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terrain.cfg
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terrain.cfg
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#textdomain wesnoth-lib
# Terrain configuration file. Defines how the terrain _work_ in the game. How
# the terrains _look_ is defined in terrain_graphics.cfg .
# NOTE: terrain id's are used implicitly by the in-game help:
# each "[terrain_type] id=some_id" corresponds to "[section] id=terrain_some_id"
# or "[topic] id=terrain_some_id" identifying its description in [help]
# NOTE: this list is sorted to group things comprehensibly in the editor
#
# ## Water ##
#
[terrain_type]
symbol_image=water/ocean-grey-tile
id=deep_water_gray
name= _ "Deep Water"
editor_name= _ "Gray Deep Water"
string=Wog
aliasof=Wdt
submerge=0.5
editor_group=water
[/terrain_type]
[terrain_type]
symbol_image=water/ocean-tile
id=deep_water_medium
name= _ "Deep Water"
editor_name= _ "Medium Deep Water"
string=Wo
aliasof=Wdt
submerge=0.5
editor_group=water
[/terrain_type]
[terrain_type]
symbol_image=water/ocean-tropical-tile
id=deep_water_tropical
name= _ "Deep Water"
editor_name= _ "Tropical Deep Water"
string=Wot
aliasof=Wdt
submerge=0.5
editor_group=water
[/terrain_type]
[terrain_type]
symbol_image=water/coast-grey-tile
id=gray_tropical_water
name= _ "Shallow Water"
editor_name= _ "Gray Shallow Water"
string=Wwg
aliasof=Wst
submerge=0.4
editor_group=water
[/terrain_type]
[terrain_type]
symbol_image=water/coast-tile
id=medium_shallow_water
name= _ "Shallow Water"
editor_name= _ "Medium Shallow Water"
string=Ww
aliasof=Wst
submerge=0.4
editor_group=water
[/terrain_type]
[terrain_type]
symbol_image=water/coast-tropical-tile
id=tropical_water
name= _ "Shallow Water"
editor_name= _ "Tropical Shallow Water"
string=Wwt
aliasof=Wst
submerge=0.4
editor_group=water
[/terrain_type]
[terrain_type]
symbol_image=water/ford-tile
id=ford
name= _ "Ford"
editor_name= _ "Ford"
string=Wwf
aliasof=Gt, Wst
submerge=0.3
editor_group=water
help_topic_text= _ "When a river happens to be extremely shallow, passing over it is a trivial matter for land based units. Moreover, any creature best adapted to swimming has full mobility even at such places in the river. As far as gameplay is concerned, a river ford is treated as either grassland or shallow water, choosing whichever one offers the best defensive and movement bonuses for the unit on it."
[/terrain_type]
[terrain_type]
symbol_image=water/reef-gray-tile
id=gray_reef
name= _ "Coastal Reef"
editor_name= _ "Gray Coastal Reef"
string=Wwrg
aliasof=Wrt
submerge=0.3
editor_group=water
[/terrain_type]
[terrain_type]
symbol_image=water/reef-tile
id=medium_reef
name= _ "Coastal Reef"
editor_name= _ "Medium Coastal Reef"
aliasof=Wrt
string=Wwr
submerge=0.3
editor_group=water
[/terrain_type]
[terrain_type]
symbol_image=water/reef-tropical-tile
id=tropical_reef
name= _ "Coastal Reef"
editor_name= _ "Tropical Coastal Reef"
string=Wwrt
aliasof=Wrt
submerge=0.3
editor_group=water
[/terrain_type]
# ## Swamp ##
[terrain_type]
symbol_image=swamp/water-tile
id=swamp_water_reed
name= _ "Swamp"
editor_name= _ "Swamp Water Reed"
aliasof=St
string=Ss
submerge=0.4
editor_group=water
