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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. <PLAYER_SETUP>
  46. effect_amount SET_ATTRIBUTE GOLD ATTR_TERRAIN_ID 7
  47. effect_amount SET_ATTRIBUTE STONE ATTR_TERRAIN_ID 7
  48. effect_amount SET_ATTRIBUTE DEER ATTR_TERRAIN_ID 7
  49. effect_amount SET_ATTRIBUTE BOAR ATTR_TERRAIN_ID 7
  50. effect_amount SET_ATTRIBUTE SALMON ATTR_TERRAIN_ID 13
  51.  
  52. effect_amount GAIA_UPGRADE_UNIT OAKTREE DLC_MANGROVETREE 0
  53. effect_amount SET_ATTRIBUTE OAKTREE ATTR_TERRAIN_ID 0
  54.  
  55.  
  56. random_placement
  57.  
  58. <LAND_GENERATION>
  59. base_terrain SNOW
  60.  
  61. create_player_lands
  62. {
  63. terrain_type DEEP_WATER
  64. base_size 10
  65. number_of_tiles 0
  66. clumping_factor 15
  67. border_fuzziness 15
  68. other_zone_avoidance_distance 7
  69. set_zone_randomly
  70. }
  71.  
  72.  
  73.  
  74. <TERRAIN_GENERATION>
  75.  
  76. create_terrain BEACH {
  77. base_terrain DEEP_WATER
  78. number_of_tiles 99
  79. number_of_clumps 99
  80. spacing_to_other_terrain_types 10
  81. }
  82.  
  83. create_terrain SNOW {
  84. base_terrain DEEP_WATER
  85. number_of_tiles 999
  86. number_of_clumps 99
  87. set_avoid_player_start_areas
  88. }
  89.  
  90.  
  91.  
  92. /* ************************************** */
  93. <OBJECTS_GENERATION>
  94. /* ************************************** */
  95.  
  96. create_object TOWN_CENTER
  97. {
  98. set_place_for_every_player
  99. min_distance_to_players 0 /* do you still need min when you set max 0? */
  100. max_distance_to_players 0
  101. number_of_objects 1
  102. min_distance_group_placement 1
  103. }
  104.  
  105. create_object SHIPWRECK
  106. {
  107. set_place_for_every_player
  108. number_of_objects 1
  109. min_distance_to_players 10
  110. max_distance_to_players 10
  111. }
  112.  
  113.  
  114. create_object SEA_ROCKS_1
  115. {
  116. start_random
  117. percent_chance 50
  118. number_of_objects 1
  119. percent_chance 25
  120. number_of_objects 2
  121. percent_chance 25
  122. number_of_objects 0
  123. end_random
  124. if 1_PLAYER_GAME
  125. number_of_groups 1
  126. elseif 2_PLAYER_GAME
  127. number_of_groups 2
  128. elseif 3_PLAYER_GAME
  129. number_of_groups 3
  130. elseif 4_PLAYER_GAME
  131. number_of_groups 4
  132. elseif 5_PLAYER_GAME
  133. number_of_groups 5
  134. elseif 6_PLAYER_GAME
  135. number_of_groups 6
  136. elseif 7_PLAYER_GAME
  137. number_of_groups 7
  138. else
  139. number_of_groups 8
  140. endif
  141. temp_min_distance_group_placement 10
  142. min_distance_to_players 6
  143. max_distance_to_players 12
  144. terrain_to_place_on SHALLOW
  145. }
  146.  
  147. create_object SEA_ROCKS_2
  148. {
  149. start_random
  150. percent_chance 50
  151. number_of_objects 1
  152. percent_chance 25
  153. number_of_objects 2
  154. percent_chance 25
  155. number_of_objects 0
  156. end_random
  157. if 1_PLAYER_GAME
  158. number_of_groups 1
  159. elseif 2_PLAYER_GAME
  160. number_of_groups 2
  161. elseif 3_PLAYER_GAME
  162. number_of_groups 3
  163. elseif 4_PLAYER_GAME
  164. number_of_groups 4
  165. elseif 5_PLAYER_GAME
  166. number_of_groups 5
  167. elseif 6_PLAYER_GAME
  168. number_of_groups 6
  169. elseif 7_PLAYER_GAME
  170. number_of_groups 7
  171. else
  172. number_of_groups 8
  173. endif
  174. temp_min_distance_group_placement 10
  175. min_distance_to_players 6
  176. max_distance_to_players 12
  177. terrain_to_place_on SHALLOW
  178. }
  179.  
  180.  
  181. create_object VILLAGER
  182. {
  183. set_place_for_every_player
  184. min_distance_to_players 6
  185. max_distance_to_players 6
  186. }
  187.  
