Difference between revisions of "Battle Terrain"
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Battle backgrounds are an important component during the fight. | Battle backgrounds are an important component during the fight. | ||
== Proposed Terrain Groups == | |||
=== Natural Terrains === | |||
* Grassland: Grass, Night Grass | |||
* Cave: Cave | |||
* Mountain: Cliff, Canyon, Night Cliff, Night Canyon | |||
* Desert: Arid, Desert, Night Arid, Night Desert | |||
* Beach: Beach, Night Beach | |||
* Ocean: Ocean, Sea, Night Ocean, Night Sea | |||
* Snow: Snowplain, Night Snowplain | |||
* Plain: Plain, Night Plain | |||
* Valley: Valley, Night Valley | |||
=== Urban/Artificial Terrains === | |||
* Gym / Office: Interior | |||
* City: Stadium | |||
* Bridge: Bridge, Night Bridge | |||
=== Sky "Terrains" === | |||
* Sunset: Sunset | |||
* Clouds: Clouds | |||
== File JSON == | |||
Battle Terrains in Tuxemon can be created by adding a JSON file to the <code>mods/tuxemon/db/environment</code> directory. | |||
* "slug": "grass", | |||
* "battle_music": "music_battle_loop", | |||
the category: "battle_graphics": this is the main category which contains '''hud''' and '''icons''' and it manages the islands (terrain below the monsters) as well as the background. You can see many examples below (islands and backgrounds). | |||
* "island_back": "gfx/ui/combat/grass_island.png", | |||
* "island_front": "gfx/ui/combat/grass_island.png", | |||
* "background": "gfx/ui/combat/grass_background.png", | |||
the subcategory "battle_graphics" > "hud" | |||
* "hud_player": "gfx/ui/combat/hp_player_nohp.png", -> '''Pairagrin Symbol lv 3''' | |||
* "hud_opponent": "gfx/ui/combat/hp_opponent_nohp.png", -> '''Aardorn Symbol lv 3''' | |||
* "tray_player": "gfx/ui/combat/player_party_tray.png", | |||
* "tray_opponent": "gfx/ui/combat/opponent_party_tray.png" | |||
the subcategory "battle_graphics" > "icons": this manages the small tuxeball icons below the hud (see image below). | |||
* "icon_alive": "gfx/ui/icons/party/party_icon01.png", | |||
* "icon_status": "gfx/ui/icons/party/party_icon02.png", | |||
* "icon_faint": "gfx/ui/icons/party/party_icon03.png", | |||
* "icon_empty": "gfx/ui/icons/party/party_empty.png" | |||
[[File:Battle_screen.png]] | |||
Here is an example of what an environment file might look like: | |||
`mods/tuxemon/db/environment/grass.json` | |||
json | |||
{ | |||
"slug": "grass", | |||
"battle_graphics": { | |||
"island_back": "gfx/ui/combat/grass_island.png", | |||
"island_front": "gfx/ui/combat/grass_island.png", | |||
"background": "gfx/ui/combat/grass_background.png", | |||
"hud": { | |||
"hud_player": "gfx/ui/combat/hp_player_nohp.png", | |||
"hud_opponent": "gfx/ui/combat/hp_opponent_nohp.png", | |||
"tray_player": "gfx/ui/combat/player_party_tray.png", | |||
"tray_opponent": "gfx/ui/combat/opponent_party_tray.png" | |||
}, | |||
"icons": { | |||
"icon_alive": "gfx/ui/icons/party/party_icon01.png", | |||
"icon_status": "gfx/ui/icons/party/party_icon02.png", | |||
"icon_faint": "gfx/ui/icons/party/party_icon03.png", | |||
"icon_empty": "gfx/ui/icons/party/party_empty.png" | |||
} | |||
}, | |||
"battle_music": "music_battle_loop" | |||
} | |||
== Set background == | == Set background == | ||
Line 6: | Line 76: | ||
=== Dynamic background === | === Dynamic background === | ||
It changes depending the time. Night | It changes depending the time. | ||
Day: | |||
<properties> | |||
<property name="act1" value="set_variable environment:grass"/> | |||
<property name="cond1" value="not variable_set stage_of_day:night"/> | |||
<property name="cond2" value="not variable_set environment:grass"/> | |||
</properties> | |||
Night: | |||
<properties> | |||
<property name="act1" value="set_variable environment:night_grass"/> | |||
<property name="cond1" value="is variable_set stage_of_day:night"/> | |||
<property name="cond2" value="not variable_set environment:night_grass"/> | |||
</properties> | |||
You need to replace '''grass''' and '''night_grass'''. | |||
=== Fixed background === | === Fixed background === | ||
It doesn't change. | It doesn't change. | ||
<properties> | |||
<property name="act1" value="set_variable environment:interior"/> | |||
<property name="cond1" value="not variable_set environment:interior"/> | |||
</properties> | |||
== Arid Background - "arid" == | == Arid Background - "arid" == |
Latest revision as of 10:17, 7 August 2024
Battle backgrounds are an important component during the fight.
