Difference between revisions of "TerrainWML"
From The Battle for Wesnoth Wiki
(→the toplevel [terrain] tag) |
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the [terrain] tag has the following keys and subtags | the [terrain] tag has the following keys and subtags | ||
* ''image'' an image used for this terrain in the map editor | * ''image'' an image used for this terrain in the map editor | ||
− | * ''adjacent_image'' a prefix for adjacent terrain images. they will be postfixed with the orientation of the border to | + | * ''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 |
− | give the image name that will be used for the border terrain | ||
* ''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 i.e: | * ''aliasof'' characters representing terrains that this terrain will be an alias of i.e: | ||
− | Units' defense and movement on this terrain is equal to their best defense/movement on one of these aliases. | + | Units' defense and movement on this terrain is equal to their best defense/movement on one of these aliases. (all terrains are aliases of themselves) |
− | (all terrains are aliases of themselves) | ||
* ''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'' whether this terrain should be overwritten by other terrain's borders; 'no_overlay=true' terrains are not overwritten. |
− | 'no_overlay=true' terrains are not overwritten. | + | * ''light'' if set to true the text on it will be written in a dark color instead of a light one. This is useful when the terrain is either very light or very clear (like snow). |
− | * ''light'' if set to true the text on it will be written in a dark color instead of a light one. This is useful when the terrain is either very light or very clear | ||
− | (like snow). | ||
* ''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 | ||
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* [[ReferenceWML]] | * [[ReferenceWML]] | ||
* [[TerrainLettersWML]] | * [[TerrainLettersWML]] | ||
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Revision as of 17:36, 29 October 2005
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
- 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 i.e:
Units' defense and movement on this terrain is equal to their best defense/movement on one of these aliases. (all terrains are aliases of themselves)
- 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 if set to true the text on it will be written in a dark color instead of a light one. This is useful when the terrain is either very light or very clear (like snow).
- 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