MapGeneratorWML

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Revision as of 00:30, 26 March 2006 by Scott (talk | contribs) (scenarios/multiplayer/Random_Map.cfg)

[edit]WML Tags

A:

abilities, about, achievement, achievement_group, add_ai_behavior, advanced_preference, advancefrom, advancement, advances, affect_adjacent, ai, allied_with, allow_end_turn, allow_extra_recruit, allow_recruit, allow_undo, and, animate, animate_unit, animation, aspect, attack (replay, weapon), attack_anim, attacks (special, stats), avoid;

B:

base_unit, background_layer, berserk, binary_path, break, brush;

C:

campaign, cancel_action, candidate_action, capture_village, case, chance_to_hit, change_theme, chat, checkbox, choice, choose, clear_global_variable, clear_menu_item, clear_variable, color_adjust, color_palette, color_range, command (action, replay), continue, credits_group, criteria;

D:

damage, death, deaths, default, defend, defends, defense, delay, deprecated_message, destination, difficulty, disable, disallow_end_turn, disallow_extra_recruit, disallow_recruit, do, do_command, drains, draw_weapon_anim;

E:

editor_group, editor_music, editor_times, effect, else (action, animation), elseif, endlevel, end_turn (action, replay), enemy_of, engine, entry (credits, options), era, event, experimental_filter_ability, experimental_filter_ability_active, experimental_filter_specials, extra_anim;

F:

facet, facing, fake_unit, false, feedback, female, filter (concept, event), filter_adjacent, filter_adjacent_location, filter_attack, filter_attacker, filter_base_value, filter_condition, filter_defender, filter_enemy, filter_location, filter_opponent, filter_own, filter_owner, filter_radius, filter_recall, filter_second, filter_second_attack, filter_self, filter_side, filter_student, filter_vision, filter_weapon, filter_wml, find_path, fire_event, firststrike, floating_text, found_item, for, foreach, frame;

G:

game_config, get_global_variable, goal, gold, gold_carryover;

H:

harm_unit, has_ally, has_attack, has_unit, has_achievement, have_location, have_unit, heal_on_hit, heal_unit, healed_anim, healing_anim, heals, hide_help, hide_unit, hides;

I:

idle_anim, if (action, animation, intro), illuminates, image (intro, terrain), init_side, insert_tag, inspect, item, item_group;

J:

jamming_costs, join;

K:

kill, killed;

L:

label, language, leader, leader_goal, leadership, leading_anim, levelin_anim, levelout_anim, lift_fog, limit, literal, load_resource, locale, lock_view, lua;

M:

male, menu_item, message, micro_ai, missile_frame, modification, modifications, modify_ai, modify_side, modify_turns, modify_unit, modify_unit_type, move, move_unit, move_unit_fake, move_units_fake, movement_anim, movement costs, movetype, multiplayer, multiplayer_side, music;

N:

not, note;

O:

object, objective, objectives, on_undo, open_help, option, options, or;

P:

part, petrifies, petrify, place_shroud, plague, poison, post_movement_anim, pre_movement_anim, primary_attack, primary_unit, print, progress_achievement, put_to_recall_list;

R:

race, random_placement, recall (action, replay), recalls, recruit, recruit_anim, recruiting_anim, recruits, redraw, regenerate, remove_event, remove_item, remove_object, remove_shroud, remove_sound_source, remove_time_area, remove_trait, remove_unit_overlay, repeat, replace_map, replace_schedule, replay, replay_start, reset_fog, resistance (ability, unit), resistance_defaults, resource, return, role, rule;

S:

save, scenario, screen_fade, scroll, scroll_to, scroll_to_unit, secondary_attack, secondary_unit, section, select_unit, sequence, set_achievement, set_extra_recruit, set_global_variable, set_menu_item, set_recruit, set_specials, set_variable, set_variables, sheath_weapon_anim, show_if (message, objective, set_menu_item), show_objectives, side, skirmisher, slider, slow, snapshot, sound, sound_source, source (replay, teleport), special_note, specials, split, stage, standing_anim, statistics, status, store_gold, store_items, store_locations, store_map_dimensions, store_reachable_locations, store_relative_direction, store_side, store_starting_location, store_time_of_day, store_turns, store_unit, store_unit_defense, store_unit_defense_on, store_unit_type, store_unit_type_ids, store_villages, story, swarm, sub_achievement, switch, sync_variable;

T:

target, team, teleport (ability, action), teleport_anim, terrain, terrain_defaults, terrain_graphics, terrain_mask, terrain_type, test, test_condition, test_do_attack_by_id, text_input, textdomain, theme, then, tile, time, time_area, topic, toplevel, trait, transform_unit, traveler, true, tunnel;

U:

unhide_unit, unit, unit_overlay, unit_type, unit_worth, units, unlock_view, unpetrify, unstore_unit, unsynced;

V:

value, variable, variables, variant, variation, victory_anim, village, vision_costs, volume;

W:

while, wml_message, wml_schema;

Z:

zoom;

the [generator] tag]

The [generator] tag replaces a scenario's map data; in fact its whole purpose is to generate the map data given a set of configuration parameters.

The map generator function is not very well documented. The data on this page are taken from

scenarios/multiplayer/Random_Map.cfg

and scenarios/Heir_To_The_Throne/Sceptre.cfg.

The following key/tags are recognized for [generator]:

  • [scenario]/[settings] See ScenarioWML
  • name
    • 'default'
  • map_width,map_height size of the map to generate
  • iterations
  • hill_size
  • max_lakes
  • min_lake_height
  • lake_size
  • river_frequency
  • flipx_chance for scenario generation.

Percentage chance to flip map across X axis ???

  • villages
  • village_density tiles per village ???
  • players
  • temperature_iterations
  • temperature_size
  • default_convert
  • roads
  • road_windiness
  • [height] list of common terrain types

which come in at different heights, from highest to lowest

    • height
    • terrain
  • [convert] used to make terrain conversions.

For example water becomes ice at low temperatures, grass snow, etc.

    • min_height
    • max_height
    • min_temperature
    • max_temperature
    • from
    • to
  • [road_cost]
    • terrain
    • cost
    • convert_to_bridge a list of terrains;
 N/S, then NE/SW, then NW/SE.
    • convert_to a terrain
  • [village]
    • terrain
    • convert_to
    • adjacent_liked an unseparated terrain list
    • rating chance of appearing
  • [castle]
    • valid_terrain
    • min_distance
  • [naming]
    • male_names
  • [village_naming]
    • male_names
  • [chamber] for underground maps
    • id a name used to identify where the passages lead. See the [passage] tag, below.
    • x,y approximate location of the center hex of the chamber. Unfortunately it isn't always exact. Can be a single number (x=5) or a range (x=10-20)
    • size circular radius of the chamber, including the center hex
    • jagged a good value is probably between 0-50 (not sure exactly)
    • [items] See ScenarioWML. This can contain tags normally found under [scenario] like [side], [item], and [event]. Moveto events definitely work here (using the same_location_as_previous key instead of a location filter). Other events can be placed in the [settings] tag, above. Locations of items will be generated randomly. The attribute same_location_as_previous=yes means that the filter for a moveto event (see EventWML) is the same as the location of the previous item.
    • [passage] defines a pathway between chambers
      • destination the id key of the destination passage
      • windiness a good value is probably between 1-10
      • width number of hexes
      • jagged a good value is probably between 1-10

See Also