17 |
17 |
18 Any line can be made into a comment line by having a semicolon (“`;`”) at the beginning. Comments are ignored by Hedgewars. |
18 Any line can be made into a comment line by having a semicolon (“`;`”) at the beginning. Comments are ignored by Hedgewars. |
19 |
19 |
20 Literally all lines in the `theme.cfg` file are optional, thus an empty file is valid. Everything has a default value. However, some default values are not really useful (e.g. the water or sky color) and you should therefore explicitly specify enough values. |
20 Literally all lines in the `theme.cfg` file are optional, thus an empty file is valid. Everything has a default value. However, some default values are not really useful (e.g. the water or sky color) and you should therefore explicitly specify enough values. |
21 |
21 |
|
22 == General configuration == |
22 == `hidden` (0.9.24) == |
23 == `hidden` (0.9.24) == |
23 If this key is present in `theme.cfg` (the value does not matter), the theme will be hidden from the theme selection menu. Background themes *must* be hidden. |
24 If this key is present in `theme.cfg` (the value does not matter), the theme will be hidden from the theme selection menu. Background themes *must* be hidden. |
24 |
25 |
25 == `sky` == |
26 === `ice` === |
26 The colour of the sky. |
27 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. |
27 |
28 |
28 <code>Values: red, green, blue</code> |
29 === `snow` === |
29 |
30 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. |
30 <code>Default: $00, $00, $00</code> |
31 |
31 |
32 == Land == |
32 == `rq-sky` == |
33 === `border` === |
33 The sky color in reduced quality mode. If present, it is used instead of `sky` on low quality. |
|
34 |
|
35 <code>Values: red, green, blue</code> |
|
36 |
|
37 == `border` == |
|
38 The colour of the outline of explosions. |
34 The colour of the outline of explosions. |
39 |
35 |
40 <code>Values: red, green, blue</code> |
36 <code>Values: red, green, blue</code> |
41 |
37 |
42 <code>Default: $50, $50, $50</code> |
38 <code>Default: $50, $50, $50</code> |
43 |
39 |
44 == `water-top` == |
40 === `object` === |
45 The colour of the topmost part of the water (under the `BlueWater.png`) before Sudden Death. |
|
46 This makes a gradient together with `water-bottom`. The default color is blue and matches the default `BlueColor.png`. |
|
47 |
|
48 <code>Values: red, green, blue</code> |
|
49 |
|
50 <code>Default: $54, $5C, $9D</code> |
|
51 |
|
52 == `water-bottom` == |
|
53 The colour of the lowest part of the water before Sudden Death. |
|
54 This makes a gradient together with `water-top`. The default color is blue and matches the default `BlueColor.png`. |
|
55 |
|
56 <code>Values: red, green, blue</code> |
|
57 |
|
58 <code>Default: $34, $3C, $7D</code> |
|
59 |
|
60 == `sd-water-bottom` == |
|
61 The colour of the lowest part of the water while in Sudden Death. |
|
62 This makes a gradient together with `sd-water-top`. |
|
63 The default color neatly matches the default `SDWater.png`. |
|
64 |
|
65 <code>Values: red, green, blue</code> |
|
66 |
|
67 <code>Default: $96, $70, $A9</code> |
|
68 |
|
69 == `sd-water-top` == |
|
70 The colour of the topmost part of the water (under the `SDWater.png`) while in Sudden Death. |
|
71 This makes a gradient together with `sd-water-bottom`. |
|
72 The default color neatly matches the default `SDWater.png`. |
|
73 |
|
74 <code>Values: red, green, blue</code> |
|
75 |
|
76 <code>Default: $B9, $72, $C9</code> |
|
77 |
|
78 == `water-opacity` == |
|
79 The water opacity before Sudden Death. Opacity of the water affects how visible gears in the water are. `0` makes it fully transparent, whereas `255` or `$FF` makes it fully opaque. If the water is fully opaque, the drowning animation is skipped when a hedgehog drowns. |
|
80 |
|
