Difference between revisions of "TimeWML"
m (→The [time] and [illuminated_time] tags: Corrected location of shedules.cfg) |
(→The [time] and [illuminated_time] tags) |
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* '''image''': the image displayed at the top of the Status Table during turns of this type. | * '''image''': the image displayed at the top of the Status Table during turns of this type. | ||
* '''mask''': the image displayed over all hexes during turns of this type. | * '''mask''': the image displayed over all hexes during turns of this type. | ||
+ | * '''liminal_bonus''': units with '''alignment=liminal''' do +//liminal_bonus'' % damage during turns of this type. Units with '''alignment=neutral''','''alignment=chaotic''' and '''alignment=lawful''' are unaffected by this key. ''liminal_bonus'' can be a negative number. This is useful if you want to give Liminal units a disadvantage instead of a bonus. | ||
* '''lawful_bonus''': units with '''alignment=lawful''' do +//lawful_bonus'' % damage during turns of this type. Units with '''alignment=chaotic''' do -''lawful_bonus'' % damage. Units with '''alignment=neutral''' are unaffected by this key. ''lawful_bonus'' can be a negative number. This is useful if you want to give Chaotic units an advantage instead of Lawful ones. | * '''lawful_bonus''': units with '''alignment=lawful''' do +//lawful_bonus'' % damage during turns of this type. Units with '''alignment=chaotic''' do -''lawful_bonus'' % damage. Units with '''alignment=neutral''' are unaffected by this key. ''lawful_bonus'' can be a negative number. This is useful if you want to give Chaotic units an advantage instead of Lawful ones. | ||
* '''red''', '''green''', '''blue''': describe the tint of the screen during the time period. Appears to be an integer value from -255 to 255. See schedules.cfg for examples. | * '''red''', '''green''', '''blue''': describe the tint of the screen during the time period. Appears to be an integer value from -255 to 255. See schedules.cfg for examples. |
Revision as of 13:19, 13 August 2010
The time of day influences damage done by lawful and chaotic units; this makes timing of your attack important. Graphically time of day is represented by a picture (landscape with sun or moon) in the status table, and by darkening the screen during night turns.
Scenario author can schedule the times of day in scenario; use the pre-defined time macros, or create new times of day.
The [time] and [illuminated_time] tags
The [time] tag is a subtag of the [scenario] tag. However, most scenarios do not use these directly, but usually use the ready macros {DAWN}, {MORNING}, {AFTERNOON}, {DUSK}, {FIRST_WATCH}, {SECOND_WATCH} and {UNDERGROUND} to specify the day-night cycle. See data/core/macros/schedules.cfg for the definitions of these IDs.
The [time] tag describes a single turn of a day/night sequence. When a scenario is played, the first turn is described by the first [time] tag; the second described by the second, until there are no more. After all the tags have described a turn, the next turn is described by the first tag again.
The [time] tag recognizes the following keys:
- id: the id by which you can reference this time, e.g. in the time_of_day tag of AiWML.
- name: (translatable) the name displayed when the cursor is over the day/night image.
- image: the image displayed at the top of the Status Table during turns of this type.
- mask: the image displayed over all hexes during turns of this type.
- liminal_bonus: units with alignment=liminal do +//liminal_bonus % damage during turns of this type. Units with alignment=neutral,alignment=chaotic and alignment=lawful are unaffected by this key. liminal_bonus can be a negative number. This is useful if you want to give Liminal units a disadvantage instead of a bonus.
- lawful_bonus: units with alignment=lawful do +//lawful_bonus % damage during turns of this type. Units with alignment=chaotic do -lawful_bonus % damage. Units with alignment=neutral are unaffected by this key. lawful_bonus can be a negative number. This is useful if you want to give Chaotic units an advantage instead of Lawful ones.
- red, green, blue: describe the tint of the screen during the time period. Appears to be an integer value from -255 to 255. See schedules.cfg for examples.
- sound: a sound to play (in sounds/) when changing into this time of day.
Scheduling time
The [scenario] tag contains a few [time] tags (or macros). These time tags are used in a loop, that is: first time tag is used during the first turn, then second one,... and when all time tags passed then again the first one, second one, etc.
The typical day/night cycle looks like this:
{DAWN} {MORNING} {AFTERNOON} {DUSK} {FIRST_WATCH} {SECOND_WATCH}
To avoid day/night cycle, use a neutral time of day, for example:
{DAWN}
In underground, use a special time of day. It works like night; that is it gives advantage to chaotic units and disadvantage to lawful units.
{UNDERGROUND}