TimeWML: Difference between revisions
Moving the [time_area] example to the documentation for [time_area] |
→The [time] tag: Give a more complete list of predefined times and schedules |
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== The [time] tag == | == The [time] tag == | ||
The [time] tag is a subtag of the [scenario] tag. However, most scenarios do not use these directly, but usually use | The [time] tag is a subtag of the [scenario] tag. However, most scenarios do not use these directly, but usually use ready-made macros to specify the day-night cycle. | ||
See '''data/core/macros/schedules.cfg''' for the definitions of these | See '''data/core/macros/schedules.cfg''' for the definitions of these macros. | ||
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 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. | ||
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* '''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. | ||
* '''sound''': a sound to play (in sounds/) when changing into this time of day. | * '''sound''': a sound to play (in sounds/) when changing into this time of day. | ||
=== Ready-made times and schedules === | |||
The following macros represent predefined times: | |||
<syntaxhighlight lang='wml'> | |||
{DAWN} | |||
{MORNING} | |||
{MIDDAY} | |||
{AFTERNOON} | |||
{DUSK} | |||
{FIRST_WATCH} | |||
{MIDNIGHT} | |||
{SECOND_WATCH} | |||
{INDOORS} | |||
{UNDERGROUND} | |||
{DEEP_UNDERGROUND} | |||
</syntaxhighlight> | |||
The latter three are typically used alone. The rest are more often used indirectly via one of the following predefined 6-step schedules: | |||
<syntaxhighlight lang='wml'> | |||
{DEFAULT_SCHEDULE} | |||
{SUMMER_SCHEDULE} | |||
{WINTER_SCHEDULE} | |||
</syntaxhighlight> | |||
Two alternate schedules are also available. Each individual time in these schedules has its own macro, but they won't be listed here. | |||
<syntaxhighlight lang='wml'> | |||
{DEFAULT_SCHEDULE_24H} | |||
{TWO_SUNS_DEFAULT_SCHEDULE} | |||
</syntaxhighlight> | |||
=== Scheduling time === | === Scheduling time === | ||
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The typical day/night cycle looks like this: | The typical day/night cycle looks like this: | ||
<syntaxhighlight lang='wml'> | |||
{DAWN} | |||
{MORNING} | |||
{AFTERNOON} | |||
{DUSK} | |||
{FIRST_WATCH} | |||
{SECOND_WATCH} | |||
</syntaxhighlight> | |||
To avoid day/night cycle, use a neutral time of day, for example | To avoid day/night cycle, use a neutral time of day, for example {DAWN}. For underground scenarios, usually the {UNDERGROUND} time of day is used. | ||
It works like night; that is it gives advantage to chaotic units and disadvantage to lawful units. | It works like night; that is it gives advantage to chaotic units and disadvantage to lawful units. | ||
== See Also == | == See Also == | ||
Revision as of 17:08, 21 November 2016
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] tag
The [time] tag is a subtag of the [scenario] tag. However, most scenarios do not use these directly, but usually use ready-made macros to specify the day-night cycle. See data/core/macros/schedules.cfg for the definitions of these macros.
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.
- 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. Units with alignment=liminal do -(abs(lawful_bonus)) % damage. 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.
Ready-made times and schedules
The following macros represent predefined times:
{DAWN}
{MORNING}
{MIDDAY}
{AFTERNOON}
{DUSK}
{FIRST_WATCH}
{MIDNIGHT}
{SECOND_WATCH}
{INDOORS}
{UNDERGROUND}
{DEEP_UNDERGROUND}
The latter three are typically used alone. The rest are more often used indirectly via one of the following predefined 6-step schedules:
{DEFAULT_SCHEDULE}
{SUMMER_SCHEDULE}
{WINTER_SCHEDULE}
Two alternate schedules are also available. Each individual time in these schedules has its own macro, but they won't be listed here.
{DEFAULT_SCHEDULE_24H}
{TWO_SUNS_DEFAULT_SCHEDULE}
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}. For underground scenarios, usually the {UNDERGROUND} time of day is used. It works like night; that is it gives advantage to chaotic units and disadvantage to lawful units.