Difference between revisions of "TimeWML"
m (Added sound= to [time]) |
(Remove DevFeature, highlight tags and attributes) |
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== The [time] and [illuminated_time] tags == | == 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. | + | 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. | See '''data/schedules.cfg''' for the definitions of these IDs. | ||
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The [time] tag recognizes the following keys: | 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]]. | + | * '''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. | + | * '''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. | + | * '''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. |
− | * ''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 | + | * '''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'' | + | * '''sound''': a sound to play (in sounds/) when changing into this time of day. |
=== Scheduling time === | === Scheduling time === |
Revision as of 14:41, 19 February 2008
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 [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. 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}