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 file defines the maps used in the game. It has the same format as
7 # For a complete guide to modding, see MODDING, in the Realism main directory.
9 # Like all the .py files, this is Python code. Most mod makers should be able
10 # to understand and adapt it, but knowledge of Python will help, and may allow
11 # you to do neat tricks.
13 # This is the voodoo that processes the map files and lets them inter-link.
14 from engine
.game_map
import make_make_map
15 make_map
= make_make_map(__file__
)
17 # Map definitions are of the form:
18 # make_map("map_name")
19 # The actual map must be in map_name.map, in this directory.
21 # Optionally, you can give the map a name for use in your functions:
22 # name = make_map("map_name")
24 # Every mod must have a map called start. This is where the player starts.
26 # The engine checks for the name at left first, then for a "start" passed to
27 # make_map. If neither is available, the mod will not run.
28 start_map
= make_map("start_map")
30 start_town
= make_map("start_town")
31 beginner_woods
= make_map("beginner_woods")
32 open_plains
= make_map("open_plains")