Key | Description | Example |
---|---|---|

The landtypes | ||

LandTypes | A list of landtypes involved in the game. | LandTypes = PlainLand Water Forest Roots |

InitLandTypes | A list of landtypes which may be used to create the initial map. | InitLandTypes = PlainLand Water Forest |

AutoTransform | The landtypes which change into another landtype by evolution. For example a BabyForest will evolve into a Forest over time. | AutoTransform = BabyForest |

The landresources | ||

LandResources | The landresources for this game. | LandResources = Trees Rocks |

LandResources.LandResource.visible |
Is this landresource visible on creation yes or no? | LandResources.Coals.visible = false |

LandResources.LandResource.determination |
The determination of this landresource, one of boolean (yes/no) or numeric (a value) | LandResources.Coals.determination = boolean |

LandResources.LandResource.probability |
What is the probability that a landresource exists in a square? | LandResources.Coals.probability = 0.4 |

Properties of a landtype | ||

Type.contains |
List of the resources wich may be on or under this landtype. If the amount is not specified the actual amount of the resource will be a random value between the minimum and maximum allowed values. If a probability is specified for this landresource, there is only the specified chance of containing the landresource. | Forest.contains = Coals Cherries(30) |

Type.LandResource.min |
The minimal value this landtype can contain of the specified landresource. | PlainLand.Coals.min = 0 |

Type.LandResource.max |
The maximal value this landtype can contain of the specified landresource. | PlainLand.Coals.max = 200 |

Type.transformsTo |
If this landtype is an auto transformation type, then this line specifies into which other landtype it will transform and with which speed this will happen. | BabyForest.transformsTo = Forest(10) |

Type.transformsLandResources |
If this landtype is an auto transformation type, then this line specifies which landresource will transform into which landresource and at which ratio. | BabyForest.transformsLandResources = BabyTrees-Trees(1) |

################ ## lands.prop ## ################ ## The land types for this world LandTypes = Water PlainLand Forest Roots Rocks BabyForest ## The land types out of which the initial map may be created InitLandTypes = Water PlainLand Forest Rocks ## The landtypes which auto transform (evolve) to another type AutoTransform = BabyForest ## The land resources LandResources = Trees Rocks Roots Water BabyTrees Coals # Coals will be initially invisible LandResources.Coals.visible = false # The amount of coals will not be displayed, only yes/no LandResources.Coals.determination = boolean # probability to find coals if a land type can contain coals LandResources.Coals.probability = 0.4 ## Follows a list of land types and their properties # type.contains = a list of land resources and their amount (undefined amount = random) # type.landresource.min = minimal amount of the land resource # type.landresource.max = maximum amount of the land resource PlainLand.contains = Coals PlainLand.Coals.min = 0 PlainLand.Coals.max = 200 Water.contains = Coals Water(100) Water.Coals.min = 0 Water.Coals.max = 200 BabyForest.contains = Coals BabyTrees(100) BabyForest.Coals.min = 0 BabyForest.Coals.max = 200 # the auto transform stuff BabyForest.transformsTo = Forest(10) BabyForest.transformsLandResources = BabyTrees-Trees(1) Forest.contains = Coals Trees(100) Forest.Coals.min = 0 Forest.Coals.max = 200 Roots.contains = Coals Roots(100) Roots.Coals.min = 0 Roots.Coals.max = 200 Rocks.contains = Coals Rocks(100) Rocks.Coals.min = 0 Rocks.Coals.max = 200