[/terrain_type]
[terrain_type]
symbol_image=swamp/mud-tile
id=quagmire
name= _ "Swamp"
editor_name= _ "Muddy Quagmire"
string=Sm
aliasof=St
submerge=0.4
editor_group=water
[/terrain_type]
#
# ## Flat ##
#
# ## Grass ##
[terrain_type]
symbol_image=grass/green-symbol
editor_image=grass/green
id=grassland
name= _ "Grassland"
editor_name= _ "Green Grass"
string=Gg
aliasof=Gt
editor_group=flat
[/terrain_type]
[terrain_type]
# symbol_image=grass/semi-dry-symbol
symbol_image=grass/semi-dry
id=savanna
name= _ "Grassland"
editor_name= _ "Semi-dry Grass"
string=Gs
aliasof=Gt
editor_group=flat
[/terrain_type]
[terrain_type]
symbol_image=grass/dry-symbol
editor_image=grass/dry
id=grass_dry
name= _ "Grassland"
editor_name= _ "Dry Grass"
string=Gd
aliasof=Gt
editor_group=flat
[/terrain_type]
[terrain_type]
symbol_image=grass/leaf-litter
id=leaf_litter
name= _ "Grassland"
editor_name= _ "Leaf Litter"
string=Gll
aliasof=Gt
editor_group=flat,fall
[/terrain_type]
# ## Roads ##
[terrain_type]
symbol_image=flat/dirt-dark
id=dirt_dark
name = _ "Dirt"
editor_name= _ "Dark Dirt"
string=Rb
aliasof=Gt
editor_group=flat
[/terrain_type]
[terrain_type]
symbol_image=flat/dirt
id=dirt
name = _ "Dirt"
editor_name= _ "Regular Dirt"
string=Re
aliasof=Gt
editor_group=flat
[/terrain_type]
[terrain_type]
symbol_image=flat/desert-road
id=dirt_dry
name = _ "Dirt"
editor_name= _ "Dry Dirt"
string=Rd
aliasof=Gt
editor_group=desert, flat
[/terrain_type]
[terrain_type]
symbol_image=flat/road
id=road
name = _ "Road"
editor_name= _ "Regular Cobbles"
string=Rr
aliasof=Gt
editor_group=flat
help_topic_text= _ "<italic>text='Roads'</italic> are beaten paths of dirt, formed by many travelers passing over them. As far as gameplay is concerned, roads behave as flat terrain."
[/terrain_type]
[terrain_type]
symbol_image=flat/road-clean
id=road_clean
name = _ "Road"
editor_name= _ "Clean Gray Cobbles"
string=Rrc
aliasof=Gt
editor_group=flat
[/terrain_type]
[terrain_type]
symbol_image=flat/stone-path
id=stone_path
name = _ "Road"
editor_name= _ "Overgrown Cobbles"
string=Rp
aliasof=Gt
editor_group=flat
[/terrain_type]
#
# ## Frozen ##
#
[terrain_type]
symbol_image=frozen/ice
id=ice
name= _ "Ice"
string=Ai
aliasof=At
editor_group=frozen
[/terrain_type]
[terrain_type]
symbol_image=frozen/snow
id=snow
name= _ "Snow"
string=Aa
aliasof=At
editor_group=frozen
[/terrain_type]
#
# ## Desert ##
#
[terrain_type]
symbol_image=sand/desert
id=desert
name = _ "Desert"
editor_name= _ "Desert Sands"
string=Dd
aliasof=Dt
editor_group=desert
help_topic_text= _ "<italic>text='Deserts'</italic> have a somewhat different composition than small sand pits or beaches, however for gameplay purposes they are identical. See <ref>dst='terrain_sand' text='sand'</ref>."
[/terrain_type]
[terrain_type]
symbol_image=sand/beach
id=sand_beach
name= _ "Sand"
editor_name= _ "Beach Sands"
string=Ds
aliasof=Dt
editor_group=desert
help_topic_text= _ "The instability of <italic>text='sand'</italic> makes it harder for most units to cross, and leaves them wide open to attack. In contrast, the wide feet or snakelike bodies of the reptilian races make sand much easier for them to navigate.
Most units receive 20 to 40% defense in sand."
