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Index: GameConfigWML
===================================================================
RCS file: /home/wesnoth/cvsroot/wikiroot/GameConfigWML,v
retrieving revision 1.4
diff -u -r1.4 GameConfigWML
--- GameConfigWML       14 Mar 2005 11:37:03 -0000      1.4
+++ GameConfigWML       2 Jul 2005 02:30:37 -0000
@@ -1,44 +1,82 @@
+This page has several unknown informations; they are represented by '???'.
+Feel free to replace them with actual data.
+
 ||The [game_config] tag||
 
-This tag is a top level WML tag which is in //game.cfg//
-and defines basic settings that are used everywhere in the game.
+This tag is a top level WML tag which can only be used once because
+it defines basic settings that are used everywhere in the game.
+In official versions of Wesnoth it is in //game.cfg//; values used there are 
labeled 'standard'.
+
 
 The following keys are recognised
-* //base_income// how much your leader earns without any villages
-* //heal_amount// how much the heal power heals per unit
-* //healer_heals_per_turn// how much a healer can heal per turn (total)
-* //cure_amount// how much the cure power heals per unit
-* //curer_heals_per_turn// how much a curer can heal per turn (total)
-* //rest_heal_amount// how much HP a resting unit gains
-* //recall_cost// how much it cost to recall a unit
-* //kill_experience// how much XP killing a first leve unit gives
-* //icon// the game icon file
-* //title// the title screen image
-* //logo// the wesnoth logo which will be put over the title image
-* //title_music// the music to play at the title screen
-* //logo_x// the x position of the logo on the title screen
-* //logo_y// the y position of the logo on the title screen
-* //buttons_x// the x position of the butons on the title screen
-* //buttons_y// the y position of the buttons on the title screen
-* //buttons_padding// space between butons, and border in main menu
-* //map_image// the background image for the "About" screen
-* //sidebar_image// border of window when displaying unit statistics
-* //sidebar_image_bottom// border of image when displaying unit statistics
-* //moved_energy_image// the diamond to add on top of the hp bar for moved 
units
-* //unmoved_energy_image// the diamond to add on top of the hp bar for unmoved 
units
-* //partmoved_energy_image// the diamond to add on top of the hp bar for 
partially moved units
-* //enemy_energy_image// the diamond to add on top of the hp bar for enemy 
units
-* //ally_energy_image// the diamond to add on top of the hp bar for allied 
units
-* //cross_image// the cross image displaye on the map at start of scenarion
-* //dot_image// the dot image used to draw path on the map befor scenarios
-* //footprint_left_nw// the nw footprint image for unit movement
-* //footprint_left_n// the n footprint image for unit movement
-* //footprint_right_nw// one footstep out of two will use this image instead 
of footprint-left-nw
-* //footprint_right_n// one footstep out of two will use this image instead of 
footprint-left-n
-* //missile_n_image// missile image to use if none is specified
-* //missile_ne_image// missile image to use if none is specified
-* //observer_image// the image to use for observer
+* //base_income// (standard 2) how much your leader earns without any villages
+* //heal_amount// (standard 4) how much the 'heal' ability (see AbilitiesWML) 
heals per unit
+* //healer_heals_per_turn// (standard 8) how much a healer can heal per turn 
(total).
+Healing is distributed clockwise, starting north of the healer,
+until //healer_heals_per_turn// hitpoints have been regenerated.
+* //cure_amount// (standard 8) how much the 'cure' ability heals per unit
+* //curer_heals_per_turn// (standard 18) how much a curer can heal per turn 
(total)
+* //rest_heal_amount// (standard 2) how much HP a unit gains each turn it rests
+* //recall_cost// (standard 20) how much it costs to recall a unit; this cost 
is independent of level.
+* //kill_experience// (standard 8)
+killing a unit with //level=X// will give //X//*//kill_experience// experience 
to the killing unit.
+However, if a unit has //level=0//, it will still give half of //X// 
experience.
+
+* //icon// (standard 'wesnoth-icon.png') the game icon file
+* //title// (standard 'misc/title.png') the title screen image
+* //logo// (standard 'misc/logo.png') the wesnoth logo which will be put over 
the title image
+* //title_music// (standard 'main_menu.ogg') the music to play at the title 
screen
+
+* //logo_x// (standard 525) the x position of the logo on the title screen
+* //logo_y// (standard 70) the y position of the logo on the title screen
+* //buttons_x// (standard 760) the x position of the butons on the title screen
+* //buttons_y// (standard 330) the y position of the buttons on the title 
screen
+* //buttons_padding// (standard 20) space between butons, and border in main 
menu
+* //tip_x// (standard 100) ???
+* //tip_y// (standard 500) ???
+* //tip_width// (standard 495) ???
+* //tip_padding// (standard 20) ???
+
+* //map_image// (standard 'maps/wesnoth.png') the background image for the 
"About" screen
+* //sidebar_image// (standard 'misc/rightside.png') border of window when 
displaying unit statistics
+* //sidebar_image_bottom// (standard 'misc/rightside-bottom.png') border of 
image when displaying unit statistics
+* //moved_energy_image// (standard 'misc/bar-energy-moved.png')
+the diamond image to add on top of the hp bar for player's moved units; see 
'Orbs', WesnothManual
+* //unmoved_energy_image// (standard 'misc/bar-energy-unmoved.png')
+like //moved_energy_image//, but for player's unmoved units
+* //partmoved_energy_image// (standard 'misc/bar-energy-partmoved.png')
+like //moved_energy_image//, but for player's partially moved units
+* //enemy_energy_image// (standard 'misc/bar-energy-enemy.png')
+like //moved_energy_image//, but for enemy units
+* //ally_energy_image// (standard 'misc/bar-energy-ally.png')
+like //moved_energy_image//, but for allied units
+* //flag_image// (standard 
'terrain/flag-team%d-1.png:150,terrain/flag-team%d-2.png:150')
+the image for a flag.
+The symbol '%d' is used as a shortcut for an integer which depends on the 
color of the flag;
+for example, a red flag is show by the alternating images
+'terrain/flag-team1-1.png' and 'terrain/flag-team1-2.png'.
+(What does ':150' do???)
+
+* //cross_image// (standard 'misc/cross.png') the cross image displayed on the 
map at start of scenarios; see IntroWML
+* //dot_image// (standard 'misc/dot.png') the dot image used to draw path on 
the map before scenarios
+
+* 
//footprint_left_nw//,//footprint_left_n//,//footprint_right_nw//,//footprint_right_n//
+images used to display the path that a unit would take to the tile the cursor 
is on.
+The first image of each key is used for tiles
+which would take only 1 movement point for the selected unit to move onto;
+the second for ones which would take more.
+The 'n' and 'nw' designations distinguish between tiles which are moved from 
orthogonally and diagonally
+in the same way as described in ||[missile_frame]||, AttackWML.
+The 'left' and 'right' designations are used alternately throughout the path;
+however, the standard values are the same for 'left' and 'right'.
 
+* //missile_n_image// (standard 'projectiles/missile-n.png') orthogonal 
missile image to use if none is specified;
+see //image//, ||[missile_frame]||, AttackWML
+* //missile_ne_image// (standard 'projectiles/missile-ne.png') diagonal 
missile image to use if none is specified;
+see //image_diagonal//, ||[missile_frame]||, AttackWML
+* //terrain_mask_image// (standard 'terrain/alphamask.png') ???
+* //observer_image// (standard 'misc/eye.png') the image to use for observer 
???
+* //download_campaign_image// (standard no image) the icon for the "Download 
more Campaigns" campaign menu option.
 
 ||See Also||
 




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