74 || `Theme` || _depends_ || The theme to be used. When `Map` is set, a default value is used. For missions which don't use an image map, `Theme` *must* be set explicitly || |
74 || `Theme` || _depends_ || The theme to be used. When `Map` is set, a default value is used. For missions which don't use an image map, `Theme` *must* be set explicitly || |
75 || `Map` || `""` || The image map being played or `""` if no image map is used || |
75 || `Map` || `""` || The image map being played or `""` if no image map is used || |
76 || `Seed` || `0` || Seed of the random number generator || |
76 || `Seed` || `0` || Seed of the random number generator || |
77 || `LandDigest` || _N/A_ || Digest for the current map. Only meant for internal use by Hedgewars || |
77 || `LandDigest` || _N/A_ || Digest for the current map. Only meant for internal use by Hedgewars || |
78 || `MapGen` || `mgRandom` || Type of map generator. One of `mgRandom`, `mgMaze`, `mgPerlin`, `mgDrawn`. || |
78 || `MapGen` || `mgRandom` || Type of map generator. One of `mgRandom`, `mgMaze`, `mgPerlin`, `mgDrawn`. || |
79 || `TemplateNumber` || `0` || Set the number of the land template for random map generators like `mgRandom`. A land template is a rule set for random maps. Maps generated with the same template look similar. You can see the land template number in console when you generate a new random map in the frontend. This field is write-only, you cannot use it to read the template number that Hedgewars chose. To be able to set the `TemplateNumber`, you must also set `TemplateFilter` to `6`. || |
79 || `TemplateNumber` || `0` || Set the number of the land template for the random map generator `mgRandom`. Use this to force a certain “style” of random map. A land template is a rule set for random maps. Maps generated with the same template look similar. You can see the land template number in console when you generate a new random map in the frontend. This field is write-only, you cannot use it to read the template number that Hedgewars chose (you will always get `0`). To be able to set the `TemplateNumber`, you must also set `TemplateFilter` to `6`. || |
80 || `TemplateFilter` || `0` || Used for the random map generator (`mgRandom`). This is the number of the template filter to be used. A template filter is a grouping of multiple land templates. This corresponds directly to the map size / map style selection in the frontend (e.g. Small/Medium/Large/Cavern/Wacky). || |
80 || `TemplateFilter` || `0` || Used for random map generators. This is the number of the template filter to be used. A template filter is a grouping of multiple land templates. This corresponds directly to the map size / map style selection in the frontend (e.g. Small/Medium/Large/Cavern/Wacky). || |
81 || `MapFeatureSize` || `50` (`12` in 1.0.0) || Used by random maps to determine its “curvyness” or complexity. This value can be set by the user with the slider under the random map preview in the game setup screen. The user-set value ranges from 1 (leftmost position) to 25 (rightmost position). A good starting value is `12`. || |
81 || `MapFeatureSize` || `50` (`12` in 1.0.0) || Used by random maps to determine its “curvyness” or complexity. This value can be set by the user with the slider under the random map preview in the game setup screen. The user-set value ranges from 1 (leftmost position) to 25 (rightmost position). A good starting value is `12`. || |
82 || `GameFlags` || `0` || All `GameFlags` combined as a bitmask. Setting `GameFlags` directly is discouraged, use the [LuaGameplay#GameFlags_functions GameFlags functions] instead || |
82 || `GameFlags` || `0` || All `GameFlags` combined as a bitmask. Setting `GameFlags` directly is discouraged, use the [LuaGameplay#GameFlags_functions GameFlags functions] instead || |
83 || `Ready` || `5000` || Ready timer at the start of the turn (in milliseconds) || |
83 || `Ready` || `5000` || Ready timer at the start of the turn (in milliseconds) || |
84 || `Delay` || `100` || Time the current hedgehog needs to be inactive before gear stuff gets updated in infinite attack mode, like applying hog damage and deaths. This is quite an obscure variable, only change it if you know what you're doing || |
84 || `Delay` || `100` || Time the current hedgehog needs to be inactive before gear stuff gets updated in infinite attack mode, like applying hog damage and deaths. This is quite an obscure variable, only change it if you know what you're doing || |
85 || `TurnTime` || `45000` || Turn time in milliseconds || |
85 || `TurnTime` || `45000` || Turn time in milliseconds || |