#textdomain wesnoth-utbs
# Special terrains I use in the UTBS maps

# dark tile terrain
# for this to work for some reason it has to be on the top of the list


[terrain]
    symbol_image=dark_tile1
    id=DarkTiles
    name="Dark Tiles"
    #char=%
    string=Ryd
    aliasof=Rr
[/terrain]

{TERRAIN_BASE_PROB            Ryd dark_tile1   50}
{TERRAIN_BASE_PROB            Ryd dark_tile2   33}
{TERRAIN_BASE                 Ryd dark_tile3}

# custom lava terrain
# similar to normal lava except that I allow units to walk across lava

[terrain]
    symbol_image=lava
    id=lava
    name= _ "Lava"
    #char=y
    string=Yl
    mvt_alias="+,Uu,Ql"
    def_alias=-,Uu,Ql
    submerge=0.4
    unit_height_adjust=-4
[/terrain]

{TERRAIN_BASE Yl lava}

# stone bridge over chasm (currently not used)

#[terrain]
# symbol_image=abyssbridge2
# id=Bridge
# name= _ "Stone Bridge"
# char=^
# aliasof=u
#[/terrain]

# {TERRAIN_BASE ^ abyssbridge2}

# human ship terrain (alias of merfolk village so it can be captured)

[terrain]
    symbol_image=coast
    id=HumanShip
    name= _ "Human Ship"
    #char=*
    string=Wyc
    aliasof=Mm
    heals=false
    gives_income=true
[/terrain]

{TERRAIN_BASE Wyc coast}

# desert campfire terrain
[terrain]
    symbol_image=desert
    id=DesertCampfire
    name= _ "Campfire"
    string=Dd^Fi
    aliasof=Mm^Xm
    heals=false
    gives_income=false
[/terrain]

{TERRAIN_OVERLAY_PROB Dd^Fi "" 100% ../scenery/fire1:200,../scenery/fire2:200,../scenery/fire3:200,../scenery/fire4:200,../scenery/fire5:200,../scenery/fire6:200,../scenery/fire7:200,../scenery/fire8:200}

# phantom castle
[terrain]
    symbol_image=darkcastle
    id=LostCastle
    name= _ "Phantom Castle"
    string=Dd^Cd # so we don't get desert overlays
    aliasof=Cud
    heals=false
    gives_income=false
    recruit_onto=true
    no_overlay=true
[/terrain]

# phantom keep
[terrain]
    symbol_image=darkcastle
    id=LostCastle
    name= _ "Phantom Keep"
    string=Dd^Kd # so we don't get desert overlays
    aliasof=Kud
    heals=false
    gives_income=false
    recruit_onto=true
    recruit_from=true
    no_overlay=true
[/terrain]

{DISABLE_TRANSITIONS (Dd^Cd,Dd^Kd)}
{TERRAIN_ADJACENT_CORNER_BOTH  (Dd^Cd,Dd^Kd)  (!,Xu,Qxu,Ql,Dd^Cd,Dd^Kd)            castle/dwarven-castle}
{TERRAIN_ADJACENT_CORNER       (Dd^Cd,Dd^Kd)  (!,Dd^Cd,Dd^Kd,Xu)         Xu  54,68 castle/dwarven-castle-wall-ccw}
{TERRAIN_OVERLAY_PROB Dd^Cd "" 100% darkcastle}
{TERRAIN_OVERLAY_PROB Dd^Kd "" 100% darkcastle}
{TERRAIN_OVERLAY_PROB Dd^Kd "" 100% castle/dwarven-keep}