81 In combination with the default `BlueWater.png`, the recommended value for this is `$80`, which also is the default. |
|
82 |
|
83 <code>Values: opacity</code> |
|
84 |
|
85 <code>Default: $80</code> |
|
86 |
|
87 == `sd-water-opacity` == |
|
88 The water opacity while in Sudden Death. Syntax and default value is equivalent to `water-opacity`. |
|
89 |
|
90 == `water-animation` (0.9.23) == |
|
91 Specified a custom water animation and flowing speed before Sudden Death. By default, the water just moves to the right and has no special animation. |
|
92 |
|
93 <code>Values: frames, frame ticks, movement speed</code> |
|
94 |
|
95 * `frames`: Number of frames in `BlueWater.png`. The frames in this image should be stacked horizontally. The height of this image must be divisible by `frames` |
|
96 * `frame ticks`: Duration of a single frame. Must be >0 if `frames`>1, otherwise it is ignored |
|
97 * `movement speed`: How fast the water moves to the right. Higher values means faster movement. If negative, it moves to the left. Use 0 to stop movement |
|
98 |
|
99 <code>Default: 1, 0, 1</code> |
|
100 |
|
101 == `sd-water-animation` (0.9.23) == |
|
102 Sudden Death equivalent of `water-animation`, uses `SDWater.png`. |
|
103 |
|
104 == `music` == |
|
105 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! |
|
106 |
|
107 If you choose a custom music (i.e. a music which does not come with Hedgewars by default), you should also set `fallback-music`. |
|
108 |
|
109 <code>Values: filename</code> |
|
110 |
|
111 No music is played by default. |
|
112 |
|
113 Example: |
|
114 <code>music = Nature.ogg</code> |
|
115 |
|
116 == `sd-music` == |
|
117 Name of the music file to be played in the theme while in Sudden Death, e.g. `hell.ogg`. If `music` was not specified, the Sudden Death has no default music as well. You find music tracks in `Data/Music` of the Hedgewars installation directory. The file name is case-sensitive! |
|
118 |
|
119 If you choose a custom music, you should also set `fallback-sd-music`. |
|
120 |
|
121 <code>Values: filename</code> |
|
122 |
|
123 Default: `sdmusic.ogg` (only if `music` was specified, no music otherwise) |
|
124 |
|
125 == `fallback-music` == |
|
126 Fallback music for the `music` setting. This setting should be added whenever you use a custom music which is not part of the official Hedgewars install. Otherwise you don't need to set this. |
|
127 If the music specified in `music` is missing, Hedgewars attempts to use this fallback music istead. *Only* use tracks which come with the official Hedgewars install. |
|
128 |
|
129 Note that if Hedgewars fails to find a music, it defaults to silence. |
|
130 |
|
131 Example usage (in combination with `music`): |
|
132 <code>music = My_Custom_Music.ogg |
|
133 fallback-music = Nature.ogg</code> |
|
134 |
|
135 == `fallback-sd-music` == |
|
136 Like `fallback-music`, except it's for `sd-music`. |
|
137 |
|
138 == `clouds` == |
|
139 The number of clouds to create, before Sudden Death. Uses `Clouds.png`. |
|
140 |
|
141 <code>Values: number</code> |
|
142 |
|
143 <code>Default: 9</code> |
|
144 |
|
145 == `sd-clouds` == |
|
146 Number of clouds while in Sudden Death, uses the file `SDClouds.png`. By default it is the same number as `clouds` or `9` if `clouds` was not specified as well. |
|
147 |
|
148 <code>Values: number</code> |
|
149 |
|
150 <code>Default: 9</code> |
|
151 |
|
152 == `flatten-clouds` == |
|
153 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). |
|
154 |
|
155 == `flakes` == |
|
156 Values for the flakes of this theme before Sudden Death. Uses `Flake.png`. |
|
157 |
|
158 * `number`: Number of visible flakes. |
|
159 * `frames`: Number of frames used in `Flake.png` |
|
160 * `frame ticks`: Number of ticks a frame is shown, after that the next frame is shown (a tick currently equals 1 millisecond). A value of 0 indicates that each flake should keep displaying the exact frame that was selected randomly when the flake was created. |