[/terrain_type]
[terrain_type]
symbol_image=sand/desert-oasis
id=oasis
name= _ "Oasis"
default_base=Dd
string=^Do
aliasof=_bas
heals=8
#gives_income=true
editor_group=desert, forest
[/terrain_type]
[terrain_type]
symbol_image=misc/rubble-tile
id=sand_rubble
name= _ "Rubble"
string=^Dr
aliasof=_bas, Ht
mvt_alias=-,_bas,Ht
editor_group=desert, rough
[/terrain_type]
[terrain_type]
symbol_image=sand/crater
id=crater
name= _ "Crater"
string=Dd^Dc
default_base=Dd
aliasof=Dt
editor_group=desert
[/terrain_type]
#
# ## Embellishments ##
#
[terrain_type]
symbol_image=embellishments/flowers-mixed
id=flowers_mixed
editor_name= _ "Mixed Flowers"
string=^Efm
aliasof=_bas
editor_group=embellishments
[/terrain_type]
[terrain_type]
symbol_image=embellishments/farm-veg-spring-icon
id=farm
name= _ "Farmland"
string=^Gvs
aliasof=_bas
editor_group=embellishments
[/terrain_type]
[terrain_type]
symbol_image=embellishments/stones-small7
id=stones_small
editor_name= _ "Stones"
string=^Es
aliasof=_bas
editor_group=embellishments
[/terrain_type]
[terrain_type]
symbol_image=embellishments/mushroom
id=mushrooms_small
editor_name= _ "Small Mushrooms"
string=^Em
aliasof=_bas
editor_group=embellishments
[/terrain_type]
[terrain_type]
symbol_image=embellishments/mushroom-farm-small
id=mushrooms_farm
editor_name= _ "Mushroom Farm"
string=^Emf
aliasof=_bas
editor_group=embellishments,cave
[/terrain_type]
[terrain_type]
symbol_image=embellishments/desert-plant5
id=desert_plants
editor_name= _ "Desert Plants"
string=^Edp
aliasof=_bas
editor_group=embellishments, desert
[/terrain_type]
[terrain_type]
symbol_image=embellishments/desert-plant
id=desert_plants_sans_bones
editor_name= _ "Desert Plants without Bones"
string=^Edpp
aliasof=_bas
editor_group=embellishments, desert
[/terrain_type]
[terrain_type]
symbol_image=misc/windmill-embellishment-tile
id=windmill
editor_name= _ "Windmill"
string=^Wm
aliasof=_bas
editor_group=embellishments
[/terrain_type]
[terrain_type]
symbol_image=misc/fire-A01
id=campfire
editor_name= _ "Campfire"
string=^Ecf
aliasof=_bas
editor_group=embellishments
[/terrain_type]
[terrain_type]
symbol_image=embellishments/fence-se-nw-01
id=fence
editor_name= _ "Fence"
string=^Eff
aliasof=_bas
editor_group=embellishments
[/terrain_type]
[terrain_type]
symbol_image=embellishments/rocks
id=sand_drifts
editor_name= _ "Stones with Sand Drifts"
string=^Esd
aliasof=_bas
editor_group=embellishments, desert
[/terrain_type]
[terrain_type]
symbol_image=embellishments/water-lilies-tile
id=water-lilies
editor_name= _ "Water Lilies"
string=^Ewl
default_base=Ww
aliasof=_bas
editor_group=water,embellishments
[/terrain_type]
[terrain_type]
symbol_image=embellishments/water-lilies-flower-tile
id=water-lilies-flower
editor_name= _ "Flowering Water Lilies"
string=^Ewf
default_base=Ww
aliasof=_bas
editor_group=water,embellishments
[/terrain_type]
## Trash and battlefield litter ##
[terrain_type]
symbol_image=misc/detritus/trashC-1
id=detritus_trash
name= _ "Trash"
string=^Edt
aliasof=_bas
editor_group=embellishments
[/terrain_type]
[terrain_type]
symbol_image=misc/detritus/detritusC-1
id=detritus_bones
name= _ "Remains"
string=^Edb
aliasof=_bas
editor_group=embellishments
[/terrain_type]
#
# ## Forests ##
#
[terrain_type]
symbol_image=forest/great-tree-tile
id=great_tree
name= _ "Great Tree"
editor_name= _ "Great Tree"
string=^Fet
default_base=Gg
aliasof=_bas,Ft
mvt_alias=-,_bas,Ft
editor_group=forest
[/terrain_type]
[terrain_type]
symbol_image=forest/great-tree-dead-tile
id=great_tree_dead
name= _ "Great Tree"
editor_name= _ "Dead Great Tree"
string=^Fetd
