Go to the first, previous, next, last section, table of contents.

Backdrop

This section describes the parameters affecting backdrop computations.

Years and Days

Cyclic changes in the environment are governed by a yearly cycle or a daily cycle whose length must be defined.

WorldProperty: year-length n

This property is the number of turns in an annual cycle. If less than 2, then no seasonal effects will be calculated.

WorldProperty: day-length n

This property is the number of turns in a single day. If less than 2, then day and night will not be calculated.

Note that year-length and day-length are completely independent of each other, and it is possible to have days that are longer than years.

AreaProperty: initial-year-part n

This property is the season of the first turn in the game.

AreaProperty: initial-day-part n

This property is the hour of the first turn in the game, in 100ths of a day part.

GlobalVariable: season-names list

This global is a list of which turns in a year should be called which seasons. It has the form (... "B> t1 t2 -> n

Relative chance that terrain of type t1 damaged by a detonation will change into another type t2.

The following tables and properties can be used for units that cannot detonate deliberately by doing a detonate action.

Table: detonate-on-hit u1 u2 -> n%

This table is the chance that a hit on u1 by a unit of type u2 will cause it to detonate (once). Noncombat reductions in hp, such as attrition, have no effect.

UnitTypeProperty: detonate-on-death n%

This property is the chance that if this type is about to die from a combat hit, it will detonate first.

Table: detonate-on-capture u1 u2 -> n%

This table is the chance that a unit of type u1 will detonate if a capture by a unit of type u2 is about to succeed.

Table: detonate-on-approach-range u1 u2 -> dist

When a unit of type u2 on a non-trusted [?] side appears at a distance of dist or less, then u1 will detonate. If -1, then unit will not detonate upon approach. Defaults to -1.

Table: detonation-accident-chance u t -> n.f%

This table is the chance that the unit will detonate spontaneously. This is checked once/turn, at the beginning of the turn, and also upon each entry to a cell, if moving.

Terrain Alteration Actions

ActionType: alter-terrain x y t

This action changes the type of the cell at x,y to t.

ActionType: add-terrain x y dir t

This action adds a connection or border of type t to the cell at x,y, in direction dir.

ActionType: remove-terrain x y dir t

This action removes a connection or border of type t to the cell at x,y, in direction dir.

Table: acp-to-add-terrain u t -> n

Table: acp-to-remove-terrain u t -> n

For auxiliary terrain types, these tables are the costs to add or remove. For cell terrain, the costs of removing the old type and adding the new type are added together. If the value is 0, then that type of terrain may not be added or removed. As a special exception, cell terrain may have a cost to remove of 0, so that the sum of add and remove costs can be as low as 1; in that case, a value of -1 disallows removal. Both default to 0.

Table: alter-terrain-range u t -> n

This table is the maximum distance at which a unit can alter terrain t. Defaults to 0, which means that the unit can change only the terrain in its own cell.

Note that if see-terrain-always is false, then other sides will not see the terrain change unless they are viewing the altered terrain.

Table: material-to-add-terrain u m -> n

This table is the amount of material necessary to perform an add-terrain or alter-terrain action.

Table: material-to-remove-terrain u m -> n

This table is the amount of material necessary to perform a remove-terrain action.

Table: consumption-per-add-terrain t m -> n

This table is the amount of material m necessary for any unit to add terrain of type t.

Table: material-per-remove-terrain t m -> n

This table is the amount of material of type m that becomes available as the result of removing terrain t.


Go to the first, previous, next, last section, table of contents. ./usr/doc/xconq/html/xcdesign_52.html0100644000000000000000000004042607070240521016367 0ustar rootroot Designing Games with Xconq - Backdrop Go to the first, previous, next, last section, table of contents.

Backdrop

This section describes the parameters affecting backdrop computations.

Years and Days

Cyclic changes in the environment are governed by a yearly cycle or a daily cycle whose length must be defined.

WorldProperty: year-length n

This property is the number of turns in an annual cycle. If less than 2, then no seasonal effects will be calculated.

WorldProperty: day-length n

This property is the number of turns in a single day. If less than 2, then day and night will not be calculated.

Note that year-length and day-length are completely independent of each other, and it is possible to have days that are longer than years.

AreaProperty: initial-year-part n

This property is the season of the first turn in the game.

AreaProperty: initial-day-part n

This property is the hour of the first turn in the game, in 100ths of a day part.

GlobalVariable: season-names list

This global is a list of which turns in a year should be called which seasons. It has the form (... "B> t1 t2 -> n

Relative chance that terrain of type t1 damaged by a detonation will change into another type t2.

The following tables and properties can be used for units that cannot detonate deliberately by doing a detonate action.

Table: detonate-on-hit u1 u2 -> n%

This table is the chance that a hit on u1 by a unit of type u2 will cause it to detonate (once). Noncombat reductions in hp, such as attrition, have no effect.

UnitTypeProperty: detonate-on-death n%

This property is the chance that if this type is about to die from a combat hit, it will detonate first.

Table: detonate-on-capture u1 u2 -> n%

This table is the chance that a unit of type u1 will detonate if a capture by a unit of type u2 is about to succeed.

Table: detonate-on-approach-range u1 u2 -> dist

When a unit of type u2 on a non-trusted [?] side appears at a distance of dist or less, then u1 will detonate. If -1, then unit will not detonate upon approach. Defaults to -1.

Table: detonation-accident-chance u t -> n.f%

This table is the chance that the unit will detonate spontaneously. This is checked once/turn, at the beginning of the turn, and also upon each entry to a cell, if moving.

Terrain Alteration Actions

ActionType: alter-terrain x y t

This action changes the type of the cell at x,y to t.

ActionType: add-terrain x y dir t

This action adds a connection or border of type t to the cell at x,y, in direction dir.

ActionType: remove-terrain x y dir t

This action removes a connection or border of type t to the cell at x,y, in direction dir.

Table: acp-to-add-terrain u t -> n

Table: acp-to-remove-terrain u t -> n

For auxiliary terrain types, these tables are the costs to add or remove. For cell terrain, the costs of removing the old type and adding the new type are added together. If the value is 0, then that type of terrain may not be added or removed. As a special exception, cell terrain may have a cost to remove of 0, so that the sum of add and remove costs can be as low as 1; in that case, a value of -1 disallows removal. Both default to 0.

Table: alter-terrain-range u t -> n

This table is the maximum distance at which a unit can alter terrain t. Defaults to 0, which means that the unit can change only the terrain in its own cell.

Note that if see-terrain-always is false, then other sides will not see the terrain change unless they are viewing the altered terrain.

Table: material-to-add-terrain u m -> n

This table is the amount of material necessary to perform an add-terrain or alter-terrain action.

Table: material-to-remove-terrain u m -> n

This table is the amount of material necessary to perform a remove-terrain action.

Table: consumption-per-add-terrain t m -> n

This table is the amount of material m necessary for any unit to add terrain of type t.

Table: material-per-remove-terrain t m -> n

This table is the amount of material of type m that becomes available as the result of removing terrain t.


Go to the first, previous, next, last section, table of contents. ./usr/doc/xconq/html/xcdesign_52.html0100644000000000000000000004042607070240521016367 0ustar rootroot Designing Games with Xconq - Backdrop Go to the first, previous,