|
|
| Line 1: |
Line 1: |
| − | Ideally, template format should be 100% compatible with OH3 format and bring additional improvements.
| + | {{Template:MovedToWebpage|https://vcmi.eu/modders/Random_Map_Template/}} |
| − | ==List of currently available templates==
| |
| − | * Analogy
| |
| − | * Upgrade
| |
| − | * Golden Ring
| |
| − | * Unfair Game
| |
| − | * Jebus Cross
| |
| − | ==Template format==
| |
| − | <syntaxhighlight lang="javascript">
| |
| − | /// Unique template name
| |
| − | "Triangle" :
| |
| − | {
| |
| − | //optional name - useful to have several template variations with same name (since 0.99)
| |
| − | "name" : "Custom template name",
| |
| − | "description" : "Brief description of template, recommended setting or rules".
| |
| − | | |
| − | /// Minimal and maximal size of the map. Possible formats:
| |
| − | /// Size code: s, m, l or xl for size with optional suffix "+u" for underground
| |
| − | /// Numeric size, e.g. 120x120x1 (width x height x depth). Note that right now depth can only be 0 or 1
| |
| − | "minSize" : "m",
| |
| − | "maxSize" : "xl+u",
| |
| − | | |
| − | /// Number of players that will be present on map (human or AI)
| |
| − | "players" : "2-4",
| |
| − | | |
| − | /// Number of AI-only players
| |
| − | "cpu" : "2",
| |
| − | | |
| − | ///Optional parameter allowing to prohibit some water modes. All modes are allowed if parameter is not specified
| |
| − | "allowedWaterContent" : ["none", "normal", "islands"]
| |
| − | | |
| − | /// List of named zones, see below for format description
| |
| − | "zones" :
| |
| − | {
| |
| − | "zoneA" : { ... },
| |
| − | "zoneB" : { ... },
| |
| − | "zoneC" : { ... }
| |
| − | },
| |
| − | "connections" :
| |
| − | [
| |
| − | { "a" : "zoneA", "b" : "zoneB", "guard" : 5000, "road" : "false" },
| |
| − | { "a" : "zoneA", "b" : "zoneC", "guard" : 5000, "road" : "random" },
| |
| − | { "a" : "zoneB", "b" : "zoneC", "type" : "wide" }
| |
| − | //"type" can be "guarded" (default), "wide", "fictive" or "repulsive"
| |
| − | //"wide" connections have no border, or guard. "fictive" and "repulsive" connections are virtual -
| |
| − | //they do not create actual path, but only attract or repulse zones, respectively
| |
| − | ]
| |
| − | }
| |
| − | </syntaxhighlight>
| |
| − | | |
| − | == Zone format ==
| |
| − | <syntaxhighlight lang="javascript">
| |
| − | {
| |
| − | "type" : "playerStart", //"cpuStart" "treasure" "junction"
| |
| − | "size" : 2, //relative size of zone
| |
| − | "owner" : 1, //player owned this zone
| |
| − | "playerTowns" : {
| |
| − | "castles" : 1
| |
| − | //"towns" : 1
| |
| − | },
| |
| − | "neutralTowns" : {
| |
| − | //"castles" : 1
| |
| − | "towns" : 1
| |
| − | },
| |
| − | "townsAreSameType" : true,
| |
| − | "monsters" : "normal", //"weak" "strong", "none" - All treasures will be unguarded
| |
| − | | |
| − | "terrainTypes" : [ "sand" ], //possible terrain types. All terrains will be available if not specified
| |
| − | "bannedTerrains" : ["lava", "asphalt"] //optional
| |
| − | | |
| − | "matchTerrainToTown" : false, //if true, terrain for this zone will match native terrain of player faction
| |
| − | "minesLikeZone" : 1,
| |
| − | "treasureLikeZone" : 1
| |
| − | "terrainTypeLikeZone" : 3
| |
| − | | |
| − | "allowedMonsters" : ["inferno", "necropolis"] //factions of monsters allowed on this zone
| |
| − | "bannedMonsters" : ["fortress", "stronghold", "conflux"] //These monsers will never appear in the zone
| |
| − | "allowedTowns" : ["castle", "tower", "rampart"] //towns allowed on this terrain
| |
| − | "bannedTowns" : ["necropolis"] //towns will never spawn on this terrain
| |
| − | | |
| − | "mines" : {
| |
| − | "wood" : 1,
| |
| − | "ore" : 1,
| |
| − | },
| |
| − | | |
| − | "treasure" : [
| |
| − | {
| |
| − | "min" : 2100,
| |
| − | "max": 3000,
| |
| − | "density" : 5
| |
| − | }
| |
| − | ...
| |
| − | ]
| |
| − | }
| |
| − | </syntaxhighlight>
| |