wesnoth/data/multiplayer/scenarios/Random_Scenario_Winter.cfg
2010-09-13 11:38:49 +00:00

242 lines
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INI

#textdomain wesnoth-multiplayer
[multiplayer]
id=multiplayer_Random_Map_Winter
name= _ "Random map (Winter)"
description= _ "A random map set in the break between spring and winter, mainly with snowy terrains. Note: random maps are often unbalanced, but if you have time, you can regenerate them until you get a good one."
map_generation=default
[generator]
[scenario]
name= _ "Random map (Winter)"
id=multiplayer_Random_Map_Winter
{DEFAULT_MUSIC_PLAYLIST}
{DEFAULT_SCHEDULE}
[event]
name=prestart
{SCATTER_EMBELLISHMENTS G*,D*,R*,Uu*,Ur*,Aa ^Es 2}
{SCATTER_EMBELLISHMENTS Uu* ^Emf 2}
{SCATTER_EMBELLISHMENTS G*,R*,Aa ^Wm 0.25}
[/event]
[/scenario]
name=default
map_width=40
map_height=40
iterations=2000
hill_size=6
max_lakes=40
villages=25
players=2
min_lake_height=500
lake_size=150
river_frequency=20
temperature_iterations=2000
temperature_size=4
roads=4
road_windiness=3
#list of common terrain types which come in at
#different heights, from highest to lowest
[height]
height=600
terrain=Mm
[/height]
[height]
height=500
terrain=Hhd
[/height]
[height]
height=100
terrain=Gd
[/height]
[height]
height=5
terrain=Ww
[/height]
[height]
height=0
terrain=Wo
[/height]
#water at cold temperatures becomes ice
[convert]
min_height=50
max_temperature=150
from=Ww, Wo, Ss
to=Ai
[/convert]
#at low temperatures, snow appears
[convert]
min_height=50
max_temperature=150
from=Gd, Ds
to=Aa
[/convert]
#hills at low temperatures get snow on them
[convert]
max_temperature=200
from=Hhd
to=Ha
[/convert]
#mountains at low temperatures get snow on them
[convert]
max_temperature=200
from=Mm
to=Ms
[/convert]
#forest appears at moderate temperatures
[convert]
min_temperature=250
max_temperature=400
from=Gd
to=Aa^Fpa
[/convert]
#forest appears at moderate temperatures
[convert]
min_temperature=250
max_temperature=500
from=Gd
to=Gll^Fp
[/convert]
#road costs
[road_cost]
terrain=Gd
cost=10
convert_to=Re
[/road_cost]
[road_cost]
terrain=Gll^Fp
cost=20
convert_to=Re
[/road_cost]
[road_cost]
terrain=Aa^Fpa
cost=20
convert_to=Re
[/road_cost]
[road_cost]
terrain=Ww
cost=50
convert_to_bridge=Ww^Bw|, Ww^Bw/, Ww^Bw\
#convert_to=C
[/road_cost]
[road_cost]
terrain=Hhd
cost=25
convert_to=Re
[/road_cost]
[road_cost]
terrain=Ha
cost=25
convert_to=Re
[/road_cost]
[road_cost]
terrain=Mm
cost=40
convert_to=Re
[/road_cost]
#road going through snow
[road_cost]
terrain=Aa
cost=10
convert_to=Re
[/road_cost]
#define MIN_COST_ROAD TERRAIN
[road_cost]
terrain={TERRAIN}
cost=2
convert_to={TERRAIN}
[/road_cost]
#enddef
{MIN_COST_ROAD Re}
{MIN_COST_ROAD Ww^Bw|}
{MIN_COST_ROAD Ww^Bw/}
{MIN_COST_ROAD Ww^Bw\}
{MIN_COST_ROAD Ch}
[village]
terrain=Gd
convert_to=Gd^Vh
adjacent_liked=Gd, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gs^Ve, Gd^Vh, Hhd, Gll^Fp
rating=6
[/village]
#villages in forest are Elvish
[village]
terrain=Gs^Fp
convert_to=Gg^Ve
rating=4
adjacent_liked=Gd, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gs^Ve, Gd^Vh, Hhd, Gs^Fp, Gll^Fp, Gll^Fp
[/village]
[village]
terrain=Aa^Fpa
convert_to=Aa^Vha
rating=4
adjacent_liked=Gd, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gs^Ve, Gd^Vh, Hhd, Aa^Fpa, Aa^Fpa, Aa^Fpa
[/village]
[village]
terrain=Hhd
convert_to=Hhd^Vhh
rating=4
adjacent_liked=Gd, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gs^Ve, Gd^Vh, Hhd, Gll^Fp
[/village]
[village]
terrain=Ha
convert_to=Ha^Vhha
rating=4
adjacent_liked=Gd, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gs^Ve, Gd^Vh, Ha, Gll^Fp
[/village]
[village]
terrain=Mm
convert_to=Mm^Vhh
rating=3
adjacent_liked=Gd, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gs^Ve, Gd^Vh, Hhd, Gll^Fp
[/village]
#villages in snow
[village]
terrain=Aa
convert_to=Aa^Vha
rating=4
adjacent_liked=Gd, Ww, Ww, Ww, Ww^Bw|, Ww^Bw/, Ww^Bw\, Rr, Rr, Re, Re, Gs^Ve, Gd^Vh, Hhd, Gll^Fp, Aa
[/village]
[castle]
valid_terrain=Gd, Gll^Fp, Hhd, Aa^Fpa, Ha, Mm
min_distance=12
[/castle]
[naming]
{VILLAGE_NAMES}
[/naming]
[village_naming]
{VILLAGE_NAMES}
[/village_naming]
[/generator]
#undef MIN_COST_ROAD
[/multiplayer]