Black& White Mapping List v1.04 [HTML Version 1.02]


MorQuis' Black& White Mapping List v1. 04
This HTML Version by DrQube / mentalbloc.com [ updates available from http://www.mentalbloc.com/bnw/bwmap_bloc. html ]
see the contact section for MS Word version...


Index

About...
How to use this document
Quick and Dirty mapping guide
Village stuff

Create_Town
:: Civilization / Tribe table
Set_Town_Belief
Set_Town_Belief_Cap
Set_Town_Uninhabitable
Town_Desire_Boost
:: Desire Table
Set_Town_Congregation_Pos
Create_Town_Centre
Create_New_Town_Spell
Create_One_Shot_Spell_PU
:: Miracle table
Create_Citadel
Create_Planned_Citadel
Create_Worship_Site
Create_Abode
Create_Planned_Abode
:: Abode table
Create_Villager_Pos
:: Villager Jobs table
Create_Town_Villager
Create_Special_Town_Villager
:: Special Villager Table
Create_New_Town_Field
Create_Town_Fish_Farm

Objects

Create_Mobile_Static
:: Static Objects table [Objects]
Create_Animated_Static
:: Animated Static Objects Table
Create_MobileObject
:: Mobile Objects table [Items]
Create_Scaffold
Create_Pot
:: Pot items table
Create_Spell_Dispenser
Create_Arena
Create_Bonfire
Create_Street_Lantern
Create_New_Feature
:: Feature table

Flora/Fauna

:: Tree table
Create_New_Big_Forest
Create_Forest
Create_New_Tree
Create_Dead_Tree
Create_Flock
Create_New_Animal
:: Animal table

Environment

Create_Stream
Create_Stream_Point
Create_Drink_Waypoint
Create_Mist
Create_Weather_Climate
Create_Weather_Climate_Rain
Create_Weather_Climate_Temp
Create_Weather_Climate_Wind
CreatureCreate_Creature_From_File
:: Creature table
Set_Computer_Player_Creature_Like

Misc.

Version
Set_Land_Number
Load_Landscape
Set_Global_Land_Balance
:: Balance Factors table
Set_Town_Influence_Multiplier
Set_Player_Influence_Multiplier
Set_Nighttime
Start_Camera_Position
Start_Game_Message
Add_New_Game_Line
Toggle_Computer_Player
Fire_Fly_Spell_Reward_Prob

Thanx
Contacts
DrQube Bit

About...

MorQuis' Black& White Mapping List v1. 04
This HTML Version by DrQube / mentalbloc.com [http://www.mentalbloc.com/bnw/bwmap_bloc. html]

[edited by DrQube 01/04/15]
Hello, just a quick note, this HTML has been optimised for Internet Explorer and CSS'able browsers... nothing too fancy. I hope it's helpful. back to the original text...

I've also added (HTML 1.01) a how to use this document...

Revision List [HTML Version]

v1.02 - Syncronisation release (see MorQuis notes for 1.04 below), with new disclaimer, and quick and dirty mapping guide, plus some paramters names have been stadardised to increase enjoyment. ("Facing" parameters are now all refered to as "Rotation")
v1.01 - Formatting Update to make command reference clearer and also a "How to use this document" guide.
v1. 00 - The original based on 1.02 of Morquis document.


[edited by Solstice 01/04/18]

Revision List
v1.00 - The original master document.
v1.01 - Mostly grammatical changes, some small updates.
v1.02 - Updates to the original document include the addition of many lines not originally included in 1.00. Lots of placeholder lines still, but we'll get to 'em eventually. More testing resulted in several of the tables being changed.
v1.03 - Updates to 1.02 include Environment lines, some unknown variables were fixed, and some more formatting of the actual document was done. Hyperlinks have been added, so you won't have to scroll as much to get around the document.
v1.04 - All placeholders have now been filled in. Most unknowns have been solved.

Message from MorQuis
Ok, first I want to say hi to all the new users of this document. The response I have been getting from all of you is amazing, and it's making my long hours seem worth it.

I have been through all the map files and I am confident that we have all the commands in here now. The climate is still blank due to the fact that it seems no one can figure it out. I thought I had it once, but I was wrong. :P

Until then, enjoy all the new commands I have put in here, and I hope you send me some maps you have made using this info.

If there are any errors, or things I missed, please email me ASAP so I can get them corrected quickly.

Enjoy!

Message from Solstice
Woot? Or maybe not. What the hell is a woot, anyway?

After two weeks of painstaking testing, MorQuis has almost all of the lines figured out and ready for you to use in your own maps. The next revision of this document will most likely be mostly cosmetic, with a few updates if we find anything new. So my work is finished for a while.

Maybe some of you just haven't figured out who this crazy Solstice guy is. I know MorQuis gets a heck of a lot more email than I do. That's understandable, considering this whole crazy project is his brain-child (errr...), and since he's a far more visible presence on the boards. He also is the webmaster of The Gods' Playground. Dammit, yeah, he does a lot more stuff than me. So forget I said anything.

If on some crazy whim, you decide to not email MorQuis, you can email me with mapping questions, questions about the website, hell, I'll do my best to answer any questions of any topic you have! Just email me! Me! Me! Me!*

*Note from MorQuis: I told him to take his medication, but he's raving again. But you can email him. If nothing else, it'll be amusing.


How to use this document.

As a quick guide for the new user, I've added this little overview, it's to help you understand the way I've formatted the command reference, it's quite simple .. you'll see .. and I've tried to make it as intuitive as possible (he says !) but for the record here's how it all goes... if you need more help... please... don't email me... and consider doing something else with your time... perhaps a little cognative ability test... or ... hmmm .. maybe buy some lego, build a thought forming mechanism ... (end of life guidance.) chances are you won't even read this... to the 2% who do... move along nothing to see here.


Command_Name


Description of COMMAND_NAME will have a brief summary of what the command does.

COMMAND_NAME(Parameter1, "Parameter2", Parameter3, ...)

Parameter1
info for the parameter1

"Parameter2"
info for the parameter2 (note... any parameters which are listed in quotes must have quotes in the script file)

Parameter3*
info for the parameter3

*Call-outs may appear sometimes when a command or parameter has a bit of wierdness about it...

