Difference between revisions of "NML:Town names"
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The optional <code style="color:darkgreen"><string></code> defines how the town names are called in the menu. It may only be defined in a top-names block. To make the name available in all languages, it is probably a good idea to at least define a menu name for the generic language. |
The optional <code style="color:darkgreen"><string></code> defines how the town names are called in the menu. It may only be defined in a top-names block. To make the name available in all languages, it is probably a good idea to at least define a menu name for the generic language. |
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+ | |||
+ | The townname <code style="color:darkgreen"><part></code>s define the actual strings and their probability of the [[NML:Town_names_parts|parts]] which townnames consist of. |
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+ | |||
+ | == Example == |
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+ | |||
+ | In this example, town names are randomly constructed from two parts. Note that the top-level block is on the bottom; this is necessary so it can reference the other two blocks. Have a look at the [[NML:Town_names_parts]] section for more info on the syntax used in this example. |
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+ | |||
+ | town_names(one) { |
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+ | { |
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+ | text("Avon", 31), |
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+ | text("Black", 10), |
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+ | ... |
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+ | } |
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+ | } |
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+ | |||
+ | town_names(two) { |
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+ | { |
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+ | text(" Bridge", 1), |
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+ | text("ton", 1), |
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+ | ... |
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+ | } |
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+ | } |
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+ | |||
+ | town_names { |
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+ | styles : string(STR_STYLES); |
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+ | { |
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+ | town_names(one,3) |
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+ | } |
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+ | { |
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+ | town_names(two,1) |
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+ | } |
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+ | } |
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+ | |||
+ | This will generate: |
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+ | |||
+ | Avon Bridge |
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+ | Avonton |
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+ | Black Bridge |
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+ | Blackton |
Latest revision as of 22:07, 1 February 2014
Vehicles, Stations, Canals, Bridges, Towns, Houses, Industries (Tiles), Cargos, Airports+Tiles, Objects, Railtypes, Roadtypes, Tramtypes, Terrain
To define randomly generated town names, the town_names block should be used. Such blocks can be used in two ways, as generator of (partial) town names for another block, or as top-level town names block, a starting point of town names in the grf file. You must have at least one starting point, but you can have more than one.
The general syntax of a town names block is:
town_names[(<name>)] { [styles : <string>] <part> <part> .... }
The optional <name>
defines the name of the block. Such a name is used to refer to this block from another town names block. For top-level town names blocks, it is often left out. Note that in that case, you must also leave out the parentheses.
The optional <string>
defines how the town names are called in the menu. It may only be defined in a top-names block. To make the name available in all languages, it is probably a good idea to at least define a menu name for the generic language.
The townname <part>
s define the actual strings and their probability of the parts which townnames consist of.
Example
In this example, town names are randomly constructed from two parts. Note that the top-level block is on the bottom; this is necessary so it can reference the other two blocks. Have a look at the NML:Town_names_parts section for more info on the syntax used in this example.
town_names(one) { { text("Avon", 31), text("Black", 10), ... } } town_names(two) { { text(" Bridge", 1), text("ton", 1), ... } } town_names { styles : string(STR_STYLES); { town_names(one,3) } { town_names(two,1) } }
This will generate:
Avon Bridge Avonton Black Bridge Blackton