Difference between revisions of "TerrainMaskWML"

From The Battle for Wesnoth Wiki
m (categorizing)
(Add new layer features to [terrain_mask] tag)
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** '''old''': a comma-separated list of terrain codes. The rule fits only those hexes that have one of these terrains in the scenario.
 
** '''old''': a comma-separated list of terrain codes. The rule fits only those hexes that have one of these terrains in the scenario.
 
** '''new''': a list of terrain letters. The rule fits only those hexes with this terrain specified in the mask.
 
** '''new''': a list of terrain letters. The rule fits only those hexes with this terrain specified in the mask.
** '''terrain''': the letter of the terrain to change hexes which fit this rule (i.e. for which the '''new''' terrain code in
+
** '''terrain''': the letter of the terrain to change hexes which fit this rule (i.e. for which the '''new''' terrain code in the mask falls on top of the '''old''' terrain in the scenario) into.
the mask falls on top of the '''old''' terrain in the scenario) into.
+
**  {{DevFeature}} '''layer''': (overlay|base|both, default=both) only change the specified layer.
 +
**  {{DevFeature}} '''replace_if_failed''': (default=no) When replacing just one layer failed, try to replace the whole terrain. If '''terrain''' is an overlay only terrain, use the default_base as base layer. If the terrain has no default base, do nothing.
  
 
As an example, suppose you want to lay down a road somewhere. You could specify by hand the path the road takes using
 
As an example, suppose you want to lay down a road somewhere. You could specify by hand the path the road takes using

Revision as of 13:28, 22 May 2008

[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 [terrain_mask] tag

The [terrain_mask] tag makes map manipulation from within WML much easier. It uses a Wesnoth map as a "mask" over a given location, placing it down on top of the scenario map. Fog('~') and void(' ') are used like alpha in an image; i.e. they cause the previous terrain to be used.

  • x,y: the x,y location in the scenario map to place the top-left corner of the mask onto
  • mask: a Wesnoth map; see BuildingMaps.
  • [rule]: specifies a rule for blending the mask with the scenario.

The terrain on each hex fitting the rule will be changed to the terrain specified in the rule.

    • old: a comma-separated list of terrain codes. The rule fits only those hexes that have one of these terrains in the scenario.
    • new: a list of terrain letters. The rule fits only those hexes with this terrain specified in the mask.
    • terrain: the letter of the terrain to change hexes which fit this rule (i.e. for which the new terrain code in the mask falls on top of the old terrain in the scenario) into.
    • Template:DevFeature layer: (overlay|base|both, default=both) only change the specified layer.
    • Template:DevFeature replace_if_failed: (default=no) When replacing just one layer failed, try to replace the whole terrain. If terrain is an overlay only terrain, use the default_base as base layer. If the terrain has no default base, do nothing.

As an example, suppose you want to lay down a road somewhere. You could specify by hand the path the road takes using [terrain], or you could use [terrain_mask]:

[terrain_mask]

   x,y=12,10
   mask="border_size=1
usage=map

  Re,   Re,   _f,   _f,   _f,   _f,   _f,   _f,   _f,   _f,   _f,   _f
  Re,   Re,   _f,   _f,   _f,   _f,   _f,   _f,   _f,   _f,   _f,   _f
  Re,   Re,   _f,   _f,   _f,   _f,   _f,   _f,   _f,   _f,   _f,   _f
  _f,   _f,   Re,   _f,   _f,   _f,   _f,   _f,   _f,   _f,   _f,   _f
  _f,   _f,   Re,   _f,   _f,   _f,   _f,   _f,   _f,   _f,   _f,   _f
  Re,   Re,   _f,   _f,   _f,   _f,   _f,   _f,   _f,   _f,   _f,   _f
  _f,   _f,   Re,   _f,   _f,   Re,   Re,   _f,   _f,   _f,   _f,   _f
  _f,   _f,   _f,   Re,   Re,   Re,   _f,   Re,   Re,   _f,   _f,   _f
  _f,   _f,   _f,   _f,   _f,   _f,   _f,   Re,   _f,   _f,   _f,   _f
  _f,   _f,   _f,   _f,   _f,   _f,   _f,   Re,   Re,   _f,   _f,   _f
  _f,   _f,   _f,   _f,   _f,   _f,   _f,   Re,   Re,   Re,   Re,   Re
  _f,   _f,   _f,   _f,   _f,   _f,   _f,   Re,   Re,   Re,   Re,   Re
"
[/terrain_mask]

For instance, suppose you want snow to fall in an area. You want villages (v) to turn into snowed-villages (V), forest (f) to turn into snowed-forest (F), hills (h) to turn into snowed-hills (H), and grassland (g) and roads (r) to turn into snow (S), while other terrain remains untouched. You could look over your destination map and work out which terrain type is which and draw your mask, but that's alot of effort, you want to just draw a simple mask which has areas of snow and areas of no snow, and make the game work out the rest.

You can do it like this:

[terrain_mask]
    x,y=1,1
    mask="border_size=1
usage=map

 _f,   _f,   Aa,   _f,   _f,   _f,   Aa,   _f,   _f
 _f,   _f,   Aa,   _f,   _f,   _f,   Aa,   _f,   _f
 _f,   _f,   Aa,   _f,   Aa,   _f,   Aa,   _f,   _f
 Aa,   Aa,   _f,   _f,   Aa,   Aa,   Aa,   _f,   _f
 _f,   _f,   Aa,   Aa,   Aa,   Aa,   Aa,   Aa,   Aa
 _f,   _f,   _f,   Aa,   Aa,   Aa,   Aa,   Aa,   Aa
 _f,   _f,   _f,   _f,   Aa,   Aa,   _f,   _f,   _f
 _f,   _f,   _f,   _f,   Aa,   Aa,   _f,   _f,   _f"
[rule]
   old=Gg^Vh
   new=Aa
   terrain=Aa^Vha
[/rule]
[rule]
   old=Gs^Fp
   new=Aa
   terrain=Aa^Fpa
[/rule]
[rule]
   old=Hh
   new=Aa
   terrain=Ha
[/rule]

[rule]
   old=Gg,Re
   new=Aa
   #don't specify terrain and it just uses the new terrain
[/rule]

#default: Will match everything, since 'old' and 'new' aren't
#specified. Set 'use_old=yes' to signal no change.
[rule]
use_old=yes
[/rule]
[/terrain_mask]

See Also