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Fixed tables in new wiki
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* [Terrains.json](#terrainsjson)
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* [TileResources.json](#tileresourcesjson)
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* [TileImprovements.json](#tileimprovementsjson)
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* [Ruins.json](#ruinsjson)
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* [Tileset-specific json](#tileset-specific-json)
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## Terrains.json
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## Terrains.json
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This file lists the base terrains, terrain features and natural wonders that can appear on the map.
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This file lists the base terrains, terrain features and natural wonders that can appear on the map.
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Each terrain entry can have the following properties:
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Each terrain entry can have the following properties:
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| Attribute | Type | Optional? | Notes |
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| Attribute | Type | Optional? | Notes |
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|-----------|------|-----------|-------|
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|-----------|------|-----------|-------|
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| name | String | Required | |
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| name | String | Required | |
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@ -35,6 +30,7 @@ This file lists the improvements that can be constructed or created on a map til
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Note that improvements have two visual representations - icon and pixel graphic in the tileset. Omitting the icon results in a horribly ugly user interface, while omitting tileset graphics will just miss out on an _optional_ visualization. If you provide a pixel graphic for FantasyHex, please be aware of the layering system and the ruleVariants in the tileset json. A single graphic may suffice if it has lots of transparency, as it will be drawn on top of all other terrain elements.
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Note that improvements have two visual representations - icon and pixel graphic in the tileset. Omitting the icon results in a horribly ugly user interface, while omitting tileset graphics will just miss out on an _optional_ visualization. If you provide a pixel graphic for FantasyHex, please be aware of the layering system and the ruleVariants in the tileset json. A single graphic may suffice if it has lots of transparency, as it will be drawn on top of all other terrain elements.
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Each improvement can have the following properties:
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Each improvement can have the following properties:
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| Attribute | Type | Optional? | Notes |
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| Attribute | Type | Optional? | Notes |
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|-----------|------|-----------|-------|
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|-----------|------|-----------|-------|
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| name | String | Required | |
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| name | String | Required | |
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@ -61,6 +57,7 @@ Note the predefined resource _types_ cannot be altered in json.
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Note also that resources have two visual representations - icon and pixel graphic in the tileset. Omitting the icon results in a horribly ugly user interface, while omitting tileset graphics will miss out on a visualization on the map. If you provide a pixel graphic for FantasyHex, please be aware of the layering system and the ruleVariants in the tileset json. A single graphic may suffice if it has lots of transparency, as it will be drawn on top of terrain and features but below an improvement - if the single improvement graphic exists at all.
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Note also that resources have two visual representations - icon and pixel graphic in the tileset. Omitting the icon results in a horribly ugly user interface, while omitting tileset graphics will miss out on a visualization on the map. If you provide a pixel graphic for FantasyHex, please be aware of the layering system and the ruleVariants in the tileset json. A single graphic may suffice if it has lots of transparency, as it will be drawn on top of terrain and features but below an improvement - if the single improvement graphic exists at all.
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Each resource can have the following properties:
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Each resource can have the following properties:
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| Attribute | Type | Optional? | Notes |
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| Attribute | Type | Optional? | Notes |
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|-----------|------|-----------|-------|
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|-----------|------|-----------|-------|
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| name | String | Required | |
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| name | String | Required | |
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@ -1,16 +1,11 @@
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* [Difficulties.json](#difficultiesjson)
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* [Eras.json](#erasjson)
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* [ModOptions.json](#modoptionsjson)
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* [Generic Civilopedia Text](#civilopedia-text)
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## Difficulties.json
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## Difficulties.json
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[Link to original](/jsons/Civ%20V%20-%20Vanilla/Difficulties.json)
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[Link to original](/jsons/Civ%20V%20-%20Vanilla/Difficulties.json)
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This file defines the difficulty levels a player can choose when starting a new game.
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This file defines the difficulty levels a player can choose when starting a new game.