Example:
COMMAND_NAME(Parameter1, "Parameter2", Paramter3)
info about the example... remember that the parameters will have usable values assigned to them in the examples... and sometimes there is no example (the horror)

Related table

Tables will hold valuable information which will help you... study them.
# ParameterName Description
0 VALUE Description goes here
1 VALUE Description goes here
2 VALUE Description goes here
SOMETIMES THERE WILL BE A NOTE... MAKE SURE YOU READ 'EM (go on.. you be good.)
*** OR SOMETIMES PERISH THE THOUGHT THERE WILL BE A WARNING...(brrr!) ***

note... there is no command called COMMAND_NAME (ok?) and there will often be more than three parameters this is an example... (also for those that need thing over-explaining, I'm being facetious ... and yes I'm slapping myself in the face, quite hard. I thank you.)

So there you have it... if you don't know what a parameter is? click for a definition...

That is all.


DrQube's quick and dirty mapping guide...

Ok, a few people have mailed me about "where do I put these commands?". It's not really my mission to to have people start mailing me (specifically) with "how do I do this" mapping questions, but I can answer this one here so off we go. (MorQuis might be more helpful in most cases...)

If you look in your Black&White install directory (default C:\Program Files\Lionhead Studios Ltd\Black & White\) you will find a directory in there called scripts, this contains all the map scripts which are simple .txt files... and if you don't know what a .txt file is... look... STOP what you are doing... you're in too deep...

No one in this mapping spec's project will accept any responsibility for you gaff'ing up your Black & White installation this is all "at your own risk" stuff.. but you can make a copy of one of the scripts in the "playgrounds" folder and this would become a new skirmish map... what this guide doesn't do is tell you how to edit .LND files they are the Landscapes... this doc simply let's you change the features that are on the landscape...

And as a word of advice, I'd make sure you study all the existing scripts before you begin trying to make your own maps and also experiment by making minor changes to the exisiting maps (work on a copy!)

Oh and the final word.... Visit the God's Playground see contacts below... there's lot's of help there...


this section is left intentionally useless.

Village stuff


Create_Town


Creates the sphere of influence for the village.

CREATE_TOWN (Town#, "x,y", "Affiliation", Civilization#,"CivilizationName")

Town#
Designates a number to the town. This number will be used from now on to create anything for this village.

x
,y"
Coordinates for the center of the town.

"Affiliation"
Sets which deity (if any) owns this town to start.

"Civilization#
"
This doesn't seem to have any relevance. We found that they match up with certain Civilization Names, but changing them doesn't seem to do anything. See the chart below.

CivilizationName

This determines the character set and models used for the village. See the chart below.

Civilizations


# CivilizationName Description
0 CELTIC Celtic civilization
1 AFRICAN African civilization
2 AZTEC Aztec civilization
3 JAPANESE Japanese civilization
4 INDIAN American Indian civilization
5 EGYPTIAN Egyptian civilization
6 GREEK Greek civilization
7 NORSE Norse civilization
8 TIBETAN Tibetan civilization


Set_Town_Belief


Sets the village's starting belief.

SET_TOWN_BELIEF (Town#,"Affiliation", Belief)

Town#
Selects which town you are setting the belief for.

"Affiliation"
Selects which god you are setting the starting belief for.

Belief
The belief value. The desired belief divided by 1000.
Example:
SET_TOWN_BELIEF (5,"PLAYER_ONE", 1. 0000000)
Sets the starting town belief for town 5 to 1000 for Player 1.

Set_Town_Belief_Cap


Sets the maximum belief for the village in the computer deitys. You could set this for yourself, but I'm not sure what that would do for ya.
sub note: I've played with these and if you don't set them on at least one of your villages you will get the message... "You have lost" when you try to play the level. DrQube

SET_TOWN_BELIEF_CAP (Town#,"Affiliation", Cap)

Town#
Selects which town you are setting the cap for.

"Affiliation"
Selects which god you are setting the cap for.

Cap
The maximum belief for the selected god. The desired belief cap divided by 1000.
Example:
SET_TOWN_BELIEF_CAP (2,"PLAYER_TWO", 1. 0000000)
Sets town 2's belief cap for Player 2 to 1000.

Set_Town_Uninhabitable


Makes the town uninhabitable.

SET_TOWN_UNINHABITABLE (Town#)

Town#
Selects which town you'd like rendered uninhabitable.


Town_Desire_Boost


Raises or lowers the amount of a specific desire the village will have.

TOWN_DESIRE_BOOST(Town#, "Desire", Boost)

Town#
Determines which town will receive the boost.

Desire
See list below.

Boost
Determines the boost factor. (-1.0 will be NO desire ever. +1.0 will be ALWAYS a desire)

Example:

TOWN_DESIRE_BOOST(1, "Wood", -1.0)
Makes it so Town 1 will never have a desire for wood.


Desire Table

Desire
Wood
Food
Abodes
Civic_Buildings
Protection
Mercy
*The name for the children desire remains a mystery. I have tried everything I could think of... to no avail. Please email me if you find it.

Set_Town_Congregation_Pos


Designates a congregation point for the villagers, if not set they congregate at the town centre [provided by DrQube]

SET_TOWN_CONGREGATION_POS(Town#, "x,y")

Town#
Town number.

"x,y"
Congregation position


Create_Town_Centre


Creates a village centre.

CREATE_TOWN_CENTRE (Town#,"x,y","Tribe", Rotation, Size, ? )

Town#
Assigns the town centre to atown.

"x,y"
Location of the town centre.

"Tribe"
Determines which model isused for the town centre. (Ex. "CELTIC_ABODE_TOWN_CENTRE", "AZTEC_ABODE_TOWN_CENTRE")

Rotation
Determines what direction the town centre is facing.

Size
Determines the size of thetown centre.

?
Presently Unknown, generally leave as 0.
Example:
CREATE_TOWN_CENTRE (0, "1099.89,2010.22", "NORSE_ABODE_TOWN_CENTRE", 4999, 1. 00, 0)
Would create a Norse village centre for town 0 at 1099.89 x, 2010.22 y.

Create_New_Town_Spell


Allows you to select which miracles are available from the village centre for a specific town.

