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		<title>Coding Class: Map Overlay 1 - Revision history</title>
		<link>http://wiki.lostsouls.org/w/index.php?title=Coding_Class:_Map_Overlay_1&amp;action=history</link>
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			<title>Bladestorm at 03:17, 3 November 2010</title>
			<link>http://wiki.lostsouls.org/w/index.php?title=Coding_Class:_Map_Overlay_1&amp;diff=21303&amp;oldid=prev</link>
			<description>&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt; #include &amp;lt;Cimbra.h&amp;gt;&lt;br /&gt;
 #include &amp;lt;Losthaven.h&amp;gt;&lt;br /&gt;
 #include &amp;lt;room.h&amp;gt;&lt;br /&gt;
&lt;br /&gt;
inherit Cimbra_Definition(&amp;quot;Map_Overlay_Base&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
void configure() {&lt;br /&gt;
    ::configure();&lt;br /&gt;
    set_map_feature_name(&amp;quot;Losthaven&amp;quot;);&lt;br /&gt;
// Since this is an overlay, the summary name appends to the end of how the terrain is summarized.&lt;br /&gt;
    set_map_feature_summary(&amp;quot;near the City of Losthaven&amp;quot;);&lt;br /&gt;
    add_map_feature_abstract_item(([&lt;br /&gt;
        Abstract_Item_Identity               : ([&lt;br /&gt;
            Identity_Nouns                   : ({ &amp;quot;city&amp;quot; }),&lt;br /&gt;
        ]),&lt;br /&gt;
        Abstract_Item_Descriptions           : ({&lt;br /&gt;
            &amp;quot;The city is positioned ideally as a trading station and as a social hub, being accessible by all but the most remote regions of Almeria&amp;quot;,&lt;br /&gt;
        }),&lt;br /&gt;
        Abstract_Item_Attach_Description     : ([&lt;br /&gt;
            Description_Type                 : Description_Type_Simple,&lt;br /&gt;
            Description_Content              : ({&lt;br /&gt;
                ({ 't', 0 }), &amp;quot;of Losthaven, a social for the entire Almerian region, has evolved here from a simple trading post.&amp;quot;&lt;br /&gt;
            }),&lt;br /&gt;
            Description_Order                : Description_Order_Early,&lt;br /&gt;
        ]),&lt;br /&gt;
    ]));&lt;br /&gt;
    add_map_feature_abstract_item(([&lt;br /&gt;
        Abstract_Item_Identity               : ([&lt;br /&gt;
            Identity_Adjectives              : ({ &amp;quot;wide&amp;quot; }),&lt;br /&gt;
            Identity_Nouns                   : ({ &amp;quot;river&amp;quot; }),&lt;br /&gt;
        ]),&lt;br /&gt;
        Abstract_Item_Descriptions           : ({&lt;br /&gt;
            &amp;quot;The river flows directly under the foundation of the city&amp;quot;,&lt;br /&gt;
        }),&lt;br /&gt;
        Abstract_Item_Attach_Description     : ([&lt;br /&gt;
            Description_Type                 : Description_Type_Simple,&lt;br /&gt;
            Description_Content              : ({&lt;br /&gt;
                &amp;quot;Its mighty foundation was built over&amp;quot;, ({ 'a', 0 }), &amp;quot;that brings trade from the north and the south.&amp;quot;&lt;br /&gt;
            }),&lt;br /&gt;
            Description_Order                : Description_Order_Early,&lt;br /&gt;
        ]),&lt;br /&gt;
    ]));&lt;br /&gt;
    add_map_feature_abstract_item(([&lt;br /&gt;
        Abstract_Item_Identity               : ([&lt;br /&gt;
            Identity_Adjectives              : ({ &amp;quot;trade&amp;quot; }),&lt;br /&gt;
            Identity_Nouns                   : ({ &amp;quot;roads&amp;quot; }),&lt;br /&gt;
        ]),&lt;br /&gt;
        Abstract_Item_Descriptions           : ({&lt;br /&gt;
            &amp;quot;The roads that bring trade into Losthaven were originally nothing more than simple dirt paths until the Altrian Empire&amp;quot;,&lt;br /&gt;
            &amp;quot;upgraded them into full-fledged roads.  The flagstones used in these roads have stood the test of time, and continue bearing&amp;quot;,&lt;br /&gt;
            &amp;quot;many heavily-laden wagons of trade goods into the city&amp;quot;,&lt;br /&gt;
        }),&lt;br /&gt;
        Abstract_Item_Attach_Description     : ([&lt;br /&gt;
            Description_Type                 : Description_Type_Simple,&lt;br /&gt;
            Description_Content              : ({&lt;br /&gt;
                &amp;quot;Leading in from several directions is a set of&amp;quot;, ({ 'n', 0 }), &amp;quot;which bring in goods and travelers from all across the realms.&amp;quot;&lt;br /&gt;
            }),&lt;br /&gt;
            Description_Order                : Description_Order_Early,&lt;br /&gt;
        ]),&lt;br /&gt;
    ]));&lt;br /&gt;
// Adds this description when it is night, per the weather daemon.&lt;br /&gt;
    add_map_feature_description(([&lt;br /&gt;
