#ifdef EDITOR
[terrain_graphics]
    [tile]
        x,y=0,0
        type=*^Gryv
        [image]
            name=grave-overlay-editor.png~O(0.5)
            layer=1000
        [/image]
    [/tile]
[/terrain_graphics]

[terrain_graphics]
    [tile]
        x,y=0,0
        type=*^Nhyr
        [image]
            name=not-here-tile-editor.png~O(0.5)
            layer=1000
        [/image]
    [/tile]
[/terrain_graphics]
#endif
#----------------------------------------------------------------

# Farmers' Fences from first scenario. This is copied directly from the BfW core
# terrain_graphics file. If the macro name ever changes, this will have to as well.
# (The custom terrain has different behavior from the normal one though it looks
# the same.)

{NEW:FENCE *^Fync embellishments/fence}
#----------------------------------------------------------------

# The sparkle for the Crystal Caves in 20_North_Knalga. Any number of these are picked
# at random where a glint overlay is used.
[terrain_graphics]
    [tile]
        x,y=0,0
        type=*^Crys
        [image]
            layer=0
            name="crystal-caves/glint-a[1~4].png:200,crystal-caves/glint-a[3~1].png:200,crystal-caves/glint-blank.png:1000,crystal-caves/glint-b[1~4].png:200,crystal-caves/glint-b[3~1].png:200,crystal-caves/glint-blank.png:3000"
        [/image]
    [/tile]
    probability=20
[/terrain_graphics]

[terrain_graphics]
    [tile]
        x,y=0,0
        type=*^Crys
        [image]
            layer=0
            name="crystal-caves/glint-c[1~4].png:200,crystal-caves/glint-c[3~1].png:200,crystal-caves/glint-blank.png:2000,crystal-caves/glint-d[1~4].png:200,crystal-caves/glint-d[3~1].png:200,crystal-caves/glint-blank.png:2500"
        [/image]
    [/tile]
    probability=25
[/terrain_graphics]

[terrain_graphics]
    [tile]
        x,y=0,0
        type=*^Crys
        [image]
            layer=0
            name="crystal-caves/glint-f[1~4].png:200,crystal-caves/glint-f[3~1].png:200,crystal-caves/glint-blank.png:4000"
        [/image]
    [/tile]
    probability=33
[/terrain_graphics]

[terrain_graphics]
    [tile]
        x,y=0,0
        type=*^Crys
        [image]
            layer=0
            name="crystal-caves/glint-g[1~4].png:200,crystal-caves/glint-g[3~1].png:200,crystal-caves/glint-blank.png:3500"
        [/image]
    [/tile]
    probability=50
[/terrain_graphics]

[terrain_graphics]
    [tile]
        x,y=0,0
        type=*^Crys
        [image]
            layer=0
            name="crystal-caves/glint-e[1~4].png:200,crystal-caves/glint-e[3~1].png:200,crystal-caves/glint-blank.png:1500,crystal-caves/glint-b[1~4].png:200,crystal-caves/glint-b[3~1].png:200,crystal-caves/glint-blank.png:4500"
        [/image]
    [/tile]
    probability=100
[/terrain_graphics]
#----------------------------------------------------------------

# The spiderwebs for 18_Abandoned_Outpost. The rules are fairly specific. Webs will not
# be drawn in quite a few locations because none of the rules will match. If you want to
# use them, be careful. Or, add more artwork and rules.
[terrain_graphics]
    [tile]
        pos=1
        type=*^Wyb
    [/tile]
    [tile]
        pos=2
        type=X*
    [/tile]
    [tile]
        pos=3
        type=!,X*
    [/tile]
    [image]
        name=spiderweb/web1.png
        layer=10
    [/image]
    [image]
        name=spiderweb/web1-bottom.png
        layer=-10
    [/image]
    map="
.,  .
, 2
2,  2
, 1
2,  3
, 3"
[/terrain_graphics]

[terrain_graphics]
    [tile]
        pos=1
        type=*^Wyb
    [/tile]
    [tile]
        pos=2
        type=X*
    [/tile]
    [tile]
        pos=3
        type=!,X*
    [/tile]
    [image]
        name=spiderweb/web2.png
        layer=10
    [/image]
    [image]
        name=spiderweb/web2-bottom.png
        layer=-10
    [/image]
    map="
.,  .
, 2
2,  2
, 1
3,  2
, 3"
[/terrain_graphics]