CREATE_NEW_TOWN_SPELL (Town#, "Miracle")

Town#
Selects which town you are setting the miracle for.

"Miracle"
Selects which miracle you want to make available. See chart below.
Example:
CREATE_NEW_TOWN_SPELL (0,"HEAL_PU1")
Would enable the upgraded Miracle Heal at the village centre of Town 0.

Miracles


Miracle Description
BEAM_EXPLOSION Mega Blast
BEAM_EXPLOSION_PU1 Mega Blast Increase
BEAM_EXPLOSION_PU2 Mega Blast Extreme
CREATURE_SPELL_ANGRY Increase Creature Anger
CREATURE_SPELL_BIG Increase Creature Size
CREATURE_SPELL_COMPASSION Increase Creature Compassion
CREATURE_SPELL_FREEZE Freeze Creature
CREATURE_SPELL_INVISIBLE Creature Invisibility
CREATURE_SPELL_ITCHY Holy Flies
CREATURE_SPELL_SMALL Decrease Creature Size
CREATURE_SPELL_STRONG Increase Creature Strength
CREATURE_SPELL_WEAK Decrease Creature Strength
FIRE Fireball
FIRE_PU1 Fireball Increase
FIRE_PU2 Fireball Extreme
FLYING_FLOCK Flock of Birds/Flock of Bats
FOOD Miracle Food
FOOD_PU1 Miracle Food Increase
GROUND_FLOCK Pack of Beasts
HEAL Miracle Heal
HEAL_PU1 Miracle Heal Increase
LIGHTNING_BOLT Lightning
LIGHTNING_BOLT_PU1 Lightning Increase
LIGHTNING_BOLT_PU2 Lightning Extreme
NATURE Miracle Forest
PHYSICAL_SHIELD Physical Shield
SHIELD Miracle Shield
STORM Miracle Storm
STORM_PU1 Miracle Storm Increase
STORM_PU2 Miracle Storm Extreme
TELEPORT Miracle Teleport
WATER Miracle Water
WATER_PU1 Miracle Water Increase
WOOD Miracle Wood


Create_One_Shot_Spell_Pu


Creates a miracle seed.

CREATE_ONE_SHOT_SPELL_PU ("x,y", "Miracle")

"x,y"
Location of the miracle seed.

"Miracle"
The miracle type. See chart above.
Example:
CREATE_ONE_SHOT_SPELL_PU ("1090. 00,1090. 00","SHIELD")
Would create a Miracle Shield seed.

Create_Citadel


Creates a citadel (Temple).

CREATE_CITADEL ("x,y", Town#, "Affiliation", Rotation, Size)

"x,y"
Location of the citadel.

Town#
Assigns the citadel to a town.

"Affiliation"
Assigns the citadel to a god.

Rotation
Determines what direction the citadel faces.

Size
Determines the size of the citadel. (No effect)
Example:

CREATE_CITADEL ("100. 30,399. 10",1, "PLAYER_THREE", 2766, 1. 00)
Would create a citadel for Player 3 in village 1.


Create_Planned_Citadel


Creates the plans for a citadel. The villagers will finish it when provided with wood.

CREATE_PLANNED_CITADEL(Town#, "x,y", ?, "Affiliation", Rotation, Size)

Town#
Assigns a town's villagers to building the citadel.

"x,y"
The location of the citadel.

?
Unknown. Generally zero. See warning above

Affiliation
The god the citadel belongs to.

Rotation
The direction the citadel faces.

Size
The size of the citadel. Seems to have no effect.


Create_Worship_Site


Creates worship sites at a citadel.

CREATE_WORSHIP_SITE ("x,y", Civilization#,"Affiliation", Civilization, Rotation, Size)

"x,y"
The location of the worship site. Should be close to the citadel.

Civilization#
The civilization number. See above table LINK . Doesn't seem to affect anything.

"Affiliation"
The god the worship site belongs to. (Ex. "PLAYER_ONE", "PLAYER_FOUR")

Civilization
The civilization that worships here. See above table LINK . (Ex. "AZTEC", "NORSE")

Rotation*
The direction the worship site faces.

Size*
The size of the worship site.

*The worship site will automatically conform to the side of the citadel its 'x,y' coordinates place it at.  Because of this, Rotation and Size are not really important.
Example:
CREATE_WORSHIP_SITE ("200. 00,1340. 33",1, "PLAYER_ONE", "AFRICAN", 1, 1. 00)
Would create an African worship site at Player 1's citadel.

Create_Abode


Creates a building linked to a town.

CREATE_ABODE (Town#, "x,y", "Tribe_ABODE_Type", Rotation, Size, Food, Wood)

Town#
Selects which town the builiding belongs to.

"x,y"
The location of the building.

"Tribe_ABODE_Type"
Which Tribe and Type of building model will be used for the building.
For Tribes see the chart above and for building types see chart below.

Rotation
What direction the building faces.

Size
The size of the building.

Food
How much food is stored at the building.

Wood
How much wood is stored at the building.
Example:

CREATE_ABODE (12,"2983. 22,2222. 16", "GREEK_ABODE_D", 200, 1. 00, 0, 500)
Would create a greek large house in town 12, with 500 wood stored there.


Abodes
Tribe_ABODE_Type Description
A A house
B A house
C A house
D A house
E A house
F A house
CRECHE A childrens' creche
GRAVEYARD A graveyard
STORAGE_PIT A village store
WORKSHOP A workshop

Create_Planned_Abode


Creates the plans for a building. Provided with wood, your villagers will build it.

CREATE_PLANNED_ABODE(Town#, "x,y", "Tribe_ABODE_Type", Rotation, Size, Food, Wood)

Town#
Selects which town the builiding belongs to.

"x,y"
The location of the building.

Tribe
Which tribe model will be used for the building.

Type
The type of building. See chart above.

Rotation
What direction the building faces.

Size
The size of the building.

Food
How much food is stored at the building.

Wood
How much wood is stored at the building.

Example:

CREATE_PLANNED_ABODE(12, "2941.82,3440.60", "INDIAN_ABODE_A", -1674, 1000, 0, 0)
Would create the blueprints for an Indian abode type 'A' at the location "x,y"


Create_Villager_Pos


Creates a villager.

