Difference between revisions of "NML:Badgetable"
(Add since to badgetable.) |
(Emphasize that `colours/blue/skyblue` is valid) |
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Each <code style="color:darkgreen">ENTRY</code> consist of labels separated with slash. Last label is considered to identify the badge, others refer to classes that the badge belongs to. |
Each <code style="color:darkgreen">ENTRY</code> consist of labels separated with slash. Last label is considered to identify the badge, others refer to classes that the badge belongs to. |
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| − | '''Note:''' Currently badges allow only for one level of nesting. |
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| + | '''Note:''' Currently badge hierarchy in OpenTTD allows only for one level of nesting. <code style="color:darkgreen">colours/blue/skyblue</code> will end up as <code style="color:darkgreen">blue/skyblue</code> in <code style="color:darkgreen">colours</code> class instead of <code style="color:darkgreen">skyblue</code> in <code style="color:darkgreen">blue</code> class witch would be a subclass of <code style="color:darkgreen">colours</code>. |
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<pre style="color:blue"> |
<pre style="color:blue"> |
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Latest revision as of 00:04, 3 January 2026
Vehicles, Stations, Canals, Bridges, Towns, Houses, Industries (Tiles), Cargos, Airports+Tiles, Objects, Railtypes, Roadtypes, Tramtypes, Roadstops, Terrain
Badgetable is a set of string entries separated by comma. It allows to use badges property of common items.
badgetable {
"ENTRY" [, "ENTRY"]*
}
Each ENTRY consist of labels separated with slash. Last label is considered to identify the badge, others refer to classes that the badge belongs to.
Note: Currently badge hierarchy in OpenTTD allows only for one level of nesting. colours/blue/skyblue will end up as blue/skyblue in colours class instead of skyblue in blue class witch would be a subclass of colours.
badgetable {
"flag",
"flag/GB",
"flag/US",
"power",
"power/steam",
"power/diesel",
"power/electric",
}
A badge listed in a badgetable will automatically be created if it is not otherwise provided. However, it will not appear in the UI then (It still can be viewed in the NewGRF debug window).