Terrain

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troodon
Posts: 218
Joined: July 22nd, 2006, 8:55 pm

Terrain

Post by troodon »

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]

scott
Posts: 5243
Joined: May 12th, 2004, 12:35 am
Location: San Pedro, CA

Post by scott »

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).
Hope springs eternal.
Wesnoth acronym guide.
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