Theme.wiki
changeset 803 ef44649bd9df
parent 801 9f89aaa0af76
child 804 ed22ff58ac55
equal deleted inserted replaced
802:9ec4666eed9e 803:ef44649bd9df
    61 <code>Values: opacity</code>
    61 <code>Values: opacity</code>
    62 
    62 
    63 == `sd-water-opacity` ==
    63 == `sd-water-opacity` ==
    64 The water opacity while in Sudden Death. By default, it has the same value as `water-opacity`.
    64 The water opacity while in Sudden Death. By default, it has the same value as `water-opacity`.
    65 
    65 
       
    66 <code>Values: opacity</code>
       
    67 
    66 == `music` ==
    68 == `music` ==
    67 Name of the music file to be played in the theme before Sudden Death, e.g. `Nature.ogg`. You find music tracks in `Data/Music` of the Hedgewars installation directory. The file name is case-sensitive!
    69 Name of the music file to be played in the theme before Sudden Death, e.g. `Nature.ogg`. You find music tracks in `Data/Music` of the Hedgewars installation directory. The file name is case-sensitive!
    68 
    70 
    69 <code>Values: name</code>
    71 <code>Values: name</code>
    70 
    72 
    77 <code>Values: number</code>
    79 <code>Values: number</code>
    78 
    80 
    79 == `sd-clouds` ==
    81 == `sd-clouds` ==
    80 Number of clouds while in Sudden Death, uses the file `SDClouds.png`. By default it is the same number as `clouds`.
    82 Number of clouds while in Sudden Death, uses the file `SDClouds.png`. By default it is the same number as `clouds`.
    81 
    83 
       
    84 <code>Values: number</code>
       
    85 
    82 == `flatten-clouds` ==
    86 == `flatten-clouds` ==
    83 Normally, the clouds vary in size and are drawn on different layers. But if this key is present (any value) in `theme.cfg`, all clouds have the same size and are on the same layer (background).
    87 Normally, the clouds vary in size and are drawn on different layers. But if this key is present (any value) in `theme.cfg`, all clouds have the same size and are on the same layer (background).
       
    88 
       
    89 The value of this key does not matter, the key must only be present to take effect.
    84 
    90 
    85 == `flakes` ==
    91 == `flakes` ==
    86 Values for the flakes of this theme before Sudden Death. Uses `Flake.png`. If this field is left out, then there are no flakes.
    92 Values for the flakes of this theme before Sudden Death. Uses `Flake.png`. If this field is left out, then there are no flakes.
    87 
    93 
    88  * `number`: Number of visible flakes
    94  * `number`: Number of visible flakes
    96 <code>Values: number, frames, frame ticks, speed, fall speed</code>
   102 <code>Values: number, frames, frame ticks, speed, fall speed</code>
    97 
   103 
    98 == `sd-flakes` ==
   104 == `sd-flakes` ==
    99 Sudden death version of `flakes`, the parameters are the same as in `flakes`. This uses `SDFlake.png`. By default, the flakes are skulls and bones.
   105 Sudden death version of `flakes`, the parameters are the same as in `flakes`. This uses `SDFlake.png`. By default, the flakes are skulls and bones.
   100 
   106 
       
   107 <code>Values: number, frames, frame ticks, speed, fall speed</code>
       
   108 
   101 == `flatten-flakes` ==
   109 == `flatten-flakes` ==
   102 Normally, the flakes vary in size and are drawn on different layers, some of them even in front of the terrain. But if this key is present (any value) in `theme.cfg`, all flakes have the same size and are on the same layer: In front of the sky and horizont and behind the terrain.
   110 Normally, the flakes vary in size and are drawn on different layers, some of them even in front of the terrain. But if this key is present (any value) in `theme.cfg`, all flakes have the same size and are on the same layer: In front of the sky and horizont and behind the terrain.
       
   111 
       
   112 The value of this key does not matter, the key must only be present to take effect.
   103 
   113 
   104 == `object` ==
   114 == `object` ==
   105 There may be multiple object keys in the file, each one representing one land object.
   115 There may be multiple object keys in the file, each one representing one land object.
   106 
   116 
   107  * `filename`: The object’s filename (without the “.png”). Case-sensitive.
   117  * `filename`: The object’s filename (without the “.png”). Case-sensitive.
   120 The `name` is the case-sensitive name of the PNG file (without the file name suffix) of the graphics file, and `number` is the rough number of instances of this spray that may be added to the map. The number is the average number of sprays that are normally placed on a random medium-sized island. For larger and smaller landscapes, this number will be automatically scaled up or down. Please note that this number only specifies a rough goal, the actual number of created sprays may vary and you may have to play a bit with this number in order to find a good value.
   130 The `name` is the case-sensitive name of the PNG file (without the file name suffix) of the graphics file, and `number` is the rough number of instances of this spray that may be added to the map. The number is the average number of sprays that are normally placed on a random medium-sized island. For larger and smaller landscapes, this number will be automatically scaled up or down. Please note that this number only specifies a rough goal, the actual number of created sprays may vary and you may have to play a bit with this number in order to find a good value.
   121 
   131 
   122 <code>Values: name, number</code>
   132 <code>Values: name, number</code>
   123 
   133 
   124 == `ice` ==
   134 == `ice` ==
   125 If this key is present (any value), girders become slippery like ice. This also applies to placed girders. This significantly changes the gameplay of your theme, so use wisely.
   135 If this key is present (any value), girders become slippery like ice. This also applies to placed girders. This significantly changes the gameplay of your theme, so use wisely. If this key is not present, the terrain is not slippery.
   126 
   136 
   127 If this key is not present, the terrain is not slippery.
   137 The value of this key does not matter, the key must only be present to take effect.
   128 
   138 
   129 == `snow` ==
   139 == `snow` ==
   130 If this key is present (any value), the flakes which are normally purely decorational now behave like snowflakes. When they collide with terrain, they become a part of the landscape. This significantly changes the gameplay of your theme, so use wisely.
   140 If this key is present (any value), the flakes which are normally purely decorational now behave like snowflakes. When they collide with terrain, they become a part of the landscape. This significantly changes the gameplay of your theme, so use wisely. If this key is not present, the flakes are purely decorational.
   131 
   141 
   132 If this key is not present, the flakes are purely decorational.
   142 The value of this key does not matter, the key must only be present to take effect.