Procedural Dungeon (Asset): Difference between revisions

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|Maps to the [[Dungeon (Asset)|dungeon]] l_no_cons field.
|Maps to the [[Dungeon (Asset)|dungeon]] l_no_cons field.
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|Template Dungeons
|Rooms
|[[Dungeon (Asset)|Dungeon]]
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|Attaches rooms from a dungeon. These can currently only be attached to DungeonRoomAssets tagged as ''m_house_ent'' and ''m_door_autoxy''.
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|Room Templates
|[[Dungeon Sub Template (Asset)|Sub Template]]
|[[Dungeon Sub Template (Asset)|Sub Template]]
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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.