Difference between revisions of "TerrainCodesWML"
m (→Values of terrain letters) |
SkeletonCrew (talk | contribs) (added info on the new terrain system) |
||
Line 85: | Line 85: | ||
Use campaign definitions (see [[CampaignWML]]) to prevent your custom terrains from interfering with other campaigns. | Use campaign definitions (see [[CampaignWML]]) to prevent your custom terrains from interfering with other campaigns. | ||
+ | == Terrain strings '''''[[User:SkeletonCrew#Branch_terrain|(SVN terrain only)]]''''' == | ||
+ | The terrains will be changed from a single letter to a multi letter system. There will be a compability layer for a short while. This layer doesn't work for campaigns with custom terrains, these campaigns have to be changed to use the new system. | ||
+ | |||
+ | The following rules are stated for the new terrain letters, note most of these rules are not validated since it would slow down Wesnoth; not following these rules might break Wesnoth. | ||
+ | * terrain strings are between 2 and 4 characters | ||
+ | * terrain strings start with a capital letter and the following letters are lower case | ||
+ | * terrain strings can only contain letters | ||
+ | * the underscore is used for internal terrains | ||
+ | * the star '*' can be used for wildcards in some parts | ||
+ | |||
+ | Starting positions are defined by a number followed by 1 space and then the terrain string; this means that a starting position is no longer automatically a keep. | ||
+ | |||
+ | The letters Y,y,Z,z are reserved for UMC so any string containing any of these letters is a custom terrain. Other undefined terrain strings are reserved for future expansion within Wesnoth. | ||
+ | |||
+ | === Conversion form old to new === | ||
+ | There's a conversion perl script for map named map_convert.pl. This script will convert a map with the old letters to the new strings. Some parts still have to be done manually, here a lookup table with the letters. | ||
+ | |||
+ | char= a b c d e f g h i j k l m | ||
+ | str= Vhh Vhm Ww Ds Vea Ff Gg Hh Ai Wwf Ql Mm | ||
+ | |||
+ | char= n o p q r s t u v w x y z | ||
+ | str= Ce Cud Vud Chs Re Wo Veg Uu Vhg Ss | ||
+ | |||
+ | char= A B C D E F G H I J K L M | ||
+ | str= Vhha Vda Ch Vu Rd Fa Gs Ha Dd Hd _K Vht Md | ||
+ | |||
+ | char= N O P Q R S T U V W X Y Z | ||
+ | str= Chr Do Chw Rr Aa Ft Vdt Vha Xu Qxu Vs Vwm | ||
+ | |||
+ | char= / | \ & _ ~ ? ] | ||
+ | str= Bww/ Bww| Bww\ Xu _s _f Fet Uh | ||
+ | |||
+ | |||
+ | * added reminder to add fog/shroud to the editor | ||
+ | * added idea to maybe add support to add tiles at the top and left | ||
+ | proposal 2.0<br> | ||
+ | * removed editor changes from proposal and moved to own topic | ||
+ | * removed the discussion points and wrote the conclusion | ||
+ | * rewrote [[User:SkeletonCrew#terrain_strings]] | ||
+ | * rewrote the letter proposal, with the input given so far | ||
+ | proposal 2.1<br> | ||
+ | * Eleazar changed some terrain definitions and fixed some errors I made in them | ||
+ | * added section about starting positions and the new definition | ||
+ | * added extra keeps and changed the way they're going to work | ||
+ | proposal 2.2<br> | ||
+ | * added AnimationWML section | ||
+ | proposal 2.3<br> | ||
+ | * changed encountered terrain section | ||
+ | |||
+ | === terrain === | ||
+ | Every terrain type gets a new field named ''string'' this | ||
+ | will be the new string to use to refer to the terrain. | ||
+ | The old char field will stay for the existing terrains, | ||
+ | this is needed to convert older maps to be used with the | ||
+ | new engine. | ||
+ | |||
+ | This string will exist of 2 to 4 characters, the allowed | ||
+ | characters are all letters (the engine is case sensitive), | ||
+ | all numbers and the symbols / | \. Note leading numbers | ||
+ | are not allowed in the string, they might give confusion | ||
+ | with starting locations. Other characters are reserved for | ||
+ | special uses in the engine. | ||
+ | |||
+ | The limit of 4 characters is not the upper limit of the | ||
+ | engine, but the upper level for easy parsing. The internal | ||
+ | format uses 4 bytes and every character is 1 byte. This way | ||
+ | it's very easy to convert the characters to the internal | ||
+ | format. If more letters are required it will require some | ||
+ | modifications to the engine. | ||
+ | |||
+ | I'm considering to allow 1 character terrains as well | ||
+ | since I've some trouble to find a second letter everywhere. | ||
+ | |||
+ | Every terrain will also get a new field named ''theme'' | ||
+ | this is explained in the editor section. | ||
+ | |||
+ | === scenario map === | ||
+ | The map will use the new strings instead of the old letters. | ||
+ | For every tile a string will be used instead of one letter, | ||
+ | these strings are separated with a comma. Between the string | ||
+ | and the comma one or more spaces are allowed. | ||
+ | |||
+ | Instead of spaces tabs are allowed, but keep in mind what | ||
+ | looks good in your text editor, might look horrible in the | ||
+ | editor of somebody else. The official files should use spaces. | ||
