Wiki: Mention nation colour layers. (#6049)

* Fix some inter-wiki links.

* Wiki: Mention nation colour layers.

* Wiki: Slight wording change to a page.
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@ -61,3 +61,19 @@ The ruleVariants are the most powerful part of the tileset config.
With this, you can define, for a specific tile, which images and in which order these images should be used. With this, you can define, for a specific tile, which images and in which order these images should be used.
An example is given in the code above. For the tile "Grassland+Jungle+Dyes+Trading post" we then use the images "Grassland", "JungleForGrasslandBack", "Dyes+Trading post" and "JungleForGrasslandFront" in that order. An example is given in the code above. For the tile "Grassland+Jungle+Dyes+Trading post" we then use the images "Grassland", "JungleForGrasslandBack", "Dyes+Trading post" and "JungleForGrasslandFront" in that order.
## Nation-coloured units
Unciv can colour units according to the civilization that owns them. [[PR3231]](https://github.com/yairm210/Unciv/pull/3231)
This is used by providing multiple images per unit, each representing a coloured layer. The image suffixed with "-1" will be tinted to the civilization's inner colour, and the image suffixed with "-2" will be tinted to the civilization's outer colour. For example:
|Image|Description|Colour|
|---|---|---|
|Archer.png|Base image|Untinted|
|Archer-1.png|Colour layer|Nation inner colour|
|Arhcer-2.png|Colour layer|Nation outer colour|
The [Civ Army Color Style Sheet](https://github.com/AdityaMH/Civ-Army-Color-Style-Sheet/tree/main/Images/TileSets/FantasyHex/Units) mod by @AdityaMH and the [5Hex Tileset](https://github.com/ravignir/5Hex-Tileset/tree/master/Images/TileSets/5Hex/Units) by @ravignir are very good practical examples of how this can be used.

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@ -5,32 +5,32 @@ The JSON files that make up mods can have many different fields, and as not all
# Table of Contents # Table of Contents
* [General Overview of JSON files](#general-overview-of-json-files) * [General Overview of JSON files](#general-overview-of-json-files)
* [Civilization-related JSON files](Civilization-related-JSON-files.md) * [Civilization-related JSON files](./Civilization-related-JSON-files.md)
* [Beliefs.json](Civilization-related-JSON-files.md#beliefsjson) * [Beliefs.json](./Civilization-related-JSON-files.md#beliefsjson)
* [Buildings.json](Civilization-related-JSON-files.md#buildingsjson) * [Buildings.json](./Civilization-related-JSON-files.md#buildingsjson)
* [Nations.json](Civilization-related-JSON-files.md#nationsjson) * [Nations.json](./Civilization-related-JSON-files.md#nationsjson)
* [Policies.json](Civilization-related-JSON-files.md#policiesjson) * [Policies.json](./Civilization-related-JSON-files.md#policiesjson)
* [Quests.json](Civilization-related-JSON-files.md#questsjson) * [Quests.json](./Civilization-related-JSON-files.md#questsjson)
* [Religions.json](Civilization-related-JSON-files.md#religionsjson) * [Religions.json](./Civilization-related-JSON-files.md#religionsjson)
* [Specialists.json](Civilization-related-JSON-files.md#specialistsjson) * [Specialists.json](./Civilization-related-JSON-files.md#specialistsjson)
* [Techs.json](Civilization-related-JSON-files.md#techsjson) * [Techs.json](./Civilization-related-JSON-files.md#techsjson)
* [Map-related JSON files](Map-related-JSON-files.md) * [Map-related JSON files](./Map-related-JSON-files.md)
* [Terrains.json](Map-related-JSON-files.md#terrainsjson) * [Terrains.json](./Map-related-JSON-files.md#terrainsjson)
* [TileResources.json](Map-related-JSON-files.md#tileresourcesjson) * [TileResources.json](./Map-related-JSON-files.md#tileresourcesjson)
* [TileImprovements.json](Map-related-JSON-files.md#tileimprovementsjson) * [TileImprovements.json](./Map-related-JSON-files.md#tileimprovementsjson)
* [Ruins.json](Map-related-JSON-files.md#ruinsjson) * [Ruins.json](./Map-related-JSON-files.md#ruinsjson)
* [Tileset-specific json](Map-related-JSON-files.md#tileset-specific-json) * [Tileset-specific json](./Map-related-JSON-files.md#tileset-specific-json)
* [Unit-related JSON files](Unit-related-JSON-files.md) * [Unit-related JSON files](./Unit-related-JSON-files.md)
* [Units.json](Unit-related-JSON-files.md#unitsjson) * [Units.json](./Unit-related-JSON-files.md#unitsjson)
* [UnitPromotions.json](Unit-related-JSON-files.md#unitpromotionsjson) * [UnitPromotions.json](./Unit-related-JSON-files.md#unitpromotionsjson)
* [UnitTypes.json](Unit-related-JSON-files.md#unittypesjson) * [UnitTypes.json](./Unit-related-JSON-files.md#unittypesjson)
* [Miscellaneous JSON files](Miscellaneous-JSON-files.md) * [Miscellaneous JSON files](./Miscellaneous-JSON-files.md)
* [Difficulties.json](Miscellaneous-JSON-files.md#difficultiesjson) * [Difficulties.json](./Miscellaneous-JSON-files.md#difficultiesjson)
* [Eras.json](Miscellaneous-JSON-files.md#erasjson) * [Eras.json](./Miscellaneous-JSON-files.md#erasjson)
* [ModOptions.json](Miscellaneous-JSON-files.md#modoptionsjson) * [ModOptions.json](./Miscellaneous-JSON-files.md#modoptionsjson)
* [Stats](Map-related-JSON-files.md#stats) * [Stats](./Map-related-JSON-files.md#stats)
* [Sounds](Unit-related-JSON-files.md#sounds) * [Sounds](./Unit-related-JSON-files.md#sounds)
* [Civilopedia text](Miscellaneous-JSON-files.md#civilopedia-text) * [Civilopedia text](./Miscellaneous-JSON-files.md#civilopedia-text)
# General Overview of JSON files # General Overview of JSON files
@ -82,7 +82,7 @@ Many parts of Unciv are moddable, and for each there is a seperate json file. Th
The individual files are described on separate pages: The individual files are described on separate pages:
* [Civilization-related JSON files](Civilization-related-JSON-files.md) * [Civilization-related JSON files](./Civilization-related-JSON-files.md)
* [Map-related JSON files](Map-related-JSON-files.md) * [Map-related JSON files](./Map-related-JSON-files.md)
* [Unit-related JSON files](Unit-related-JSON-files.md) * [Unit-related JSON files](./Unit-related-JSON-files.md)
* [Miscellaneous JSON files](Miscellaneous-JSON-files.md) * [Miscellaneous JSON files](./Miscellaneous-JSON-files.md)