[terrain_graphics]
    [tile]
        pos=1
        type=*^Wyb
    [/tile]
    [tile]
        pos=2
        type=X*
    [/tile]
    [tile]
        pos=3
        type=!,X*
    [/tile]
    [image]
        name=spiderweb/web3.png
        layer=-10
    [/image]
    map="
3,  3
, 1
2,  2
, 2"
[/terrain_graphics]

[terrain_graphics]
    [tile]
        pos=1
        type=*^Wyb
    [/tile]
    [tile]
        pos=2
        type=X*
    [/tile]
    [tile]
        pos=3
        type=!,X*
    [/tile]
    [image]
        name=spiderweb/web4.png
        layer=10
    [/image]
    map="
.,  .
, *
2,  3
, 1
2,  3
, 2"
[/terrain_graphics]

[terrain_graphics]
    [tile]
        pos=1
        type=*^Wyb
    [/tile]
    [tile]
        pos=2
        type=X*
    [/tile]
    [tile]
        pos=3
        type=!,X*
    [/tile]
    [image]
        name=spiderweb/web5.png
        layer=10
    [/image]
    map="
.,  .
, *
3,  2
, 1
3,  2
, 2"
[/terrain_graphics]

[terrain_graphics]
    [tile]
        pos=1
        type=*^Wyb
    [/tile]
    [tile]
        pos=2
        type=X*
    [/tile]
    [tile]
        pos=3
        type=!,X*
    [/tile]
    [image]
        name=spiderweb/web6.png
        layer=10
    [/image]
    [image]
        name=spiderweb/web6-bottom.png
        layer=-10
    [/image]
    map="
.,  2,  .
, 2,  2
2,  1,  3
, 3,  3
.,  3,  ."
[/terrain_graphics]

[terrain_graphics]
    [tile]
        pos=1
        type=*^Wyb
    [/tile]
    [tile]
        pos=2
        type=X*
    [/tile]
    [tile]
        pos=3
        type=!,X*
    [/tile]
    [image]
        name=spiderweb/web7.png
        layer=10
    [/image]
    [image]
        name=spiderweb/web7-bottom.png
        layer=-10
    [/image]
    map="
.,  .
, 2,  .
2,  2
, 1,  2
*,  3
, 3,  ."
[/terrain_graphics]

[terrain_graphics]
    [tile]
        pos=1
        type=Q*^Wyb
    [/tile]
    [tile]
        pos=2
        type=!,Q*^*
    [/tile]
    [image]
        name=spiderweb/web8.png
        position=vertical
    [/image]
    map="
2,  2
, 1
2,  1
, 2"
[/terrain_graphics]
#----------------------------------------------------------------

# The next three tiles are for 20_North Knalga. There is gate which can be open or
# closed, and a narrow passageway that fits between cave walls.
[terrain_graphics]
    [tile]
        pos=1
        type=*^Gytc
    [/tile]
    [image]
        name=gate-closed.png
        layer=100
    [/image]
    map="
.,  *
, *,  *
*,  *
, 1,  *
*,  *
, *,  ."
[/terrain_graphics]

[terrain_graphics]
    [tile]
        pos=1
        type=*^Gyto
    [/tile]
    [image]
        name=gate-open.png
        layer=100
    [/image]
    map="
.,  *
, *,  *
.,  *
, 1,  *
.,  *
, *,  ."
[/terrain_graphics]

[terrain_graphics]
    [tile]
        pos=1
        type=*^Pysg
    [/tile]
    [image]
        name=passageway-north.png
        position=vertical
        base=36,90
    [/image]
    [image]
        name=passageway-south.png
        position=vertical
        base=90,180
    [/image]
    map="
1
, *
*
, 1"
[/terrain_graphics]
#----------------------------------------------------------------

# These three void tiles are used to create voids with no transitions. They are used on
# 04_Becalmed in the bottom half of the map / lower deck of the ship.
[terrain_graphics]
    [tile]
        x,y=0,0
        type=Vyd
        [image]
            name=void-full.png
            layer=-110
        [/image]
    [/tile]
[/terrain_graphics]

[terrain_graphics]
    [tile]
        x,y=0,0
        type=*^Vydo
        [image]
            name=void-full.png
            layer=-110
        [/image]
    [/tile]
[/terrain_graphics]

