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Comparing deliantra/server/pod/random_maps.pod (file contents):
Revision 1.11 by root, Wed Dec 15 20:16:38 2010 UTC vs.
Revision 1.12 by root, Sun Mar 13 22:42:01 2011 UTC

75 75
76 monsterstyle <style> Load /styles/monsterstyles/<style>, if it exists. 76 monsterstyle <style> Load /styles/monsterstyles/<style>, if it exists.
77 If it doesn't exist, then it will look for a directory 77 If it doesn't exist, then it will look for a directory
78 of that name. If it finds a directory, it will choose 78 of that name. If it finds a directory, it will choose
79 a style based on dungeon_level. It will pick the style 79 a style based on dungeon_level. It will pick the style
80 with the name <name>_# with the # closest to the 80 with the name <name>_# with the # closest to the
81 dungeon_level. Monster objects are copied from the 81 dungeon_level. Monster objects are copied from the
82 style map, so you may form style maps with modified 82 style map, so you may form style maps with modified
83 monsters which are weaker or stronger than the default 83 monsters which are weaker or stronger than the default
84 archetype.A style of "none" causes no monsters to be 84 archetype. A style of "none" causes no monsters to be
85 generated. 85 generated.
86 86
87 treasurestyle <style> (Special) If the style name chosen is contained 87 treasurestyle <style> (Special) If the style name chosen is contained
88 in the lib/treasures file, it will use 88 in the lib/treasures file, it will use
89 that for making treasures. If it is NOT 89 that for making treasures. If it is NOT
117 symmetry 4 both 2 and 3 symmetry 117 symmetry 4 both 2 and 3 symmetry
118 118
119 119
120 Layout Style: Parameter: Effect: 120 Layout Style: Parameter: Effect:
121 121
122 122
123 maze maze_type 0: roomy (open space with some walls) 123 maze maze_type 0: roomy (open space with some walls)
124 1: sparse (maze with some larger open spaces) 124 1: sparse (maze with some larger open spaces)
125 2: braided (few dead ends) 125 2: braided (few dead ends)
126 3: closed (complete maze) 126 3: closed (complete maze)
127 default: random 127 default: random
142 "onion layers" 142 "onion layers"
143 143
144=head2 Map generation parameters 144=head2 Map generation parameters
145 145
146 146
147 difficulty Set the map difficulty. Has no relation to the 147 difficulty Set the map difficulty. Has no relation to the
148 "difficulty" defined in common/*.c. 148 "difficulty" defined in common/*.c.
149 If nonzero, this map and its descendants will 149 If nonzero, this map and its descendants will
150 have the same difficulty. If zero, it'll be set 150 have the same difficulty. If zero, it'll be set
151 to the value of dungeon_level and incremeneted with 151 to the value of dungeon_level and incremeneted with
152 each recursive map. 152 each recursive map.
153 153
154 difficulty_increase Sets how fast the difficulty increases. This value 154 difficulty_increase Sets how fast the difficulty increases. This value
163 163
164 164
165 dungeon_level Another way of setting the map difficulty. This 165 dungeon_level Another way of setting the map difficulty. This
166 has no relation to the "difficulty" defined in 166 has no relation to the "difficulty" defined in
167 the common/*.c source code. The effect is to pick 167 the common/*.c source code. The effect is to pick
168 which monsters to use: for example, if the 168 which monsters to use: for example, if the
169 monsterstyle 169 monsterstyle
170 is "humanoid" and the dungeonlevel is 9, the style 170 is "humanoid" and the dungeonlevel is 9, the style
171 map /styles/monsterstyles/humanoid/humanoid_9 will be 171 map /styles/monsterstyles/humanoid/humanoid_9 will be
172 the style from which monsters are chosen. After the 172 the style from which monsters are chosen. After the
173 monsters are placed, the map 173 monsters are placed, the map
174 difficulty is set according 174 difficulty is set according
175 to the server's rule, for treasure purposes. 175 to the server's rule, for treasure purposes.
176 176
177 dungeon_depth The map generated will have an exit to another 177 dungeon_depth The map generated will have an exit to another
178 random map of the same style if 178 random map of the same style if
179 dungeon_level < dungeon_depth. The next random map 179 dungeon_level < dungeon_depth. The next random map
180 will have dungeon_level incremented. If dungeon_level 180 will have dungeon_level incremented. If dungeon_level
181 >= dungeon_depth, no exit to a more difficult map 181 >= dungeon_depth, no exit to a more difficult map
182 will be made. 182 will be made.
183 183
206 206
207 final_map When dungeon_level >= dungeon_depth, another exit 207 final_map When dungeon_level >= dungeon_depth, another exit
208 isn't usually made. However, if final_map is set 208 isn't usually made. However, if final_map is set
209 to a map's name, then an exit to this map will 209 to a map's name, then an exit to this map will
210 be made. 210 be made.
211 211
212 exit_on_final_map The default action is to place an exit on 212 exit_on_final_map The default action is to place an exit on
213 the final map. When explicitly set to 'no' this will 213 the final map. When explicitly set to 'no' this will
214 not place a return exit on the final_map. 214 not place a return exit on the final_map.
215 If you use this setting YOU MUST PROVIDE A WAY BACK IN THE FINAL MAP! 215 If you use this setting YOU MUST PROVIDE A WAY BACK IN THE FINAL MAP!
216 216
217=head2 Misc. Parameters 217=head2 Misc. Parameters
218 218

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