_VALUE NE_SW_VALUE WATER_TERRAIN_NAME NOTERM_AFFIX IMAGESTEM
canyon.cfg
- define TRANS_0 TERRAIN
- define TRANS_1 TERRAIN
- define TRANS_2 TERRAIN
- define TRANS_3 TERRAIN
- define TRANS_4 TERRAIN
- define TRANS_5 TERRAIN
- define CANYON TERRAIN IMAGESTEM
castles.cfg
- define TERRAIN_ADJACENT_CORNER_LAYER TERRAIN1 TERRAIN2 TERRAIN3 LAYER BASE_POSITION IMAGESTEM
- define TERRAIN_ADJACENT_CORNER TERRAIN1 TERRAIN2 TERRAIN3 BASE_POSITION IMAGESTEM
- define TERRAIN_ADJACENT_CORNER_FLAG1 TERRAIN1 TERRAIN2 TERRAIN3 BASE_POSITION FLAG IMAGESTEM
- define TERRAIN_ADJACENT_CORNER_PROB TERRAIN1 TERRAIN2 TERRAIN3 BASE_POSITION IMAGESTEM PROB
foresetcastle.cfg
- define FORESTADJCASTLEA FOREST_ID ID PROB TILE_IMAGE
- define FORESTADJCASTLES FOREST_ID ID PROB TILE_IMAGE
- define FORESTADJCASTLEO FOREST_ID ID PROB TILE_IMAGE
- define FORESTADJCASTLE FOREST_ID ID PROB TILE_IMAGE
- define FORESTADJ FOREST_ID ID PROB TILE_IMAGE
- define MOUNTAINADJCASTLEA FOREST_ID ID PROB TILE_IMAGE
forest.cfg
- define SINGLE_FOREST_TILE TERRAINLIST PROB IMAGESTEM
- define SINGLE_FOREST_TILE_RESTRICTED TERRAINLIST ADJACENT PROB IMAGESTEM
- define SIMPLE_FOREST_TERRAIN TERRAINLIST ADJACENT IMAGESTEM
mountains.cfg
- define MOUNTAINS_2x2 TERRAIN PROB FLAG IMAGESTEM
- define MOUNTAINS_2x4_NW_SE TERRAIN PROB FLAG IMAGESTEM
- define MOUNTAINS_2x4_SW_NE TERRAIN PROB FLAG IMAGESTEM
- define MOUNTAINS_1x3_NW_SE TERRAIN PROB FLAG IMAGESTEM
- define MOUNTAINS_1x3_SW_NE TERRAIN PROB FLAG IMAGESTEM
- define MOUNTAIN_SINGLE TERRAIN PROB FLAG IMAGESTEM
- define PEAKS_LARGE TERRAIN PROB FLAG IMAGESTEM
- define PEAKS_1x2_SW_NE TERRAIN PROB FLAG IMAGESTEM
rails.cfg
- define RAIL_SWITCH IMAGESTEM BRIDGETYPE_NAME BRIDGETYPE_JOIN_NAME SWITCHSIDE_AFFIX MAINRAIL_AFFIX SWITCH_REVERSE_AFFIX X Y
- define RAIL_END IMAGESTEM BRIDGETYPE_NAME TRACKSIDE_AFFIX X Y
- define RAILWAY SE_NW_VALUE N_S_VALUE NE_SW_VALUE IMAGESTEM
walls.cfg
- define IMAGE_NW BUILDER IMAGESTEM
- define IMAGE_N BUILDER IMAGESTEM
- define IMAGE_NE BUILDER IMAGESTEM
- define IMAGE_SE BUILDER IMAGESTEM
- define IMAGE_S BUILDER IMAGESTEM
- define IMAGE_SW BUILDER IMAGESTEM
- define IMAGE_NW_N BUILDER IMAGESTEM
- define IMAGE_N_NE BUILDER IMAGESTEM
- define IMAGE_NE_SE BUILDER IMAGESTEM
- define IMAGE_SE_S BUILDER IMAGESTEM
- define IMAGE_S_SW BUILDER IMAGESTEM
- define IMAGE_SW_NW BUILDER IMAGESTEM
- define IMAGE_NW_N_NE BUILDER IMAGESTEM
- define IMAGE_N_NE_SE BUILDER IMAGESTEM
- define IMAGE_NE_SE_S BUILDER IMAGESTEM
- define IMAGE_SE_S_SW BUILDER IMAGESTEM
- define IMAGE_S_SW_NW BUILDER IMAGESTEM
- define IMAGE_SW_NW_N BUILDER IMAGESTEM
- define IMAGE_N_NE_SE_S BUILDER IMAGESTEM
- define IMAGE_S_SW_NW_N BUILDER IMAGESTEM
- define IMAGE_NW_N_NE_SE BUILDER IMAGESTEM