+ | |||
+ | The WML for map will use the same format. | ||
+ | The letter for map WML will use a single terrain string without | ||
+ | comma's. | ||
+ | |||
+ | === Terraingraphics === | ||
+ | The need two modifications the map format and the type | ||
+ | format. | ||
+ | |||
+ | ==== map ==== | ||
+ | This format will change a bit more than the other items. | ||
+ | The old format is described here [[TerrainGraphicsWML]]. | ||
+ | According to mog the letters in the map are never used, | ||
+ | only the anchors are used. The new format will only accept | ||
+ | anchors. The special characters . and * will stay the same. | ||
+ | |||
+ | This map file will no longer be space separated but comma | ||
+ | separatedand. Odd lines will start with a leading comma | ||
+ | instead of 2 spaces. Spaces are allowed for padding | ||
+ | |||
+ | Also here tabs are allowed instead of spaces, see previous | ||
+ | section. | ||
+ | |||
+ | For example this | ||
+ | map=" | ||
+ | 1 | ||
+ | 1 1 | ||
+ | 2 | ||
+ | 1 1 | ||
+ | 1" | ||
+ | |||
+ | will become | ||
+ | map=" | ||
+ | ,1 | ||
+ | 1,1 | ||
+ | ,2 | ||
+ | 1,1 | ||
+ | ,1" | ||
+ | or | ||
+ | map=" | ||
+ | , 1 | ||
+ | 1 , 1 | ||
+ | , 2 | ||
+ | 1 , 1 | ||
+ | , 1" | ||
+ | |||
+ | ==== type ==== | ||
+ | The type will be a list of terrains, comma separated. | ||
+ | Spaces are allowed but then the items need to be between | ||
+ | brackets. (A WML rule.) Also after special modifiers | ||
+ | a comma is required (at the moment only the ! is a special | ||
+ | modifier, but that might change in the future.) | ||
+ | |||
+ | Mog had an idea which will also be implanted, the * can be | ||
+ | used in a terrain string, V* would match all terrain | ||
+ | strings starting with the letter 'V'. Vh* would match | ||
+ | all terrain strings starting with 'Vh' eg Vh, Vha, Vhaa | ||
+ | but not VH or vH. | ||
+ | |||
+ | === terrain files === | ||
+ | Eleazar would like to move the terrains in subfolders, | ||
+ | this seems to be possible with the current system. | ||
+ | The required modifications can be found in the following | ||
+ | changelog | ||
+ | http://svn.gna.org/viewcvs/wesnoth?rev=14069&view=rev | ||
+ | |||
+ | I've no idea what the best possible directory layout | ||
+ | will be. I'll ask Eleazar to do this change when I'm | ||
+ | ready for it. At the moment I've some patches in my | ||
+ | queue which will conflict with these changes. | ||
+ | |||
+ | === terrain strings === | ||
+ | The terrain strings will consist of 2 till 4 letters which | ||
+ | indicate the terrain. Numbers are not allowed except for | ||
+ | starting positions. See next section. The following special | ||
+ | characters can be used /|\ these should be used for directional | ||
+ | terrains, which are only bridges at the moment. | ||
+ | |||
+ | The terrain letter _ is reserved for interal special terrains | ||
+ | this will alway be used as leading character and not used | ||
+ | inside strings. | ||
+ | |||
+ | For readability terrains should start with a capital letter | ||
+ | followed by one or more lowercase letters (with a maximum of 3 | ||
+ | lower case letters). The official | ||
+ | terrains must follow these rules, the custom terrains | ||
+ | should follow these rules. | ||
+ | |||
+ | There will be some letters reserved for user made content | ||
+ | these letters are Y, y, Z, z. This means every terrain | ||
+ | with one or more of these letters inside are custom terrains. | ||
+ | This way it's easier to integrate a new terrain without | ||
+ | having to change the terrain-graphics.cfg. | ||
+ | |||
+ | Since UTBS is mainline the custom terrain used there will | ||
+ | be moved to the new system. | ||
+ | |||
+ | === starting positions === | ||
+ | The new system will allow to define a starting position | ||
+ | and terrain in the map file. | ||
+ | |||
+ | The new format is "nnwtttt" | ||
+ | * n is a number and must be at least 1 position, this number defines the starting position, for alignment the engine assumes a maximum of 2 positions | ||
+ | * w is one space, needed for readability and easy parsing | ||
+ | * t is the terrain string | ||
+ | |||
+ | For backwards compability the "wtttt" part can be ommitted | ||
+ | and the terrain will automatically become _K but support | ||
+ | won't last forever (see [[User:SkeletonCrew#Specials]]). | ||
+ | |||
+ | At the moment Wesnoth supports 9 starting positions, | ||
+ | this proposal allows for more positions but the engine | ||
+ | can't use the extra positions. This limit will be removed | ||
+ | in the near future. | ||
+ | |||
+ | === aliases === | ||
+ | The aliases will also be a comma separated list, where the | ||
+ | same discussion about the + and - can be started as in | ||
+ | the types. | ||
+ | |||
+ | === terrains sorted per group === | ||
+ | This list shows the string for the terrains, the italic strings are reservations for terrains. | ||
+ | The old letter is extra shown for as an extra reference. | ||
+ | |||
+ | ==== Snow terrains ==== | ||
+ | <table border="1"><tr> | ||
