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#summary Structure of the theme.cfg file
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== `theme.cfg` ==
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The file `theme.cfg` gives the engine the values associated with a certain theme, to complement the graphics. To learn more about the general file structure of themes, see [ThemeFiles].
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It is structured with a key followed by an equals sign followed a value. The value depends on the key.
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 Example:
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<code>sky = 120, 40, 80</code>
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There is also keys that replace existing keys under certain conditions, all keys preceding with “`sd-`” are used during sudden death and all keys with “`rq-`” are used when quality is reduced. These keys must be placed after the regular keys and they are all optional.
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Following is the list of all current keys and their values, it is important to have the right number of values. Most keys may only be used once.
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The values red, green, blue and opacity are in the range of one byte and can be specified in both decimal or hexadecimal form. The range are `0` - `255` or `$00` - `$FF`.
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Any line can be made into a comment line by having a semicolon (“`;`”) at the beginning. Comments are ignored by Hedgewars.
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=== `sky` ===
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The colour of the sky.
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<code>Values: red, green, blue</code>
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=== `rq-sky` ===
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The sky color in reduced quality mode. If present, it is used instead of `sky` on low quality.
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<code>Values: red, green, blue</code>
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=== `border` ===
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The colour of the outline of explosions.
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<code>Values: red, green, blue</code>
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=== `water-top` ===
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The colour of the topmost part of the water (under the `BlueWater.png`) before Sudden Death.
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This makes a gradient together with `water-bottom`.
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<code>Values: red, green, blue</code>
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=== `water-bottom` ===
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The colour of the lowest part of the water before Sudden Death.
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This makes a gradient together with `water-top`.
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<code>Values: red, green, blue</code>
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=== `sd-water-bottom` ===
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The colour of the lowest part of the water while in Sudden Death.
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This makes a gradient together with `sd-water-top`.
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If unspecified, it has a default value.
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<code>Values: red, green, blue</code>
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=== `sd-water-top` ===
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The colour of the topmost part of the water (under the `SDWater.png`) while in Sudden Death.
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This makes a gradient together with `sd-water-bottom`.
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If unspecified, it has a default value.
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<code>Values: red, green, blue</code>
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=== `water-opacity` ===
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The water opacity before Sudden Death. Opacity of the water affects how visible gears in the water are. `0` makes it fully transparent, whereas `255` makes it fully opaque. If the water is fully opaque, the drowning animation is skipped when a hedgehog drowns.
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<code>Values: opacity</code>
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=== `sd-water-opacity` ===
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The water opacity while in Sudden Death. By default, it has the same value as `water-opacity`.
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=== `music` ===
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Name of the track 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!
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<code>Values: name</code>
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=== `sd-music` (0.9.21) ===
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Name of the track to be played in the theme while in Sudden Death, e.g. `hell.ogg`. By default, no music is played. You find music tracks in `Data/Music` of the Hedgewars installation directory. The file name is case-sensitive!
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=== `clouds` ===
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The number of clouds to create, before Sudden Death. Uses `Clouds.png`.
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<code>Values: number</code>
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=== `sd-clouds` ===
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Number of clouds while in Sudden Death, uses the file `SDClouds.png`. By default it is the same number as `clouds`.
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=== `flatten-clouds` ===
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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).
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=== `flakes` ===
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Values for the flakes of this theme before Sudden Death. Uses `Flake.png`. If this field is left out, then there are no flakes.
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 * `number`: Number of visible flakes
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 * `frames`: Number of frames used in `Flake.png`
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 * `frame ticks`: Number of ticks a frame is shown, after that the next frame is shown (a tick currently equals 1 millisecond).
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Since 0.9.21: A value of 0 indicates that each flake should keep displaying the exact frame that was selected randomly when the flake was created.
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*Tip*: If you want to have multiple static flakes in 0.9.20 or earlier, you can set the animation length to a ridiculous high value. Sometimes, a flake will still change the displayed frame, but it will rarely happen.
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 * `speed`: Rotation speed of flake
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 * `fall speed`: Falling speed of flake
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<code>Values: number, frames, frame ticks, speed, fall speed</code>
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=== `sd-flakes` ===
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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.
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=== `flatten-flakes` ===
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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.
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=== `object` ===
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There may be multiple object keys in the file, each one representing one land object.
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 * `filename`: The object’s filename (without the “.png”). Case-sensitive.
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 * `max`: The maximum number of this object that may be generated in a map
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 * `buriedrec`: A rectangle that must be buried in the terrain (`left, top, width,  height`)
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 * `minvisible`: The minimum amount of rectangles that must be visible
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 * `visiblerec`: list of the rectangles for being visible (`left, top, width, height`)
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<code>Values: filename, max, buriedrec, minvisible, visiblerec</code>
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`visiblerec` and the `buriedrec` visualized on an ancient picture:
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http://hedgewars.org/images/avematantheme/hw-avematan.rects.png
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=== `spray` ===
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There may be several spray keys in the file, each one representing one spray object.
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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.
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<code>Values: name, number</code>
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=== `ice` ===
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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.
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If this key is not present, the terrain is not slippery.
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=== `snow` ===
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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.
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If this key is not present, the flakes are purely decorational.