xth

pondtown.rms

xth
Jun 21st, 2019
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  1. /* Pond_Town.rms */
  2.  
  3. /* ************************************ */
  4.  
  5. /* INSTRUCTIONS */
  6.  
  7. /* This map requires UserPatch 1.5 */
  8. /* This map DOES require WololoKingdoms */
  9.  
  10. /* ************************************ */
  11.  
  12. /* MECHANICS */
  13. /*
  14.  
  15. Pond Town
  16. A key idea of this map is that there's a TC in a lake with a single connection out
  17. If you dock, it would close off that connection!
  18. At least if i could get it to work... But connection generation is too much big shallow :(
  19.  
  20. */
  21.  
  22. /* ************************************ */
  23.  
  24. /* CHANGE LOG */
  25.  
  26. /*
  27. The Dock (june-4-2019):
  28. - launch of The Dock (Modified from Toplos Sea)
  29.  
  30. Pond_Town.rms (june 20 2019)
  31. - this is different from toplos sea, since that wasn't popular at all
  32. */
  33.  
  34. /* ************************************ */
  35.  
  36.  
  37. #const DLC_MANGROVESHALLOW 11
  38. #const DLC_MANGROVEFOREST 20
  39. #const KOTH 40
  40. #const SPECIALTREE 413
  41. #const ATTR_TERRAIN_ID 53
  42. #const ATTR_UPGRADE_GRAPHIC 17
  43. #const DLC_MANGROVETREE 1144
  44.  
  45. #const ICE_BEACH 37
  46.  
  47. /* ****************************************************** */
  48. /* ************************************** */
  49. <PLAYER_SETUP>
  50. /* ************************************** */
  51. /* ****************************************************** */
  52. effect_amount SET_ATTRIBUTE GOLD ATTR_TERRAIN_ID 7
  53. effect_amount SET_ATTRIBUTE STONE ATTR_TERRAIN_ID 7
  54. effect_amount SET_ATTRIBUTE DEER ATTR_TERRAIN_ID 7
  55. effect_amount SET_ATTRIBUTE BOAR ATTR_TERRAIN_ID 7
  56. effect_amount SET_ATTRIBUTE SALMON ATTR_TERRAIN_ID 13
  57.  
  58.  
  59. effect_amount GAIA_UPGRADE_UNIT OAKTREE PINETREE 0
  60. effect_amount SET_ATTRIBUTE OAKTREE ATTR_TERRAIN_ID 0
  61.  
  62. effect_amount SET_ATTRIBUTE BUILDING_CLASS ATTR_TERRAIN_ID 7
  63.  
  64. effect_amount SET_ATTRIBUTE TOWER_CLASS ATTR_TERRAIN_ID 7
  65. effect_amount SET_ATTRIBUTE WALL_CLASS ATTR_TERRAIN_ID 7
  66. effect_amount SET_ATTRIBUTE GATE_CLASS ATTR_TERRAIN_ID 7
  67.  
  68. random_placement
  69.  
  70. /* ****************************************************** */
  71. /* ************************************** */
  72. <LAND_GENERATION>
  73. /* ************************************** */
  74. /* ****************************************************** */
  75. base_terrain SNOW_FOREST
  76.  
  77. create_land {
  78. terrain_type SNOW
  79. land_percent 80
  80. base_size 0
  81. border_fuzziness 5
  82. start_random
  83. percent_chance 50
  84. left_border 12
  85. right_border 12
  86. percent_chance 50
  87. top_border 12
  88. bottom_border 12
  89. end_random
  90. }
  91.  
  92. create_land {
  93. terrain_type WATER
  94. base_size 3
  95. land_percent 3
  96. land_position 50 50
  97. clumping_factor 99
  98. }
  99.  
  100.  