|
161 * `rotation speed`: How fast the flakes rotate. `0` = no rotation, and all flakes spawn unrotated. With any other value, flakes also spawn with a random rotation |
|
162 * `vertical speed`: Vertical speed of the flakes. A positive value makes the flakes fall, while a negative value makes them rise |
|
163 |
|
164 <code>Values: number, frames, frame ticks, rotation speed, vertical speed</code> |
|
165 |
|
166 No flakes are used by default. |
|
167 |
|
168 == `sd-flakes` == |
|
169 Sudden Death version of `flakes`, the parameters are the same as in `flakes`. This uses `SDFlake.png`. |
|
170 |
|
171 <code>Values: number, frames, frame ticks, rotation speed, vertical speed</code> |
|
172 |
|
173 If `sd-flakes` is unspecified, skulls and bones are used as images and the following default values are used: |
|
174 |
|
175 <code>Default: X, 4, 0, 15, 250</code> |
|
176 |
|
177 (The “X” means the default number of Sudden Death flakes is variable. It depends on the window size and the terrain width.) |
|
178 |
|
179 == `sd-tint` == |
|
180 Custom tinting of the background in Sudden Death. The background color will be multiplied by the RGB and opacity values. With `$FF, $FF, $FF, $FF`, there is no change, while with `$00, $00, $00, $FF`, the backgroun turns completely black. The opacity value controls how visible the background image will still be. With an opacity of `$00`, the background image is not visible, only the `sd-tint` color can be seen. |
|
181 |
|
182 <code>Values: red, green, blue, opacity</code> |
|
183 |
|
184 <code>Default: $80, $80, $80, $FF</code> |
|
185 |
|
186 == `flatten-flakes` == |
|
187 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. |
|
188 |
|
189 == `object` == |
|
190 There may be multiple object keys in the file, each one representing one land object. |
41 There may be multiple object keys in the file, each one representing one land object. |
191 |
42 |
192 * `filename`: The object’s filename (without the “.png”). Case-sensitive. |
43 * `filename`: The object’s filename (without the “.png”). Case-sensitive. |
193 * `max`: The maximum number of this object that may be generated in a map (must by between 1 and 32) |
44 * `max`: The maximum number of this object that may be generated in a map (must by between 1 and 32) |
194 * `buriedrects_num`: (optional): Number of rectangles that must be buried in the terrain. If this value is ommitted, a value of 1 is assumed |
45 * `buriedrects_num`: (optional): Number of rectangles that must be buried in the terrain. If this value is ommitted, a value of 1 is assumed |
208 |
59 |
209 https://hedgewars.org/images/avematantheme/hw-avematan.rects.png |
60 https://hedgewars.org/images/avematantheme/hw-avematan.rects.png |
210 |
61 |
211 The large rectangle shows a `visiblerects` and the small one shows a `buriedrects`. |
62 The large rectangle shows a `visiblerects` and the small one shows a `buriedrects`. |
212 |
63 |
213 == `spray` == |
64 === `spray` === |
214 There may be several spray keys in the file, each one representing one spray object. |
65 There may be several spray keys in the file, each one representing one spray object. |
215 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. |
66 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. |
216 |
67 |
217 <code>Values: name, number</code> |
68 <code>Values: name, number</code> |
218 |
69 |
219 == `ice` == |
70 == Water == |
220 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. |
71 === `water-top` === |
221 |
72 The colour of the topmost part of the water (under the `BlueWater.png`) before Sudden Death. |
222 == `snow` == |
73 This makes a gradient together with `water-bottom`. The default color is blue and matches the default `BlueColor.png`. |
