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...
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
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
:: Tree table
Create_New_Big_Forest
Create_Forest
Create_New_Tree
Create_Dead_Tree
Create_Flock
Create_New_Animal
:: Animal table
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
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
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.
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.
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...
# | 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.
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...
# | 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 |
Makes the town uninhabitable.
SET_TOWN_UNINHABITABLE (Town#)
Town#
Selects which town you'd like rendered uninhabitable.
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)
TOWN_DESIRE_BOOST(1, "Wood", -1.0)
Makes it so Town 1 will never have a desire for wood.
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(Town#, "x,y")
Town#
Town number.
"x,y"
Congregation position
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_CITADEL ("100. 30,399. 10",1, "PLAYER_THREE", 2766, 1. 00)
Would create a citadel for Player 3 in village 1.
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_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.
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(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.
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"
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?!
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.
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(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(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# | 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 (0,"3190. 89,1960. 44",4, 64. 0000)
This creates a field belonging to town 0.
Create_Town_Fish_Farm
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("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.
CREATE_ANIMATED_STATIC("1781.03,2810.63", "Norse Gate", 5953, 1000)
Would create the Norse Gate (from Land 1) at the coordinates "x,y".
Object |
Norse Gate |
Gate Stone Plinth |
Piper Cave Entrance |
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(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.
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.
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(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_NEW_FEATURE ("1060. 66,2065. 44","Crater", 1000, 1. 00000, 0)
Would create a crater.
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. |
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.
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("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).
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. **
|
CREATE_STREAM(Stream#)
Stream#
Assigns a number to the stream.
See example for Create_Stream_Point below.
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.
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("x,y")
"x,y" -
Location of the waypoint.
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".
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. |
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.
|
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(Multiplier)
Multiplier
Sets the multiplier for the start influence of the towns. 1.00 is normal.
SET_PLAYER_INFLUENCE_MULTIPLIER(Multiplier)
Multiplier
Sets the multiplier for your start influence. 1.00 is normal.
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.
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.
http://www.angelfire.com/weird/flashedbyq
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.
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
... 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!")