  101. create_player_lands
  102. {
  103. terrain_type DEEP_WATER
  104. base_size 10
  105. number_of_tiles 0
  106. clumping_factor 15
  107. border_fuzziness 15
  108. other_zone_avoidance_distance 7
  109. set_zone_randomly
  110. start_random
  111. percent_chance 50
  112. top_border 6
  113. bottom_border 6
  114. left_border 12
  115. right_border 12
  116. percent_chance 50
  117. top_border 12
  118. bottom_border 12
  119. left_border 6
  120. right_border 6
  121.  
  122. end_random
  123. }
  124.  
  125. /* for one player games make an extra land */
  126. if 1_PLAYER_GAME
  127. create_land {
  128. terrain_type DEEP_WATER
  129. base_size 10
  130. number_of_tiles 0
  131. clumping_factor 15
  132. border_fuzziness 15
  133. other_zone_avoidance_distance 7
  134. set_zone_randomly
  135. start_random
  136. percent_chance 50
  137. top_border 6
  138. bottom_border 6
  139. left_border 12
  140. right_border 12
  141. percent_chance 50
  142. top_border 12
  143. bottom_border 12
  144. left_border 6
  145. right_border 6
  146. end_random
  147. }
  148. endif
  149.  
  150. /*
  151. EXTRA POND FOR EACH MAP SIZE
  152.  
  153. TINY 1
  154. SMALL 1
  155. MEDIUM 2
  156. LARGE 2
  157. HUGE 3
  158. GIGANTIC 4
  159.  
  160. */
  161.  
  162. if TINY_MAP
  163. create_land {
  164. terrain_type WATER
  165. number_of_tiles 99
  166. other_zone_avoidance_distance 20
  167. }
  168. elseif SMALL_MAP
  169. create_land {
  170. terrain_type WATER
  171. number_of_tiles 99
  172. other_zone_avoidance_distance 20
  173. }
  174. elseif MEDIUM_MAP
  175. create_land {
  176. terrain_type WATER
  177. number_of_tiles 99
  178. other_zone_avoidance_distance 20
  179. }
  180. create_land {
  181. terrain_type WATER
  182. number_of_tiles 99
  183. other_zone_avoidance_distance 20
  184. }
  185. elseif LARGE_MAP
  186. create_land {
  187. terrain_type WATER
  188. number_of_tiles 99
  189. other_zone_avoidance_distance 20
  190. }
  191. create_land {
  192. terrain_type WATER
  193. number_of_tiles 99
  194. other_zone_avoidance_distance 20
  195. }
  196. elseif HUGE_MAP
  197. create_land {
  198. terrain_type WATER
  199. number_of_tiles 99
  200. other_zone_avoidance_distance 20
  201. }
  202. create_land {
  203. terrain_type WATER
  204. number_of_tiles 99
  205. other_zone_avoidance_distance 20
  206. }
  207. create_land {
  208. terrain_type WATER
  209. number_of_tiles 99
  210. other_zone_avoidance_distance 20
  211. }
  212.  
  213. else /* Gigantic or Ludacrous.. not that i support ludicrous */
  214. create_land {
  215. terrain_type WATER
  216. number_of_tiles 99
  217. other_zone_avoidance_distance 20
  218. }
  219. create_land {
  220. terrain_type WATER
  221. number_of_tiles 99
  222. other_zone_avoidance_distance 20
  223. }
  224. create_land {
  225. terrain_type WATER
  226. number_of_tiles 99
  227. other_zone_avoidance_distance 20
  228. }
  229. create_land {
  230. terrain_type WATER
  231. number_of_tiles 99
  232. other_zone_avoidance_distance 20
  233. }
  234. endif
  235. /* ****************************************************** */
  236. /* ************************************** */
  237. <TERRAIN_GENERATION>
  238. /* ************************************** */
  239. /* ****************************************************** */
  240.  
  241. create_terrain SHALLOW {
  242. base_terrain DEEP_WATER
  243. number_of_tiles 99
  244. number_of_clumps 99
  245. spacing_to_other_terrain_types 9
  246. }
  247.  
  248. create_terrain SNOW {
  249. base_terrain DEEP_WATER
  250. number_of_tiles 999
  251. number_of_clumps 99
  252. set_avoid_player_start_areas
  253. }
  254.  
