ThemeCfg: moar headers
authorWuzzy
Tue, 17 Apr 2018 01:41:42 +0100
changeset 1311 8278a0b9e9c0
parent 1310 c84f7dd4a919
child 1312 73191c174bf5
ThemeCfg: moar headers
ThemeCfg.wiki
--- a/ThemeCfg.wiki	Tue Apr 17 01:39:24 2018 +0100
+++ b/ThemeCfg.wiki	Tue Apr 17 01:41:42 2018 +0100
@@ -1,9 +1,6 @@
 #summary Structure of the theme.cfg file
 
 = `theme.cfg` =
-
-<wiki:toc max_depth="2" />
-
 == Syntax ==
 The file `theme.cfg` gives the engine the values associated with a certain theme, to complement the graphics. To understand themes in general, start at [Themes]. To learn more about the general file structure of themes, see [ThemeFiles].
 It is structured with a list of keys, each separated by line breaks. Each key is followed by an equals sign followed a value. The value depends on the key.
@@ -23,25 +20,28 @@
 
 Literally all lines in the `theme.cfg` file are optional, thus an empty file is valid. Everything has a default value. However, some default values are not really useful (e.g. the water or sky color) and you should therefore explicitly specify enough values.
 
-== General configuration keys ==
-=== `hidden` (0.9.24) ===
+<wiki:toc max_depth="2" />
+
+== Keys ==
+=== General configuration ===
+==== `hidden` (0.9.24) ====
 If this key is present in `theme.cfg` (the value does not matter), the theme will be hidden from the theme selection menu. Background themes *must* be hidden.
 
-=== `ice` ===
+==== `ice` ====
 If this key is present (any value), girders become slippery like ice. This also applies to placed girders. This significantly changes the gameplay of your theme, so use wisely. If this key is not present, the terrain is not slippery.
 
-=== `snow` ===
+==== `snow` ====
 If this key is present (any value), the flakes which are normally purely decorational now behave like snowflakes. When they collide with terrain, they become a part of the landscape. This significantly changes the gameplay of your theme, so use wisely. If this key is not present, the flakes are purely decorational.
 
-== Land keys ==
-=== `border` ===
+=== Land ===
+==== `border` ====
 The colour of the outline of explosions.
 
 <code>Values: red, green, blue</code>
 
 <code>Default: $50, $50, $50</code>
 
-=== `object` ===
+==== `object` ====
 There may be multiple object keys in the file, each one representing one land object.
 
  * `filename`: The object’s filename (without the “.png”). Case-sensitive.
@@ -65,14 +65,14 @@
 
 The large rectangle shows a `visiblerects` and the small one shows a `buriedrects`.
 
-=== `spray` ===
+==== `spray` ====
 There may be several spray keys in the file, each one representing one spray object.
 The `name` is the case-sensitive name of the PNG file (without the file name suffix) of the graphics file, and `number` is the rough number of instances of this spray that may be added to the map. The number is the average number of sprays that are normally placed on a random medium-sized island. For larger and smaller landscapes, this number will be automatically scaled up or down. Please note that this number only specifies a rough goal, the actual number of created sprays may vary and you may have to play a bit with this number in order to find a good value.
 
 <code>Values: name, number</code>
 
-== Water keys ==
-=== `water-top` ===
+=== Water keys ===
+==== `water-top` ====
 The colour of the topmost part of the water (under the `BlueWater.png`) before Sudden Death.
 This makes a gradient together with `water-bottom`. The default color is blue and matches the default `BlueColor.png`.
 
@@ -80,7 +80,7 @@
 
 <code>Default: $54, $5C, $9D</code>
 
-=== `water-bottom` ===
+==== `water-bottom` ====
 The colour of the lowest part of the water before Sudden Death.
 This makes a gradient together with `water-top`. The default color is blue and matches the default `BlueColor.png`.
 
@@ -88,7 +88,7 @@
 
 <code>Default: $34, $3C, $7D</code>
 
-=== `sd-water-bottom` ===
+==== `sd-water-bottom` ====
 The colour of the lowest part of the water while in Sudden Death.
 This makes a gradient together with `sd-water-top`.
 The default color neatly matches the default `SDWater.png`.
@@ -97,7 +97,7 @@
 
 <code>Default: $96, $70, $A9</code>
 
-=== `sd-water-top` ===
+==== `sd-water-top` ====
 The colour of the topmost part of the water (under the `SDWater.png`) while in Sudden Death.
 This makes a gradient together with `sd-water-bottom`.
 The default color neatly matches the default `SDWater.png`.
@@ -106,7 +106,7 @@
 
 <code>Default: $B9, $72, $C9</code>
 
-=== `water-opacity` ===
+==== `water-opacity` ====
 The water opacity before Sudden Death. Opacity of the water affects how visible gears in the water are. `0` makes it fully transparent, whereas `255` or `$FF` makes it fully opaque. If the water is fully opaque, the drowning animation is skipped when a hedgehog drowns.
 