Proposed Terrain Groups[edit | edit source]
Natural Terrains[edit | edit source]
* Grassland: Grass, Night Grass * Cave: Cave * Mountain: Cliff, Canyon, Night Cliff, Night Canyon * Desert: Arid, Desert, Night Arid, Night Desert * Beach: Beach, Night Beach * Ocean: Ocean, Sea, Night Ocean, Night Sea * Snow: Snowplain, Night Snowplain * Plain: Plain, Night Plain * Valley: Valley, Night Valley
Urban/Artificial Terrains[edit | edit source]
* Gym / Office: Interior * City: Stadium * Bridge: Bridge, Night Bridge
Sky "Terrains"[edit | edit source]
* Sunset: Sunset * Clouds: Clouds
File JSON[edit | edit source]
Battle Terrains in Tuxemon can be created by adding a JSON file to the mods/tuxemon/db/environment
directory.
- "slug": "grass",
- "battle_music": "music_battle_loop",
the category: "battle_graphics": this is the main category which contains hud and icons and it manages the islands (terrain below the monsters) as well as the background. You can see many examples below (islands and backgrounds).
- "island_back": "gfx/ui/combat/grass_island.png",
- "island_front": "gfx/ui/combat/grass_island.png",
- "background": "gfx/ui/combat/grass_background.png",
the subcategory "battle_graphics" > "hud"
- "hud_player": "gfx/ui/combat/hp_player_nohp.png", -> Pairagrin Symbol lv 3
- "hud_opponent": "gfx/ui/combat/hp_opponent_nohp.png", -> Aardorn Symbol lv 3
- "tray_player": "gfx/ui/combat/player_party_tray.png",
- "tray_opponent": "gfx/ui/combat/opponent_party_tray.png"
the subcategory "battle_graphics" > "icons": this manages the small tuxeball icons below the hud (see image below).
- "icon_alive": "gfx/ui/icons/party/party_icon01.png",
- "icon_status": "gfx/ui/icons/party/party_icon02.png",
- "icon_faint": "gfx/ui/icons/party/party_icon03.png",
- "icon_empty": "gfx/ui/icons/party/party_empty.png"
Here is an example of what an environment file might look like:
`mods/tuxemon/db/environment/grass.json`
json { "slug": "grass", "battle_graphics": { "island_back": "gfx/ui/combat/grass_island.png", "island_front": "gfx/ui/combat/grass_island.png", "background": "gfx/ui/combat/grass_background.png", "hud": { "hud_player": "gfx/ui/combat/hp_player_nohp.png", "hud_opponent": "gfx/ui/combat/hp_opponent_nohp.png", "tray_player": "gfx/ui/combat/player_party_tray.png", "tray_opponent": "gfx/ui/combat/opponent_party_tray.png" }, "icons": { "icon_alive": "gfx/ui/icons/party/party_icon01.png", "icon_status": "gfx/ui/icons/party/party_icon02.png", "icon_faint": "gfx/ui/icons/party/party_icon03.png", "icon_empty": "gfx/ui/icons/party/party_empty.png" } }, "battle_music": "music_battle_loop" }
Set background[edit | edit source]
How do I set up the battle terrain? It depends on your "taste".
Dynamic background[edit | edit source]
It changes depending the time. Day:
<properties> <property name="act1" value="set_variable environment:grass"/> <property name="cond1" value="not variable_set stage_of_day:night"/> <property name="cond2" value="not variable_set environment:grass"/> </properties>
Night:
<properties> <property name="act1" value="set_variable environment:night_grass"/> <property name="cond1" value="is variable_set stage_of_day:night"/> <property name="cond2" value="not variable_set environment:night_grass"/> </properties>
You need to replace grass and night_grass.
Fixed background[edit | edit source]
It doesn't change.
<properties> <property name="act1" value="set_variable environment:interior"/> <property name="cond1" value="not variable_set environment:interior"/> </properties>