TerrainMaskWML

From The Battle for Wesnoth Wiki
Revision as of 16:43, 19 February 2008 by Esr (talk | contribs) (Highlight tags and attributes.)

[edit]WML Tags

A:

abilities, about, achievement, achievement_group, add_ai_behavior, advanced_preference, advancefrom, advancement, advances, affect_adjacent, ai, allied_with, allow_end_turn, allow_extra_recruit, allow_recruit, allow_undo, and, animate, animate_unit, animation, aspect, attack (replay, weapon), attack_anim, attacks (special, stats), avoid;

B:

base_unit, background_layer, berserk, binary_path, break, brush;

C:

campaign, cancel_action, candidate_action, capture_village, case, chance_to_hit, change_theme, chat, checkbox, choice, choose, clear_global_variable, clear_menu_item, clear_variable, color_adjust, color_palette, color_range, command (action, replay), continue, core, credits_group, criteria;

D:

damage, damage_type, death, deaths, default, defend, defends, defense, delay, deprecated_message, destination, difficulty, disable, disallow_end_turn, disallow_extra_recruit, disallow_recruit, do, do_command, drains, draw_weapon_anim;

E:

editor_group, editor_music, editor_times, effect, else (action, animation), elseif, endlevel, end_turn (action, replay), enemy_of, engine, entry (credits, options), era, event, experimental_filter_ability, experimental_filter_ability_active, experimental_filter_specials, extra_anim;

F:

facet, facing, fake_unit, false, feedback, female, filter (concept, event), filter_adjacent, filter_adjacent_location, filter_attack, filter_attacker, filter_base_value, filter_condition, filter_defender, filter_enemy, filter_location, filter_opponent, filter_own, filter_owner, filter_radius, filter_recall, filter_second, filter_second_attack, filter_self, filter_side, filter_student, filter_vision, filter_weapon, filter_wml, find_path, fire_event, firststrike, floating_text, fonts, for, foreach, found_item, frame;

G:

game_config, get_global_variable, goal, gold, gold_carryover;

H:

harm_unit, has_ally, has_attack, has_unit, has_achievement, have_location, have_unit, heal_on_hit, heal_unit, healed_anim, healing_anim, heals, hide_help, hide_unit, hides;

I:

idle_anim, if (action, animation, intro), illuminates, image (intro, terrain), init_side, insert_tag, inspect, item, item_group;

J:

jamming_costs, join;

K:

kill, killed;

L:

label, language, leader, leader_goal, leadership, leading_anim, levelin_anim, levelout_anim, lift_fog, limit, literal, load_resource, locale, lock_view, lua;

M:

male, menu_item, message, micro_ai, missile_frame, modification, modifications, modify_ai, modify_side, modify_turns, modify_unit, modify_unit_type, move, move_unit, move_unit_fake, move_units_fake, movement_anim, movement costs, movetype, multiplayer, multiplayer_side, music;

N:

not, note;

O:

object, objective, objectives, on_undo, open_help, option, options, or;

P:

part, petrifies, petrify, place_shroud, plague, poison, post_movement_anim, pre_movement_anim, primary_attack, primary_unit, print, progress_achievement, put_to_recall_list;

R:

race, random_placement, recall (action, replay), recalls, recruit, recruit_anim, recruiting_anim, recruits, redraw, regenerate, remove_event, remove_item, remove_object, remove_shroud, remove_sound_source, remove_time_area, remove_trait, remove_unit_overlay, repeat, replace_map, replace_schedule, replay, replay_start, reset_fog, resistance (ability, unit), resistance_defaults, resolution, resource, return, role, rule;

S:

save, scenario, screen_fade, scroll, scroll_to, scroll_to_unit, secondary_attack, secondary_unit, section, select_unit, sequence, set_achievement, set_extra_recruit, set_global_variable, set_menu_item, set_recruit, set_specials, set_variable, set_variables, sheath_weapon_anim, show_if (message, objective, set_menu_item), show_objectives, side, skirmisher, slider, slow, snapshot, sound, sound_source, source (replay, teleport), special_note, specials, split, stage, standing_anim, statistics, status, store_gold, store_items, store_locations, store_map_dimensions, store_reachable_locations, store_relative_direction, store_side, store_starting_location, store_time_of_day, store_turns, store_unit, store_unit_defense, store_unit_defense_on, store_unit_type, store_unit_type_ids, store_villages, story, swarm, sub_achievement, switch, sync_variable;

T:

target, team, teleport (ability, action), teleport_anim, terrain, terrain_defaults, terrain_graphics, terrain_mask, terrain_type, test, test_condition, test_do_attack_by_id, text_input, textdomain, theme, then, tile, time, time_area, topic, toplevel, trait, transform_unit, traveler, true, tunnel;

U:

unhide_unit, unit (action, scenario), unit_overlay, unit_type, unit_worth, units, unlock_view, unpetrify, unstore_unit, unsynced;

V:

value, variable, variables, variant, variation, victory_anim, village, vision_costs, volume;

W:

while, wml_message, wml_schema;

Z:

zoom;

Note: This page is OBSOLETE and needs to be rewritten.

The [terrain_mask] tag

The [terrain_mask] tag makes map manipulation from within WML much easier. It uses a Wesnoth map as a "mask" over a given location, placing it down on top of the scenario map. Fog('~') and void(' ') are used like alpha in an image; i.e. they cause the previous terrain to be used.

  • x,y: the x,y location in the scenario map to place the top-left corner of the mask onto
  • mask: a Wesnoth map; see BuildingMaps.
  • [rule]: specifies a rule for blending the mask with the scenario.

The terrain on each hex fitting the rule will be changed to the terrain specified in the rule.

    • old: a comma-separated list of terrain codes. The rule fits only those hexes that have one of these terrains in the scenario.
    • new: a list of terrain letters. The rule fits only those hexes with this terrain specified in the mask.
    • terrain: the letter of the terrain to change hexes which fit this rule (i.e. for which the new terrain code in

the mask falls on top of the old terrain in the scenario) into.

As an example, suppose you want to lay down a road somewhere. You could specify by hand the path the road takes using [terrain], or you could use [terrain_mask]:

[terrain_mask]
x,y=12,10
mask="
r~~~~~~~~~
r~~~~~~~~~
~r~~~~~~~~
~r~~~~~~~~
r~~~~~~~~~
~r~~rr~~~~
~~rrr~rr~~
~~~~~~r~~~
~~~~~~rr~~
~~~~~~rrrr"
[/terrain_mask]

For instance, suppose you want snow to fall in an area. You want villages (v) to turn into snowed-villages (V), forest (f) to turn into snowed-forest (F), hills (h) to turn into snowed-hills (H), and grassland (g) and roads (r) to turn into snow (S), while other terrain remains untouched. You could look over your destination map and work out which terrain type is which and draw your mask, but that's alot of effort, you want to just draw a simple mask which has areas of snow and areas of no snow, and make the game work out the rest.

You can do it like this:

[terrain_mask]
x,y=1,1
mask="
~S~~~S~
~S~S~S~
S~~SSS~
~SSSSSS
~~SSSSS
~~~SS~~"

[rule]
old=v
new=S
terrain=V
[/rule]
[rule]
old=f
new=S
terrain=F
[/rule]
[rule]
old=h
new=S
terrain=H
[/rule]

[rule]
old=gr
new=S
#don't specify terrain and it just uses the new terrain
[/rule]

#default: Will match everything, since 'old' and 'new' aren't
#specified. Set 'use_old=yes' to signal no change.
[rule]
use_old=yes
[/rule]
[/terrain_mask]

See Also