 In combination with the default `BlueWater.png`, the recommended value for this is `$80`, which also is the default.
@@ -115,10 +115,10 @@
 
 <code>Default: $80</code>
 
-=== `sd-water-opacity` ===
+==== `sd-water-opacity` ====
 The water opacity while in Sudden Death. Syntax and default value is equivalent to `water-opacity`.
 
-=== `water-animation` (0.9.23) ===
+==== `water-animation` (0.9.23) ====
 Specified a custom water animation and flowing speed before Sudden Death. By default, the water just moves to the right and has no special animation.
 
 <code>Values: frames, frame ticks, movement speed</code>
@@ -129,47 +129,47 @@
 
 <code>Default: 1, 0, 1</code>
 
-=== `sd-water-animation` (0.9.23) ===
+==== `sd-water-animation` (0.9.23) ====
 Sudden Death equivalent of `water-animation`, uses `SDWater.png`.
 
-== Background keys ==
-=== `sky` ===
+=== Background ===
+==== `sky` ====
 The colour of the sky.
 
 <code>Values: red, green, blue</code>
 
 <code>Default: $00, $00, $00</code>
 
-=== `rq-sky` ===
+==== `rq-sky` ====
 The sky color in reduced quality mode. If present, it is used instead of `sky` on low quality.
 
 <code>Values: red, green, blue</code>
 
-=== `sd-tint` ===
+==== `sd-tint` ====
 Custom tinting of the background in Sudden Death. The background color will be multiplied by the RGB and opacity values. With `$FF, $FF, $FF, $FF`, there is no change, while with `$00, $00, $00, $FF`, the backgroun turns completely black. The opacity value controls how visible the background image will still be. With an opacity of `$00`, the background image is not visible, only the `sd-tint` color can be seen.
 
 <code>Values: red, green, blue, opacity</code>
 
 <code>Default: $80, $80, $80, $FF</code>
 
-=== `clouds` ===
+==== `clouds` ====
 The number of clouds to create, before Sudden Death. Uses `Clouds.png`.
 
 <code>Values: number</code>
 
 <code>Default: 9</code>
 
-=== `sd-clouds` ===
+==== `sd-clouds` ====
 Number of clouds while in Sudden Death, uses the file `SDClouds.png`. By default it is the same number as `clouds` or `9` if `clouds` was not specified as well.
 
 <code>Values: number</code>
 
 <code>Default: 9</code>
 
-=== `flatten-clouds` ===
+==== `flatten-clouds` ====
 Normally, the clouds vary in size and are drawn on different layers. But if this key is present (any value) in `theme.cfg`, all clouds have the same size and are on the same layer (background).
 
-=== `flakes` ===
+==== `flakes` ====
 Values for the flakes of this theme before Sudden Death. Uses `Flake.png`.
 
  * `number`: Number of visible flakes.
@@ -182,7 +182,7 @@
 
 No flakes are used by default.
 
-=== `sd-flakes` ===
+==== `sd-flakes` ====
 Sudden Death version of `flakes`, the parameters are the same as in `flakes`. This uses `SDFlake.png`.
 
 <code>Values: number, frames, frame ticks, rotation speed, vertical speed</code>
@@ -193,12 +193,12 @@
 
 (The “X” means the default number of Sudden Death flakes is variable. It depends on the window size and the terrain width.)
 
-=== `flatten-flakes` ===
+==== `flatten-flakes` ====
 Normally, the flakes vary in size and are drawn on different layers, some of them even in front of the terrain. But if this key is present (any value) in `theme.cfg`, all flakes have the same size and are on the same layer: In front of the sky and horizont and behind the terrain.
 
 
-== Music keys ==
-=== `music` ===
+=== Music ===
+==== `music` ====
 Name of the music file to be played in the theme before Sudden Death, e.g. `Nature.ogg`. You find music tracks in `Data/Music` of the Hedgewars installation directory. The file name is case-sensitive!
 
 If you choose a custom music (i.e. a music which does not come with Hedgewars by default), you should also set `fallback-music`.
@@ -210,7 +210,7 @@
 Example:
 <code>music = Nature.ogg</code>
 
-=== `sd-music` ===
+==== `sd-music` ====
 Name of the music file to be played in the theme while in Sudden Death, e.g. `hell.ogg`. If `music` was not specified, the Sudden Death has no default music as well. You find music tracks in `Data/Music` of the Hedgewars installation directory. The file name is case-sensitive!
 
 If you choose a custom music, you should also set `fallback-sd-music`.
@@ -219,7 +219,7 @@
 
 Default: `sdmusic.ogg` (only if `music` was specified, no music otherwise)
 
-=== `fallback-music` ===
+==== `fallback-music` ====
 Fallback music for the `music` setting. This setting should be added whenever you use a custom music which is not part of the official Hedgewars install. Otherwise you don't need to set this.
 If the music specified in `music` is missing, Hedgewars attempts to use this fallback music istead. *Only* use tracks which come with the official Hedgewars install.
 
@@ -229,5 +229,5 @@
 <code>music = My_Custom_Music.ogg
 fallback-music = Nature.ogg</code>
 
-=== `fallback-sd-music` ===
+==== `fallback-sd-music` ====
 Like `fallback-music`, except it's for `sd-music`.