wesnoth/data/terrain.cfg
Susanna Björverud d8e3610942 Added four new village terrains, with place-holder graphics,
...for villages in mountains, hills, snow-hills and desert.  Made the
Random Scenarios use these new terrains.
2004-11-18 13:07:35 +00:00

353 lines
4.7 KiB
INI

# Terrain configuration file. Defines how the terrain _work_ in the game. How
# the terrains _look_ is defined in terrain_graphics.cfg .
[terrain]
symbol_image=void
id=shroud
name= _ "Shroud"
char=" "
[/terrain]
[terrain]
symbol_image=fog
id=fog
name= _ "Fog"
char="~"
[/terrain]
[terrain]
symbol_image=ocean
id=deep water
name= _ "Deep Water"
char=s
submerge=0.5
unit_height_adjust=-3
[/terrain]
[terrain]
symbol_image=coast
id=shallow water
name= _ "Shallow Water"
char=c
submerge=0.4
unit_height_adjust=-4
[/terrain]
[terrain]
symbol_image=village-coast
id=mermen village
name= _ "Village"
char=Z
aliasof=c
submerge=0.4
unit_height_adjust=-4
heals=true
gives_income=true
[/terrain]
[terrain]
symbol_image=swampwater
id=swamp water
name= _ "Swamp"
char=w
submerge=0.4
unit_height_adjust=-3
[/terrain]
[terrain]
symbol_image=village-swampwater
id=swamp village
name= _ "Village"
char=Y
aliasof=tw
heals=true
gives_income=true
[/terrain]
[terrain]
symbol_image=ice
id=ice
name= _ "Ice"
char=i
unit_height_adjust=-2
aliasof=S
light=true
[/terrain]
[terrain]
symbol_image=bridge-n-s
id=bridge
name= _ "Bridge"
char=|
aliasof=gc
[/terrain]
[terrain]
symbol_image=bridge-ne-sw
id=bridgediag1
name= _ "Bridge"
char=/
aliasof=gc
[/terrain]
[terrain]
symbol_image=bridge-se-nw
id=bridgediag2
name= _ "Bridge"
char=\
aliasof=gc
[/terrain]
[terrain]
symbol_image=desert
id=sand
name= _ "Sand"
char=d
light=true
[/terrain]
[terrain]
symbol_image=road
id=road
name= _ "Road"
char=R
aliasof=g
[/terrain]
[terrain]
symbol_image=dirt
id=dirt
name= _ "Dirt"
char=r
aliasof=g
[/terrain]
#grassland should contain mostly plain grassland, but occasionally
#a few rocks
[terrain]
symbol_image=grassland-r1
id=grassland
name= _ "Grassland"
char=g
[/terrain]
[terrain]
symbol_image=village
id=village
name= _ "Village"
char=t
heals=true
gives_income=true
[/terrain]
[terrain]
symbol_image=village-human
id=human village
name= _ "Village"
char=v
aliasof=t
heals=true
gives_income=true
[/terrain]
#temporary symbol_image until a hill/mountain village graphic emerges
[terrain]
symbol_image=village-human
id=hill village
name= _ "Village"
char=a
aliasof=th
heals=true
gives_income=true
[/terrain]
#temporary symbol_image until a hill/mountain village graphic emerges
[terrain]
symbol_image=village-snow
id=snow-hill village
name= _ "Village"
char=A
light=true
aliasof=th
heals=true
gives_income=true
light=true
[/terrain]
#temporary symbol_image until a hill/mountain village graphic emerges
[terrain]
symbol_image=village-human
id=mountain village
name= _ "Village"
char=b
aliasof=tm
heals=true
gives_income=true
[/terrain]
#temporary symbol_image until a desert village graphic emerges
[terrain]
symbol_image=village-human
id=desert village
name= _ "Village"
char=B
aliasof=td
heals=true
gives_income=true
light=true
[/terrain]
[terrain]
symbol_image=snow
id=tundra
name= _ "Snow"
char=S
light=true
[/terrain]
[terrain]
symbol_image=village-snow
id=snow village
name= _ "Village"
char=V
aliasof=tS
light=true
heals=true
gives_income=true
[/terrain]
[terrain]
symbol_image=hills
id=hills
name= _ "Hills"
char=h
[/terrain]
[terrain]
symbol_image=snow-hills
id=hills
name= _ "Hills"
light=true
char=H
aliasof=h
[/terrain]
[terrain]
symbol_image=mountains
id=mountains
name= _ "Mountains"
char=m
[/terrain]
[terrain]
symbol_image=forest
id=forest
name= _ "Forest"
char=f
[/terrain]
[terrain]
symbol_image=snow-forest
id=forest
light=true
name= _ "Forest"
aliasof=f
char=F
[/terrain]
[terrain]
symbol_image=cavewall
id=cavewall
name= _ "Cave wall"
char=W
light=true
[/terrain]
[terrain]
symbol_image=cave-floor1
id=cave
name= _ "Cave"
char=u
[/terrain]
[terrain]
symbol_image=village-cave
id=underground village
name= _ "Village"
char=D
aliasof=tu
heals=true
gives_income=true
[/terrain]
[terrain]
symbol_image=castle
id=castle
name= _ "Castle"
char=C
unit_height_adjust=3
recruit_onto=true
[/terrain]
[terrain]
symbol_image=dirt
id=encampment
name= _ "Encampment"
char=n
aliasof=C
unit_height_adjust=3
recruit_onto=true
[/terrain]
[terrain]
symbol_image=cave-floor1
id=dwarven castle
name= _ "Dwarven castle"
char=o
aliasof=C
unit_height_adjust=0
recruit_onto=true
[/terrain]
[terrain]
symbol_image=keep
id=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
#id=orccastle
#aliasof=C
#symbol_image=orccastle
#[/terrain]
[terrain]
symbol_image=canyon-n-s
id=canyon
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]
symbol_image=castle
id=castle
name= _ "Castle"
char=y
aliasof=W
[/terrain]
#endif