CREATE_VILLAGER_POS ("x,y", "x,y", "TribeJob", Age)

"x, y"
first pair
Location of the villager's home. This should be set as near as possible to the entrance of the abode he lives at. If this value is not near an abode, he/she will begin as a vagrant.

"x,y"
second pair
Start location of the villager.

TribeJob
Decides the villager's tribe and his/her starting job. (Ex. "CELTIC_FORESTER","AFRICAN_HOUSEWIFE") See chart below for possible starting jobs.

Age
The villager's age. Did I really have to say that?!

Example:

CREATE_VILLAGER_POS ("2407. 21,1489. 22","2410. 00,1490. 00", "TIBETAN_FISHERMAN", 90)
Would create a 90 year old Tibetan fisherman whose home is very near where he starts the map at.


Villager Jobs
TribeJob Description
FARMER Starts the villager as a farmer.
FISHERMAN Starts the villager as a fisherman.
FORESTER Starts the villager as a forester.
HOUSEWIFE* Starts the villageras a housewife. see note*
LEADER Starts the villager as a chief.  Whatever he does.
SHEPHERD Starts the villager as a shepherd. The only way to have the shepherd disciple.
IMPORTANT NOTE : the only job for female villagers to start with is 'housewife'. If you neglect to put any housewives in your map, your villages won't grow at all since there won't be any children born.

Create_Town_Villager


Creates a villager who is not assigned to a specific abode.

CREATE_TOWN_VILLAGER(Town#, "x,y", "Tribe_Job", Age)

Town#
The town the villager is a part of.

"x,y"
The start location of the villager.

Tribe_Job
The tribe and job of the villager. See chart above.

Age
How old he/she is. Blows your mind, doesn't it?

Example:
CREATE_TOWN_VILLAGER(3, "2031.33,1087.22", "NORSE_FARMER", 22)
Would create a norse farmer of 22 years of age, who lives in Town 3.


Create_Special_Town_Villager


Creates special villagers such as skeletons, pied pipers, etc.

CREATE_SPECIAL_TOWN_VILLAGER(Town#, "x,y", Special#, age)

Town#
Assigns the villager to a town.

"x,y"
The villager's start location.

Special#
The type of special villager. See chart below.

Age
The villager's starting age.

Example:
CREATE_SPECIAL_TOWN_VILLAGER(2, "2023.33,1566.21", 67, 32)
Would create the hippy from Land 1 and assign him to Town 2.


Special Villagers Table

Special# Description
0 - 10 DO NOT USE
11 - 62 Regular villagers
63 Pied Piper (Land 1)
64 The Guru
65 Pied Piper (Land 1)
66 Coonskin Cap Guy / Hick (Land 1)
67 Hippy Dude (Land 1)
68 Shaman (male)
69 Shaman (female)
70 Barbarian
71 Sailor (red shirt)
72 Sailor (green shirt)
73 Craftsman (Land 2)
74 Hippy Dude (Land 1 - no textures)
75 Blue-hatted Hermit (Land 4)
76 Pied Piper (Land 1)
77 Sable the Creature Trainer (Land 1)
78 Sailor (black shirt)
79 Pied Piper
80 Skeleton
81 Sculptor (Land 1)
82 Dragon Hunter (Land 5)
83 Sailor w/ accordion
CRASH ALERT! - Do not use 0 - 10, or a value higher than 83!

Create_New_Town_Field


Creates a town specific field for the villagers to farm.

CREATE_NEW_TOWN_FIELD ( Town#, "x,y", ?, Rotation )

Town#
The town it belongs to

"x, y"
Coordinates of the field

?
Unknown, Is usually 0,2, or 4 in the default maps.

Rotation
Changes the start angle of the field
Example:

CREATE_NEW_TOWN_FIELD (0,"3190. 89,1960. 44",4, 64. 0000)
This creates a field belonging to town 0.


Create_Town_Fish_Farm


Creates a location for the villagers to fish from. Also a handy snack-bar for a creature

CREATE_TOWN_FISH_FARM ( Town#, "x,y", ? )

Town#
The town it belongs to

"x,y"
Coordinates of the field

?
Unknown. But I would recommend leaving this at 0 because it crashed everytime I changed it to something else.
Example:
CREATE_TOWN_FISH_FARM (0,"3190. 89,1960. 44",0)
This creates a fish farm belonging to town 0.

Objects


Create_Mobile_Static


Creates an object.

CREATE_MOBILE_STATIC ("x,y", Item#, VerticalOffset, Pitch, Rotation, Lean, SizeMultiplier)

"x,y"
Coordinates of the object.

Item#
The type of item. See chart below.

VerticalOffset
The height(above or below) the ground the object begins the game at.

Pitch
The tilt of the object (tilts the object up and down).

Rotation
The direction the object is facing (turns an object left and right).

Lean
The tilt of the object (tilts the object left and right).

SizeMultiplier
The size of the object. This is a MULTIPLIER, so be careful how large you make this value.  
Example:
CREATE_MOBILE_STATIC ("3190. 89,1970. 44",37, 5. 000000, 0. 000000, 0. 000000, 0. 000000, 1. 000000)
Would create a round grey rock of normal size elevated above the ground by 5 units.

Objects
item#

Description

0
Fence - Short
1
Fence - Tall
2
Rock - Grey, round
3
Cube w/ baby picture
4
'Physical Shield' web
5
Singing Stone
6
Black Circle
7
Nothing (Invisible?)
8
Campfire
9
Cube w/ baby picture (throwable)
10
Idol (Land 2)
11
Idol (Land 2)
12
Cube w/ baby picture
13
Cube w/ baby picture
14
Stone w/ face (Land 3)
15
Stone w/ face (Land 3)
16
Rock - Light grey, small, oval
17
Rock - Grey, small, oval
18
Rock - Brown, small oval
19
Rock - Black, small oval
20
Rock - Light grey, flat, oval
21
Rock - Grey, flat, oval
22
Rock - Brown, flat, oval
23
Rock - Black, flat, oval
24
Rock - Light grey, oval
25
Rock - Grey, oval
26
Rock - Brown, oval
27
Rock - Black, oval
28
Rock - Light grey, flat
29
Rock - Grey, flat
30
Rock - Brown, flat
31
Rock - Black, flat
32
Rock - Light grey, long
33
Rock - Grey, long
34
Rock - Brown, long
35
Rock - Black, long
36
Rock - Light grey
37
Rock - Grey
38
Rock - Brown
39
Rock - Black
40
Rock - Light grey, triangle
41
Rock - Grey, triangle
42
Rock - Brown, triangle
43
Rock - Black, triangle
44
Rock - Light grey, square
45
Rock - Grey, square
46
Rock - Brown, square
47
Rock - Black, square
48
Rock - Black
49
Gate Stone - Ape
50
Gate Stone - Blank
51
Gate Stone - Cow
52
Gate Stone - Tiger
53
Toy ball
54
Teddy bear
55
Die (as in half a pair of dice)
56
Bowling pins
57
Bowling ball
58
Statue
59
Blackened ground
60
Glass prism
** CRASH ALERT! - DO NOT USE A VALUE HIGHER THAN 60 **

