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Comparing deliantra/server/doc/Developers/random-maps (file contents):
Revision 1.1.1.1 by root, Fri Feb 3 07:12:34 2006 UTC vs.
Revision 1.1.1.2 by elmex, Wed Feb 22 18:01:48 2006 UTC

43 wallstyle <style> Load /styles/wallstyles/<style> and pick a random 43 wallstyle <style> Load /styles/wallstyles/<style> and pick a random
44 walltype from that style for the random map. All 44 walltype from that style for the random map. All
45 the walls in the map will be of this type. The walls 45 the walls in the map will be of this type. The walls
46 are modified on insertion so that players cannot go 46 are modified on insertion so that players cannot go
47 through them: this is expected for walls, but 47 through them: this is expected for walls, but
48 the random map generator makes sure of it. 48 the random map generator makes sure of it. A <style>
49 of "none" causes no walls or doors to be generated.
49 50
50 doorstyle <style> Load /styles/doorstyles/<style> and pick a random 51 doorstyle <style> Load /styles/doorstyles/<style> and pick a random
51 doortype from that style for the random map. 52 doortype from that style for the random map. A <style>
53 of "none" causes no doors to generated.
52 54
53 exitstyle <style> Put one or two exits in the map, one leading back 55 exitstyle <style> Put one or two exits in the map, one leading back
54 to the map where we entered from (origin_map, 56 to the map where we entered from (origin_map,
55 origin_x, origin_y), and, if appropriate, one leading 57 origin_x, origin_y), and, if appropriate, one leading
56 to another, harder, random map. 58 to another, harder, random map. A style of "none"
59 causes no exits to be generated.
57 60
58 decorstyle <style> Load /styles/decorstyles/<style> and pick the decor 61 decorstyle <style> Load /styles/decorstyles/<style> and pick the decor
59 objects from that style to insert in the map. Decor 62 objects from that style to insert in the map. Decor
60 objects are modified on insertion so that they do 63 objects are modified on insertion so that they do
61 NOT block movement, regardless of the archetype. 64 NOT block movement, regardless of the archetype.
62 They are placed randomly. 65 They are placed randomly. A style of "none" causes no
66 decor objects to be generated.
63 67
64 monsterstyle <style> Load /styles/monsterstyles/<style>, if it exists. 68 monsterstyle <style> Load /styles/monsterstyles/<style>, if it exists.
65 If it doesn't exist, then it will look for a directory 69 If it doesn't exist, then it will look for a directory
66 of that name. If it finds a directory, it will choose 70 of that name. If it finds a directory, it will choose
67 a style based on dungeon_level. It will pick the style 71 a style based on dungeon_level. It will pick the style
68 with the name <name>_# with the # closest to the 72 with the name <name>_# with the # closest to the
69 dungeon_level. Monster objects are copied from the 73 dungeon_level. Monster objects are copied from the
70 style map, so you may form style maps with modified 74 style map, so you may form style maps with modified
71 monsters which are weaker or stronger than the default 75 monsters which are weaker or stronger than the default
72 archetype. 76 archetype.A style of "none" causes no monsters to be
77 generated.
73 78
74 treasurestyle <style> (Special) If the style name chosen is contained in 79 treasurestyle <style> (Special) If the style name chosen is contained in
75 the lib/treasures file, it will use that for making 80 the lib/treasures file, it will use that for making
76 treasures. If it is NOT in the lib/treasures file, 81 treasures. If it is NOT in the lib/treasures file,
77 it will look up /styles/treasurestyle/<style>, and 82 it will look up /styles/treasurestyle/<style>, and

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