default_base=Gd
aliasof=_bas,Ft
mvt_alias=-,_bas,Ft
editor_group=forest
[/terrain_type]
[terrain_type]
symbol_image=forest/tropical/jungle-tile
id=tropical_forest
name= _ "Forest"
editor_name= _ "Tropical Forest"
string=^Ft
default_base=Gs
aliasof=_bas,Ft
mvt_alias=-,_bas,Ft
editor_group=forest
[/terrain_type]
[terrain_type]
symbol_image=forest/tropical/rainforest-tile
id=rainforest
name= _ "Forest"
editor_name= _ "Rainforest"
string=^Ftr
default_base=Gll
aliasof=_bas,Ft
mvt_alias=-,_bas,Ft
editor_group=forest
[/terrain_type]
[terrain_type]
symbol_image=forest/tropical/palm-desert-tile
id=palm_desert_forest
name= _ "Forest"
editor_name= _ "Palm Forest"
string=^Ftd
default_base=Dd
aliasof=_bas,Ft
mvt_alias=-,_bas,Ft
editor_group=forest,desert
[/terrain_type]
[terrain_type]
symbol_image=forest/tropical/palms-tile
id=palm_forest
name= _ "Forest"
editor_name= _ "Dense Palm Forest"
string=^Ftp
default_base=Gs
aliasof=_bas,Ft
mvt_alias=-,_bas,Ft
editor_group=forest
[/terrain_type]
[terrain_type]
symbol_image=forest/tropical/savanna-tile
id=savanna_forest
name= _ "Forest"
editor_name= _ "Savanna"
string=^Fts
default_base=Gd
aliasof=_bas,Ft
mvt_alias=-,_bas,Ft
editor_group=forest,desert
[/terrain_type]
[terrain_type]
symbol_image=forest/pine-tile
id=pine_forest
name= _ "Forest"
editor_name= _ "Pine Forest"
string=^Fp
aliasof=_bas,Ft
mvt_alias=-,_bas,Ft
default_base=Gll
editor_group=forest
[/terrain_type]
[terrain_type]
symbol_image=forest/snow-forest-tile
id=snow_forest
name= _ "Forest"
editor_name= _ "Snowy Pine Forest"
string=^Fpa
default_base=Aa
aliasof=_bas,At,Ft
mvt_alias=-,_bas,At,Ft
editor_group=frozen, forest
[/terrain_type]
[terrain_type]
symbol_image=forest/deciduous-summer-tile
id=deciduous_forest_summer
name= _ "Forest"
editor_name= _ "Summer Deciduous Forest"
string=^Fds
default_base=Gs
aliasof=_bas,Ft
mvt_alias=-,_bas,Ft
editor_group=forest
[/terrain_type]
[terrain_type]
symbol_image=forest/deciduous-fall-tile
id=deciduous_forest_fall
name= _ "Forest"
editor_name= _ "Fall Deciduous Forest"
string=^Fdf
default_base=Gll
aliasof=_bas,Ft
mvt_alias=-,_bas,Ft
editor_group=forest, fall
[/terrain_type]
[terrain_type]
symbol_image=forest/deciduous-winter-tile
id=deciduous_forest_winter
name= _ "Forest"
editor_name= _ "Winter Deciduous Forest"
string=^Fdw
default_base=Gll
aliasof=_bas,Ft
mvt_alias=-,_bas,Ft
editor_group=forest, fall
[/terrain_type]
[terrain_type]
symbol_image=forest/deciduous-winter-snow-tile
id=deciduous_forest_winter_snow
name= _ "Forest"
editor_name= _ "Snowy Deciduous Forest"
string=^Fda
default_base=Aa
aliasof=_bas,At,Ft
mvt_alias=-,_bas,At,Ft
editor_group=frozen, forest
[/terrain_type]
[terrain_type]
symbol_image=forest/mixed-summer-tile
id=mixed_forest_summer
name= _ "Forest"
editor_name= _ "Summer Mixed Forest"
string=^Fms
default_base=Gs
aliasof=_bas,Ft
mvt_alias=-,_bas,Ft
editor_group=forest
[/terrain_type]
[terrain_type]
symbol_image=forest/mixed-fall-tile
id=mixed_forest_fall
name= _ "Forest"
editor_name= _ "Fall Mixed Forest"
string=^Fmf
default_base=Gll
aliasof=_bas,Ft
mvt_alias=-,_bas,Ft
editor_group=forest, fall
[/terrain_type]
[terrain_type]
symbol_image=forest/mixed-winter-tile
id=mixed_forest_winter
name= _ "Forest"
editor_name= _ "Winter Mixed Forest"
string=^Fmw
default_base=Gll
aliasof=_bas,Ft
mvt_alias=-,_bas,Ft
editor_group=forest, fall
[/terrain_type]
[terrain_type]
symbol_image=forest/mixed-winter-snow-tile
id=mixed_forest_winter_snow
name= _ "Forest"
editor_name= _ "Snowy Mixed Forest"
string=^Fma
default_base=Aa
aliasof=_bas,At,Ft
mvt_alias=-,_bas,At,Ft
editor_group=frozen, forest
[/terrain_type]