  255.  
  256. /* FOLLOWING SECTION IS BASED ON SCANDINAVIA TERRAIN_GENERATION */
  257.  
  258. /* FROZEN LAKES */
  259.  
  260. create_terrain ICE
  261. {
  262. base_terrain SNOW
  263. land_percent 4
  264. number_of_clumps 1
  265. spacing_to_other_terrain_types 1
  266. set_avoid_player_start_areas
  267. set_flat_terrain_only
  268. }
  269.  
  270. create_terrain ICE
  271. {
  272. base_terrain SNOW
  273. land_percent 1
  274. number_of_clumps 1
  275. spacing_to_other_terrain_types 1
  276. set_avoid_player_start_areas
  277. set_flat_terrain_only
  278. }
  279.  
  280. start_random
  281. percent_chance 50
  282. create_terrain ICE
  283. {
  284. base_terrain SNOW
  285. land_percent 1
  286. number_of_clumps 1
  287. spacing_to_other_terrain_types 1
  288. set_avoid_player_start_areas
  289. set_flat_terrain_only
  290. }
  291. end_random
  292.  
  293.  
  294. /* PRIMARY FOREST */
  295.  
  296. create_terrain SNOW_FOREST
  297. {
  298. base_terrain SNOW
  299. spacing_to_other_terrain_types 5
  300. land_percent 12
  301. number_of_clumps 8
  302. set_avoid_player_start_areas
  303. set_scale_by_groups
  304. }
  305.  
  306. create_terrain SNOW_FOREST
  307. {
  308. base_terrain SNOW
  309. spacing_to_other_terrain_types 5
  310. land_percent 5
  311. number_of_clumps 20
  312. set_avoid_player_start_areas
  313. set_scale_by_groups
  314. }
  315.  
  316. /* PRIMARY PATCH */
  317.  
  318. create_terrain GRASS_SNOW
  319. {
  320. base_terrain SNOW
  321. number_of_clumps 20
  322. spacing_to_other_terrain_types 1
  323. land_percent 9
  324. set_scale_by_size
  325. }
  326.  
  327. /* SECONDARY PATCH */
  328.  
  329. create_terrain DIRT_SNOW
  330. {
  331. base_terrain SNOW
  332. number_of_clumps 24
  333. spacing_to_other_terrain_types 1
  334. land_percent 2
  335. set_scale_by_size
  336. }
  337.  
  338. /* TERTIARY PATCH */
  339.  
  340. create_terrain GRASS2
  341. {
  342. base_terrain GRASS_SNOW
  343. number_of_clumps 10
  344. spacing_to_other_terrain_types 1
  345. land_percent 2
  346. set_scale_by_size
  347. }
  348.  
  349. create_terrain MED_WATER {
  350. base_terrain WATER
  351. spacing_to_other_terrain_types 0
  352. land_percent 2
  353. number_of_clumps 99
  354. }
  355.  
  356.  
  357.  
  358.  
  359. /* ****************************************************** */
  360. /* ************************************** */
  361. <OBJECTS_GENERATION>
  362. /* ************************************** */
  363. /* ****************************************************** */
  364.  
  365. create_object TOWN_CENTER
  366. {
  367. set_place_for_every_player
  368. min_distance_to_players 0 /* do you still need min when you set max 0? */
  369. max_distance_to_players 0
  370. number_of_objects 1
  371. }
  372.  
  373. create_object SHIPWRECK
  374. {
  375. set_place_for_every_player
  376. number_of_objects 1
  377. min_distance_to_players 10
  378. max_distance_to_players 10
  379. }
  380.  
  381.  