+ | <th>String</th> | ||
+ | <th>Old letter</th> | ||
+ | <th>Description</th> | ||
+ | <th>Theme</th> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Ai</td> | ||
+ | <td>i</td> | ||
+ | <td>ice</td> | ||
+ | <td>snow</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Aa</td> | ||
+ | <td>S</td> | ||
+ | <td>tundra "Arctic"</td> | ||
+ | <td>snow</td> | ||
+ | </tr> | ||
+ | |||
+ | </table> | ||
+ | |||
+ | ==== Bridges ==== | ||
+ | Since bridges are directional all strings here | ||
+ | will be appended with either /|\ to show their | ||
+ | direction. In this list these signs are replaced | ||
+ | with a *. | ||
+ | |||
+ | <table border="1"><tr> | ||
+ | <th>String</th> | ||
+ | <th>Old letter</th> | ||
+ | <th>Description</th> | ||
+ | <th>Theme</th> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td><i>Brx*</i></td> | ||
+ | <td></td> | ||
+ | <td>Bridge of stones over chasm for aboveground</td> | ||
+ | <td>bridge</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td><i>Bxu*</i></td> | ||
+ | <td></td> | ||
+ | <td>Bridge over chasm underground</td> | ||
+ | <td>bridge</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td><i>Bsw*</i></td> | ||
+ | <td></td> | ||
+ | <td>wooden bridge over swamp NOTE bws Brigde wood swamp</td> | ||
+ | <td>bridge</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td><i>Bwr*</i></td> | ||
+ | <td></td> | ||
+ | <td>Stone Bridge over shallow water NOTE bss Bridge stone swamp not better?</td> | ||
+ | <td>bridge</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Bww*</td> | ||
+ | <td>/|\</td> | ||
+ | <td>wooden bridge bridge, over wadeable, wooden NOTE Brigde wood or Bridge wood water not better?</td> | ||
+ | <td>bridge, common</td> | ||
+ | </tr> | ||
+ | |||
+ | </table> | ||
+ | |||
+ | ==== Castles ==== | ||
+ | |||
+ | <table border="1"><tr> | ||
+ | <th>String</th> | ||
+ | <th>Old letter</th> | ||
+ | <th>Description</th> | ||
+ | <th>Theme</th> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Ce</td> | ||
+ | <td>n</td> | ||
+ | <td>encampment (castle)</td> | ||
+ | <td>castle, common</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Ch</td> | ||
+ | <td>C</td> | ||
+ | <td>human castle</td> | ||
+ | <td>castle, common</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Chr</td> | ||
+ | <td>N</td> | ||
+ | <td>ruined castle</td> | ||
+ | <td>castle</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Chs</td> | ||
+ | <td>q</td> | ||
+ | <td>human ruin (swamp)</td> | ||
+ | <td>castle</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Chw</td> | ||
+ | <td>Q</td> | ||
+ | <td>human sunken ruin</td> | ||
+ | <td>castle</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td><i>Co</i></td> | ||
+ | <td>O</td> | ||
+ | <td>will be an Orc Castle one day</td> | ||
+ | <td>castle</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Cud</td> | ||
+ | <td>o</td> | ||
+ | <td>dwarven castle "castle underground, dwarf"</td> | ||
+ | <td>castle, underground</td> | ||
+ | </tr> | ||
+ | |||
+ | </table> | ||
+ | |||
+ | ==== desert ==== | ||
+ | NOTE still need to add the UTBS terrains | ||
+ | <table border="1"><tr> | ||
+ | <th>String</th> | ||
+ | <th>Old letter</th> | ||
+ | <th>Description</th> | ||
+ | <th>Theme</th> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Dd</td> | ||
+ | <td>I</td> | ||
+ | <td>desert</td> | ||
+ | <td>desert</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Do</td> | ||
+ | <td>P</td> | ||
+ | <td>desert oasis</td> | ||
+ | <td>desert</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Ds</td> | ||
+ | <td>d</td> | ||
+ | <td>sand, (old desert)</td> | ||
+ | <td>desert</td> | ||
+ | </tr> | ||
+ | |||
+ | </table> | ||
+ | |||
+ | ==== Forest ==== | ||
+ | |||
+ | <table border="1"><tr> | ||
+ | <th>String</th> | ||
+ | <th>Old letter</th> | ||
+ | <th>Description</th> | ||
+ | <th>Theme</th> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Fa</td> | ||
+ | <td>F</td> | ||
+ | <td>forest (snow) "forest arctic"</td> | ||
+ | <td>forrest, snow</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td><i>Fb</i></td> | ||
+ | <td></td> | ||
+ | <td>Sinister Forest "Forest, Bad"</td> | ||
+ | <td>forrest</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Fet</td> | ||
+ | <td>?</td> | ||
+ | <td>great Elven tree</td> | ||
+ | <td>forrest</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Ff</td> | ||
+ | <td>f</td> | ||
+ | <td>forrest</td> | ||
+ | <td>forrest, common</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Ft</td> | ||
+ | <td>T</td> | ||
+ | <td>forrest tropical</td> | ||
+ | <td>forrest</td> | ||
+ | </tr> | ||
+ | |||
+ | </table> | ||
+ | |||
+ | ==== Grass ==== | ||
+ | |||
+ | <table border="1"><tr> | ||
+ | <th>String</th> | ||
+ | <th>Old letter</th> | ||
+ | <th>Description</th> | ||
+ | <th>Theme</th> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td><i>Gb</i></td> | ||
+ | <td></td> | ||
+ | <td>dying "Grass brown/bad"</td> | ||
+ | <td>grass</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td><i>Gf</i></td> | ||
+ | <td></td> | ||
+ | <td>Farmer's Fields</td> | ||
