Go to the first, previous, next, last section, table of contents.

Area Properties

AreaRestriction: restrict w h x y

This is a special subform that specifies that subsequent layers in an area of size w x h will be offset by x,y and then read into the actual area. (This is useful for setting up a game that needs only a subset of a full map.)

Note that an area restriction is not a property, and must always appear before any properties in an area form.

AreaProperty: width n

AreaProperty: height n

These properties are the width and height of the world, as measured in cells. Allowable values range from 3x3 up to 32767x32767, which is one billion cells! If only one of these is given, then the other defaults to the same value. If neither has been given, then they default to 60 and 30, respectively.

In the case of a cylinder, the world wraps around in the x direction, and the width is the diameter of the cylinder, while the height is just the height in the usual sense. A hexagon world is flat on the top and bottom; its width is measured across the middle height, which is the largest span, and height is the same as for cylinders. Here are some crude pictures, first of an 8x6 cylinder:

# # # # # # # #
 : : + + : : : :
: : : + ^ : : :
 : : : : : : : :
: : : : ^ : : :
 # # # # # # # #

This world is an 8x7 hexagon:

   # # # # # 
  # : + + : #
 # : : + ^ : #
# : : + ^ : : #
 # : : : : : #
  # : : ^ : #
   # # # # # 

There are two kinds of properties that an area may have: scalar values such as latitude, and layer values such as terrain and elevation.

AreaProperty: latitude n

This property is the offset, in cells, from the equator of the middle of the area (height / 2). Defaults to 0. AreaProperty: longitude n

This property is the offset, in cells, from the "Greenwich Meridian" of the world. Defaults to 0.


Go to the first, previous, next, last section, table of contents.