  382. create_object SEA_ROCKS_1
  383. {
  384. start_random
  385. percent_chance 50
  386. number_of_objects 1
  387. percent_chance 25
  388. number_of_objects 2
  389. percent_chance 25
  390. number_of_objects 0
  391. end_random
  392. if 1_PLAYER_GAME
  393. number_of_groups 1
  394. elseif 2_PLAYER_GAME
  395. number_of_groups 2
  396. elseif 3_PLAYER_GAME
  397. number_of_groups 3
  398. elseif 4_PLAYER_GAME
  399. number_of_groups 4
  400. elseif 5_PLAYER_GAME
  401. number_of_groups 5
  402. elseif 6_PLAYER_GAME
  403. number_of_groups 6
  404. elseif 7_PLAYER_GAME
  405. number_of_groups 7
  406. else
  407. number_of_groups 8
  408. endif
  409. temp_min_distance_group_placement 10
  410. min_distance_to_players 6
  411. max_distance_to_players 12
  412. terrain_to_place_on SHALLOW
  413. }
  414.  
  415. create_object SEA_ROCKS_2
  416. {
  417. start_random
  418. percent_chance 50
  419. number_of_objects 1
  420. percent_chance 25
  421. number_of_objects 2
  422. percent_chance 25
  423. number_of_objects 0
  424. end_random
  425. if 1_PLAYER_GAME
  426. number_of_groups 1
  427. elseif 2_PLAYER_GAME
  428. number_of_groups 2
  429. elseif 3_PLAYER_GAME
  430. number_of_groups 3
  431. elseif 4_PLAYER_GAME
  432. number_of_groups 4
  433. elseif 5_PLAYER_GAME
  434. number_of_groups 5
  435. elseif 6_PLAYER_GAME
  436. number_of_groups 6
  437. elseif 7_PLAYER_GAME
  438. number_of_groups 7
  439. else
  440. number_of_groups 8
  441. endif
  442. temp_min_distance_group_placement 10
  443. min_distance_to_players 6
  444. max_distance_to_players 12
  445. terrain_to_place_on SHALLOW
  446. }
  447.  
  448.  
  449. create_object VILLAGER
  450. {
  451. set_place_for_every_player
  452. min_distance_to_players 6
  453. max_distance_to_players 6
  454. }
  455.  
  456.  
  457. /* **** 30k TREE **** */
  458. /* this could have been infinite but nah */
  459. create_object OAKTREE
  460. {
  461. set_place_for_every_player
  462. min_distance_to_players 0
  463. max_distance_to_players 0
  464. number_of_objects 1
  465. set_gaia_object_only
  466. resource_delta 0
  467. }
  468.  
  469.  
  470. create_object OAKTREE
  471. {
  472. number_of_objects 2
  473. set_gaia_object_only
  474. set_place_for_every_player
  475. min_distance_to_players 4
  476. max_distance_to_players 5
  477. min_distance_group_placement 2
  478. terrain_to_place_on SHALLOW
  479. }
  480. create_object OAKTREE
  481. {
  482. number_of_objects 3
  483. set_gaia_object_only
  484. set_place_for_every_player
  485. min_distance_to_players 6
  486. max_distance_to_players 8
  487. min_distance_group_placement 2
  488. terrain_to_place_on SHALLOW
  489. }
  490.  
  491. create_object HAWK
  492.  
  493. {
  494. number_of_objects 4
  495. set_scaling_to_map_size
  496. }
  497.  
  498.  
  499.  
  500.  
  501.  
  502.  
  503.  
  504. /* NEAR FISH */
  505. create_object SALMON
  506. {
  507. set_place_for_every_player
  508. min_distance_to_players 4
  509. max_distance_to_players 8
  510. number_of_objects 5
  511. set_gaia_object_only
  512. terrain_to_place_on DEEP_WATER
  513. }
  514.  