- define IMAGE_SW_NW_N_NE BUILDER IMAGESTEM
- define IMAGE_NE_SE_S_SW BUILDER IMAGESTEM
- define IMAGE_SE_S_SW_NW BUILDER IMAGESTEM
- define IMAGE_NW_N_NE_SE_S BUILDER IMAGESTEM
- define IMAGE_N_NE_SE_S_SW BUILDER IMAGESTEM
- define IMAGE_NE_SE_S_SW_NW BUILDER IMAGESTEM
- define IMAGE_SE_S_SW_NW_N BUILDER IMAGESTEM
- define IMAGE_S_SW_NW_N_NE BUILDER IMAGESTEM
- define IMAGE_SW_NW_N_NE_SE BUILDER IMAGESTEM
- define IMAGE_N_NE_SE_S_SW_NW BUILDER IMAGESTEM
- define WALL_1_VARIATION PROB TERRAIN_PATTERN ADJACENT BUILDER IMAGESTEM
- define WALL_ADJACENT_1 TERRAIN_PATTERN ADJACENT BUILDER IMAGESTEM
- define WALL_2_VARIATION PROB TERRAIN_PATTERN ADJACENT BUILDER IMAGESTEM
- define WALL_ADJACENT_2 TERRAIN_PATTERN ADJACENT BUILDER IMAGESTEM
- define WALL_ADJACENT_3 TERRAIN_PATTERN ADJACENT BUILDER IMAGESTEM
- define WALL_ADJACENT_4 TERRAIN_PATTERN ADJACENT BUILDER IMAGESTEM
- define WALL_ADJACENT_5 TERRAIN_PATTERN ADJACENT BUILDER IMAGESTEM
- define WALL_ADJACENT_6 TERRAIN_PATTERN ADJACENT BUILDER IMAGESTEM
- define DISABLE_WALLS TERRAIN1 TERRAIN2 TERRAIN3
- define WALL_ADJACENT TERRAIN_PATTERN ADJACENT BUILDER IMAGESTEM BASE_NAME
adjacent.cfg
- #define TERRAIN_ADJACENT_4_FL LAYER TERRAIN ADJACENT IMAGESTEM FLAG
- #define TERRAIN_ADJACENT_3_FL LAYER TERRAIN ADJACENT IMAGESTEM FLAG
- #define TERRAIN_ADJACENT_2_FL LAYER TERRAIN ADJACENT IMAGESTEM FLAG
- #define TERRAIN_ADJACENT_1_FL LAYER TERRAIN_PATTERN ADJACENT IMAGESTEM FLAG
- #define TERRAIN_ADJACENT_FL LAYER TERRAIN_PATTERN ADJACENT IMAGESTEM FLAG
- #define TERRAIN_ADJACENT LAYER TERRAIN_PATTERN ADJACENT IMAGESTEM
- #define TERRAIN_ADJACENT_OV LAYER TERRAIN_PATTERN ADJACENT IMAGESTEM
- #define TERRAIN_ADJACENT_CUSTOM LAYER TERRAIN_PATTERN ADJACENT IMAGESTEM FLAG
- #define TERRAIN_ADJACENT_3_DIFFERENT LAYER TERRAIN_PATTERN ADJACENT OTHER_TERRAIN_PATTERN IMAGESTEM FLAG
base.cfg
- #define TERRAIN_BASE_PROB_FL TERRAIN_PATTERN IMAGESTEM PROB FLAG LAYER
- #define TERRAIN_BASE_FL TERRAIN_PATTERN IMAGESTEM FLAG LAYER
- #define TERRAIN_BASE_PROB TERRAIN_PATTERN IMAGESTEM PROB
- #define TERRAIN_BASE_PROB_OV TERRAIN_PATTERN IMAGESTEM PROB
- #define TERRAIN_BASE_OV TERRAIN_PATTERN IMAGESTEM
- #define TERRAIN_BASE_DEFAULT IMAGESTEM
builder.cfg
- #define ANIMATION_01_INTERNAL IMAGESTEM POSTFIX DURATION
- #define ANIMATION_02_INTERNAL IMAGESTEM POSTFIX DURATION
- #define ANIMATION_03_INTERNAL IMAGESTEM POSTFIX DURATION
- #define ANIMATION_04_INTERNAL IMAGESTEM POSTFIX DURATION
- #define ANIMATION_05_INTERNAL IMAGESTEM POSTFIX DURATION
- #define ANIMATION_06_INTERNAL IMAGESTEM POSTFIX DURATION
- #define ANIMATION_07_INTERNAL IMAGESTEM POSTFIX DURATION
- #define ANIMATION_08_INTERNAL IMAGESTEM POSTFIX DURATION
- #define ANIMATION_09_INTERNAL IMAGESTEM POSTFIX DURATION
