Difference between revisions of "MapGeneratorWML"
From The Battle for Wesnoth Wiki
(→scenarios/multiplayer/Random_Map.cfg) |
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* '''[chamber]''' for underground maps | * '''[chamber]''' for underground maps | ||
** ''id'' a name used to identify where the passages lead. See the [passage] tag, below. | ** ''id'' a name used to identify where the passages lead. See the [passage] tag, below. | ||
− | ** ''x'',''y'' location of the center hex of the chamber. Can be a single number (x=5) or a range (x=10-20) | + | ** ''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 | ** ''size'' circular radius of the chamber, including the center hex | ||
** ''jagged'' a good value is probably between 0-50 (not sure exactly) | ** ''jagged'' a good value is probably between 0-50 (not sure exactly) |
Revision as of 00:30, 26 March 2006
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