UserAgent: Mozilla/5.0 (X11; U; Linux i686; en-US; rv:1.7.8) Gecko/20050517 Firefox/1.0.4 (Debian package 1.0.4-2) IP: 64.81.113.168 URI: http://wesnoth.slack.it/?GameConfigWML - - - - - 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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