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@ -23,8 +23,8 @@ Each terrain entry can have the following properties:
| movementCost | Integer | Default 1 | base movement cost | | movementCost | Integer | Default 1 | base movement cost |
| defenceBonus | Float | Default 0 | combat bonus for units being attacked here | | defenceBonus | Float | Default 0 | combat bonus for units being attacked here |
| RGB | List Integer * 3 | Default 'Gold' | RGB color for 'Default' tileset display | | RGB | List Integer * 3 | Default 'Gold' | RGB color for 'Default' tileset display |
| uniques | List | Default empty | List of effects, [see here](Uniques.md#terrain-uniques) | | uniques | List | Default empty | List of effects, [see here](./Uniques.md#terrain-uniques) |
| civilopediaText | List | Default empty | see [civilopediaText chapter](Miscellaneous-JSON-files.md#civilopedia-text) | | civilopediaText | List | Default empty | see [civilopediaText chapter](./Miscellaneous-JSON-files.md#civilopedia-text) |
Note that many Natural Wonders have hardcoded routines for their placement and are recognized by name (e.g. Great Barrier Reef being more than one tile). Note that many Natural Wonders have hardcoded routines for their placement and are recognized by name (e.g. Great Barrier Reef being more than one tile).
@ -43,9 +43,9 @@ Each improvement can have the following properties:
| uniqueTo | String | Default none | The name of the nation this improvement is unique for | | uniqueTo | String | Default none | The name of the nation this improvement is unique for |
| `<stats>` | Float | Optional | Per-turn bonus yield for the tile, see [Stats](#stats) | | `<stats>` | Float | Optional | Per-turn bonus yield for the tile, see [Stats](#stats) |
| turnsToBuild | Integer | | Number of turns a worker spends building this (ignored for 'create' actions) | | turnsToBuild | Integer | | Number of turns a worker spends building this (ignored for 'create' actions) |
| uniques | List | Default empty | List of effects, [see here](Uniques.md#improvement-uniques) | | uniques | List | Default empty | List of effects, [see here](./Uniques.md#improvement-uniques) |
| shortcutKey | String | Default none | Keyboard binding. At the moment a single character (no function keys or Ctrl combinations) | | shortcutKey | String | Default none | Keyboard binding. At the moment a single character (no function keys or Ctrl combinations) |
| civilopediaText | List | Default empty | see [civilopediaText chapter](Miscellaneous-JSON-files.md#civilopedia-text) | | civilopediaText | List | Default empty | see [civilopediaText chapter](./Miscellaneous-JSON-files.md#civilopedia-text) |
* Tiles with no terrains, but positive turns to build, can be built only when the tile has a resource that names this improvement or special uniques are used. (TODO: missing something?) * Tiles with no terrains, but positive turns to build, can be built only when the tile has a resource that names this improvement or special uniques are used. (TODO: missing something?)
* Tiles with no terrains, and no turns to build, are like great improvements - they're placeable. That means a unit could exist with a 'Can create [this]' unique, and that the improvement will not show in a worker's improvement picker dialog. * Tiles with no terrains, and no turns to build, are like great improvements - they're placeable. That means a unit could exist with a 'Can create [this]' unique, and that the improvement will not show in a worker's improvement picker dialog.
@ -70,8 +70,8 @@ Each resource can have the following properties:
| improvement | String | Default empty | The improvement ([TileImprovements.json](#tileimprovementsjson)) for this resource | | improvement | String | Default empty | The improvement ([TileImprovements.json](#tileimprovementsjson)) for this resource |
| improvementStats | Object | Default empty | The additional yield when improved as sub-object with one or more [Stats](#stats) | | improvementStats | Object | Default empty | The additional yield when improved as sub-object with one or more [Stats](#stats) |