+ | <td>grass</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Gg</td> | ||
+ | <td>g</td> | ||
+ | <td>grass</td> | ||
+ | <td>grass, common</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Gs</td> | ||
+ | <td>G</td> | ||
+ | <td>savanna (grass)</td> | ||
+ | <td>grass</td> | ||
+ | </tr> | ||
+ | |||
+ | </table> | ||
+ | |||
+ | ==== hill ==== | ||
+ | |||
+ | <table border="1"><tr> | ||
+ | <th>String</th> | ||
+ | <th>Old letter</th> | ||
+ | <th>Description</th> | ||
+ | <th>Theme</th> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Ha</td> | ||
+ | <td>H</td> | ||
+ | <td>hills (snow) "hills arctic"</td> | ||
+ | <td>hill, snow</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Hd</td> | ||
+ | <td>J</td> | ||
+ | <td>desert hills (dunes)</td> | ||
+ | <td>hill, desert</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Hh</td> | ||
+ | <td>h</td> | ||
+ | <td>hills</td> | ||
+ | <td>hill, common</td> | ||
+ | </tr> | ||
+ | |||
+ | </table> | ||
+ | |||
+ | ==== Keep ==== | ||
+ | The keep definition is now done with terrain transition WML, | ||
+ | since we're no longer out of letters, this will be done | ||
+ | manually. the _K is for backwards compability but this | ||
+ | will remove at some point see specials. The _K uses the | ||
+ | castle transition WML the new ones don't. This would | ||
+ | also allow to mix items, eg een Kh keep in a Ce castle. | ||
+ | |||
+ | <table border="1"><tr> | ||
+ | <th>String</th> | ||
+ | <th>Old letter</th> | ||
+ | <th>Description</th> | ||
+ | <th>Theme</th> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>_K</td> | ||
+ | <td>K</td> | ||
+ | <td>keep (castle)</td> | ||
+ | <td>keep, common</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Ke</td> | ||
+ | <td></td> | ||
+ | <td>encampment (keep)</td> | ||
+ | <td>keep, common</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Kh</td> | ||
+ | <td></td> | ||
+ | <td>keep castle</td> | ||
+ | <td>keep, common</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Khr</td> | ||
+ | <td></td> | ||
+ | <td>ruined keep</td> | ||
+ | <td>keep</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Khs</td> | ||
+ | <td></td> | ||
+ | <td>human ruin keep(swamp)</td> | ||
+ | <td>keep</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Khw</td> | ||
+ | <td></td> | ||
+ | <td>human sunken ruin keep</td> | ||
+ | <td>keep</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td><i>Ko</i></td> | ||
+ | <td></td> | ||
+ | <td>will be an Orc keep one day</td> | ||
+ | <td>keep</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Kud</td> | ||
+ | <td></td> | ||
+ | <td>dwarven keep "keep underground, dwarf"</td> | ||
+ | <td>keep, underground</td> | ||
+ | </tr> | ||
+ | |||
+ | </table> | ||
+ | |||
+ | ==== Mountain ==== | ||
+ | |||
+ | <table border="1"><tr> | ||
+ | <th>String</th> | ||
+ | <th>Old letter</th> | ||
+ | <th>Description</th> | ||
+ | <th>Theme</th> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td><i>Ma</i></td> | ||
+ | <td>j</td> | ||
+ | <td>snowy mountains</td> | ||
+ | <td>mountain, snow</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Md</td> | ||
+ | <td>M</td> | ||
+ | <td>desert mountains</td> | ||
+ | <td>mountain, desert</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Mm</td> | ||
+ | <td>m</td> | ||
+ | <td>mountain</td> | ||
+ | <td>mountain, common</td> | ||
+ | </tr> | ||
+ | |||
+ | </table> | ||
+ | |||
+ | ==== (mostly) Impassable ==== | ||
+ | |||
+ | <table border="1"><tr> | ||
+ | <th>String</th> | ||
+ | <th>Old letter</th> | ||
+ | <th>Description</th> | ||
+ | <th>Theme</th> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td><i>Qx</i></td> | ||
+ | <td></td> | ||
+ | <td>chasm for above ground</td> | ||
+ | <td>misc</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Qxu</td> | ||
+ | <td>X</td> | ||
+ | <td>chasm for underground</td> | ||
+ | <td>misc, underground</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td><i>Qxw</i></td> | ||
+ | <td></td> | ||
+ | <td>aboveground chasm with water pouring over the edge</td> | ||
+ | <td>misc</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Ql</td> | ||
+ | <td>l</td> | ||
+ | <td>lava</td> | ||
+ | <td>misc</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td><i>Qr</i></td> | ||
+ | <td></td> | ||
+ | <td>stone wall</td> | ||
+ | <td>misc</td> | ||
+ | </tr> | ||
+ | |||
+ | </table> | ||
+ | |||
+ | ==== road ==== | ||
+ | |||
+ | <table border="1"><tr> | ||
+ | <th>String</th> | ||
+ | <th>Old letter</th> | ||
+ | <th>Description</th> | ||
+ | <th>Theme</th> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td><i>Rc</i></td> | ||
+ | <td></td> | ||
+ | <td>Carpeted Floor</td> | ||
+ | <td>road</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Rd</td> | ||
+ | <td>E</td> | ||
+ | <td>desert road</td> | ||
+ | <td>road, desert</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Re</td> | ||
+ | <td>r</td> | ||
+ | <td>dirt road "earth"</td> | ||
+ | <td>road, common</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Rr</td> | ||
+ | <td></td> | ||
+ | <td>stone road "rock"</td> | ||
