Difference between revisions of "TerrainWML"

From The Battle for Wesnoth Wiki
(the toplevel [terrain] tag)
Line 11: Line 11:
 
* ''name'' the name of the terrain
 
* ''name'' the name of the terrain
 
* ''char'' the character used to represent this terrain in maps and scenarios
 
* ''char'' the character used to represent this terrain in maps and scenarios
* ''aliasof'' characters representing terrains that this terrain will be an alias of. {{DevFeature}}this is a list of characters, with the + and - signs having special meanings. the string is read left to right taking the best value. when a minus sign is encountered, it starts taking the worst instead. the plus sign reverts it back to the best
+
* ''aliasof'' characters representing terrains that this terrain will be an alias of. This is a list of characters, with the + and - signs having special meanings. the string is read left to right taking the best value. when a minus sign is encountered, it starts taking the worst instead. the plus sign reverts it back to the best
* ''def_alias'' {{DevFeature}}like ''aliasof'' but overides it for defense calculation only
+
* ''def_alias'' like ''aliasof'' but overides it for defense calculation only
* ''mvt_alias'' {{DevFeature}}like ''aliasof'' but overides it for movement calculation only
+
* ''mvt_alias'' like ''aliasof'' but overides it for movement calculation only
 
* ''unit_height_adjust'' how much the unit graphic should be moved up or down when on that terrain
 
* ''unit_height_adjust'' how much the unit graphic should be moved up or down when on that terrain
 
* ''submerge'' float, between 0 and 1: stems how much of the unit graphic should be submerged by the terrain
 
* ''submerge'' float, between 0 and 1: stems how much of the unit graphic should be submerged by the terrain
 
* ''no_overlay'' whether this terrain should be overwritten by other terrain's borders; 'no_overlay=true' terrains are not overwritten.
 
* ''no_overlay'' whether this terrain should be overwritten by other terrain's borders; 'no_overlay=true' terrains are not overwritten.
* ''light'' {{DevFeature}}signed value. this will modified local light level on that hex by that amount for gameplay
+
* ''light'' signed value. this will modified local light level on that hex by that amount for gameplay
 
* ''heals'' if set to true a unit on that terrain will be healed at the start of every turn
 
* ''heals'' if set to true a unit on that terrain will be healed at the start of every turn
 
* ''gives_income'' if set to true, this terrain will give income every turn when flagged as if it were a village
 
* ''gives_income'' if set to true, this terrain will give income every turn when flagged as if it were a village

Revision as of 11:59, 3 September 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, core, credits_group, criteria;

D:

damage, damage_type, 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, fonts, for, foreach, found_item, 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 (action, scenario), 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;

the toplevel [terrain] tag

the [terrain] tag describes a terrain in WML. Terrains are usually described in the terrain.cfg file

the [terrain] tag has the following keys and subtags

  • image an image used for this terrain in the map editor
  • symbol_image appears to work the same as image - clarification is needed
  • adjacent_image a prefix for adjacent terrain images. they will be postfixed with the orientation of the border to give the image name that will be used for the border terrain
  • name the name of the terrain
  • char the character used to represent this terrain in maps and scenarios
  • aliasof characters representing terrains that this terrain will be an alias of. This is a list of characters, with the + and - signs having special meanings. the string is read left to right taking the best value. when a minus sign is encountered, it starts taking the worst instead. the plus sign reverts it back to the best
  • def_alias like aliasof but overides it for defense calculation only
  • mvt_alias like aliasof but overides it for movement calculation only
  • unit_height_adjust how much the unit graphic should be moved up or down when on that terrain
  • submerge float, between 0 and 1: stems how much of the unit graphic should be submerged by the terrain
  • no_overlay whether this terrain should be overwritten by other terrain's borders; 'no_overlay=true' terrains are not overwritten.
  • light signed value. this will modified local light level on that hex by that amount for gameplay
  • heals if set to true a unit on that terrain will be healed at the start of every turn
  • gives_income if set to true, this terrain will give income every turn when flagged as if it were a village
  • recruit_onto if set to true, it is possible to recruit or recall on that terrain
  • recruit_from if set to true it is possible to recruit when a unit that can recruit is on that terrain

See Also