TERRAIN (TR)
RECEIVER
Used to set terrain types or change
passability of a square.
!!TRx/y/l:XXXX; | Set a Terrain type or change passability of a square at the specified x,y,l location. |
!!TR#:XXXX; | Alternative method to above. Uses indirect reference: x=v[#], y=v[#+1], l=v[#+2] |
OPTIONS
E$; | Mark the square as an
object entrance (yellow trigger square) $ = 0 means yellow trigger. $ =1 means no yellow trigger (1). |
E?$1/?$2/?$3; | Get/check object entrance position This command lets you get position of entrance of an object (x/y/level) If there is no object at the position, the coordinates passed to TR reciever are returned. If you pass coordinates of a red square of an object to it, it would return croordinates of its entrance. |
G?$;![]() |
Return the topmost terrain overlay. You may only use GET or CHECK syntax. (See Format TO) |
G$1/$2; | Get type & subtype of topmost terrain overlay $1 - type $2 - subtype Type 40 subtypes starting with 10000 are recognized as new WoG terrain overlays. You can give them any effect with a script. |
P$; | Set/check/get a
passability of the square (red square) $ = 1 means passable. $ = 0 means not passable. |
T$1/$2/$3/$4/$5/$6/$7/$8; | Set/check/get a
terrain type $1 - type of land $2 - subtype of land $3 - type of river $4 - subtype of river $5 - type of road $6 - subtype of road $7 - type of mirror $8 - Bit mask of accessability Comments: above. |
V$; | Set/check/get a
visibility of a square (one bit - one color) Comments: This is similar to the UN:S and UN:H but for individual squares and you can check or get the value. Also, monsters have sight (1 hex)and this can be enabled or disabled -- they have a bit value number of 256. |
Explanation of T
00 |
|
Dirt |
01 |
|
Sand |
02 |
|
Grass |
03 |
|
Snow |
04 |
|
Swamp |
05 |
|
Rough |
06 |
|
Underground |
07 |
|
Lava |
08 |
|
Water |
09 |
|
Rock |
01 | Clear |
02 | Icy |
03 | Muddy |
04 | Lava |
00, 01, 02, 03 - 4 styles of segment | +---+ ¦ +-¦ +---+ |
04 - segment: | +---+ ¦-+-¦ +---+ |
05, 06 - 2 styles of segment: | +---+ ¦---¦ +---+ |
07, 08 - 2 styles of segment: | +---+ ¦ ¦-¦ +---+ |
09, 0A - 2 styles of segment: | +---+ ¦ ¦ ¦ +---+ |
0B, 0C - 2 styles of segment: | +---+ ¦---¦ +---+ |
01 | Dirt |
02 | Gravel |
03 | Cobblestone |
00,01,02,03,04,05 - 6 styles of segment: | +---+ ¦ +-¦ +---+ |
06, 07 - 2 styles of segment: | +---+ ¦ ¦-¦ +---+ |
08, 09 - 2 styles of segment: | +---+ ¦---¦ +---+ |
0A, 0B - 2 styles of segment: | +---+ ¦ ¦ ¦ +---+ |
0C, 0D - 2 styles of segment: | +---+ ¦---¦ +---+ |
0E - segment | +---+ ¦ ¦ ¦ +---+ |
0F - segment | +---+ ¦ --¦ +---+ |
10 - segment | +---+ ¦-+-¦ +---+ |
Bits: 76543210
--CcBbAa ('-' means no matter)
a - vertical mirror for land type (not for all land
types)
A - horizontal mirror for land type (not for all
land types)
b - vertical mirror for river type
B - horizontal mirror for river type
c - vertical mirror for road type
C - horizontal mirror for road type
More Explanations about mirror type
Say, this is:
This will be shown if you use mirror=0
Then set first bit (mirror=1). This will mirror the square vertical to:
Or set second bit (mirror=2). This
will mirror the square horizontal to:
Or set both bit (mirror=3[2+1]).
This will mirror the square h and v to:
The same about mirroring the river
and road. 8. bit mask of accessability
River h mirror=4
River v mirror=8
River both mirror=12[8+4]
Road h mirror=16
Road v mirror=32
Road both mirror=48[32+16]
You can combine all mirroring.
Say square mirror h, river mirror v and road mirror h and v mirror=
57[1+8+16+32]
mt: bit mask of accessability
Bits: 76543210
???E???P ('?' means no info)
P - passability
E - enrtance
These bits may be set individually by TR:P and TR:E commands.