  515. /* FAR FISH */
  516. create_object SHORE_FISH
  517. {
  518. number_of_objects 4
  519. set_scaling_to_map_size
  520. set_gaia_object_only
  521. min_distance_group_placement 4
  522. terrain_to_place_on WATER
  523. }
  524. create_object SHORE_FISH
  525. {
  526. number_of_objects 4
  527. set_scaling_to_map_size
  528. set_gaia_object_only
  529. min_distance_group_placement 4
  530. terrain_to_place_on MED_WATER
  531. }
  532. create_object TUNA
  533. {
  534. number_of_objects 1
  535. set_scaling_to_map_size
  536. set_gaia_object_only
  537. max_distance_to_other_zones 3
  538. terrain_to_place_on MED_WATER
  539. min_distance_group_placement 4
  540. }
  541. create_object TUNA
  542. {
  543. number_of_objects 2
  544. set_scaling_to_map_size
  545. set_gaia_object_only
  546. max_distance_to_other_zones 3
  547. terrain_to_place_on WATER
  548. min_distance_group_placement 4
  549. }
  550.  
  551. /* FOLLOWING SECTION IS BASED ON SCANDINAVIA OBJECTS */
  552.  
  553. create_object SCOUT
  554. {
  555. number_of_objects 1
  556. set_place_for_every_player
  557. min_distance_to_players 7
  558. max_distance_to_players 9
  559. }
  560.  
  561. create_object RELIC
  562. {
  563. number_of_objects 5
  564. min_distance_to_players 25
  565. temp_min_distance_group_placement 20
  566. }
  567.  
  568. /* SPECIAL STUFF FOR REGICIDE */
  569.  
  570. if REGICIDE
  571. create_object VILLAGER
  572. {
  573. number_of_objects 7
  574. set_place_for_every_player
  575. min_distance_to_players 6
  576. max_distance_to_players 6
  577. }
  578.  
  579. create_object KING
  580. {
  581. set_place_for_every_player
  582. min_distance_to_players 6
  583. max_distance_to_players 6
  584. }
  585.  
  586. create_object CASTLE
  587. {
  588. set_place_for_every_player
  589. min_distance_to_players 10
  590. max_distance_to_players 10
  591. }
  592.  
  593. endif
  594.  
  595. /* NEAR GOLD */
  596.  
  597. create_object GOLD
  598. {
  599. number_of_objects 7
  600. group_placement_radius 3
  601. set_tight_grouping
  602. set_gaia_object_only
  603. set_place_for_every_player
  604. min_distance_to_players 12
  605. max_distance_to_players 16
  606. min_distance_group_placement 7
  607. max_distance_to_other_zones 7
  608. }
  609.  
  610. /* MEDIUM GOLD */
  611.  
  612. create_object GOLD
  613. {
  614. number_of_objects 4
  615. group_placement_radius 3
  616. set_tight_grouping
  617. set_gaia_object_only
  618. set_place_for_every_player
  619. min_distance_to_players 18
  620. max_distance_to_players 26
  621. min_distance_group_placement 7
  622. max_distance_to_other_zones 7
  623. }
  624.  
  625.  
  626. /* FAR GOLD */
  627.  
  628. create_object GOLD
  629. {
  630. number_of_objects 4
  631. group_placement_radius 3
  632. set_tight_grouping
  633. set_gaia_object_only
  634. set_place_for_every_player
  635. min_distance_to_players 25
  636. max_distance_to_players 35
  637. min_distance_group_placement 7
  638. max_distance_to_other_zones 7
  639. }
  640.  
  641. /* NEAR STONE */
  642.  
  643. create_object STONE
  644. {
  645. number_of_objects 5
  646. group_placement_radius 2
  647. set_tight_grouping
  648. set_gaia_object_only
  649. set_place_for_every_player
  650. min_distance_to_players 14
  651. max_distance_to_players 18
  652. min_distance_group_placement 7
  653. max_distance_to_other_zones 7
  654. }
  655.  
  656. /* FAR STONE */
  657.  
  658. create_object STONE
  659. {
  660. number_of_objects 4
  661. group_placement_radius 2
  662. set_tight_grouping
  663. set_gaia_object_only
  664. set_place_for_every_player
  665. min_distance_to_players 20
  666. max_distance_to_players 26
  667. min_distance_group_placement 7
  668. max_distance_to_other_zones 7
  669. }
  670.  
  671. /* BAA BAA */
  672.  
