#textdomain wesnoth-utbs
# A supplementary terrain-graphics file
# which is supposed to help with transitions

{DISABLE_TRANSITIONS (Dd^Cd,Dd^Kd)}

{TERRAIN_BASE        Dd^Cd                         darkcastle}
{TERRAIN_BASE        Dd^Kd                         darkcastle}
{OVERLAY             Dd^Kd                         dark-keep-throne}

{WALL_TRANSITION2    (Dd^Cd,Dd^Kd)  Xu     (!,Dd^Cd,Dd^Kd,Xu)    castle/dwarven-castle-wall}
{WALL_TRANSITION     (Dd^Cd,Dd^Kd)  (!,Xu,Qxu,Ql,Dd^Cd,Dd^Kd)    castle/dwarven-castle}

# wmlscope: start ignoring
{OVERLAY             *^Fi  ../scenery/fire1.png:200,../scenery/fire2.png:200,../scenery/fire3.png:200,../scenery/fire4.png:200,../scenery/fire5.png:200,../scenery/fire6.png:200,../scenery/fire7.png:200,../scenery/fire8.png:200}
# wmlscope: stop ignoring

{OVERLAY    *^Sci           summoning-center}
{OVERLAY_P  *^Sco   15      summoning-circle1}
{OVERLAY_P  *^Sco   15      summoning-circle2}
{OVERLAY_P  *^Sco   15      summoning-circle3}
{OVERLAY_P  *^Sco   15      summoning-circle4}
{OVERLAY_P  *^Sco   15      summoning-circle6}
{OVERLAY    *^Sco           summoning-circle5}

#ifndef EDITOR
# This makes gray shallow water transition on top of the wooden floor, which
# otherwise would have a hard edge; the color-shift values aren't spot-on
# (because we're shifting ocean to match color-shifted coast-tropical) so a
# transition is drawn both ways to hide it.
#
# This is #ifdef'd away for the editor because otherwise the transition would
# always work in the editor and give the false impression of working outside
# UtBS.
{ANIMATED_WATER_15_TRANSITION Iwr                Wwg        -560 "~CS(40,15,-20)"     110 water/ocean}
{ANIMATED_WATER_15_TRANSITION Wwg                Iwr        -560 "~CS(40,15,-20)"     110 water/ocean-long}
[terrain_graphics]
        map="
2
, .
1"
    [tile]
        pos=1
        type=Wwg
        set_no_flag=beach-@R0-@R5,beach-@R0-@R1
    [/tile]
    [tile]
        pos=2
        type=Iwr
        set_no_flag=beach-@R2-@R3,beach-@R3-@R2
    [/tile]

    rotations=tr,r,br,bl,l,tl
[/terrain_graphics]

# The ruined desert castles in this campaign were ravaged by meteors
{OVERLAY_RANDOM      Cdr                           embellishments/stones-small}
#endif
