Difference between revisions of "NML:Town names parts"
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A <code style="color:darkgreen">town_names</code> block has one or more <code style="color:darkgreen"><part></code>s. Each part defines a piece of a town name. All pieces together form the name generated by the block. |
A <code style="color:darkgreen">town_names</code> block has one or more <code style="color:darkgreen"><part></code>s. Each part defines a piece of a town name. All pieces together form the name generated by the block. |
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Revision as of 16:38, 21 August 2011
Vehicles, Stations, Canals, Bridges, Towns, Houses, Industries (Tiles), Cargos, Airports+Tiles, Objects, Railtypes, Roadtypes, Tramtypes, Terrain
A town_names
block has one or more <part>
s. Each part defines a piece of a town name. All pieces together form the name generated by the block.
An example of a part is:
{ text("name1", 1), text("name2", 2), town_names(othernames, 3) }
The simplest form is just a list of text(...)
entries. Each entry contains a possible value of piece, and a probability of picking that name. The town_names(<name>, <probability>)
calls a previous town_names
block (called 'othernames' in the example), and returns the value generated there. A part should have at least one. At least up to 255 entries will always work. If a part contains even more entries, NML tries to make it fit by creating sub-blocks. If that fails, you will get an error.
The numbers are the probabilities. In the example, the sum of all values is 6, which means that name1
is picked with 1/6 chance, name2
has a 2/6 chance, and a name generated from the previous town_names
block has a 3/6 chance.