[terrain_graphics]
    [tile]
        x,y=0,0
        type=*^Vydh
        [image]
            name=void-half.png
        [/image]
    [/tile]
[/terrain_graphics]
#----------------------------------------------------------------

# These two rules draw the fence in 02_Dark_Business. The fence sits logically in just
# two tiles. It can't be drawn at other sizes without a lot of work, but this was easier
# code, and made the gate trivial to add.
[terrain_graphics]
    [tile]
        pos=1
        type=*^Fnzt
    [/tile]
    [image]
        # The fence tops project into the hexes above them on
        # the map, and should sit in front of any units there.
        name=fence-top.png
        layer=100
    [/image]
    map="
.,  .,  .,  .,  .,  .,  *,  .,  .,  .,  .,  .,  .
, .,  .,  .,  .,  .,  *,  *,  .,  .,  .,  .,  .,  .
.,  .,  .,  .,  .,  *,  .,  *,  .,  .,  .,  .,  .
, .,  .,  .,  .,  *,  .,  .,  *,  .,  .,  .,  .,  .
.,  .,  .,  .,  *,  .,  .,  .,  *,  .,  .,  .,  .
, .,  .,  .,  *,  .,  .,  .,  .,  *,  .,  .,  .,  .
.,  .,  .,  *,  .,  .,  .,  .,  .,  *,  .,  .,  .
, .,  .,  *,  .,  .,  .,  .,  .,  .,  *,  .,  .,  .
.,  .,  *,  .,  .,  .,  .,  .,  .,  .,  *,  .,  .
, .,  *,  .,  .,  .,  .,  .,  .,  .,  .,  *,  .,  .
.,  *,  .,  .,  .,  .,  .,  .,  .,  .,  .,  *,  .
, *,  .,  .,  .,  .,  .,  .,  .,  .,  .,  .,  *,  .
*,  .,  .,  .,  .,  .,  .,  .,  .,  .,  .,  .,  *
, *,  .,  .,  .,  .,  .,  .,  .,  .,  .,  .,  .,  *
.,  *,  .,  .,  .,  .,  .,  .,  .,  .,  .,  .,  *
, .,  *,  .,  .,  .,  .,  .,  .,  .,  .,  .,  *,  .
.,  .,  *,  .,  .,  .,  .,  .,  .,  .,  .,  *,  .
, .,  .,  *,  .,  .,  .,  .,  .,  .,  .,  *,  .,  .
.,  .,  .,  *,  .,  .,  .,  .,  .,  .,  *,  .,  .
, .,  .,  .,  *,  .,  .,  .,  .,  .,  *,  .,  .,  .
.,  .,  .,  .,  *,  .,  .,  .,  .,  *,  .,  .,  .
, .,  .,  .,  .,  *,  .,  .,  .,  *,  .,  .,  .,  .
.,  .,  .,  .,  .,  *,  .,  .,  *,  .,  .,  .,  .
, .,  .,  .,  .,  .,  *,  .,  *,  .,  .,  .,  .,  .
.,  .,  .,  .,  .,  .,  *,  *,  .,  .,  .,  .,  .
, .,  .,  .,  .,  .,  .,  1,  .,  .,  .,  .,  .,  ."
[/terrain_graphics]

