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.
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
* [General Overview of JSON files](#general-overview-of-json-files)
* [Civilization-related JSON files](Civilization-related-JSON-files.md)
* [Beliefs.json](Civilization-related-JSON-files.md#beliefsjson)
* [Buildings.json](Civilization-related-JSON-files.md#buildingsjson)
* [Nations.json](Civilization-related-JSON-files.md#nationsjson)
* [Policies.json](Civilization-related-JSON-files.md#policiesjson)
* [Quests.json](Civilization-related-JSON-files.md#questsjson)
* [Religions.json](Civilization-related-JSON-files.md#religionsjson)
* [Specialists.json](Civilization-related-JSON-files.md#specialistsjson)
* [Techs.json](Civilization-related-JSON-files.md#techsjson)
* [Map-related JSON files](Map-related-JSON-files.md)
* [Terrains.json](Map-related-JSON-files.md#terrainsjson)
* [TileResources.json](Map-related-JSON-files.md#tileresourcesjson)
* [TileImprovements.json](Map-related-JSON-files.md#tileimprovementsjson)
* [Ruins.json](Map-related-JSON-files.md#ruinsjson)
* [Tileset-specific json](Map-related-JSON-files.md#tileset-specific-json)
* [Unit-related JSON files](Unit-related-JSON-files.md)
* [Units.json](Unit-related-JSON-files.md#unitsjson)
* [UnitPromotions.json](Unit-related-JSON-files.md#unitpromotionsjson)
* [UnitTypes.json](Unit-related-JSON-files.md#unittypesjson)
* [Miscellaneous JSON files](Miscellaneous-JSON-files.md)
* [Difficulties.json](Miscellaneous-JSON-files.md#difficultiesjson)
* [Eras.json](Miscellaneous-JSON-files.md#erasjson)
* [ModOptions.json](Miscellaneous-JSON-files.md#modoptionsjson)
* [Stats](Map-related-JSON-files.md#stats)
* [Sounds](Unit-related-JSON-files.md#sounds)
* [Civilopedia text](Miscellaneous-JSON-files.md#civilopedia-text)
* [Civilization-related JSON files](./Civilization-related-JSON-files.md)
* [Beliefs.json](./Civilization-related-JSON-files.md#beliefsjson)
* [Buildings.json](./Civilization-related-JSON-files.md#buildingsjson)
* [Nations.json](./Civilization-related-JSON-files.md#nationsjson)
* [Policies.json](./Civilization-related-JSON-files.md#policiesjson)
* [Quests.json](./Civilization-related-JSON-files.md#questsjson)
* [Religions.json](./Civilization-related-JSON-files.md#religionsjson)
* [Specialists.json](./Civilization-related-JSON-files.md#specialistsjson)
* [Techs.json](./Civilization-related-JSON-files.md#techsjson)
* [Map-related JSON files](./Map-related-JSON-files.md)
* [Terrains.json](./Map-related-JSON-files.md#terrainsjson)
* [TileResources.json](./Map-related-JSON-files.md#tileresourcesjson)
* [TileImprovements.json](./Map-related-JSON-files.md#tileimprovementsjson)
* [Ruins.json](./Map-related-JSON-files.md#ruinsjson)
* [Tileset-specific json](./Map-related-JSON-files.md#tileset-specific-json)
* [Unit-related JSON files](./Unit-related-JSON-files.md)
* [Units.json](./Unit-related-JSON-files.md#unitsjson)
* [UnitPromotions.json](./Unit-related-JSON-files.md#unitpromotionsjson)
* [UnitTypes.json](./Unit-related-JSON-files.md#unittypesjson)
* [Miscellaneous JSON files](./Miscellaneous-JSON-files.md)
* [Difficulties.json](./Miscellaneous-JSON-files.md#difficultiesjson)
* [Eras.json](./Miscellaneous-JSON-files.md#erasjson)
* [ModOptions.json](./Miscellaneous-JSON-files.md#modoptionsjson)
* [Stats](./Map-related-JSON-files.md#stats)
* [Sounds](./Unit-related-JSON-files.md#sounds)
* [Civilopedia text](./Miscellaneous-JSON-files.md#civilopedia-text)
# 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:
* [Civilization-related JSON files](Civilization-related-JSON-files.md)
* [Map-related JSON files](Map-related-JSON-files.md)
* [Unit-related JSON files](Unit-related-JSON-files.md)
* [Miscellaneous JSON files](Miscellaneous-JSON-files.md)
* [Civilization-related JSON files](./Civilization-related-JSON-files.md)
* [Map-related JSON files](./Map-related-JSON-files.md)
* [Unit-related JSON files](./Unit-related-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 |
| defenceBonus | Float | Default 0 | combat bonus for units being attacked here |
| 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) |
| civilopediaText | List | Default empty | see [civilopediaText chapter](Miscellaneous-JSON-files.md#civilopedia-text) |
| 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) |
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 |
| `<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) |
| 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) |
| 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, 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 |
| 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 |
| 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) |
| 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) |
## 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 |
| 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* |
| 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 |

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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.
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.