#
# ## Hills ##
#
[terrain_type]
symbol_image=hills/regular
id=hills_regular
name= _ "Hills"
editor_name= _ "Regular Hills"
aliasof=Ht
string=Hh
editor_group=rough
[/terrain_type]
[terrain_type]
symbol_image=hills/dry
id=hills_dry
name= _ "Hills"
editor_name= _ "Dry Hills"
string=Hhd
aliasof=Ht
editor_group=fall, rough
[/terrain_type]
[terrain_type]
symbol_image=hills/desert
id=desert_hills
name= _ "Dunes"
string=Hd
aliasof=Dt, Ht
mvt_alias=-,Dt,Ht
editor_group=desert, rough
[/terrain_type]
[terrain_type]
symbol_image=hills/snow
id=snow_hills
name= _ "Hills"
editor_name= _ "Snow Hills"
string=Ha
aliasof=At, Ht
mvt_alias=-,At, Ht
editor_group=frozen, rough
[/terrain_type]
#
# ## Mountain ##
#
[terrain_type]
symbol_image=mountains/basic-tile
id=regular_mountains
name= _ "Mountains"
editor_name= _ "Regular Mountains"
string=Mm
aliasof=Mt
editor_group=rough
[/terrain_type]
[terrain_type]
symbol_image=mountains/dry-tile
id=desert_mountains
name= _ "Mountains"
editor_name= _ "Dry Mountains"
string=Md
aliasof=Mt
editor_group=rough, desert
[/terrain_type]
[terrain_type]
symbol_image=mountains/snow-tile
id=snow_mountains
name= _ "Mountains"
editor_name= _ "Snowy Mountains"
string=Ms
aliasof=At, Mt
mvt_alias=-,At, Mt
editor_group=rough, frozen
[/terrain_type]
#
# ## Interior ##
#
[terrain_type]
name= _ "Wooden Floor"
symbol_image=interior/wood-regular
editor_name= _ "Basic Wooden Floor"
string=Iwr
aliasof=Gt
editor_group=flat
[/terrain_type]
#
# ## Underground ##
#
[terrain_type]
symbol_image=cave/beam-tile
id=lit
name= _ "Lit"
editor_name= _ "Beam of Light"
string=^Ii
aliasof=_bas
light=25
editor_group=cave
[/terrain_type]
[terrain_type]
symbol_image=cave/floor6
id=cave_floor
name= _ "Cave"
editor_name= _ "Cave Floor"
aliasof=Ut
string=Uu
editor_group=cave
[/terrain_type]
[terrain_type]
symbol_image=cave/earthy-floor3
id=cave_earthy
name= _ "Cave"
editor_name= _ "Earthy Cave Floor"
string=Uue
aliasof=Ut
editor_group=cave
[/terrain_type]
[terrain_type]
symbol_image=cave/flagstones-dark
id=flagstones_dark
name= _ "Road"
editor_name= _ "Dark Flagstones"
string=Urb
editor_group=cave, flat
aliasof=Gt
[/terrain_type]
[terrain_type]
symbol_image=cave/path
id=cave_path
name= _ "Road"
editor_name= _ "Cave Path"
string=Ur
aliasof=Gt
editor_group=cave, flat
[/terrain_type]
[terrain_type]
symbol_image=forest/mushrooms-tile
id=fungus_grove
name= _ "Mushroom Grove"
editor_name= _ "Mushroom Grove"
string=^Uf
aliasof=Uft
default_base=Uu
editor_group=cave, forest
[/terrain_type]
[terrain_type]
symbol_image=forest/mushrooms-beam-tile
id=fungus_beam
name= _ "Mushroom Grove"
editor_name= _ "Lit Mushroom Grove"
string=^Ufi
default_base=Uu
aliasof=Uft
light=25
editor_group=cave
[/terrain_type]
[terrain_type]
symbol_image=cave/hills-variation
id=rocky_cave
name= _ "Rockbound Cave"
editor_name= _ "Rockbound Cave"
string=Uh
aliasof=Ut, Ht
mvt_alias=-,Ut, Ht
editor_group=cave, rough
help_topic_text= _ "<italic>text='Rockbound cave'</italic> terrain is formed by the action of water and wind, carrying erosive particles that carve the rock. It resembles a scraggy underground cavern which reduces efficiency of most units, but shoulders defense. Dwarves and trolls, who are main settlers of caves, have a relatively easy time navigating this terrain. Dwarves, who by dint of their small size have the full advantage of navigation in such topography. Occasionally caves are <ref>dst='terrain_illuminated_cave' text='illuminated'</ref>
Most units have about 50% defense in rocky caves, whereas cavalry are limited to 40%. Dwarves enjoy 60% defense in rockbound caves."
