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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-29 23:07:48 +02:00
Changes were reviewed manually
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Alexander Wilms
2024-06-24 03:23:26 +02:00
parent 820b1b446e
commit 02e429e973
277 changed files with 815 additions and 815 deletions

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@@ -2,7 +2,7 @@
Biome is a new entity type added in VCMI 1.5.0. It defines a set of random map obstacles which will be generated together. For each zone different obstacle sets is randomized and then only obstacles from that set will be used to fill this zone.
The purpose is to create visually attractive and consistent maps, which will also vary between generations. It is advised to define a biome for a group of objects that look similiar and just fit each other visually.
The purpose is to create visually attractive and consistent maps, which will also vary between generations. It is advised to define a biome for a group of objects that look similar and just fit each other visually.
If not enough biomes are defined for [terrain type](Terrain_Format.md), map generator will fall back to using all available templates that match this terrain, which was original behavior before 1.5.0.

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@@ -372,7 +372,7 @@ Each town requires a set of buildings (Around 30-45 buildings)
// normal - default value. Fulfill requirements, use resources, spend one day
// auto - building appears when all requirements are built
// special - building can not be built manually
// grail - building reqires grail to be built
// grail - building requires grail to be built
"mode" : "auto",
// Buildings which bonuses should be overridden with bonuses of the current building

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@@ -44,7 +44,7 @@ In order to make functional hero you also need:
// Tooltip visible on clicking icon. Can use {} symbols to change title to yellow
// as well as escape sequences "\n" to add line breaks
"tooltip" : "{Magic Arrow}\n\nCasts powerfull magic arrows",
"tooltip" : "{Magic Arrow}\n\nCasts powerful magic arrows",
// Name of your specialty
"name" : "Magic Arrow"

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```jsonc
"newRiver" :
{
// Two-letters unique indentifier for this river. Used in map format
// Two-letters unique identifier for this river. Used in map format
"shortIdentifier" : "mr",
// Human-readable name of the river

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@@ -3,7 +3,7 @@
```jsonc
"newRoad" :
{
// Two-letters unique indentifier for this road. Used in map format
// Two-letters unique identifier for this road. Used in map format
"shortIdentifier" : "mr",
// Human-readable name of the road

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@@ -3,7 +3,7 @@
```jsonc
"newTerrain" :
{
// Two-letters unique indentifier for this terrain. Used in map format
// Two-letters unique identifier for this terrain. Used in map format
"shortIdentifier" : "mt",
// Human-readable name of the terrain
@@ -11,7 +11,7 @@
// Type(s) of this terrain.
// WATER - this terrain is water-like terrains that requires boat for movement
// ROCK - this terrain is unpassable "rock" terrain that is used for inacessible parts of underground layer
// ROCK - this terrain is unpassable "rock" terrain that is used for inaccessible parts of underground layer
// SUB - this terrain can be placed in underground map layer by RMG
// SURFACE - this terrain can be placed in surface map layer by RMG
"type" : [ "WATER", "SUB", "ROCK", "SURFACE" ],