![]() ![]() It calculates the average gold value of all possible items that could be received on that level to determine value. ![]() One other item to note is that currently the plugin will also add 1 gold chest to the pool of available treasure for each map level. Each notetag is only good for 1 occurrence of an item on any given floor, so ex if you put:Īll on the potion item, it would mean that in a dungeon you could possibly collect up to 3 potions on floor 1, and possibly collect one potion each on both floors 2 and 3.Īnd the player collects a potion on floor 1, there is still a possibility that the player will collect another potion on both floor's 2 and 3, meaning that each notetag does not map to being just 1 item received. So ex putting the above on a potion in a 5 floor dungeon the potion would have a chance to appear on floors 1, 2, 3 but not on floors 4 or 5.Ĭurrently to distribute treasure the plugin will look at how many possible chest for the map level, then look at what items are available on the current floor. In the notes section of any item, armor, or weapon you can add a tag like the following to add it to the dungeon: One important note is that if you do not use on map monster's these value for troops are irrelevant and you can set anything you would like there, but for bosses is still important as they always appear on map. The above assumes you have the default resources in your game, if you apply this to 4 troops the experience would be in a 3 floor dungeon you would fight a mix of bat and slimes on floors 1 and 2 and fight boss 1 on both floors 1 and 2 on floor 3 you would only fight slime on the map and fight boss 2 at the end. Some examples you can use to get started: Monster - This is the name of the character's sheet for the on map spriteĢ:1:0 - direction, pattern, and character index of an on map monster - this controls which sprite of the sheet to use, I will explain this below īat*2 - A name you choose to identify the troop, nothing to do with the plugin Troop - there are 2 values here, "troop" or "boss", troops are roaming monsters while boss will be a level boss for a floorġ:3 - this is the start level and end level of the dungeon a troop/boss is eligible for, ex if this was a 5 floor dungeon this troop would not appear on floors 4 or 5, if the value was 1:1 it would not appear on floors 2, 3, 4, or 5 Procgen - never changes and should always be thereĭungeon1 - You would replace this with your dungeonname param from the Plugin Command To control what encounters a player will receive on a level you must pick a troop and give it a custom name like the following: Procgen mapgen dungeonname:dungeon1 outx:4 outy:6 outid:4 max:3 tileset:8 Procgen mapgen dungeonname:dungeon1 outx:4 outy:6 outid:4 fullness.4Ī dungeon 3 levels deep using tileset 8 and defaults: Procgen mapgen dungeonname:dungeon1 outx:4 outy:6 outid:4 h:100 chestrate:500Ī dungeon with less walkable space and defaults: This is a list of optional parameter mappings you can use to override the global defaults from the plugin manager to help customize every dungeon the way you want it:Ī dungeon 100 tiles in height with more chests and defaults: OutX:X outY:X outid:X - The output coordinates and mapID to send the player at the completion of the dungeon, required Mapgen - Type of dungeon generation, requiredĭungeonname:XXX - Name of the dungeon, this allows you to have multiple different dungeons, required Procgen mapgen dungeonname:dungeon1 outx:4 outy:6 outid:4īreaking down the pieces of the command it looks like: Using the Plugin Command event you can enter a string like below to call a dungeon:: Tileset ID - The ID of what tileset you've configure for the plugin Monster Density - For random this is number of steps, for on map it roughly how many square tiles per monsterĬhest Density - How many square tiles per chest Random Encounters - Controls on map or random encounter for monsters Room Size - Ratio to control the size of rooms Switch Boss - A dedicated global switch # the plugin needs for boss managementĭungeon Width - Tile width of the dungeonĭungeon Height - Tile height of the dungeonĭungeon Fullness - Ratio to control amount of walkable space Switch Gate - A dedicated global switch # the plugin needs for gate management Max Depth - How many total levels is the dungeon before porting to specified map The default settings will control how the dungeon is built and populatedĬurrent Depth - Starting level of the dungeon to port to This plugin also has dependencies on Yanfly's Event Chase Player plugin and it
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