+ | <td>road</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td><i>Rw</i></td> | ||
+ | <td></td> | ||
+ | <td>Wood floor (interior)</td> | ||
+ | <td>road</td> | ||
+ | </tr> | ||
+ | |||
+ | </table> | ||
+ | |||
+ | ==== swamp ==== | ||
+ | |||
+ | <table border="1"><tr> | ||
+ | <th>String</th> | ||
+ | <th>Old letter</th> | ||
+ | <th>Description</th> | ||
+ | <th>Theme</th> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td><i>Sb</i></td> | ||
+ | <td></td> | ||
+ | <td>fetid swamp "Swamp Bad"</td> | ||
+ | <td>swamp</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td><i>Ss</i></td> | ||
+ | <td>w</td> | ||
+ | <td>swamp</td> | ||
+ | <td>swamp</td> | ||
+ | </tr> | ||
+ | |||
+ | </table> | ||
+ | |||
+ | ==== underground ==== | ||
+ | |||
+ | <table border="1"><tr> | ||
+ | <th>String</th> | ||
+ | <th>Old letter</th> | ||
+ | <th>Description</th> | ||
+ | <th>Theme</th> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Uf</td> | ||
+ | <td>]</td> | ||
+ | <td>mushroom grove "underground forest"</td> | ||
+ | <td>underground</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Uh</td> | ||
+ | <td>[</td> | ||
+ | <td>rockbound cave (functionally "underground hill")</td> | ||
+ | <td>underground</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Uu</td> | ||
+ | <td>u</td> | ||
+ | <td>normal cave</td> | ||
+ | <td>underground</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td><i>Uuc</i></td> | ||
+ | <td></td> | ||
+ | <td>normal cave, carved</td> | ||
+ | <td>underground</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Uui</td> | ||
+ | <td>'</td> | ||
+ | <td>illuminated cave</td> | ||
+ | <td>underground</td> | ||
+ | </tr> | ||
+ | |||
+ | </table> | ||
+ | |||
+ | ==== village ==== | ||
+ | |||
+ | <table border="1"><tr> | ||
+ | <th>String</th> | ||
+ | <th>Old letter</th> | ||
+ | <th>Description</th> | ||
+ | <th>Theme</th> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Vda</td> | ||
+ | <td>B</td> | ||
+ | <td>desert village (adobe)</td> | ||
+ | <td>village, desert</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Vdt</td> | ||
+ | <td>U</td> | ||
+ | <td>desert village (test)</td> | ||
+ | <td>village, desert</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td><i>Veg</i></td> | ||
+ | <td>t</td> | ||
+ | <td>elven village "village elven grassland"</td> | ||
+ | <td>village</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Ves</td> | ||
+ | <td>e</td> | ||
+ | <td>elven (snow) village</td> | ||
+ | <td>village, snow</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Vha</td> | ||
+ | <td>V</td> | ||
+ | <td>village, snow snow village (tundra, village)</td> | ||
+ | <td>village, snow</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Vhg</td> | ||
+ | <td>v</td> | ||
+ | <td>human village (village)</td> | ||
+ | <td>village, common</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Vhh</td> | ||
+ | <td>a</td> | ||
+ | <td>human hill village</td> | ||
+ | <td>village, hill, common</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Vhha</td> | ||
+ | <td>A</td> | ||
+ | <td>human (snow) hill village</td> | ||
+ | <td>village, snow, hill</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Vhm</td> | ||
+ | <td>b</td> | ||
+ | <td>human mountain village</td> | ||
+ | <td>village, mountain</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Vht</td> | ||
+ | <td>L</td> | ||
+ | <td>tropical village (savanna, village) --nothing foresty about this village</td> | ||
+ | <td>village</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Vu</td> | ||
+ | <td>D</td> | ||
+ | <td>underground village (cave, village)</td> | ||
+ | <td>village, underground</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Vud</td> | ||
+ | <td>p</td> | ||
+ | <td>dwarven village</td> | ||
+ | <td>village, underground</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Vwm</td> | ||
+ | <td>Z</td> | ||
+ | <td>mermen village (shallow water)</td> | ||
+ | <td>village, water</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Vs</td> | ||
+ | <td>Y</td> | ||
+ | <td>swamp village (swamp, village)</td> | ||
+ | <td>village, swamp</td> | ||
+ | </tr> | ||
+ | |||
+ | </table> | ||
+ | |||
+ | ==== water ==== | ||
+ | |||
+ | <table border="1"><tr> | ||
+ | <th>String</th> | ||
+ | <th>Old letter</th> | ||
+ | <th>Description</th> | ||
+ | <th>Theme</th> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Wo</td> | ||
+ | <td>s</td> | ||
+ | <td>deep water "water, ocean"</td> | ||
+ | <td>water, common</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Ww</td> | ||
+ | <td>c</td> | ||
+ | <td>shallow water, "water, wade-able"</td> | ||
+ | <td>water, common</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Wwf</td> | ||
+ | <td>k</td> | ||
+ | <td>river ford "water wadeable, ford"</td> | ||
+ | <td>water</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td><i>Wwu</i></td> | ||
+ | <td></td> | ||
+ | <td>shallow underground water</td> | ||
+ | <td>water, underground</td> | ||
+ | </tr> | ||
+ | |||
+ | </table> | ||
+ | |||
+ | ==== Impassable ==== | ||
+ | |||
