Difference between revisions of "TerrainCodesWML"

From The Battle for Wesnoth Wiki
(Values of terrain letters)
(Values of terrain letters)
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* ''' ' ''' illuminated cave {{DevFeature}}
 
* ''' ' ''' illuminated cave {{DevFeature}}
 
* ''' ? ''' great Elven tree {{DevFeature}}
 
* ''' ? ''' great Elven tree {{DevFeature}}
* ''' & ''' impassable moutains (reserved)
+
* ''' & ''' impassable moutains {{DevFeature}}
 
* ''' " ''' ???
 
* ''' " ''' ???
 
* ''' $ ''' ???
 
* ''' $ ''' ???

Revision as of 23:15, 23 March 2006

[edit]WML Tags

A:

abilities, about, achievement, achievement_group, add_ai_behavior, advanced_preference, advancefrom, advancement, advances, affect_adjacent, ai, allied_with, allow_end_turn, allow_extra_recruit, allow_recruit, allow_undo, and, animate, animate_unit, animation, aspect, attack (replay, weapon), attack_anim, attacks (special, stats), avoid;

B:

base_unit, background_layer, berserk, binary_path, break, brush;

C:

campaign, cancel_action, candidate_action, capture_village, case, chance_to_hit, change_theme, chat, checkbox, choice, choose, clear_global_variable, clear_menu_item, clear_variable, color_adjust, color_palette, color_range, command (action, replay), continue, credits_group, criteria;

D:

damage, death, deaths, default, defend, defends, defense, delay, deprecated_message, destination, difficulty, disable, disallow_end_turn, disallow_extra_recruit, disallow_recruit, do, do_command, drains, draw_weapon_anim;

E:

editor_group, editor_music, editor_times, effect, else (action, animation), elseif, endlevel, end_turn (action, replay), enemy_of, engine, entry (credits, options), era, event, experimental_filter_ability, experimental_filter_ability_active, experimental_filter_specials, extra_anim;

F:

facet, facing, fake_unit, false, feedback, female, filter (concept, event), filter_adjacent, filter_adjacent_location, filter_attack, filter_attacker, filter_base_value, filter_condition, filter_defender, filter_enemy, filter_location, filter_opponent, filter_own, filter_owner, filter_radius, filter_recall, filter_second, filter_second_attack, filter_self, filter_side, filter_student, filter_vision, filter_weapon, filter_wml, find_path, fire_event, firststrike, floating_text, found_item, for, foreach, frame;

G:

game_config, get_global_variable, goal, gold, gold_carryover;

H:

harm_unit, has_ally, has_attack, has_unit, has_achievement, have_location, have_unit, heal_on_hit, heal_unit, healed_anim, healing_anim, heals, hide_help, hide_unit, hides;

I:

idle_anim, if (action, animation, intro), illuminates, image (intro, terrain), init_side, insert_tag, inspect, item, item_group;

J:

jamming_costs, join;

K:

kill, killed;

L:

label, language, leader, leader_goal, leadership, leading_anim, levelin_anim, levelout_anim, lift_fog, limit, literal, load_resource, locale, lock_view, lua;

M:

male, menu_item, message, micro_ai, missile_frame, modification, modifications, modify_ai, modify_side, modify_turns, modify_unit, modify_unit_type, move, move_unit, move_unit_fake, move_units_fake, movement_anim, movement costs, movetype, multiplayer, multiplayer_side, music;

N:

not, note;

O:

object, objective, objectives, on_undo, open_help, option, options, or;

P:

part, petrifies, petrify, place_shroud, plague, poison, post_movement_anim, pre_movement_anim, primary_attack, primary_unit, print, progress_achievement, put_to_recall_list;

R:

race, random_placement, recall (action, replay), recalls, recruit, recruit_anim, recruiting_anim, recruits, redraw, regenerate, remove_event, remove_item, remove_object, remove_shroud, remove_sound_source, remove_time_area, remove_trait, remove_unit_overlay, repeat, replace_map, replace_schedule, replay, replay_start, reset_fog, resistance (ability, unit), resistance_defaults, resolution, resource, return, role, rule;

