TimeWML

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Revision as of 04:39, 29 January 2006 by Scott (talk | contribs) (implemented {{DevFeature}} template, noted illuminated_time not needed for dev version)

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 needed, 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.

See Also