wesnoth/data/terrain.cfg
2004-10-03 13:33:46 +00:00

291 lines
3.6 KiB
INI

[terrain]
image=void
name=shroud
char=" "
[/terrain]
[terrain]
image=fog
name=fog
char="~"
[/terrain]
[terrain]
image=ocean
name=deep water
char=s
submerge=0.5
unit_height_adjust=-3
[/terrain]
[terrain]
image=coast
name=shallow water
adjacent_image=coast
char=c
submerge=0.4
unit_height_adjust=-4
[/terrain]
[terrain]
image=village-coast
adjacent_image=coast
name=mermen village
char=Z
aliasof=c
no_overlay=true
submerge=0.4
unit_height_adjust=-4
heals=true
gives_income=true
no_overlay=true
[/terrain]
[terrain]
image=pier
name=pier
adjacent_image=coast
char=p
aliasof=gc
#make this only overlay deep water, not shallow water
no_overlay=true
[/terrain]
[terrain]
image=swampwater,swampwater2,swampwater3
name=swamp water
char=w
submerge=0.4
unit_height_adjust=-3
[/terrain]
[terrain]
image=village-swampwater
adjacent_image=swampwater
name=swamp village
char=Y
aliasof=tw
no_overlay=true
heals=true
gives_income=true
[/terrain]
[terrain]
image=ice
name=ice
char=i
unit_height_adjust=-2
aliasof=S
light=true
[/terrain]
[terrain]
image=bridge-n-s
name=bridge
char=|
aliasof=gc
[/terrain]
[terrain]
image=bridge-ne-sw
name=bridgediag1
char=/
aliasof=gc
[/terrain]
[terrain]
image=bridge-se-nw
name=bridgediag2
char=\
aliasof=gc
[/terrain]
[terrain]
image=desert,desert,desert,desert,desert,desert,desert-plant
name=sand
char=d
light=true
[/terrain]
[terrain]
image=road
name=road
char=R
aliasof=g
[/terrain]
[terrain]
image=dirt
name=dirt
char=r
aliasof=g
[/terrain]
#grassland should contain mostly plain grassland, but occasionally
#a few rocks
[terrain]
image=grassland-r1
name=grassland
char=g
[/terrain]
[terrain]
image=village
name=village
char=t
#make this not overlay nearby grassland (but will overlay other lower terrain)
no_overlay=true
heals=true
gives_income=true
[/terrain]
[terrain]
image=village-human
name=human village
char=v
aliasof=t
no_overlay=true
adjacent_image=grassland
heals=true
gives_income=true
[/terrain]
[terrain]
image=snow,snow,snow2
name=tundra
char=S
light=true
[/terrain]
[terrain]
image=village-snow
adjacent_image=snow
name=snow village
char=V
aliasof=tS
no_overlay=true
light=true
heals=true
gives_income=true
[/terrain]
[terrain]
image=hills,hills,hills-variation1,hills-variation2,hills-variation3,hills-variation3
name=hills
char=h
[/terrain]
[terrain]
image=snow-hills
name=hills
char=H
aliasof=h
[/terrain]
[terrain]
image=mountains
name=mountains
char=m
[/terrain]
[terrain]
image=forest
name=forest
char=f
[/terrain]
[terrain]
image=snow-forest
name=forest
aliasof=f
char=F
[/terrain]
[terrain]
image=cavewall
name=cavewall
char=W
light=true
[/terrain]
[terrain]
image=cave-floor1
name=cave
char=u
[/terrain]
[terrain]
image=village-cave
name=underground village
char=D
aliasof=tu
no_overlay=true
adjacent_image=cave
heals=true
gives_income=true
[/terrain]
[terrain]
image=castle
name=castle
char=C
unit_height_adjust=3
recruit_onto=true
[/terrain]
[terrain]
image=dirt
name=encampment
char=n
aliasof=C
unit_height_adjust=3
recruit_onto=true
[/terrain]
[terrain]
image=cave-floor1
name=dwarven castle
char=o
aliasof=C
unit_height_adjust=0
recruit_onto=true
[/terrain]
[terrain]
image=keep
name=keep
char=K
unit_height_adjust=8
aliasof=C
light=true
recruit_from=true
recruit_onto=true
[/terrain]
#this is commented-out until someone actually makes it work
#[terrain]
#char=O
#name=orccastle
#aliasof=C
#image=orccastle
#[/terrain]
[terrain]
image=canyon-n-s
name=canyon
char=X
[/terrain]
# 'y' and 'z' are reserved chars
# They can be used at the discretion of campaign designers
#ifdef CAMPAIGN_EASTERN_INVASION
[terrain]
image=castle
name=castle
char=y
aliasof=W
[/terrain]
#endif