Create_Animated_Static


Creates an animated feature on the map.

CREATE_ANIMATED_STATIC("x,y", "Object", Rotation, Size)

"x,y"
Coordinates for the location of the object.

"Object"
see list below.

Rotation
Adjusts the start rotation of the object.

Size
Adjusts the start size of the object.

Example:

CREATE_ANIMATED_STATIC("1781.03,2810.63", "Norse Gate", 5953, 1000)
Would create the Norse Gate (from Land 1) at the coordinates "x,y".


Animated Static Objects Table

Object
Norse Gate
Gate Stone Plinth
Piper Cave Entrance

Create_MobileObject


Creates an object.

CREATE_MOBILEOBJECT ("x,y", Item#, Angle, Size)

"x,y"
Coordinates for the location of the object.

Item#
The type of object. See chart below.

Angle
Adjusts the angle of the object.

Size
Unlike Mobile_Static, this seems to be a normal increase/decrease as opposed to a multiplier.
Example:
CREATE_MOBILEOBJECT ("3190. 89,1960. 44",5, 5092, 7000)
This creates a piece of poo the size of your temple.  Funny stuff.

Items
item#
Description
0
Barrel
1
Egyptian Cart
2
A pot
3
A pot
4
Cube w/ baby picture
5
A piece of poo
6
Cube w/ baby picture
7
Tiny triangular prism
8
Cube w/ baby picture
9
Egyptian cart
10
A pot
11
A pot
12
A pot
13
Another pot!!
14
Stack of wood
15
Bush that turns into grain
16
Cube w/ baby picture
17
Grey mushroom
18
Blue mushroom
19
Red mushroom
20
Cube
21
Part of the Creed
22
Part of the Creed
23
Ship (Land 1)
24
A fish
25
Cube
26
Pole (Land 2 flooding puzzle)
27
Base of temple (Land 2 flooding puzzle)
28
Large ring of temple (Land 2 flooding puzzle)
29
Middle ring of temple (Land 2 flooding puzzle)
30
Small ring of temple (Land 2 flooding puzzle)
31
A cauldron
** CRASH ALERT! - DO NOT USE A VALUE HIGHER THAN 31! **

Create_Scaffold


Creates a scaffold. Imagine that.

CREATE_SCAFFOLD(Town#, "x,y", 0, Rotation, Size)

Town#
Determines which village the scaffold belongs to.

"x,y"
The location of the scaffold.

0
Leave this at 0!! Any change results in a crash!

Rotation
The direction the scaffold faces. Which begs the eternal question, can an object with no eyes or face really face a direction? And does it care?

Size
This determines what the scaffold value is. Setting this extremely high gets you a scaffold with a large value, but you won't be able to use it.

Example:

CREATE_SCAFFOLD(1, "1508.33,2044.22", 0, 0, 1000)
Would create a scaffold with a value of 3 (builds civic buildings) for Town 1.


Create_Pot


Creates an item used for food or wood.

CREATE_POT ("x,y", Item#, Angle, Amount)

"x,y"
The location of the item.

Item#
The type of the item. See chart below.

Angle
Adjusts the angle of the item.

Amount
The amount of food or wood gained by picking up this item and depositing it in the village store.
Example:
CREATE_POT ("3148. 68,2150. 41",18, 0, 6000")
This creates a giant fish that gives 6000 food.

Pot Items
item#
Description
1
Grain
2
Wood
3
Wood
4
Wood
5
Wood
6
Wood
7
Wood
8
Grain(Invisible)
9
Wood
10
Grain
11
Wood
12
Grain
13
Big, cut-down tree
14
Medium, cut-down tree
15
Cut-down apple tree
16
2 giant logs
17
Cut-down grain
18
Giant fish
** CRASHALERT! - DO NOT USE A VALUE HIGHER THAN 18! **



Create_Spell_Dispenser


Create a miracle dispenser.

CREATE_SPELL_DISPENSER (Town#, "x,y", "Tribe", "Miracle", Rotation, Size, Regeneration)

Town#
Assigns the dispenser to a town.

"x,y"
Location of the dispenser.

"Tribe"
Determines the model used. (Ex. "AZTEC_ABODE_SPELL_DISPENSER", "CELTIC_ABODE_SPELL_DISPENSER")

"Miracle"
Which miracle the dispenser provides. see the miracle chart

Rotation
What direction the dispenser faces.

Size

The size of the dispenser.

Regeneration
The rate at which the miracle regenerates. Smaller is faster
Example:

CREATE_SPELL_DISPENSER(1, "100.98,465.00", "JAPANESE_ABODE_SPELL_DISPENSER", "FIRE", 177, 1.0, 1)
Would create a miracle dispenser that provides Fireball every second.


Create_Arena


Creates an arena. We think. We have yet to get this to work, and have no idea what it does.

Create_Bonfire


Creates a bonfire.  Sort of.

CREATE_BONFIRE ("x,y", Rotation, ?, Size)

x,y
Location of the bonfire.

Rotation
What direction the bonfire is facing.

?
Unknown.

Size
What size the bonfire is.
Example:
CREATE_BONFIRE ("203. 33,499. 77",10, 0, 1. 0)
Would create a pile of sticks that smoke. A sort-of,quasi, pseudo, whatever, bonfire.

Create_Street_Lantern


Create a street lantern.