| revealedBy | String | Default empty | The technology name required to see, work and improve this resource | | revealedBy | String | Default empty | The technology name required to see, work and improve this resource |
| unique | String | Default empty | Effects, [see here](Uniques.md#resource-uniques) - at the moment only one unique may be added | | unique | String | Default empty | Effects, [see here](./Uniques.md#resource-uniques) - at the moment only one unique may be added |
| civilopediaText | List | Default empty | see [civilopediaText chapter](Miscellaneous-JSON-files.md#civilopedia-text) | | civilopediaText | List | Default empty | see [civilopediaText chapter](./Miscellaneous-JSON-files.md#civilopedia-text) |
## Ruins.json ## Ruins.json
@ -86,7 +86,7 @@ Each of the objects in the file represents a single reward you can get from ruin
| name | String | required | Name of the ruins. Never shown to the user, but they have to be distinct | | name | String | required | Name of the ruins. Never shown to the user, but they have to be distinct |
| notification | String | required | Notification added to the user when this reward is chosen. If omitted, an empty notification is shown. Some notifications may have parameters, refer to the table below. | | notification | String | required | Notification added to the user when this reward is chosen. If omitted, an empty notification is shown. Some notifications may have parameters, refer to the table below. |
| weight | Integer (≥0) | defaults to 1 | Weight this reward should have. Higher weights result in a higher chance of it being chosen* | | weight | Integer (≥0) | defaults to 1 | Weight this reward should have. Higher weights result in a higher chance of it being chosen* |
| uniques | List of Strings | defaults to none | [uniques]Uniques#one-time-effect) or [uniques](Uniques.md#one-time-effect-units) that will trigger when entering the ruins. If more than 1 unique is added, the notification will be shown multiple times due to a bug. | | uniques | List of Strings | defaults to none | [uniques]Uniques#one-time-effect) or [uniques](./Uniques.md#one-time-effect-units) that will trigger when entering the ruins. If more than 1 unique is added, the notification will be shown multiple times due to a bug. |
| excludedDifficulties | List of Strings | defaults to None | A list of all difficulties on which this reward may _not_ be awarded | | excludedDifficulties | List of Strings | defaults to None | A list of all difficulties on which this reward may _not_ be awarded |

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@ -26,7 +26,7 @@ A common suggestion that we get (by people with little familiarity with the proj
5. **Mass changes**. If we're changing the source of the translation but want to keep the various destinations (say, we change "Gold from trade routes +[amount]%" to "+[amount]% Gold from trade routes"), if all the translation files are in Git we can do that in 1 minute. If it's external, this varies greatly. 5. **Mass changes**. If we're changing the source of the translation but want to keep the various destinations (say, we change "Gold from trade routes +[amount]%" to "+[amount]% Gold from trade routes"), if all the translation files are in Git we can do that in 1 minute. If it's external, this varies greatly.
Here are some ways that we managed to go wrong: Here are some ways that we managed to go wrong in the past:
- Putting all languages into the same file ("one big translation dictionary") - when multiple people edit this file for different languages, they can conflict with each other. Separate to different files for simpler management. - Putting all languages into the same file ("one big translation dictionary") - when multiple people edit this file for different languages, they can conflict with each other. Separate to different files for simpler management.