S:

save, scenario, screen_fade, scroll, scroll_to, scroll_to_unit, secondary_attack, secondary_unit, section, select_unit, sequence, set_achievement, set_extra_recruit, set_global_variable, set_menu_item, set_recruit, set_specials, set_variable, set_variables, sheath_weapon_anim, show_if (message, objective, set_menu_item), show_objectives, side, skirmisher, slider, slow, snapshot, sound, sound_source, source (replay, teleport), special_note, specials, split, stage, standing_anim, statistics, status, store_gold, store_items, store_locations, store_map_dimensions, store_reachable_locations, store_relative_direction, store_side, store_starting_location, store_time_of_day, store_turns, store_unit, store_unit_defense, store_unit_defense_on, store_unit_type, store_unit_type_ids, store_villages, story, swarm, sub_achievement, switch, sync_variable;

T:

target, team, teleport (ability, action), teleport_anim, terrain, terrain_defaults, terrain_graphics, terrain_mask, terrain_type, test, test_condition, test_do_attack_by_id, text_input, textdomain, theme, then, tile, time, time_area, topic, toplevel, trait, transform_unit, traveler, true, tunnel;

U:

unhide_unit, unit, unit_overlay, unit_type, unit_worth, units, unlock_view, unpetrify, unstore_unit, unsynced;

V:

value, variable, variables, variant, variation, victory_anim, village, vision_costs, volume;

W:

while, wml_message, wml_schema;

Z:

zoom;

Values of terrain letters

What each letter represents in Wesnoth maps, and the possible values of the letter key.

Any letters can be used for a terrain except for newline. See TerrainWML for information on how to define a terrain.

These are terrains defined in data/terrain.cfg of 1.0 (or later versions as noted):

  • A human (snow) hill village
  • a human hill village
  • B desert village (adobe)
  • b human mountain village
  • C castle
  • c shallow water, "coast"
  • D underground village (cave, village), "dungeon village"
  • d sand, (old desert)
  • E desert road
  • e elven (snow) village
  • F forest (snow)
  • f forest
  • G savanna (grass)
  • g grass
  • H hills (snow)
  • h hills
  • I desert
  • i ice (tundra)
  • J desert hills
  • j -nothing- (will be snowy mountains)
  • K keep (castle)
  • k river ford (grass, shallow water)
  • L tropical forest village (savanna, village)
  • l lava (canyon)
  • M desert mountains
  • m mountain
  • N ruined castle
  • n encampment (castle)
  • O -nothing- ( will probably be an Orc Castle one day )
  • o dwarven castle (castle)
  • P desert oasis
  • p dwarven village Template:DevFeature
  • Q sunken ruin
  • q ruin (swamp)
  • R road (grass)
  • r dirt (grass)
  • S tundra
  • s deep water
  • T forest (tropical)
  • t village
  • U desert village (tent)
  • u cave
  • V snow village (tundra, village)
  • v human village (village)
  • W cavewall
  • w swamp
  • X canyon (replaced by chasm in trunk)
  • x reserved for UMCs
  • Y swamp village (swamp, village)
  • y reserved for UMCs
  • Z mermen village (shallow water)
  • z reserved for UMCs
  • /,|,\ bridge (grass, shallow water)
  • ~ fog
  • ' ' void/shroud (it uses the "space" character)
  • * reserved for UMCs
  • ^ reserved for UMCs
  • % reserved for UMCs
  • @ reserved for UMCs
  • [ rockbound cave Template:DevFeature
  • ] mushroom grove Template:DevFeature
  • ' illuminated cave Template:DevFeature
  •  ? great Elven tree Template:DevFeature
  • & impassable moutains Template:DevFeature
  • "  ???
  • $  ???
  • .  ???
  •  ;  ???
  •  :  ???
  • <  ???
  • >  ???
  • _  ???
  • `  ???

Reserved letters and non-letter Characters

Reserved letters are for custom terrains in user-made campaigns. In addition to these it is currently also possible to use other characters not on the above list to represent custom terrain, such as ½ § @ % [ ] etc., but new "official" terrain may be assigned for these characters in the future. So when creating custom terrain, the letters marked as reserved on the above list should be used first. Use campaign definitions (see CampaignWML) to prevent your custom terrains from interfering with other campaigns.

Note:

  • UtBS uses: @ ^ & *
  • FtF uses: @ ^  % '
  • Wesvoid uses:  % *
  • Seed of Evil: ^
  • no other UMCs above version 0.3 uses non-letter character for custom terrains.

See Also