Procedural Dungeon (Asset): Difference between revisions
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|Sets a hard cap on nr of treasures in the dungeon. -1 defaults to 25% of rooms. The total nr generated will never exceed this value, no matter what you set in the flow nodes. | |Sets a hard cap on nr of treasures in the dungeon. -1 defaults to 25% of rooms. The total nr generated will never exceed this value, no matter what you set in the flow nodes. | ||
|- | |- | ||
|Max | |Max Exp Events | ||
| | |Int | ||
| | | -1 | ||
| | |Defaults to 20% of all rooms. | ||
|- | |||
|Progress Tracker | |||
|Boolean | |||
|true | |||
|Shows the nr of rooms you have explored in this dungeon at the top of the screen. | |||
|- | |||
|Reward Cartograph | |||
|Boolean | |||
|true | |||
|If set to false, disable the dungeon exploration reward, including "dungeon explored" popup, exp, and cartograph rewards. | |||
|- | |- | ||
|Reverb Type | |Reverb Type | ||
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|Plays a random sample with your audio settings. | |Plays a random sample with your audio settings. | ||
|- | |- | ||
| | |Unique Consumables | ||
|[[Asset (Asset)|Asset]] | |||
| | |||
|Sets the [[Dungeon (Asset)|dungeon]] consumables field. | |||
|- | |||
|Ignore Global Consumables in autoLoot | |||
|Boolean | |||
|false | |||
|Maps to the [[Dungeon (Asset)|dungeon]] l_no_auto field. | |||
|- | |||
|Ignore asset templates in autoLoot | |||
|Boolean | |||
|false | |||
|Maps to the [[Dungeon (Asset)|dungeon]] l_no_cons field. | |||
|- | |||
|Rooms | |||
|[[Dungeon Sub Template (Asset)|Sub Template]] | |[[Dungeon Sub Template (Asset)|Sub Template]] | ||
| | | | ||
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|[[Dungeon Sub Template (Asset)|Sub Template]] | |[[Dungeon Sub Template (Asset)|Sub Template]] | ||
| | | | ||
|Adds encounters that can be | |Adds encounters that can be placed randomly in the dungeon (as long as conditions match the room). | ||
|- | |- | ||
|Ambient Music | |Ambient Music | ||
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| | | | ||
|You can use flow nodes to enforce a certain layout. Such as "start with a forest", "then a settlement" etc. See the flow node asset type for more info. Using flow nodes will override the nr of cells setting in the procedural dungeon game action. | |You can use flow nodes to enforce a certain layout. Such as "start with a forest", "then a settlement" etc. See the flow node asset type for more info. Using flow nodes will override the nr of cells setting in the procedural dungeon game action. | ||
|- | |||
|Procedural Quests | |||
|[[Quest (Asset)|Quest]] | |||
| | |||
|Quests that can be offered here. Note that these quests are marked as procedural. | |||
|} | |} |
Latest revision as of 21:17, 30 August 2025
This lets you create procedural dungeons (exploration dungeons). In order to link a procedural dungeon to the world, create a door in the dungeon room and double click it to add a game action of type "proceduralDungeon", set the label to a unique label for your dungeon, and then link this dungeon template to the game action.
This is the asset reference. You can find a tutorial at Creating an Exploration Dungeon.
Field | Type | Default | Description |
---|---|---|---|
Label | String | A unique label for your procedural dungeon. Do not modify after setting up! | |
Fog override | Float | 0 | Use 0 to turn off. See Room for more information. |
Ambient light | String | Overrides ambient light. See Room for more information. | |
Ambiance | String | URL to an ambient OGG file to use, unless the room itself has ambient set. | |
Ambiance volume | Float | 0.2 | |
Saturation | Float | 1.3 | Dungeon color saturation. Can be overridden in rooms. See Room for more info. |
Max Treasures | Int | -1 | Sets a hard cap on nr of treasures in the dungeon. -1 defaults to 25% of rooms. The total nr generated will never exceed this value, no matter what you set in the flow nodes. |
Max Exp Events | Int | -1 | Defaults to 20% of all rooms. |
Progress Tracker | Boolean | true | Shows the nr of rooms you have explored in this dungeon at the top of the screen. |
Reward Cartograph | Boolean | true | If set to false, disable the dungeon exploration reward, including "dungeon explored" popup, exp, and cartograph rewards. |
Reverb Type | String | Room Mesh | Lets you set reverb type for your dungeon unless overridden by the rooms themselves. Room Mesh will use the room mesh settings. |
Reverb intensity | Float | PASS | Setting to pass automates it. Otherwise you can override the room asset reverb intensity. |
Lowpass filter | Float | PASS | Setting to pass automates it. Otherwise you can override the room asset lowpass filter. Mainly used for underwater dungeons. |
Test Audio | N/A | Plays a random sample with your audio settings. | |
Unique Consumables | Asset | Sets the dungeon consumables field. | |
Ignore Global Consumables in autoLoot | Boolean | false | Maps to the dungeon l_no_auto field. |
Ignore asset templates in autoLoot | Boolean | false | Maps to the dungeon l_no_cons field. |
Rooms | Sub Template | Adds rooms to the list of rooms that can be added. | |
Encounters | Sub Template | Adds encounters that can be placed randomly in the dungeon (as long as conditions match the room). | |
Ambient Music | Music | Sets music to play in the dungeon. Note that rooms/encounters/RP may override this. | |
Combat Music | Music | Sets combat music to play in the dungeon. Note that rooms/encounters/RP may override this. | |
Force Start Encounter | Encounter | One or many encounters that must be placed at start. If multiple encounters are picked, the order is randomized and the first viable encounter is played. | |
Force End Encounter | Encounter | One or many encounters that must be placed in the final room. If multiple encounters are picked, the order of encounters is shuffled. Cannot be used if a template quest is used. | |
Flow Map | Dungeon Flow Node | You can use flow nodes to enforce a certain layout. Such as "start with a forest", "then a settlement" etc. See the flow node asset type for more info. Using flow nodes will override the nr of cells setting in the procedural dungeon game action. | |
Procedural Quests | Quest | Quests that can be offered here. Note that these quests are marked as procedural. |