+ | <table border="1"><tr> | ||
+ | <th>String</th> | ||
+ | <th>Old letter</th> | ||
+ | <th>Description</th> | ||
+ | <th>Theme</th> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Xm</td> | ||
+ | <td>&</td> | ||
+ | <td>impassable moutains</td> | ||
+ | <td>impassable, mountain</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td><i>Xrw</i></td> | ||
+ | <td></td> | ||
+ | <td>Impassable stone "rock" wall (interior)</td> | ||
+ | <td>impassable</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>Xu</td> | ||
+ | <td>W</td> | ||
+ | <td>cavewall</td> | ||
+ | <td>impassable, underground</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td><i>Xuc</i></td> | ||
+ | <td></td> | ||
+ | <td>cavewall, carved</td> | ||
+ | <td>impassable, underground</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td><i>Xww</i></td> | ||
+ | <td></td> | ||
+ | <td>Impassable wooden wall (interior)</td> | ||
+ | <td>impassable</td> | ||
+ | </tr> | ||
+ | |||
+ | </table> | ||
+ | |||
+ | ==== Specials ==== | ||
+ | These terrains are hardcoded in the game and translated | ||
+ | automatically. The old UMC terrains are here for backwards | ||
+ | compability this compability will only be guaranteed till | ||
+ | the next major release after 1.2.(That would be 1.4 or 2.0.) | ||
+ | As stated before the * will no longer be supported. | ||
+ | |||
+ | <table border="1"><tr> | ||
+ | <th>String</th> | ||
+ | <th>Old letter</th> | ||
+ | <th>Description</th> | ||
+ | <th>Theme</th> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>_f</td> | ||
+ | <td>~</td> | ||
+ | <td>fog</td> | ||
+ | <td>misc</td> | ||
+ | </tr> | ||
+ | |||
+ | <tr> | ||
+ | <td>_s</td> | ||
+ | <td> (space character)</td> | ||
+ | <td>void/shroud</td> | ||
+ | <td>misc</td> | ||
+ | </tr> | ||
+ | |||
+ | </table> | ||
== See Also == | == See Also == |
Revision as of 21:41, 2 January 2007
Contents
- 1 Values of terrain letters
- 2 Reserved letters and non-letter Characters
- 3 Terrain strings (SVN terrain only)
- 4 See Also
Values of terrain letters
What each letter represents in Wesnoth maps, and the possible values of the letter key.
See TerrainWML for information on how to define a terrain.
- 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
- 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
- ] mushroom grove
- ' illuminated cave
- ? great Elven tree
- & impassable mountains
- " ???
- $ ???
- . ???
- ; ???
- : ???
- < ???
- > ???
- _ ???
- ` ???
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.
Terrain strings (SVN terrain only)
The terrains will be changed from a single letter to a multi letter system. There will be a compability layer for a short while. This layer doesn't work for campaigns with custom terrains, these campaigns have to be changed to use the new system.
The following rules are stated for the new terrain letters, note most of these rules are not validated since it would slow down Wesnoth; not following these rules might break Wesnoth.
- terrain strings are between 2 and 4 characters
- terrain strings start with a capital letter and the following letters are lower case
- terrain strings can only contain letters
- the underscore is used for internal terrains
- the star '*' can be used for wildcards in some parts
Starting positions are defined by a number followed by 1 space and then the terrain string; this means that a starting position is no longer automatically a keep.
The letters Y,y,Z,z are reserved for UMC so any string containing any of these letters is a custom terrain. Other undefined terrain strings are reserved for future expansion within Wesnoth.
Conversion form old to new
There's a conversion perl script for map named map_convert.pl. This script will convert a map with the old letters to the new strings. Some parts still have to be done manually, here a lookup table with the letters.
char= a b c d e f g h i j k l m str= Vhh Vhm Ww Ds Vea Ff Gg Hh Ai Wwf Ql Mm
char= n o p q r s t u v w x y z str= Ce Cud Vud Chs Re Wo Veg Uu Vhg Ss
char= A B C D E F G H I J K L M str= Vhha Vda Ch Vu Rd Fa Gs Ha Dd Hd _K Vht Md
char= N O P Q R S T U V W X Y Z str= Chr Do Chw Rr Aa Ft Vdt Vha Xu Qxu Vs Vwm
char= / | \ & _ ~ ? ] str= Bww/ Bww| Bww\ Xu _s _f Fet Uh
- added reminder to add fog/shroud to the editor
- added idea to maybe add support to add tiles at the top and left
proposal 2.0
- removed editor changes from proposal and moved to own topic
- removed the discussion points and wrote the conclusion
- rewrote User:SkeletonCrew#terrain_strings
- rewrote the letter proposal, with the input given so far
proposal 2.1
- Eleazar changed some terrain definitions and fixed some errors I made in them
- added section about starting positions and the new definition
- added extra keeps and changed the way they're going to work
proposal 2.2
- added AnimationWML section
proposal 2.3
- changed encountered terrain section
terrain
Every terrain type gets a new field named string this will be the new string to use to refer to the terrain. The old char field will stay for the existing terrains, this is needed to convert older maps to be used with the new engine.