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Each difficulty level can have the following attributes:
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Each difficulty level can have the following attributes:
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| Attribute | Type | Mandatory | Notes |
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| Attribute | Type | Mandatory | Notes |
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| --------- | ---- | ------- | ----- |
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| --------- | ---- | ------- | ----- |
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| name | String | Required | Name of the difficulty level |
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| name | String | Required | Name of the difficulty level |
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@ -44,6 +39,7 @@ Each difficulty level can have the following attributes:
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This file should contain all the era's you want to use in your mod.
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This file should contain all the era's you want to use in your mod.
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Each era can have the following attributes:
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Each era can have the following attributes:
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| attribute | Type | optional or not | notes |
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| attribute | Type | optional or not | notes |
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| --------- | ---- | --------------- | ----- |
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| --------- | ---- | --------------- | ----- |
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| name | String | required | Name of the era |
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| name | String | required | Name of the era |
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@ -69,6 +65,7 @@ This file is a little different:
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- Is entirely optional but will be created after downloading a mod
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- Is entirely optional but will be created after downloading a mod
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The file can have the following attributes, including the values Unciv sets (no point in a mod author setting those):
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The file can have the following attributes, including the values Unciv sets (no point in a mod author setting those):
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| Attribute | Type | Defaults | Notes |
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| Attribute | Type | Defaults | Notes |
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|-----------|------|-----------|-------|
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|-----------|------|-----------|-------|
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| isBaseRuleset | Boolean | false | Differentiates mods that change the vanilla ruleset or replace it |
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| isBaseRuleset | Boolean | false | Differentiates mods that change the vanilla ruleset or replace it |
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@ -97,6 +94,7 @@ An example of the format is:
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],
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],
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```
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```
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List of attributes - note not all combinations are valid:
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List of attributes - note not all combinations are valid:
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|attribute|type|description|
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|attribute|type|description|
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|---------|----|-----------|
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|---------|----|-----------|
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|`text`|String|Text to display.|
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|`text`|String|Text to display.|
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@ -1,15 +1,11 @@
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* [Units.json](#unitsjson)
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* [UnitPromotions.json](#unitpromotionsjson)
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* [UnitTypes.json](#unittypesjson)
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## Units.json
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## Units.json
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[Link to original](/jsons/Civ%20V%20-%20Vanilla/Units.json)
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[Link to original](/jsons/Civ%20V%20-%20Vanilla/Units.json)
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This file should contain a list of all the units, both military and civilian, that you want to use in your mod.
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This file should contain a list of all the units, both military and civilian, that you want to use in your mod.
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Each unit can have the following attributes:
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Each unit can have the following attributes:
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| attribute | Type | optional or not | notes |
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| attribute | Type | optional or not | notes |
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| --------- | ---- | -------- | ----- |
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| --------- | ---- | -------- | ----- |
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| name | String | required | The name of the units (required) |
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| name | String | required | The name of the units (required) |
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@ -44,6 +40,7 @@ Each promotion must have an icon, except progressions ending in " I", " II", " I
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Remember, promotions can be "bought" with XP, but also granted by the unit type, buildings, wonders and such. They are preserved when a unit upgrades, therefore special properties of nation unique units that can be inherited when they upgrade should be in a promotion, not uniques/stats in the units json (example: Slinger withdraw).
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Remember, promotions can be "bought" with XP, but also granted by the unit type, buildings, wonders and such. They are preserved when a unit upgrades, therefore special properties of nation unique units that can be inherited when they upgrade should be in a promotion, not uniques/stats in the units json (example: Slinger withdraw).
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Each promotion can have the following properties:
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Each promotion can have the following properties:
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| Attribute | Type | Optional? | Notes |
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| Attribute | Type | Optional? | Notes |
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|-----------|------|-----------|-------|
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|-----------|------|-----------|-------|
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| name | String | Required | See above for "I, II, III" progressions |
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| name | String | Required | See above for "I, II, III" progressions |
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