Difference between revisions of "TimeWML"
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{{WML Tags}} | {{WML Tags}} | ||
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+ | 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] and [illuminated_time] tags == | ||
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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 | * ''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. | for examples. | ||
+ | |||
+ | === 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} | ||
== See Also == | == See Also == |
Revision as of 15:14, 22 March 2006
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/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 [illuminated_time] tag is like the [time] tag, but it describes spaces that have been illuminated (see illuminates, AbilitiesWML). Template:DevFeature: this tag is no longer used, since the new illuminates ability automatically determines illuminated time
The [time] tag recognizes the following keys:
- 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. 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.
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}