  188. create_object TRANSPORT_SHIP
  189. {
  190. set_place_for_every_player
  191. min_distance_to_players 7
  192. max_distance_to_players 9
  193. number_of_objects 1
  194. }
  195.  
  196. /* **** 30k TREE **** */
  197. /* this could have been infinite but nah */
  198. create_object OAKTREE
  199. {
  200. set_place_for_every_player
  201. min_distance_to_players 0
  202. max_distance_to_players 0
  203. number_of_objects 1
  204. set_gaia_object_only
  205. resource_delta 0
  206. }
  207.  
  208.  
  209. create_object OAKTREE
  210. {
  211. number_of_objects 2
  212. set_gaia_object_only
  213. set_place_for_every_player
  214. min_distance_to_players 4
  215. max_distance_to_players 5
  216. min_distance_group_placement 2
  217. terrain_to_place_on SHALLOW
  218. }
  219. create_object OAKTREE
  220. {
  221. number_of_objects 3
  222. set_gaia_object_only
  223. set_place_for_every_player
  224. min_distance_to_players 6
  225. max_distance_to_players 8
  226. min_distance_group_placement 2
  227. terrain_to_place_on SHALLOW
  228. }
  229.  
  230. create_object HAWK
  231.  
  232. {
  233. number_of_objects 4
  234. set_scaling_to_map_size
  235. }
  236.  
  237.  
  238.  
  239.  
  240.  
  241.  
  242. /* TC FISH */
  243. create_object MARLIN1
  244. {
  245. set_place_for_every_player
  246. min_distance_to_players 0
  247. max_distance_to_players 1
  248. number_of_objects 1
  249. set_gaia_object_only
  250. }
  251.  
  252. /* NEAR FISH */
  253. create_object SALMON
  254. {
  255. set_place_for_every_player
  256. min_distance_to_players 4
  257. max_distance_to_players 8
  258. number_of_objects 5
  259. set_gaia_object_only
  260. terrain_to_place_on DEEP_WATER
  261. }
  262.  
  263. /* FAR FISH */
  264.  
  265. create_object SNAPPER
  266. {
  267. number_of_objects 170
  268. set_scaling_to_map_size
  269. set_gaia_object_only
  270. max_distance_to_other_zones 4
  271. min_distance_to_players 21
  272. min_distance_group_placement 8
  273. }
  274.  
  275.  
  276. /* ghld */
  277.  
  278. create_object GOLD
  279. {
  280. set_place_for_every_player
  281. number_of_objects 7
  282. min_distance_to_players 12
  283. max_distance_to_players 20
  284. set_tight_grouping
  285. set_gaia_object_only
  286. min_distance_group_placement 3
  287. }
  288.  
  289. create_object STONE
  290. {
  291. set_place_for_every_player
  292. number_of_objects 5
  293. min_distance_to_players 12
  294. max_distance_to_players 20
  295. set_tight_grouping
  296. set_gaia_object_only
  297. terrain_to_place_on DLC_MANGROVESHALLOW
  298. min_distance_group_placement 3
  299. }
  300.  
  301. /*
  302. create_object DLC_CROCODILE
  303. {
  304. set_place_for_every_player
  305. number_of_objects 5
  306. min_distance_to_players 10
  307. max_distance_to_players 20
  308. set_gaia_object_only
  309. terrain_to_place_on WATER
  310. }
  311. */
  312. /* food */
  313.  
  314. create_object DLC_WATERBUFFALO
  315. {
  316. number_of_objects 4
  317. set_place_for_every_player
  318. min_distance_to_players 9
  319. max_distance_to_players 18
  320. set_loose_grouping
  321. set_gaia_object_only
  322. }
  323.  
  324. create_object DLC_WATERBUFFALO
  325. {
  326. number_of_objects 4
  327. set_place_for_every_player
  328. min_distance_to_players 9
  329. max_distance_to_players 18
  330. set_loose_grouping
  331. set_gaia_object_only
  332. }
  333.  
  334. create_object RELIC
  335. {
  336. number_of_objects 5
  337. min_distance_to_players 20
  338. temp_min_distance_group_placement 20
  339. }
  340.  
  341. <ELEVATION_GENERATION>
  342.  
  343.  
  344. <CONNECTION_GENERATION>
  345.  
  346. create_connect_all_players_land
  347. {
  348. replace_terrain DEEP_WATER SHALLOW
  349. terrain_cost SHALLOW 1
  350. terrain_cost DEEP_WATER 15
  351. terrain_size SHALLOW 1 0
  352. }
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