223 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. |
74 |
|
75 <code>Values: red, green, blue</code> |
|
76 |
|
77 <code>Default: $54, $5C, $9D</code> |
|
78 |
|
79 === `water-bottom` === |
|
80 The colour of the lowest part of the water before Sudden Death. |
|
81 This makes a gradient together with `water-top`. The default color is blue and matches the default `BlueColor.png`. |
|
82 |
|
83 <code>Values: red, green, blue</code> |
|
84 |
|
85 <code>Default: $34, $3C, $7D</code> |
|
86 |
|
87 === `sd-water-bottom` === |
|
88 The colour of the lowest part of the water while in Sudden Death. |
|
89 This makes a gradient together with `sd-water-top`. |
|
90 The default color neatly matches the default `SDWater.png`. |
|
91 |
|
92 <code>Values: red, green, blue</code> |
|
93 |
|
94 <code>Default: $96, $70, $A9</code> |
|
95 |
|
96 === `sd-water-top` === |
|
97 The colour of the topmost part of the water (under the `SDWater.png`) while in Sudden Death. |
|
98 This makes a gradient together with `sd-water-bottom`. |
|
99 The default color neatly matches the default `SDWater.png`. |
|
100 |
|
101 <code>Values: red, green, blue</code> |
|
102 |
|
103 <code>Default: $B9, $72, $C9</code> |
|
104 |
|
105 === `water-opacity` === |
|
106 The water opacity before Sudden Death. Opacity of the water affects how visible gears in the water are. `0` makes it fully transparent, whereas `255` or `$FF` makes it fully opaque. If the water is fully opaque, the drowning animation is skipped when a hedgehog drowns. |
|
107 |
|
108 In combination with the default `BlueWater.png`, the recommended value for this is `$80`, which also is the default. |
|
109 |
|
110 <code>Values: opacity</code> |
|
111 |
|
112 <code>Default: $80</code> |
|
113 |
|
114 === `sd-water-opacity` === |
|
115 The water opacity while in Sudden Death. Syntax and default value is equivalent to `water-opacity`. |
|
116 |
|
117 === `water-animation` (0.9.23) === |
|
118 Specified a custom water animation and flowing speed before Sudden Death. By default, the water just moves to the right and has no special animation. |
|
119 |
|
120 <code>Values: frames, frame ticks, movement speed</code> |
|
121 |
|
122 * `frames`: Number of frames in `BlueWater.png`. The frames in this image should be stacked horizontally. The height of this image must be divisible by `frames` |
|
123 * `frame ticks`: Duration of a single frame. Must be >0 if `frames`>1, otherwise it is ignored |
|
124 * `movement speed`: How fast the water moves to the right. Higher values means faster movement. If negative, it moves to the left. Use 0 to stop movement |
|
125 |
|
126 <code>Default: 1, 0, 1</code> |
|
127 |
|
128 === `sd-water-animation` (0.9.23) === |
|
129 Sudden Death equivalent of `water-animation`, uses `SDWater.png`. |
|
130 |
|
131 == Background == |
|
132 === `sky` === |
|
133 The colour of the sky. |
|
134 |
|
135 <code>Values: red, green, blue</code> |
|
136 |
|
137 <code>Default: $00, $00, $00</code> |
|
138 |
|
139 === `rq-sky` === |
|
140 The sky color in reduced quality mode. If present, it is used instead of `sky` on low quality. |
|
141 |
|
142 <code>Values: red, green, blue</code> |
|
143 |
|
144 === `sd-tint` === |
|
145 Custom tinting of the background in Sudden Death. The background color will be multiplied by the RGB and opacity values. With `$FF, $FF, $FF, $FF`, there is no change, while with `$00, $00, $00, $FF`, the backgroun turns completely black. The opacity value controls how visible the background image will still be. With an opacity of `$00`, the background image is not visible, only the `sd-tint` color can be seen. |
|
146 |
|
147 <code>Values: red, green, blue, opacity</code> |
|
148 |
|
149 <code>Default: $80, $80, $80, $FF</code> |
|
150 |
|
151 === `clouds` === |
|
152 The number of clouds to create, before Sudden Death. Uses `Clouds.png`. |