This string will exist of 2 to 4 characters, the allowed characters are all letters (the engine is case sensitive), all numbers and the symbols / | \. Note leading numbers are not allowed in the string, they might give confusion with starting locations. Other characters are reserved for special uses in the engine.
The limit of 4 characters is not the upper limit of the engine, but the upper level for easy parsing. The internal format uses 4 bytes and every character is 1 byte. This way it's very easy to convert the characters to the internal format. If more letters are required it will require some modifications to the engine.
I'm considering to allow 1 character terrains as well since I've some trouble to find a second letter everywhere.
Every terrain will also get a new field named theme this is explained in the editor section.
scenario map
The map will use the new strings instead of the old letters. For every tile a string will be used instead of one letter, these strings are separated with a comma. Between the string and the comma one or more spaces are allowed.
Instead of spaces tabs are allowed, but keep in mind what looks good in your text editor, might look horrible in the editor of somebody else. The official files should use spaces.
The WML for map will use the same format. The letter for map WML will use a single terrain string without comma's.
Terraingraphics
The need two modifications the map format and the type format.
map
This format will change a bit more than the other items. The old format is described here TerrainGraphicsWML. According to mog the letters in the map are never used, only the anchors are used. The new format will only accept anchors. The special characters . and * will stay the same.
This map file will no longer be space separated but comma separatedand. Odd lines will start with a leading comma instead of 2 spaces. Spaces are allowed for padding
Also here tabs are allowed instead of spaces, see previous section.
For example this
map=" 1 1 1 2 1 1 1"
will become
map=" ,1 1,1 ,2 1,1 ,1"
or
map=" , 1 1 , 1 , 2 1 , 1 , 1"
type
The type will be a list of terrains, comma separated. Spaces are allowed but then the items need to be between brackets. (A WML rule.) Also after special modifiers a comma is required (at the moment only the ! is a special modifier, but that might change in the future.)
Mog had an idea which will also be implanted, the * can be used in a terrain string, V* would match all terrain strings starting with the letter 'V'. Vh* would match all terrain strings starting with 'Vh' eg Vh, Vha, Vhaa but not VH or vH.
terrain files
Eleazar would like to move the terrains in subfolders, this seems to be possible with the current system. The required modifications can be found in the following changelog http://svn.gna.org/viewcvs/wesnoth?rev=14069&view=rev
I've no idea what the best possible directory layout will be. I'll ask Eleazar to do this change when I'm ready for it. At the moment I've some patches in my queue which will conflict with these changes.
terrain strings
The terrain strings will consist of 2 till 4 letters which indicate the terrain. Numbers are not allowed except for starting positions. See next section. The following special characters can be used /|\ these should be used for directional terrains, which are only bridges at the moment.
The terrain letter _ is reserved for interal special terrains this will alway be used as leading character and not used inside strings.
For readability terrains should start with a capital letter followed by one or more lowercase letters (with a maximum of 3 lower case letters). The official terrains must follow these rules, the custom terrains should follow these rules.
There will be some letters reserved for user made content these letters are Y, y, Z, z. This means every terrain with one or more of these letters inside are custom terrains. This way it's easier to integrate a new terrain without having to change the terrain-graphics.cfg.
Since UTBS is mainline the custom terrain used there will be moved to the new system.
starting positions
The new system will allow to define a starting position and terrain in the map file.
The new format is "nnwtttt"
- n is a number and must be at least 1 position, this number defines the starting position, for alignment the engine assumes a maximum of 2 positions
- w is one space, needed for readability and easy parsing
- t is the terrain string
For backwards compability the "wtttt" part can be ommitted and the terrain will automatically become _K but support won't last forever (see User:SkeletonCrew#Specials).
At the moment Wesnoth supports 9 starting positions, this proposal allows for more positions but the engine can't use the extra positions. This limit will be removed in the near future.
aliases
The aliases will also be a comma separated list, where the same discussion about the + and - can be started as in the types.
terrains sorted per group
This list shows the string for the terrains, the italic strings are reservations for terrains. The old letter is extra shown for as an extra reference.
Snow terrains
String | Old letter | Description | Theme |
---|---|---|---|
Ai | i | ice | snow |
Aa | S | tundra "Arctic" | snow |
Bridges
Since bridges are directional all strings here will be appended with either /|\ to show their direction. In this list these signs are replaced with a *.
