Difference between revisions of "TerrainWML"

From The Battle for Wesnoth Wiki
(the toplevel [terrain] tag)
(the toplevel [terrain] tag)
Line 9: Line 9:
 
* ''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.) (All terrains are aliases of themselves.)
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
 
* ''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

Revision as of 17:38, 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

See Also