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Comparing deliantra/server/doc/Developers/random-maps (file contents):
Revision 1.1.1.2 by elmex, Wed Feb 22 18:01:48 2006 UTC vs.
Revision 1.2 by pippijn, Thu Sep 7 21:42:50 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. A <style> 48 the random map generator makes sure of it.
49 of "none" causes no walls or doors to be generated.
50 49
51 doorstyle <style> Load /styles/doorstyles/<style> and pick a random 50 doorstyle <style> Load /styles/doorstyles/<style> and pick a random
52 doortype from that style for the random map. A <style> 51 doortype from that style for the random map.
53 of "none" causes no doors to generated.
54 52
55 exitstyle <style> Put one or two exits in the map, one leading back 53 exitstyle <style> Put one or two exits in the map, one leading back
56 to the map where we entered from (origin_map, 54 to the map where we entered from (origin_map,
57 origin_x, origin_y), and, if appropriate, one leading 55 origin_x, origin_y), and, if appropriate, one leading
58 to another, harder, random map. A style of "none" 56 to another, harder, random map.
59 causes no exits to be generated.
60 57
61 decorstyle <style> Load /styles/decorstyles/<style> and pick the decor 58 decorstyle <style> Load /styles/decorstyles/<style> and pick the decor
62 objects from that style to insert in the map. Decor 59 objects from that style to insert in the map. Decor
63 objects are modified on insertion so that they do 60 objects are modified on insertion so that they do
64 NOT block movement, regardless of the archetype. 61 NOT block movement, regardless of the archetype.
65 They are placed randomly. A style of "none" causes no 62 They are placed randomly.
66 decor objects to be generated.
67 63
68 monsterstyle <style> Load /styles/monsterstyles/<style>, if it exists. 64 monsterstyle <style> Load /styles/monsterstyles/<style>, if it exists.
69 If it doesn't exist, then it will look for a directory 65 If it doesn't exist, then it will look for a directory
70 of that name. If it finds a directory, it will choose 66 of that name. If it finds a directory, it will choose
71 a style based on dungeon_level. It will pick the style 67 a style based on dungeon_level. It will pick the style
72 with the name <name>_# with the # closest to the 68 with the name <name>_# with the # closest to the
73 dungeon_level. Monster objects are copied from the 69 dungeon_level. Monster objects are copied from the
74 style map, so you may form style maps with modified 70 style map, so you may form style maps with modified
75 monsters which are weaker or stronger than the default 71 monsters which are weaker or stronger than the default
76 archetype.A style of "none" causes no monsters to be 72 archetype.
77 generated.
78 73
79 treasurestyle <style> (Special) If the style name chosen is contained in 74 treasurestyle <style> (Special) If the style name chosen is contained in
80 the lib/treasures file, it will use that for making 75 the lib/treasures file, it will use that for making
81 treasures. If it is NOT in the lib/treasures file, 76 treasures. If it is NOT in the lib/treasures file,
82 it will look up /styles/treasurestyle/<style>, and 77 it will look up /styles/treasurestyle/<style>, and

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