Creature Isle Mapping List v1.00


Index

About...
How to use this document (from the BWMapping Specs HTML version by DrQube)
Village Stuff

Create_Creature_Isles_Building
:: Create_Creature_Isles_Building [Objects]
Create_Special_Town_Villager
:: Special Villager Table
Create_New_Town_Spell
:: Miracle table

Objects

Create_Mobile_Static
:: Static Objects table [Objects]
Create_MobileObject
:: Mobile Objects table [Items]
Create_New_Feature
:: Feature table
Create_Base_With_Angle
:: Items Table

Creatures.
Create_Creature_From_File
:: Creature table
Thanx
Contacts

About...

Creature Isle Mapping List v1.00
This documentation contains some of the new mapping scripts discovered from Creature Isle. We hope you will enjoy it. Note: this contains very large portions of HTML code and text from the Original BWMapping Scripts List. They had to be put in their to make it understandable.


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.


Buildings


Create_Creature_Isles_Building


Creates an object.

CREATE_CREATURE_ISLES_BUILDING ("x,y", BuildingName, rotation, Size)

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

BuildingName
The type of object. See chart below.

rotation
The rotation of the object.

Size
Example:
CREATE_CREATURE_ISLES_BUILDING("1253.29,1021.62", "Creature Dojo", -4046, 1000)

Items
BuildingName
"Creature Dojo"
"Creature Stadium"
>

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
84 Man with mule head
85 giant

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
CREATURE_SPELL_ANTI_SPELL Anti-spell miracle
CREATURE_SPELL_FAST Speed up miracle


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

61
Blue-green marble #1
62
Blue-green marbe #1
63
Blue-green marble #2
64
Blue-green marble #2
65
Blue-green marble #3
66
Blue-green marble #3
67
Red/orange marble #1
68
Red/orange marble #1
69
Red/orange marble #2
70
Red/orange marble #2
71
Red/orange marble #3
72
Red/orange marble #3
73
Tyke egg
74
Soccer Ball
75
Bat square from leopard trail
76
Fight square from leopard trail
77
Speed boost square from leopard trail
78
Mushroom square from leopard trail
79
Frozen square from leopard trail
80
Empty square from leopard trail
81
Swamp square from leopard trail
82
Teleport square from leopard trail
83
Switch places square from leopard trail
84
Large brotherhood logo
85
Small brotherhood logo
86
Base for the water cannon from dolphin trail
87
Water bullet fired from the water cannon(it says that when you press F1)
88
Marble target mat used in the apes trial

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
33
Crocodile with a weird side effect (DO NOT USE!!!!)
34
Crocodile
35
Another crocodile
36
Red sacred ring
37
Yellow sacred ring
38
Orange sacred ring
39
Basket with young eve
40
Marker from the bowling game

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
"Egg Tree"
"Egg Tree Companion 2"
"Egg Tree Companion 3"
"Egg Tree Companion 4"
"Pilar Volcanic"
"TombStone"
"Egyptian Needle Feature"
"Aztec Olmechead Feature"
"Egyptian Well Feature"
"Creature Race Pillar"
"Fat Pilar Sand"
"Pilar1 Sand"
"Pilar2 Sand"
"Pilar3 Sand"


Create_Base_With_Angle


Creates a base with an angle.

CREATE_BASE_WITH_ANGLE ("x,y", base#, rotation

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

base#
The type of object. See chart below.

rotation
The rotation of the object.
Example:
CREATE_BASE_WITH_ANGLE("1549.12,2582.47", 85, 0.610865)

Items
base#
Description
75
Bat square from leopard trail
76
Fight square from leopard trail
77
Speed boost square from leopard trail
78
Mushroom square from leopard trail
79
Frozen square from leopard trail
80
Empty square from leopard trail
81
Swamp square from leopard trail
82
Teleport square from leopard trail
83
Switch places square from leopard trail
84
Large brotherhood logo
85
Small brotherhood logo
88
Marble target

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
17
Chicken
18
Crocodile


We thank:

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!

PlonkerFish thanx:
BattleFO8 for giving most of the information incorporated into this document,
Andrew Spencer for also supplying us with lots of information ,
DrQube for his excellent html version of Bwmap.doc so that I could use his template for the CI stuff,
Morquis and Solstice for their great documentation!


Contacts

The Gods' Playground

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

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

Answers? What answers? I don't have a clue what you're talking about!
mailto: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

PlonkerFish

If you notice any problems with this documentation, please contact PlonkerFish@planetblackandwhite.com and I will answer your question.


Disclaimer

We are not in any way affiliated with LionHead Studios and we cannot be blamed for any mistakes made in the documentation.