CREATE_STREET_LANTERN ("x,y", Value)

x,y
Location of the lantern.

Value
Any value other than 7 provides a pile of burning sticks. 7 gives an actual lantern.

Create_New_Feature


Create a new landmark.

CREATE_NEW_FEATURE ("x,y", "FeatureName",Rotation, Size,? )

x,y
The location of the landmark.

"FeatureName"
The landmark type. See chart below.

Rotation
Adjusts which direction the landmark is facing.

Size

Adjusts the object's size. Not a multiplier.

?
Typically 0. Values of -1 or less, or 1 or higher cause the landmark to not appear on the map.  Values between -1 and 1 seem to have no effect.
Anyone know what this does?
Example:

CREATE_NEW_FEATURE ("1060. 66,2065. 44","Crater", 1000, 1. 00000, 0)
Would create a crater.


Features Table

FeatureName
"Pillar1 Lime"
"Pillar2 Lime"
"Pillar3 Lime"
"Fat Pillar Lime"
"Spikey Pillar Lime"
"Prison Pillar 1"
"Prison Pillar 2"
"Prison Pillar 3"
"Tibetan Large Pillar Feature"
"Spikey Pillar Volcanic"
"Crater"
"Spikey Pillar Sand"
"Aztec Statue Feature"
"Aztec Suntemple Feature"
"Pier" *provided by DrQube
NOTE::These values were supplied to us. We haven't tested them.

Flora/Fauna


Create_New_Big_Forest


Creates a massive forest.

CREATE_NEW_BIG_FOREST("x,y", Oval, ?, Rotation, Size)

"x,y"
The center of the forest.

Oval
1 or 0. 0 is circular, 1 is an oval. Any other value results in a crash.

?
Unknown. Generally 0.

Rotation
Rotates the forest.

Size
The start size of the forest.

Example:
CREATE_NEW_BIG_FOREST("2030.11,3201.56", 0, 0, 0, 1.0)
Would create a circular big forest at 2030.11,3201.56.



Create_Forest


Creates the circle of influence for a forest. Trees assigned to this forest will continue to grow with watering.

CREATE_FOREST (Forest#,"x,y")

Forest#
Assigns a number to the forest. This number will be used to assign individual trees to this forest.

"x,y"
Coordinates for the center of the forest.
Example:
CREATE_FOREST (34,"2309. 32,2490. 13")
Creates a forest with a group number of 34.

Create_New_Tree


Creates a single tree.

CREATE_NEW_TREE (Forest#, "x,y", Tree#, Scenic, Rotation, Size, FinalSize)

Forest#
Assigns the tree to a forest.

"x,y"
Coordinates for the tree.

Tree#
The type of tree desired. See chart below.

Scenic
Trees marked as 'scenic' will not spawn new trees.

Rotation
Determines what direction the tree faces. As if it really matters, the tree doesn't care.

Size
The start size for the tree.

FinalSize
The maximum height the tree can grow to.
Example:
CREATE_NEW_TREE (34,"2309. 40, 2491. 02", 3, -1, 90. 165301, 4. 956000, 5. 100000)
Creates a very large tree assigned to forest 34.

Trees
Yeah, I know these aren't very descriptive. I don't know trees. If anyone knows what the real names for these are, email me and we'll set this right
Tree#
Description...
1
Lots of branches
2
Dark brown bark
3
Christmas tree
4
Darker Christmas tree
5
Thick leaves
6
Average thickness
7
Lots and lots of branches
8
Palm tree
9
Leaning palm tree
10
Medium sized tree
11
Medium light-colored tree
12
Dark green
13
Light colored bush
14
Dark colored bush
15
Bush
16
Dark green tree
17
Dark green tree
18
Dark green tree
19
Dark green tree
20
Long flat tree
21
Long flat tree
22
Burnt tree - which looks pretty damn cool next to an evil temple!
CRASHALERT! - Values higher than 22 are available, but don'ttry to even come close to the created object or it'll boot you out. Some of the neater objects include 50, whichis a house. If anyone figures out howto interact with these higher value items, email me.


Create_Dead_Tree


Creates a tree that, once uprooted, cannot be planted again.

CREATE_DEAD_TREE("x,y", "Affiliation", Tree#, ?, LeanY, Rotation, LeanX)

"x,y"
Location of the tree.

"Affiliation"
A Player. We have no idea why it wants this.

Tree#
The type of tree.

?
Unknown. Generally 1.

LeanY
Leans the tree along the y-axis (West - East).

Rotation
The direction the tree faces.

LeanX
Leans the tree along the x-axis (North - South).


Create_Flock


Creates a flock for animals to be assigned to. Much like Create_Forest and Create_Town.

CREATE_FLOCK (Flock#, "x1,y1", "x2,y2", GroupSize, Wandering, Town#)

Flock#
Assigns the flock anumber. Individual animals will use this number to group together.

"x1,y1"
Start position.

"x2,y2"
Home. The flock instinctively moves to this place from their start positions.

GroupSize
The distance from each other each animal will maintain. The larger the number, the further from each other the animals will stay.

Wandering
The distance from Home that the animals will stray.

Town#
Allows you to assign the flock to a town. We think.
Example:
CREATE_FLOCK (10,"3029. 10,1768. 05", "3029. 10,1768. 05", 115, 45, -1)
Would create flock 10, a group of animals that would move towards "3029. 10,1768. 05" instinctively and then stray 45 units from that point once there. The animals would try to maintain a distance of 115 from each other at all times.

Create_New_Animal


Creates a single animal.

CREATE_NEW_ANIMAL ("x,y", Type, Flock#, ?, Age)

"x,y"
The startlocation of the animal.

Type
The type of animal. See chart below.

Flock#
If you want to, you can assign this animal to a flock.

?
Could be Town#, allowing you toassign the animal to a specific town, with -1 being no town.

Age
The age of the animal. This affects its size.
Example:
CREATE_NEW_ANIMAL ("1830. 38,2509. 31",8, 0, 4, 50)
Would create a cow belonging to flock 0 with an age of 50.