[terrain_graphics]
    [tile]
        pos=1
        type=*^Fnzb
    [/tile]
    [image]
        # The fence is unwalkable and mostly under units (bats).
        # This needs to be defined separately from the top because
        # the SotA bats don't automatically sit in front of any terrain.
        name=fence-bottom.png
        position=vertical
    [/image]
    map="
.,  .,  .,  .,  .,  .,  .,  .,  .,  .,  .,  .,  .
, .,  .,  .,  .,  .,  .,  .,  .,  .,  .,  .,  .,  .
.,  .,  .,  .,  .,  .,  *,  .,  .,  .,  .,  .,  .
, .,  .,  .,  .,  .,  *,  *,  .,  .,  .,  .,  .,  .
.,  .,  .,  .,  .,  *,  .,  *,  .,  .,  .,  .,  .
, .,  .,  .,  .,  *,  .,  .,  *,  .,  .,  .,  .,  .
.,  .,  .,  .,  *,  .,  .,  .,  *,  .,  .,  .,  .
, .,  .,  .,  *,  .,  .,  .,  .,  *,  .,  .,  .,  .
.,  .,  .,  *,  .,  .,  .,  .,  .,  *,  .,  .,  .
, .,  .,  *,  .,  .,  .,  .,  .,  .,  *,  .,  .,  .
.,  .,  *,  .,  .,  .,  .,  .,  .,  .,  *,  .,  .
, .,  *,  .,  .,  .,  .,  .,  .,  .,  .,  *,  .,  .
.,  *,  .,  .,  .,  .,  .,  .,  .,  .,  .,  *,  .
, *,  .,  .,  .,  .,  .,  .,  .,  .,  .,  .,  *,  .
*,  .,  .,  .,  .,  .,  .,  .,  .,  .,  .,  .,  *
, *,  .,  .,  .,  .,  .,  .,  .,  .,  .,  .,  .,  *
.,  *,  .,  .,  .,  .,  .,  .,  .,  .,  .,  .,  *
, .,  *,  .,  .,  .,  .,  .,  .,  .,  .,  .,  *,  .
.,  .,  *,  .,  .,  .,  .,  .,  .,  .,  .,  *,  .
, .,  .,  *,  .,  .,  .,  .,  .,  .,  .,  *,  .,  .
.,  .,  .,  *,  .,  .,  .,  .,  .,  .,  *,  .,  .
, .,  .,  .,  *,  .,  .,  .,  .,  .,  *,  .,  .,  .
.,  .,  .,  .,  *,  .,  .,  .,  .,  *,  .,  .,  .
, .,  .,  .,  .,  *,  .,  .,  .,  *,  .,  .,  .,  .
.,  .,  .,  .,  .,  *,  .,  .,  *,  .,  .,  .,  .
, .,  .,  .,  .,  .,  *,  .,  *,  .,  .,  .,  .,  .
.,  .,  .,  .,  .,  .,  *,  *,  .,  .,  .,  .,  .
, .,  .,  .,  .,  .,  .,  1,  .,  .,  .,  .,  .,  ."
[/terrain_graphics]
#----------------------------------------------------------------

# The rest are for the ship. All ship terrains start with "Z". There is more information
# in terrain.cfg.

[terrain_graphics]
    [tile]
        pos=1
        type=*^Zfoc
    [/tile]
    [image]
        name=ship/forecastle.png
        layer=-90
    [/image]
    map="
.,  *,  .
, *,  *,  .
.,  1,  *
, 1,  1,  *
*,  1,  1
, 1,  1,  *
*,  *,  *
, *,  .,  ."
[/terrain_graphics]

[terrain_graphics]
    [tile]
        pos=1
        type=*^Zdek
    [/tile]
    [image]
        name=ship/main-deck.png
        layer=-100
    [/image]
    map="
.,  .,  .,  *,  .
, .,  .,  1,  *
.,  *,  1,  1,  *
, *,  1,  1,  1
*,  1,  1,  1,  *
, 1,  1,  1,  *
*,  1,  1,  *,  .
, *,  1,  *,  .
.,  *,  *,  .,  ."
[/terrain_graphics]

[terrain_graphics]
    [tile]
        pos=1
        type=*^Zpoo
    [/tile]
    [image]
        name=ship/poop-deck.png
        layer=-90
    [/image]
    map="
.,  *,  .
, *,  *,  .
*,  1,  *
, 1,  1,  *
*,  1,  1
, *,  1,  *
.,  *,  *
, .,  *,  ."
[/terrain_graphics]

[terrain_graphics]
    [tile]
        pos=1
        type=*^Zral
    [/tile]
    [image]
        name=ship/railing.png
        layer=100
    [/image]
    map="
.,  .,  .,  .,  .,  .,  .
, .,  .,  .,  .,  *,  .
.,  .,  .,  .,  *,  *,  .
, .,  .,  .,  *,  *,  *
.,  .,  .,  *,  *,  *,  *
, .,  .,  *,  .,  .,  *
.,  .,  *,  .,  .,  *,  .
, .,  *,  .,  .,  .,  .
.,  *,  .,  .,  .,  .,  .
, *,  .,  .,  .,  .,  .
*,  .,  .,  .,  .,  .,  .
, .,  .,  *,  .,  .,  .
*,  .,  *,  .,  .,  .,  .
, *,  *,  .,  .,  .,  .
1,  .,  .,  .,  .,  .,  ."
[/terrain_graphics]

[terrain_graphics]
    [tile]
        pos=1
        type=*^Zrlp
    [/tile]
    [image]
        name=ship/railing-piece.png
        layer=100
    [/image]
    map="
.
, *
1"
[/terrain_graphics]

