Difference between revisions of "MapGeneratorWML"

From The Battle for Wesnoth Wiki
(the [generator] tag])
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{{WML Tags}}
 
== the [generator] tag] ==
 
== the [generator] tag] ==
  
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The map generator function is not very well documented.
 
The map generator function is not very well documented.
 
The data on this page are taken from
 
The data on this page are taken from
 +
 
== scenarios/multiplayer/Random_Map.cfg ==
 
== scenarios/multiplayer/Random_Map.cfg ==
 
and '''scenarios/Heir_To_The_Throne/Sceptre.cfg'''.
 
and '''scenarios/Heir_To_The_Throne/Sceptre.cfg'''.

Revision as of 00:28, 22 March 2006

[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, core, credits_group, criteria;

D:

damage, damage_type, 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, fonts, for, foreach, found_item, 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, resolution, 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 (action, scenario), 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 it's 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
    • x//,//y approximate location of the chamber
    • size
    • jagged
    • [items] See ScenarioWML.

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]

See Also