String | Old letter | Description | Theme |
---|---|---|---|
Brx* | Bridge of stones over chasm for aboveground | bridge | |
Bxu* | Bridge over chasm underground | bridge | |
Bsw* | wooden bridge over swamp NOTE bws Brigde wood swamp | bridge | |
Bwr* | Stone Bridge over shallow water NOTE bss Bridge stone swamp not better? | bridge | |
Bww* | /|\ | wooden bridge bridge, over wadeable, wooden NOTE Brigde wood or Bridge wood water not better? | bridge, common |
Castles
String | Old letter | Description | Theme |
---|---|---|---|
Ce | n | encampment (castle) | castle, common |
Ch | C | human castle | castle, common |
Chr | N | ruined castle | castle |
Chs | q | human ruin (swamp) | castle |
Chw | Q | human sunken ruin | castle |
Co | O | will be an Orc Castle one day | castle |
Cud | o | dwarven castle "castle underground, dwarf" | castle, underground |
desert
NOTE still need to add the UTBS terrains
String | Old letter | Description | Theme |
---|---|---|---|
Dd | I | desert | desert |
Do | P | desert oasis | desert |
Ds | d | sand, (old desert) | desert |
Forest
String | Old letter | Description | Theme |
---|---|---|---|
Fa | F | forest (snow) "forest arctic" | forrest, snow |
Fb | Sinister Forest "Forest, Bad" | forrest | |
Fet | ? | great Elven tree | forrest |
Ff | f | forrest | forrest, common |
Ft | T | forrest tropical | forrest |
Grass
String | Old letter | Description | Theme |
---|---|---|---|
Gb | dying "Grass brown/bad" | grass | |
Gf | Farmer's Fields | grass | |
Gg | g | grass | grass, common |
Gs | G | savanna (grass) | grass |
hill
String | Old letter | Description | Theme |
---|---|---|---|
Ha | H | hills (snow) "hills arctic" | hill, snow |
Hd | J | desert hills (dunes) | hill, desert |
Hh | h | hills | hill, common |
Keep
The keep definition is now done with terrain transition WML, since we're no longer out of letters, this will be done manually. the _K is for backwards compability but this will remove at some point see specials. The _K uses the castle transition WML the new ones don't. This would also allow to mix items, eg een Kh keep in a Ce castle.
String | Old letter | Description | Theme |
---|---|---|---|
_K | K | keep (castle) | keep, common |
Ke | encampment (keep) | keep, common | |
Kh | keep castle | keep, common | |
Khr | ruined keep | keep | |
Khs | human ruin keep(swamp) | keep | |
Khw | human sunken ruin keep | keep | |
Ko | will be an Orc keep one day | keep | |
Kud | dwarven keep "keep underground, dwarf" | keep, underground |
Mountain
String | Old letter | Description | Theme |
---|---|---|---|
Ma | j | snowy mountains | mountain, snow |
Md | M | desert mountains | mountain, desert |
Mm | m | mountain | mountain, common |
(mostly) Impassable
String | Old letter | Description | Theme |
---|---|---|---|
Qx | chasm for above ground | misc | |
Qxu | X | chasm for underground | misc, underground |
Qxw | aboveground chasm with water pouring over the edge | misc | |
Ql | l | lava | misc |
Qr | stone wall | misc |
road
String | Old letter | Description | Theme |
---|---|---|---|
Rc | Carpeted Floor | road | |
Rd | E | desert road | road, desert |
Re | r | dirt road "earth" | road, common |
Rr | stone road "rock" | road | |
Rw | Wood floor (interior) | road |
swamp
String | Old letter | Description | Theme |
---|---|---|---|
Sb | fetid swamp "Swamp Bad" | swamp | |
Ss | w | swamp | swamp |
underground
String | Old letter | Description | Theme |
---|---|---|---|
Uf | ] | mushroom grove "underground forest" | underground |
Uh | [ | rockbound cave (functionally "underground hill") | underground |
Uu | u | normal cave | underground |
Uuc | normal cave, carved | underground | |
Uui | ' | illuminated cave | underground |
village
String | Old letter | Description | Theme |
---|---|---|---|
Vda | B | desert village (adobe) | village, desert |
Vdt | U | desert village (test) | village, desert |
Veg | t | elven village "village elven grassland" | village |
Ves | e | elven (snow) village | village, snow |
Vha | V | village, snow snow village (tundra, village) | village, snow |
Vhg | v | human village (village) | village, common |
Vhh | a | human hill village | village, hill, common |
Vhha | A | human (snow) hill village | village, snow, hill |
Vhm | b | human mountain village | village, mountain |
Vht | L | tropical village (savanna, village) --nothing foresty about this village | village |
Vu | D | underground village (cave, village) | village, underground |
Vud | p | dwarven village | village, underground |
Vwm | Z | mermen village (shallow water) | village, water |
Vs | Y | swamp village (swamp, village) | village, swamp |
water
String | Old letter | Description | Theme |
---|---|---|---|
Wo | s | deep water "water, ocean" | water, common |
Ww | c | shallow water, "water, wade-able" | water, common |
Wwf | k | river ford "water wadeable, ford" | water |
Wwu | shallow underground water | water, underground |
Impassable
String | Old letter | Description | Theme |
---|---|---|---|
Xm | & | impassable moutains | impassable, mountain |
Xrw | Impassable stone "rock" wall (interior) | impassable | |
Xu | W | cavewall | impassable, underground |
Xuc | cavewall, carved | impassable, underground | |
Xww | Impassable wooden wall (interior) | impassable |
Specials
These terrains are hardcoded in the game and translated automatically. The old UMC terrains are here for backwards compability this compability will only be guaranteed till the next major release after 1.2.(That would be 1.4 or 2.0.) As stated before the * will no longer be supported.
String | Old letter | Description | Theme |
---|---|---|---|
_f | ~ | fog | misc |
_s | (space character) | void/shroud | misc |