[terrain_graphics]
    [tile]
        pos=1
        type=*^Zhul
    [/tile]
    [image]
        name=ship/hull.png
        layer=-80
    [/image]
    map="
.,  .,  .,  .,  .,  .,  *
, .,  .,  .,  .,  .,  *
.,  .,  .,  .,  .,  *,  *
, .,  .,  .,  .,  *,  *
.,  .,  .,  .,  *,  *,  .
, .,  .,  .,  *,  *,  .
.,  .,  .,  *,  *,  .,  .
, .,  .,  *,  *,  .,  .
.,  .,  *,  *,  .,  .,  .
, *,  *,  *,  .,  .,  .
*,  1,  *,  .,  .,  .,  .
, *,  *,  .,  .,  .,  ."
[/terrain_graphics]

[terrain_graphics]
    [tile]
        pos=1
        type=*^Zrig
    [/tile]
    [image]
        name=ship/rigging-and-sails.png
        layer=110
    [/image]
    map="
.,  .,  .,  .,  .,  .,  .,  .
, .,  .,  .,  .,  *,  .,  .,  .
.,  .,  .,  .,  *,  *,  *,  .
, .,  .,  .,  .,  *,  *,  *,  .
.,  .,  .,  .,  *,  *,  *,  .
, .,  .,  .,  *,  *,  *,  *,  .
.,  .,  .,  .,  *,  *,  *,  .
, .,  .,  .,  *,  *,  *,  *,  .
.,  .,  .,  *,  *,  *,  *,  .
, .,  .,  *,  .,  *,  *,  *,  *
.,  .,  *,  *,  *,  *,  *,  *
, .,  .,  *,  *,  *,  *,  *,  .
.,  .,  *,  *,  *,  *,  .,  *
, .,  *,  *,  *,  *,  *,  .,  .
.,  *,  *,  *,  *,  *,  .,  .
, .,  *,  .,  *,  *,  .,  .,  .
.,  *,  .,  .,  *,  .,  .,  .
, *,  .,  .,  *,  .,  .,  .,  .
*,  1,  .,  .,  *,  .,  .,  .
, *,  .,  .,  .,  .,  .,  .,  .
.,  *,  .,  .,  *,  .,  .,  ."
[/terrain_graphics]

[terrain_graphics]
    [tile]
        pos=1
        type=*^Zpie
    [/tile]
    [image]
        name=ship/bits-and-pieces.png
        layer=-70
    [/image]
    map="
.,  .,  .,  .,  .,  .
, .,  .,  .,  .,  *
.,  .,  .,  .,  *,  *
, .,  .,  .,  .,  *, .
.,  .,  .,  *,  .,  .
, .,  .,  *,  .,  .,  .
.,  .,  *,  *,  .,  .
, .,  .,  .,  .,  *,  .
.,  *,  .,  .,  1,  .
, .,  *,  .,  *,  .,  .
.,  .,  .,  .,  .,  .
, .,  .,  .,  .,  .,  .
*,  .,  .,  .,  .,  ."
[/terrain_graphics]

[terrain_graphics]
    [tile]
        pos=1
        type=Zld
    [/tile]
    [image]
        name=ship/lower-deck.png
        layer=-100
    [/image]
    map="
.,  .,  .,  .,  *,  .
, .,  .,  .,  *,  *,  .
.,  .,  .,  *,  1,  *
, .,  .,  *,  1,  1,  *
.,  .,  *,  1,  1,  1
, .,  *,  1,  1,  1,  .
.,  *,  1,  1,  1,  .
, *,  1,  1,  1,  .,  .
.,  1,  1,  1,  .,  .
, *,  1,  1,  .,  .,  .
.,  1,  1,  .,  .,  .
, *,  *,  .,  .,  .,  ."
[/terrain_graphics]

[terrain_graphics]
    [tile]
        pos=1
        type=Zlde
    [/tile]
    [image]
        name=ship/lower-deck-edge.png
        layer=100
    [/image]
    map="
.,  .,  .,  *,  .
, .,  .,  .,  *
.,  .,  .,  .,  *
, .,  .,  .,  *
.,  *,  .,  *,  .
, .,  .,  *,  .
.,  .,  *,  .,  .
, *,  *,  .,  .
*,  *,  1,  .,  ."
[/terrain_graphics]