- #define ANIMATION_10_INTERNAL IMAGESTEM POSTFIX DURATION
- #define ANIMATION_11_INTERNAL IMAGESTEM POSTFIX DURATION
- #define ANIMATION_12_INTERNAL IMAGESTEM POSTFIX DURATION
- #define ANIMATION_13_INTERNAL IMAGESTEM POSTFIX DURATION
- #define ANIMATION_14_INTERNAL IMAGESTEM POSTFIX DURATION
- #define ANIMATION_15_INTERNAL IMAGESTEM POSTFIX DURATION
- #define ANIMATION_16_INTERNAL IMAGESTEM POSTFIX DURATION
- #define ANIMATION_17_INTERNAL IMAGESTEM POSTFIX DURATION
- #define ANIMATION_18_INTERNAL IMAGESTEM POSTFIX DURATION
- #define BUILD_IMAGE BUILDER IMAGESTEM POSTFIX
building.cfg
this file needs probably be removed it's dangerous since it sets flags that are unused anywhere else
- #define BUILDING TERRAIN IMAGE_WML
- #define BUILDING_PROBABILITY TERRAIN IMAGE_WML PROB
compat.cfg
- #define TERRAIN_ADJACENT_CORNER_BOTH INNER_TERRAIN_PATTERN OUTER_TERRAIN_PATTERN IMAGESTEM
- #define TERRAIN_OVERLAY_PROB TERRAIN_PATTERN FLAG PROB IMAGESTEM
- #define SHEX TYPE FLAG PROB TILE_NAME
- #define SHEX_DOUBLE TYPE FLAG PROB TILE1_NAME TILE2_NAME
- #define SHEX_LAYER TYPE FLAG LAYER PROB TILE_NAME
corner_overlay.cfg
- #meta-macro CORNER_OVERLAY TERRAIN ADJACENT1 ADJACENT2 P=PROB=100 L=LAYER=0 B=BASE=(54,72) F=FLAG=overlay IMAGE
- #define DISABLE_CORNER_TRANSITIONS_F TERRAIN FLAG
- #define DISABLE_CORNER_TRANSITIONS TERRAIN
restricted-transitions
- #define OVERLAY_RESTRICTED2_N_NE_PLF TERRAIN ADJACENT PROB LAYER FLAG IMAGESTEM
- #define OVERLAY_RESTRICTED2_N_SE_PLF TERRAIN ADJACENT PROB LAYER FLAG IMAGESTEM
- #define OVERLAY_RESTRICTED2_N_S_PLF TERRAIN ADJACENT PROB LAYER FLAG IMAGESTEM
- #define OVERLAY_RESTRICTED3_N_NE_SE_PLF TERRAIN ADJACENT PROB LAYER FLAG IMAGESTEM
- #define OVERLAY_RESTRICTED3_N_NE_S_PLF TERRAIN ADJACENT PROB LAYER FLAG IMAGESTEM
- #define OVERLAY_RESTRICTED3_N_NE_SW_PLF TERRAIN ADJACENT PROB LAYER FLAG IMAGESTEM
- #define OVERLAY_RESTRICTED3_N_SE_SW_PLF TERRAIN ADJACENT PROB LAYER FLAG IMAGESTEM
transitions_base
- #define TRANSITION1_BASE_PLFB TERRAIN ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM
- #define TRANSITION2_BASE_PLFB TERRAIN ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM
- #define TRANSITION3_BASE_PLFB TERRAIN ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM
- #define TRANSITION4_BASE_PLFB TERRAIN ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM
- #define DISABLE_BASE_TRANSITIONS_F TERRAIN FLAG
transitions_overlay
- #meta-macro TRANSITION1_OVERLAY TERRAIN ADJACENT P=PROB=100 L=LAYER=0 F=FLAG=overlay IMAGE
- #meta-macro TRANSITION2_OVERLAY TERRAIN ADJACENT P=PROB=100 L=LAYER=0 F=FLAG=overlay IMAGE
util.cfg
- #define VIMG BASE_STRING NAME_STRING
- #define DISABLE_TRANSITIONS TERRAIN_PATTERN
- #define FLAG_IF_ADJACENT TERRAIN ADJACENT FLAG