111 lines
2.8 KiB
Plaintext
Executable File
111 lines
2.8 KiB
Plaintext
Executable File
General format:
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@id:textual_name
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@map
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EITHER
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map definition
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OR
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random(minw,minh)
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@end
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@legend
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k:mon:kobold
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s:ob:50:short sword
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#:cell:stone wall
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#:cell:EMPTY
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#:cell:SOLID
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@end
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@flags
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...
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@end
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Legend is:
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c:type:what[:pct][:alttype:altwhat]
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OR
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c:exit (denotes an exit, for use by linkexits)
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if pct chance fails, use alttype & altwhat to determine
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what to place.
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c = any letter
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type = ob, mon or cell
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pct = optional pct chance of appearing
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what = text of what this letter represents
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alttype = optional ob/mon/cell if pct chance fails
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altwhat = optional text of what it represents if pct chance fails
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Flags can be:
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at(x,y) type:what[:pct] // put what at position x,y
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'type' can be: ob, mon, cell
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coords can be negative ("count back from right/bottom")
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atoneof(x,y)(x,y)...(x,y) type:what[:pct]
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// place 'what' at one of the given positions (picked randomly)
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exitat(x,y) // vault exit is at position x,y
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box(x,y,x2,y2) type:what[:pct] // outline box with what
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fill(x,y,x2,y2) type:what[:pct] // filled box with what
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coords can be negative ("count back from right/bottom")
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cellempty:xxx // set empty cell type. eg. "dirt"
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cellsolid:xxx // set solid cell type. eg. "brick wall"
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scatter(x,y,x2,y2) type:what:howmany[:pct] // scatter what within region
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howmany can be:
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- a number (x)
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- a range (x-y)
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- a pct of the total region cells (x%)
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coords can be negative ("count back from right/bottom")
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pct is optional (chance of this happening)
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autodoors:pct // automatically add at least one door to the edges of
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// this room.
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// pct is chance of the exit being a door as opposed
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// to jsut an opening.
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autopop // automatically add obs/mons/pillars to this vault as
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// if it were a normal room.
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dlevmin:xxx // can only randomly appear at or below dungeon
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// level xxx (or map difficulty xxx for world map)
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dlevmax:xxx // can only randomly appear at or before dungeon
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// levle xxx
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entertext:xxx // show xxx when a non-blind player enters
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goesin:xxx // can only randomly appear in habitat xxx
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// (can appear multiple times)
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usehabitat:xxx // cells in this vault have habitat=xxx
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margin:x,y // must be x/y away from edges of map
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// MAY ONLY USE ONE OF THE FOLLOWING
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mayrotate // vault can be rotated randomly
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mayflipx // vault can be flipped horz
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mayflipy // vault can be flipper vert
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nolink // don't try to link this vault up to the rest of
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// the map
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rarity:xxx // how common this vault is.
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// xxx can be:
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// common (default)
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// uncommon
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// rare
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// vrare / veryrare
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// never
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norandom // this vault doesn't appear randomly. it will only
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// appear when specifically requested via a region's
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// outline.
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tag:xxxx // add tag "xxx" to vault(for use with rndvaultwithtag)
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NOTES:
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when adding lfs/objects, "random" creates a random one.
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