[/terrain_type]
# ## Mine rail tracks ##
[terrain_type]
symbol_image=misc/rails-n-s
id=mine_rails
name= _ "Mine Rail"
string=^Br|
aliasof=_bas,Rt
mvt_alias=Gt,Rt
submerge=0
unit_height_adjust=22
editor_group=cave
[/terrain_type]
[terrain_type]
symbol_image=misc/rails-ne-sw
id=mine_railsdiag1
name= _ "Mine Rail"
string=^Br/
aliasof=_bas,Rt
mvt_alias=Gt,Rt
submerge=0
unit_height_adjust=22
editor_group=cave
hide_help=yes
[/terrain_type]
[terrain_type]
symbol_image=misc/rails-se-nw
id=mine_railsdiag2
name= _ "Mine Rail"
string=^Br\
aliasof=_bas,Rt
mvt_alias=Gt,Rt
submerge=0
unit_height_adjust=22
editor_group=cave
hide_help=yes
[/terrain_type]
#
# ## Unwalkable ##
#
[terrain_type]
symbol_image=chasm/depths
editor_image=chasm/regular-tile
id=canyon
name= _ "Chasm"
editor_name= _ "Regular Chasm"
string=Qxu
aliasof=Qt
editor_group=cave, obstacle
[/terrain_type]
[terrain_type]
symbol_image=chasm/depths
editor_image=chasm/earthy-tile
id=chasm_earthy
name= _ "Chasm"
editor_name= _ "Earthy Chasm"
string=Qxe
aliasof=Qt
editor_group=cave, obstacle
[/terrain_type]
[terrain_type]
symbol_image=chasm/abyss
editor_image=chasm/abyss-tile
id=abyss
name= _ "Chasm"
editor_name= _ "Ethereal Abyss"
string=Qxua
aliasof=Qt
editor_group=cave, obstacle
[/terrain_type]
[terrain_type]
symbol_image=unwalkable/lava
editor_image=unwalkable/lava-chasm-tile
id=lava_chasm
name= _ "Chasm"
editor_name= _ "Lava Chasm"
string=Ql
aliasof=Qt
light=25
max_light=35
editor_group=cave, obstacle
[/terrain_type]
[terrain_type]
symbol_image=unwalkable/lava
id=lava
name= _ "Lava"
editor_name= _ "Lava"
string=Qlf
aliasof=Qt
light=25
max_light=35
editor_group=cave, obstacle
help_topic_text= _ "The dangers inherent in trying to walk on <italic>text='lava'</italic> are fairly obvious. As far as movement is concerned, lava is equivalent to <ref>dst='terrain_unwalkable' text='unwalkable'</ref> terrain, and can only be crossed by those units capable of flying a considerable distance above it. The molten magma also produces a substantial glow, illuminating the area immediately above it. This provides an attack bonus for lawful units and removes the attack bonus from chaotic units."
[/terrain_type]
[terrain_type]
symbol_image=mountains/volcano-tile
editor_image=mountains/volcano-tile
id=volcano
name= _ "Volcano"
string=Mv
aliasof=Qt
light=25
max_light=35
editor_group=rough, obstacle
[/terrain_type]
#
# Impassable
#
[terrain_type]
symbol_image=mountains/cloud-tile
id=cloud