        Description_Type                     : Description_Type_Object_Condition,&lt;br /&gt;
        Description_Index                    : ([&lt;br /&gt;
            Condition_Type_Code              : Condition_Type_Daytime,&lt;br /&gt;
            Condition_Flags                  : Condition_Flag_Inverse,&lt;br /&gt;
        ]),&lt;br /&gt;
        Description_Content                  : ({&lt;br /&gt;
            &amp;quot;Torches illuminate the gates to either side of the city, as well as providing light to several guard posts along the top of the wall&amp;quot;,&lt;br /&gt;
        }),&lt;br /&gt;
    ]));&lt;br /&gt;
    add_map_feature_mapped(([&lt;br /&gt;
        Mapped_Item                          : ([&lt;br /&gt;
            Abstract_Item_Identity           : ([&lt;br /&gt;
                Identity_Nouns               : ({ &amp;quot;city&amp;quot; }),&lt;br /&gt;
            ]),&lt;br /&gt;
            Abstract_Item_Descriptions       : ({&lt;br /&gt;
                ({&lt;br /&gt;
                    ({ 't', 0 }), ({ &amp;quot;are&amp;quot;, 0 }), &amp;quot;protected by a large wall, revealing only a few colourful rooftops.&amp;quot;,&lt;br /&gt;
                }),&lt;br /&gt;
            }),&lt;br /&gt;
            Abstract_Item_Attach_Description : ([&lt;br /&gt;
                Description_Type             : Description_Type_Simple,&lt;br /&gt;
                Description_Content          : ({&lt;br /&gt;
                    &amp;quot;%w&amp;quot;, ({ &amp;quot;stand&amp;quot;, 0 }), ({ 'a', 0 }), &amp;quot;flying a {{bright blue and bright white}blue and white} banner&amp;quot;&lt;br /&gt;
                }),&lt;br /&gt;
                Description_Order            : Description_Order_Late,&lt;br /&gt;
            ]),&lt;br /&gt;
        ]),&lt;br /&gt;
        Mapped_Min_Distance                  : 2.0,&lt;br /&gt;
        Mapped_Max_Distance                  : 6.0,&lt;br /&gt;
        Mapped_Flags                         : Mapped_Flag_Exclude_Self | Mapped_Flag_Same_Feature_Nearest_Only,&lt;br /&gt;
    ]));&lt;br /&gt;
    set_map_feature_adjacency(&lt;br /&gt;
        &amp;quot;%w stands a city flying the {{bright blue and bright white}blue and white banner} of Losthaven.&amp;quot;&lt;br /&gt;
    );&lt;br /&gt;
    add_map_feature_description(([&lt;br /&gt;
        Description_Type                     : Description_Type_Viewer_Condition,&lt;br /&gt;
        Description_Index                    : Condition_Type_Smell,&lt;br /&gt;
        Description_Content                  : ({&lt;br /&gt;
            &amp;quot;The&amp;quot;,&lt;br /&gt;
            Description(Description_Type_Ambient_Medium_Colored_Name),&lt;br /&gt;
            &amp;quot;is filled with the scents of cooking and woodsmoke.&amp;quot;,&lt;br /&gt;
        }),&lt;br /&gt;
    ]));&lt;br /&gt;
// Added in a light level, which means without any other sources of illumination, there will always be enough light around the city for a basic human to see.  This rational comes from just having enough torches at night around the city walls.&lt;br /&gt;
    set_map_feature_light(1);&lt;br /&gt;
// This feature allows me to attach an area project directly onto the map, and ties it to the landmark descriptions above.  To move Losthaven, all I need to do is move the coords of this overlay on the map.conf, change the exits here, and adjust the exits within Losthaven itself.  I could put Losthaven in Esartur if I needed to by changing just 3 files (actually 4, because LH has 2 exit rooms), and all of the features within this file automatically apply to the new location.&lt;br /&gt;
    add_map_feature_exit(Direction_Westin, Losthaven_Room(&amp;quot;east_arch&amp;quot;));&lt;br /&gt;
    add_map_feature_exit(Direction_Eastin, Losthaven_Room(&amp;quot;west_arch&amp;quot;));&lt;br /&gt;
    add_map_feature_terrain(Terrain_Urban);&lt;br /&gt;
    set_map_feature_exposure(Exposure_Exposed);&lt;br /&gt;
    add_map_feature_realm(&amp;quot;Cimbra_Losthaven&amp;quot;);&lt;br /&gt;
// This allows overlays to show up on map visualization tools or on panoramicons, which is an awesome feature.  Unlike set_map_feature(), the visualize does not have to be a unique character.  I typically make every point of interest visualize as a bright purple x to draw attention to it.&lt;br /&gt;
    set_map_feature_visualize(&amp;quot;{{bright purple}X}&amp;quot;);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
[[category: Coding Class]]&lt;/div&gt;</description>
			<pubDate>Wed, 03 Nov 2010 03:17:16 GMT</pubDate>			<dc:creator>Bladestorm</dc:creator>			<comments>http://wiki.lostsouls.org/Talk:Coding_Class:_Map_Overlay_1</comments>		</item>
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