Animals
Type
Description
0
Lion
1
Tiger
2
Wolf
3
Leopard
4
Sheep
5
DO NOT USE **
6
Turtle
7
DO NOT USE **
8
Cow
9
Horse
10
Pig
11
Crow
12
Dove
13
??? (No animal shows up)
14
Bird
15
Seagull
16
Bat
** CRASHALERT! - Do not use 5, 7 or any value higher than 16. **


Environment


Create_Stream


Creates a stream. Must use Create_Stream_Point to finish the stream off.

CREATE_STREAM(Stream#)

Stream#
Assigns a number to the stream.

See example for Create_Stream_Point below.


Create_Stream_Point


Creates a stream.

CREATE_STREAM_POINT(Stream#, "x,y")

Stream#
Assigns the point to a stream.

"x,y"
Coordinates of each point of the stream. Each consecutive point will be linked by a straight stream of water.

Example:

CREATE_STREAM(5)
CREATE_STREAM_POINT(5, "1000.00,1000.00")
CREATE_STREAM_POINT(5, "1050.00,1050.00")
Would create a straight stream from "1000,1000" to "1050,1000".


Create_Drink_Waypoint


Assigns a point on the map where your creature will drink from.
(Note: Your creature will drink from the ocean without these points, but if you want him to drink from your stream you must set them.)

CREATE_DRINK_WAYPOINT("x,y")

"x,y" -
Location of the waypoint.


Create_Mist


Creates a globe of mist.

CREATE_MIST( "x,y", Vertical Offset, Colour, Size, Stretch )

x & y
Coordinates of the mist.

Vertical Offset
The height off the ground is the mist (0 is on the ground).

Colour
The colour of the mists is a 4 byte *signed* int with the first byte being transparency, then the next three bytes being Red, Green and Blue respectively. So for a mist with a transparency of 200 (11001000), a Red of 255 (11111111), a Green of 0 (00000000) and a Blue of 50 (00110010) you put all those together to get 11001000111111110000000000110010. This is signed though and the leftmost bit is the sign bit so you change that bit to a zero and minus the result. So the final answer is -1224671282. You can use windows calculator in scientific mode to change between decimal and binary. And if you understand that, congrats! You're far smarter than Solstice. If you can't, MorQuis has a nifty program on his website that allows you to figure this out far easier. (in the TUTORIALS section)

Size
Increases or decreases the size.

Stretch
Causes the mist to become more of an oval shape (note: This causes the mist to act like a sprite. It will always be the same direction no matter which way you look at it).

Example:
CREATE_MIST("3159.89,1934.44", 0.000000, 756475938, 2.29, 1.0)
Creates a ball of mist with a size of 2.29 at the location "x,y".



Create_Weather_Climate


No info as yet...
Climate has simply proved too tough to translate. Anyone who understands how these lines work is urged to email us. Please!

Create_Weather_Climate_Rain


No info as yet...
Climate has simply proved too tough to translate. Anyone who understands how these lines work is urged to email us. Please!

Create_Weather_Climate_Temp


No info as yet...
Climate has simply proved too tough to translate. Anyone who understands how these lines work is urged to email us. Please!

Create_Weather_Climate_Wind


No info as yet...
Climate has simply proved too tough to translate. Anyone who understands how these lines work is urged to email us. Please!

Creature


Create_Creature_From_File


Creates a creature.

CREATE_CREATURE_FROM_FILE ("Affiliation", Creature#, CreatureMind, "x,y")

IMPORTANT WARNING
setting the Affiliation value of this command to "PLAYER_ONE" will give you the new creature type specified.
but it will erase all of your creature stats
. do this only if you want to start with a new creature from scratch.

Affiliation
Who does the creature belong to? (Ex. "PLAYER_TWO", "NEUTRAL")*
*Selecting a god that already exists will create a creature with the same size as your own.  Selecting a god that doesn't exist or 'NEUTRAL' will create a creature roughly three times the size of a villager.

Creature#
The type of creature. See chart below.

CreatureMind
Chooses how your creature behaves. Selected from the files in . \Black & White\Scripts\CreatureMind. Reports of trouble with every one of those files other than Kazar Creature, Lethys Creature and Nemesis Creature, so I would only recommend using those three.

"x,y"
The start location of the creature.
Example:
CREATE_CREATURE_FROM_FILE ("PLAYER_FIVE",4, "LethysCreature", "2053. 45,1700. 42")
Creates a wolf creature belonging to Player 5 that will behave like Lethys' creature.

Creatures
Creature#
Description
0
Ape
1
Cow
2
Tiger
3
Leopard
4
Wolf
5
Lion
6
Horse
7
Tortoise
8
Zebra
9
Brown Bear
10
Polar Bear
11
Sheep
12
Chimp
13
Ogre
14
Mandrill
15
Rhino
16
Gorilla
17
Giant Ape*
*TheGiant Ape is a bit odd. It automatically dies at the start of the map and continues in a die, resurrect, die, resurrect loop until the map ends.  I would recommend not using this creature.
CRASHALERT! - Do not use 18. Since we were too lazy to check out any value after that, the potential for other 'Giant' creatures such as 17 exists. If this is the case, please email us and set us straight, and we'll update this with further testing.


Set_Computer_Player_Creature_Like


No info as yet... something like set the creatures mind to act like Lethys, Kazar, Nemesis creatures...

Misc


Version


I'm not sure if changing this is a very good idea. Not really sure what modifying it would do,but I'd recommend leaving it alone.

VERSION (VersionNumber)

VersionNumber
The Version Number ... best to just leave it.
used by LionHead to mark scripts for different versions of the engine.


Set_Land_Number


Allows you to assign a number to your map. This number will be used in other lines to link the modifications to your map.

SET_LAND_NUMBER (Land#)

Land# - This value will be used through the script to refer to this map.  (Ex. 1, 2, 3, etc. . . )

Load_Landscape


Selects which landscape you'd like to use for your map. This has no effect on anything other than the land form.

LOAD_LANDSCAPE ("FileLocation")

FileLocation
The path location and filename of the landscape desired.
Example:
LOAD_LANDSCAPE (". \DATA\LANDSCAPE\MULTI_PLAYER\MPM_2P_1. lnd")
Would load up the 2 God skirmish map. ( . is the directory Black & White is installed in)

Set_Global_Land_Balance


Allows you to set a number of factors.

SET_GLOBAL_LAND_BALANCE (ID, Value)

ID
Determines which factor you'd like to adjust. See chart below.

