Difference between revisions of "Random map template"

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(Zone format)
(Replaced content with "{{Template:MovedToWebpage|https://vcmi.eu/modders/Random_Map_Template/}}")
 
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Ideally, template format should be 100% compatible with OH3 format and bring additional improvements.
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{{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>
 

Latest revision as of 16:20, 16 July 2024

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