Example Map
From YAD Wiki
This is a copy of the example map (example.map) that comes with YAD. The version in SVN is likely more recent than this one.
# This map serves as a tutorial. # X COORDS START AT 0 AND ARE COUNTED LEFT TO RIGHT. # Y COORDS START AT 0 AND ARE COUNTED TOP TO BOTTOM. # ALL DIRECTIVES ARE CASE SENSITIVE! # Comments start with #. The game ignores them. # The only directive /required/ is the Map (M) comand # In the map data, W is a wall, . is terrain that the character can walk on. # The map data MUST end with an END directive, or the parser will # eat the rest of the file as a map too! # If you intend to place a staircase, door, or teleporter, please use '.' and not wall. # The aforementioned may not work if you do not. M WWWWWWWWWWWWWWWW W..............W W..............W W..............W WWWWWWWWWWWWWWWW END # Visibility can be defined for the map. Use the visibility (V) directive. # Vx,y - X is the left and right distance, y is the up and down distance. # The player will be able to see the map X squares to the left and right of them (each) # and Y squares above and below. # Vn works as well, n being the distance for both directions. # 0 sets unlimited visibility. V0 # The character needs a starting location. This is given by the start (S) directive # Don't set it to be in a wall. # Syntax: # Sx,y -- X is X, Y is Y S1,1 # To add doors, use the door object (Od) directive. # The syntax is as follows # Odx,y,state -- x is the X coordinate, y is the Y coordinate, and s is the initial door state. # The state is 0 for closed and 1 for open. Od2,1,0 # To place objects, use the object (Oo) directive. # Oox,y,id,shortdesc -- id is a number and must be unique among all objects. # shortdesc is the name by which the object will be displayed. Oo2,2,1,a food ration # To place a message object, use the message object (Om) directive. # Omx,y,message -- message is the message Om1,1,This is your starting location. # To place a staircase, use the staircase object (Os) directive. # Osx,y,X,Y,map -- x and y are the x and y on THIS map, X and Y are the x and y to start out on # on the new map, and map is the map filename! # Os1,3,1,1,woot.map # Every map should have either a staircase or a finishing location (given by the F directive) # This rule is not enforced. # Fx,y F1,3 # Teleporters can be defined with the teleport object (OT) directive. Syntax: # OTx,y,X,Y - x and y are the coordinates of the square that the teleporter is on, and # X and Y are the destination coordinates. Teleporters are not automatically two-way. # Teleporting to a teleport square will not set off the second teleporter. # OT1,1,2,2