Value
Sets the value for the specified factor. 1. 0 being no change, 2. 0 being doubled, etc. . .
Example:
SET_GLOBAL_LAND_BALANCE (4,2. 0)
Would double the villagers' speed.

Factors
ID
Description
0
Town boredom modifier
1
Impressive modifier
2
Impressive spell modifier
3
Missionary modifier
4
Villager speedup
5
Tree wood value
6
Artifact speed
7
Villager belief speed


Set_Town_Influence_Multiplier


Sets the start area of influence for the towns in your map.

SET_TOWN_INFLUENCE_MULTIPLIER(Multiplier)

Multiplier
Sets the multiplier for the start influence of the towns. 1.00 is normal.


Set_Player_Influence_Multiplier


Sets the start area of influence for the player's citadel.

SET_PLAYER_INFLUENCE_MULTIPLIER(Multiplier)

Multiplier
Sets the multiplier for your start influence. 1.00 is normal.


Set_Nighttime


Allows you to set how long an entire day/night cycle takes,and the length of night, dawn and dusk.

SET_NIGHTTIME (Time, %Night, %Dawn/Dusk)

Time
The total time taken for an entire day/night cycle to pass, in seconds.

%Night
Percentage of total time (above) that it is night. A decimal percentage value (50% would be 0. 5).

%Dawn/Dusk
Percentage of total time that the sun is rising or setting. A decimal percentage value (50% would be 0. 5).
Example:
SET_NIGHTTIME (1700. 00,0. 3500, 0. 0500)
Would make a full 'day' be 1700 seconds, with night time taking up 35% of that total, and sunset and sunrise taking up 5%.

Start_Camera_Position


Allows you to select the starting position for the camera.

START_CAMERA_POSITION ("x,y")

"x,y"
The coordinates of the starting location for the camera.

Start_Game_Message


Allows you to customize the small message at the top of the skirmish entry screen.

START_GAME_MESSAGE ("Message", Land#)

Message
Your own witty comment. So go wild.

Land#
This should match the Land_Number entered above.

Add_New_Game_Line


Allows you to add a short explanation of your map to the skirmish entry screen.

ADD_NEW_GAME_LINE ("Message", Land#)

Message
Your very own little space to do with as you desire. Slander the other gods! Post the latest gossip from the heavens! Heck, you could even put in a description of your map!

Land#
This should match the Land_Number entered above.

Toggle_Computer_Player


Toggles the computer players on and off.

TOGGLE_COMPUTER_PLAYER (Player#, On/Off)

Player#
The player you want to be a computer.

On/Off
Toggles the computer on/off. 1 is on, 0 is off.
Example:
TOGGLE_COMPUTER_PLAYER (2,1)
Makes Player2 a computer player.


Fire_Fly_Spell_Reward_Prob

FIRE_FLY_SPELL_REWARD_PROB(Miracle, Prob)

Miracle
Selects which miracle will be rewarded to the player who finds the firefly's hiding place.
Prob
The probability that this firefly will hide a miracle. The smaller the value, the less likely the firefly will leave anything at its hiding place.


Morquis and Solstice Thanx

MorQuis thanx:
Ollie Purkiss for Global_Land_Balance and Create_Mist. Thanks for your help, Ollie!,
SPiRiToFCaT for all the insight,
DrQube for his html version of Bwmap.doc,
Isaac 30466 for allowing us to finally take out our anger on the explorers' ship in Land 1,
Envie for the forum and all the help,
Sphere for the create creature info,
Nick! for the create pot info,
Frumph for the create special villager info,
Nukeitall for taking the time to get a citadel on the dance map. Nice work!,
and Solstice for keeping this doc updated.
Many thanx to all the people who have emailed me.

Solstice thanx:
MorQuis for refusing to allow me to do anything other than update this document... wait, that's not a good thing! You don't get any thanks from me, you bastard!,
Envie for allowing us the use of her forum,
DrQube for his excellent html version of Bwmap.doc,
and all the guys over at Lionhead for making one hell of a wicked game. Keep up the excellent work!

Feel free to pass this document to whoever wants it. If you find any errors, please contact us and let us know. Any errors are all MorQuis' fault. Really. They have nothing to do with me.


Contacts

The Gods' Playground

http://www.angelfire.com/weird/flashedbyq

MorQuis
Questions?  Comments? Insults?
qball@spcentral. com
Solstice

Answers? What answers? I don't have a clue what you're talking about!
solstice@spcentral. com
*DISCLAIMER*
MorQuis did not write portions of this document, so he isn't responsible for all of the stupid mistakes or inconsistencies within.  So don't laugh at him, as it makes him feel small and silly.
NeitherMorQuis nor Solstice is in any way affiliated with LionHead Studios, though they'd like to be. MorQuis only allows Solstice to work on this provided he's on his medication, but everyone makes the occasional error. So he isn't responsible for anything Solstice says.  Just ignore him, and eventually he goes away.

DrQube

Oh! I have a bit down here, but if your hand is tired and you can't scroll that far, my email is dr@mentalbloc.com


Disclaimer

Neither MorQuis nor Solstice or DrQube is in any way affiliated with LionHead Studios, though they'd like to be. MorQuis is only partly responsible for any errors in this document since he didn't write it all himself. Solstice is never responsible... at all ...and Dr Qube says ... Responsible... eh? whassat?


DrQube's stupid bit

... based in LionHead stomping ground Surrey... sat on a hill (the Hogs Back) doing nice things.

Says: "I've Nuthin' to do with soltice or MorQuis... But, I just really wanted a quick hyperlinked version...and I got a bit carried away...!"

High praise to LionHead: MorQuis & Solstice pretty much say what I and I expect most people who play Black&White think... it's stunning game.

Thanks go to planetblackandwhite for being there & Darkyoda for the L3D viewer (nice).

oh and ... of course never let it be said there's a wrong time to pimp yourself... so ...
excuse me LionHead *cough*.. I'm just down the road ... and, well I'm one hell of a talent going to waste...!
email me...
my resume is awesome (blush).

if you have a problem and no one else will help, maybe you can call DrQube.. (I'll scratch my head and say ...: "phooo, it'll cost ya!")