|
153 |
|
154 <code>Values: number</code> |
|
155 |
|
156 <code>Default: 9</code> |
|
157 |
|
158 === `sd-clouds` === |
|
159 Number of clouds while in Sudden Death, uses the file `SDClouds.png`. By default it is the same number as `clouds` or `9` if `clouds` was not specified as well. |
|
160 |
|
161 <code>Values: number</code> |
|
162 |
|
163 <code>Default: 9</code> |
|
164 |
|
165 === `flatten-clouds` === |
|
166 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). |
|
167 |
|
168 === `flakes` === |
|
169 Values for the flakes of this theme before Sudden Death. Uses `Flake.png`. |
|
170 |
|
171 * `number`: Number of visible flakes. |
|
172 * `frames`: Number of frames used in `Flake.png` |
|
173 * `frame ticks`: Number of ticks a frame is shown, after that the next frame is shown (a tick currently equals 1 millisecond). A value of 0 indicates that each flake should keep displaying the exact frame that was selected randomly when the flake was created. |
|
174 * `rotation speed`: How fast the flakes rotate. `0` = no rotation, and all flakes spawn unrotated. With any other value, flakes also spawn with a random rotation |
|
175 * `vertical speed`: Vertical speed of the flakes. A positive value makes the flakes fall, while a negative value makes them rise |
|
176 |
|
177 <code>Values: number, frames, frame ticks, rotation speed, vertical speed</code> |
|
178 |
|
179 No flakes are used by default. |
|
180 |
|
181 === `sd-flakes` === |
|
182 Sudden Death version of `flakes`, the parameters are the same as in `flakes`. This uses `SDFlake.png`. |
|
183 |
|
184 <code>Values: number, frames, frame ticks, rotation speed, vertical speed</code> |
|
185 |
|
186 If `sd-flakes` is unspecified, skulls and bones are used as images and the following default values are used: |
|
187 |
|
188 <code>Default: X, 4, 0, 15, 250</code> |
|
189 |
|
190 (The “X” means the default number of Sudden Death flakes is variable. It depends on the window size and the terrain width.) |
|
191 |
|
192 === `flatten-flakes` === |
|
193 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. |
|
194 |
|
195 |
|
196 == Music == |
|
197 === `music` === |
|
198 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! |
|
199 |
|
200 If you choose a custom music (i.e. a music which does not come with Hedgewars by default), you should also set `fallback-music`. |
|
201 |
|
202 <code>Values: filename</code> |
|
203 |
|
204 No music is played by default. |
|
205 |
|
206 Example: |
|
207 <code>music = Nature.ogg</code> |
|
208 |
|
209 === `sd-music` === |
|
210 Name of the music file to be played in the theme while in Sudden Death, e.g. `hell.ogg`. If `music` was not specified, the Sudden Death has no default music as well. You find music tracks in `Data/Music` of the Hedgewars installation directory. The file name is case-sensitive! |
|
211 |
|
212 If you choose a custom music, you should also set `fallback-sd-music`. |
|
213 |
|
214 <code>Values: filename</code> |
|
215 |
|
216 Default: `sdmusic.ogg` (only if `music` was specified, no music otherwise) |
|
217 |
|
218 === `fallback-music` === |
|
219 Fallback music for the `music` setting. This setting should be added whenever you use a custom music which is not part of the official Hedgewars install. Otherwise you don't need to set this. |
|
220 If the music specified in `music` is missing, Hedgewars attempts to use this fallback music istead. *Only* use tracks which come with the official Hedgewars install. |
|
221 |
|
222 Note that if Hedgewars fails to find a music, it defaults to silence. |
|
223 |
|
224 Example usage (in combination with `music`): |
|
225 <code>music = My_Custom_Music.ogg |
|
226 fallback-music = Nature.ogg</code> |
|
227 |
|
228 === `fallback-sd-music` === |
|
229 Like `fallback-music`, except it's for `sd-music`. |