Map.Rand (Civ5 API)
This page is a part of the Lua and UI Reference (Civ5).
This function is a member of Map. This is a static method, invoke it with a dot. |
Usage
int Map.Rand(int upperExclusive, string logEntry = nil)
Returned Value
- No description available.
Parameters
upperExclusive: No description available. logEntry: No description available.
Source code samples
Too many occurences. Only 50 out of 668 are listed.
Amazon_XP.lua (G&K)
DLC/Expansion/Maps/Amazon_XP.lua
1134
|
local diceroll = Map.Rand(10000, "Choose resource type - Assign Luxury To Region - Lua"); |
1390
|
local diceroll = Map.Rand(3, "Resource selection - Place Small Quantities LUA"); |
1417
|
local strat_radius = Map.Rand(4, "Resource Radius - Place Small Quantities LUA"); |
Arborea.lua (G&K)
DLC/Expansion/Maps/Arborea.lua
0115
|
sea_level = 1 + Map.Rand(3, "Random Sea Level - Lua"); |
0529
|
local grain_dice = Map.Rand(7, "Continental Grain roll - LUA Continents"); |
0535
|
local rift_dice = Map.Rand(3, "Rift Grain roll - LUA Continents"); |
0679
|
age = 1 + Map.Rand(3, "Random World Age - Lua"); |
0721
|
temp = 1 + Map.Rand(3, "Random Temperature - Lua"); |
AssignStartingPlots.lua (G&K)
DLC/Expansion/Gameplay/Lua/AssignStartingPlots.lua
4291
|
local diceroll = 1 + Map.Rand(iNumConversionCandidates, "Choosing plot to convert to Grass near food-poor Plains start - LUA"); |
4971
|
local diceroll = 1 + Map.Rand(table.maxn(candidate_regions), "Choosing from among Candidate Regions for start bias - LUA"); |
7671
|
res_addition = Map.Rand(1 + (max_radius - min_radius), "Resource Radius - Place Resource LUA"); |
Boreal.lua (G&K)
DLC/Expansion/Maps/Boreal.lua
0532
|
x_target = math.floor(iW / 5 + Map.Rand((iW * 0.6), "River Target - Lua")); |
Europe.lua (G&K)
DLC/Expansion/Maps/Europe.lua
0074
|
west_edge[y] = math.ceil(iW * 0.08) - 1 + Map.Rand(4, "Roughen coastline - Mediterranean LUA"); |
FeatureGenerator.lua (G&K)
DLC/Expansion/Gameplay/Lua/FeatureGenerator.lua
0340
|
local atoll_number = atoll_target + Map.Rand(atoll_target, "Number of Atolls to place - LUA"); |
0435
|
local diceroll = 1 + Map.Rand(100, "Atoll Placement Type - LUA"); |
FractalWorld.lua
Gameplay/Lua/FractalWorld.lua
0341
|
local segmentLength = Map.Rand(primaryMaxLength + 1, "FractalWorld Center Rift Segment Length - Lua"); |
0346
|
local dice = Map.Rand(2, "FractalWorld Center Rift Direction - Lua"); |
Great_Plains.lua
Maps/Great_Plains.lua
0179
|
rightSeed = Map.Rand(5, "Ozarks Shape - Great Plains Lua"); |
0517
|
if Map.Rand(100, "Add Oasis Lua") <= 5 then |
Hemispheres.lua (G&K)
DLC/Expansion/Maps/Hemispheres.lua
0172
|
island_setting = 1 + Map.Rand(4, "Random Temperature - Lua"); |
0389
|
local x_shrinkage = Map.Rand(8, "Cell Width adjustment - Lua"); |
0435
|
local die_1 = Map.Rand(4, "Diceroll - Lua"); |
0547
|
local y_shrinkage = Map.Rand(9, "Cell Height adjustment - Lua"); |
0561
|
fTilt = 70 + Map.Rand(41, "Angle for island chain axis - LUA"); |
0580
|
local iInnerSouth2 = iCellHeight + 2 + Map.Rand(iCellHeight - 3, "Shift for sub island group - Lua"); |
0615
|
