Terrain
Moderator: Forum Moderators
Forum rules
- Please use [code] BBCode tags in your posts for embedding WML snippets.
- To keep your code readable so that others can easily help you, make sure to indent it following our conventions.
Terrain
This is from the terrain file of Wesvoid. What changes need to be made to this for it to be compatable with wesnoth 1.1.8?
Code: Select all
#textdomain wesnoth-Wesvoid
{./terrain-graphics}
[terrain]
symbol_image=cave
id=impassible cave
name= _ "Impassible Cave"
char=y
aliasof=s#X
[/terrain]
{TERRAIN_BASE y stalagmite}
[terrain]
symbol_image=woodwall
id=wall
name= _ "Wall"
char=z
aliasof=W
[/terrain]
[terrain]
symbol_image=trash
id=experimental junk
name= _ "Experimental Junk"
char=%
aliasof=h
[/terrain]
{TERRAIN_BASE % road}
#{TERRAIN_BASE % trash}
{BUILDING % ({VIMG 0,0 trash})}
{TERRAIN_ADJACENT -197 % !R% road}
[terrain]
symbol_image=cave
id=void
name= _ "Void"
char=*
aliasof=X
[/terrain]
Off the top of my head probably nothing. There were some new keys/capabilities added for terrain definition, but I don't think they're mandatory.
You should check out Under the Burning Suns, since it uses custom terrain. As a user campaign promoted to mainline, it is a good example to follow.
You can take a look in the game's terrain.cfg to get an idea of the new key capabilities, but terrain layering is an arcane art known to very few (and mastered by one - but that guy isn't working here anymore).
You should check out Under the Burning Suns, since it uses custom terrain. As a user campaign promoted to mainline, it is a good example to follow.
You can take a look in the game's terrain.cfg to get an idea of the new key capabilities, but terrain layering is an arcane art known to very few (and mastered by one - but that guy isn't working here anymore).
Hope springs eternal.
Wesnoth acronym guide.
Wesnoth acronym guide.