1 ' WARNING: All mod formats are under heavy development. They may change at any
2 ' time, breaking old mods. For this reason, we DO NOT RECOMMEND making mods
5 ' This is the start map for the realism main game, which also serves as a mini-
6 ' guide to making maps for your mods.
7 ' For a complete guide to modding, see MODDING, in the Realism main directory.
9 ' Lines starting with an apostraphe (') are comments and will be ignored when
10 ' the map is processed. Blank lines are also ignored.
13 ' The map file starts with an ASCII art of the map. If some lines are shorter
14 ' than others, they are padded with walls.
16 ' You can use any symbols you like except for the apostraphe (') and colon (:).
17 ' Try not to use symbols that are easily confused (1/l, 0/O).
19 ' Whitespace at the end of lines is trimmed. Do not use tabs, they throw off
20 ' the alignment of the ASCII art.
22 ' Note that case matters. T != t
28 ' The art is followed by a key. Each symbol is given a map function.
29 ' You can overwrite them and create your own in <module>/map_functions.py.
30 ' If the map contains any symbols that aren't in the key, the module will output
31 ' an error message and refuse to run.
32 ' The symbol must be the first character on the line, followed immediately by
33 ' a colon. The space after is optional, but improves readability.
34 @: start_and_movement_tutorial
36 ' "safe" squares have no random encounters or other special features.
37 ' If you want ordinary terrain with random encounters, use "normal" instead.
41 ' "door" squares contain closed but unlocked doors. When open, they act like
47 ' Some functions take one or more parameters, separated by spaces. Extra spaces
48 ' in a row are ignored, as parameters may not be omitted.
49 ' These two have the parameter "Main Game", which alters the tutorial dialogue
50 ' to be in-character for the main game. Use "False" if you want a generic
52 ' You can also just leave it off, since it defaults to False.
53 3: conversation_tutorial True
56 ' If no function with that name exists, the game will search for a map by that
57 ' name, and link to any that it finds. If no map exists, the game will output
58 ' an error and refuse to run the module.
62 ' After the key come a set of the features of the map as a whole.
64 ' The four border_ features are like the key above, but apply to the borders
66 ' Each one should be either wall or a map name. You can also use a custom
67 ' function, but returning True (move OK) will be ignored. Choose your display
70 border_east: start_town
74 ' This map has only safe spaces, so this section is for reference only.
75 ' "normal" squares would cause encounters 20% of the time, with a safe period
76 ' of five squares after each encounter.
77 encounter_frequency: 20
80 ' The encounters would be against single, level 1 monsters.
81 ' If you specify a range for either level or critters, the value will be chosen
82 ' at random for each encounter.
83 encounter_min_level: 1
84 encounter_max_level: 1
85 encounter_min_critters: 1
86 encounter_max_critters: 1
88 ' critter_types is a space-separated list of critter types (as defined in
89 ' <module>/monsters.py) that can appear on this map. Note that this only
90 ' applies to "normal" squares. Triggered encounters can use any critters.
93 ' The map can either use one of the normal tilesets or define its own in
94 ' <module>/tilesets.py.