local iInnerWest1 = 3 + Map.Rand(iCellWidth - 2, "Shift for sub island group - Lua"); |
0616
|
local iInnerSouth1 = 3 + Map.Rand(iCellHeight - 2, "Shift for sub island group - Lua"); |
0683
|
local iInnerWest2 = 4 + Map.Rand(iCellWidth + 2, "Shift for sub island group - Lua"); |
0687
|
local die_2 = Map.Rand(7, "Diceroll - Lua"); |
Highlands.lua
Maps/Highlands.lua
0093
|
local shiftRoll = Map.Rand(2, "North or South climate shift - Highlands LUA"); |
0127
|
userInputLakes = 1 + Map.Rand(3, "Highlands Random Lake Size - Lua"); |
IslandMaker.lua
Gameplay/Lua/IslandMaker.lua
0136
|
local diceroll = Map.Rand(5, "Island Making - Lua"); |
0202
|
local randomX = westX + Map.Rand(iInnerWidth, "Random X coord for Dot - Lua"); |
0259
|
local randomY = iInnerSouth2 + Map.Rand(iInnerHeight2, "Random Y coord for Dot - Lua"); |
MapGenerator.lua (G&K)
DLC/Expansion/Gameplay/Lua/MapGenerator.lua
0207
|
if(plot:IsAdjacentToShallowWater() and Map.Rand(iExpansionDiceroll, "add shallows") == 0) then |
MapmakerUtilities.lua
Gameplay/Lua/MapmakerUtilities.lua
0563
|
local random_index = 1 + Map.Rand(left_to_do, "Shuffling table entry - Lua"); |
MultilayeredFractal.lua (G&K)
DLC/Expansion/Gameplay/Lua/MultilayeredFractal.lua
0866
|
local scRoll = Map.Rand((regiononeWidth - scLargeWidth), "Large Subcontinent Placement - Map_Script_Name LUA"); |
Ring.lua
Maps/Ring.lua
0132
|
dominant_terrain = 1 + Map.Rand(4, "Random Type of Dominant Terrain - Ring LUA"); |
0140
|
bridge_width = 2 + Map.Rand(3, "Random Bridge Width - Ring LUA"); |
Shuffle.lua (G&K)
DLC/Expansion/Maps/Shuffle.lua
0076
|
local world_age = 1 + Map.Rand(3, "Random World Age - Lua"); |
0581
|
userInputLandmass = 1 + Map.Rand(4, "Random Landmass Type - Lua"); |
0668
|
local rain = 1 + Map.Rand(3, "Random Rainfall - Lua"); |
Skirmish.lua
Maps/Skirmish.lua
0355
|
local random_factor = Map.Rand(3, "River direction random factor - Skirmish LUA"); |
Terra.lua
Maps/Terra.lua
0083
|
local roll1 = Map.Rand(2, "Eurasian Hemisphere N/S - Terra Lua"); |
0329
|
local nwcRoll = Map.Rand(2, "Central America and Carribean Placement - Terra Lua"); |
0432
|
local scsRoll = Map.Rand((eurasiaWidth - scSmallWidth), "Small Subcontinent Placement - Terra Lua"); |
0477
|
local extras = 2 + Map.Rand(3, "Number of Minor Regions - Terra Lua"); |
0483
|
local twRoll = Map.Rand((eurasiaWidth - twWidth), "Minor Region Placement - Terra Lua"); |
WorldBuilderRandomItems.lua
Gameplay/Lua/WorldBuilderRandomItems.lua
0018
|
local rand1 = Map.Rand(resource.RandApp1, "MapGenerator CalculateNumResourcesToAdd-1"); |
0021
|
local rand4 = Map.Rand(resource.RandApp4, "MapGenerator CalculateNumResourcesToAdd-4"); |
The initial version of this page was created by the Civ5 API Bot, see the Civ5 API Reference FAQ. Some of the texts come from the 2kgames' wiki and most of code samples are copyrighted to Firaxis.
Functions' signatures were either copied from the 2kgames' wiki, or infered from the Lua source files and the binaries. Errors are possible.
Contributors may find help in the Contributors guide to the Civ5 API.