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URI: http://wesnoth.slack.it/?MapGeneratorWML
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Index: MapGeneratorWML
===================================================================
RCS file: /home/wesnoth/cvsroot/wikiroot/MapGeneratorWML,v
retrieving revision 1.4
diff -u -r1.4 MapGeneratorWML
--- MapGeneratorWML     16 Feb 2005 17:59:22 -0000      1.4
+++ MapGeneratorWML     9 Jul 2005 15:47:22 -0000
@@ -1,6 +1,76 @@
-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 [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||
 
+* ScenarioWML
 * ReferenceWML




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