  673. create_object SHEEP
  674. {
  675. number_of_objects 4
  676. set_loose_grouping
  677. set_gaia_object_only
  678. set_place_for_every_player
  679. min_distance_to_players 10
  680. max_distance_to_players 12
  681. }
  682.  
  683. create_object SHEEP
  684. {
  685. number_of_objects 2
  686. number_of_groups 2
  687. set_loose_grouping
  688. set_gaia_object_only
  689. set_place_for_every_player
  690. min_distance_to_players 14
  691. max_distance_to_players 30
  692. }
  693.  
  694. create_object DEER
  695. {
  696. number_of_objects 8
  697. group_variance 1
  698. group_placement_radius 3
  699. set_loose_grouping
  700. set_gaia_object_only
  701. set_place_for_every_player
  702. min_distance_to_players 14
  703. max_distance_to_players 30
  704. }
  705.  
  706. create_object BOAR
  707. {
  708. number_of_objects 2
  709. set_loose_grouping
  710. set_gaia_object_only
  711. set_place_for_every_player
  712. min_distance_to_players 16
  713. max_distance_to_players 22
  714. }
  715.  
  716. create_object BOAR
  717. {
  718. number_of_objects 1
  719. set_gaia_object_only
  720. set_place_for_every_player
  721. min_distance_to_players 16
  722. max_distance_to_players 22
  723. }
  724.  
  725. create_object WOLF
  726. {
  727. number_of_objects 2
  728. set_gaia_object_only
  729. set_place_for_every_player
  730. min_distance_to_players 30
  731. max_distance_to_players 40
  732. }
  733.  
  734. /* ****************************************************** */
  735. <ELEVATION_GENERATION>
  736.  
  737. /* ****************************************************** */
  738. <CLIFF_GENERATION>
  739.  
  740. /* ****************************************************** */
  741. <CONNECTION_GENERATION>
  742.  
  743. create_connect_all_lands
  744. {
  745. replace_terrain DEEP_WATER SHALLOW
  746. replace_terrain SNOW SHALLOW
  747. replace_terrain GRASS_SNOW SHALLOW
  748. replace_terrain GRASS2 WATER
  749. replace_terrain SNOW_FOREST SHALLOW
  750. replace_terrain ICE SHALLOW
  751. terrain_cost BEACH 10
  752. /* ICE_BEACH, DEEP_WATER have low cost
  753. so that the shallow connection
  754. isn't always toward the enemy tc */
  755. terrain_cost ICE_BEACH 1
  756. terrain_cost SHALLOW 1
  757. terrain_cost DEEP_WATER 15
  758. terrain_cost SNOW 15
  759. terrain_cost GRASS_SNOW 15
  760. terrain_cost DIRT_SNOW 15
  761. terrain_cost GRASS2 15
  762. terrain_cost ICE 15
  763. terrain_cost SNOW_FOREST 15
  764. terrain_size SHALLOW 1 0
  765. }
  766.  
  767. create_connect_all_players_land {
  768. replace_terrain GRASS SHALLOW
  769. replace_terrain BEACH SHALLOW
  770. }
  771. /*
  772. create_connect_all_lands
  773. {
  774. replace_terrain ICE DEEP_WATER
  775. replace_terrain SNOW DEEP_WATER
  776. replace_terrain GRASS_SNOW DEEP_WATER
  777. replace_terrain DIRT_SNOW DEEP_WATER
  778. replace_terrain GRASS2 DEEP_WATER
  779. replace_terrain ICE_BEACH SHALLOW
  780. terrain_cost ICE 15
  781. terrain_cost DEEP_WATER 15
  782. terrain_cost SNOW_FOREST 15
  783. terrain_cost SNOW 1
  784. terrain_cost GRASS_SNOW 1
  785. terrain_cost DIRT_SNOW 1
  786. terrain_cost GRASS2 1
  787. terrain_cost ICE_BEACH 1
  788. terrain_cost SHALLOW 1
  789. terrain_size DEEP_WATER 1 0
  790. }
  791. */
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