Difference between revisions of "TimeWML"
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− | == | + | == 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. | |
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See '''data/schedules.cfg''' for the definitions of these IDs. | 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. | |
− | 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]]). | |
− | but it describes spaces that have been illuminated (see ''illuminates'', [[AbilitiesWML]]) | ||
− | + | The [time] tag recognizes the following keys: | |
− | * ''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. | * ''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. | |
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− | ''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 | * ''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. | ||
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* [[ScenarioWML]] | * [[ScenarioWML]] | ||
* [[ReferenceWML]] | * [[ReferenceWML]] | ||
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Revision as of 16:27, 14 January 2006
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).
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.