Dungeon Flow Node (Asset)

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A flow node is used to create a general layout for an advanced procedural dungeon. Each node can have multiple condition groups, but only one is ever picked. These condition groups decide which room templates should be available in that group. Such as cave tiles that also support forest tiles etc. These tiles must be specified in Room Templates, and the conditions of the room templates still apply.

Caveats:
  • The first flow node used in a dungeon template MUST be able to start at coordinates 0,0,0. Because that's where the entrance room is placed.
Field Type Default Description
Name String Optional, just used in the editor to remind you of the purpose of the flow node, such as "forest".
Optional Boolean False When checked, this flow node may be ignored at random.
Friendly Boolean False You can use the flowNodeFriendly condition type in the various conditions fields in your dungeon template.
Offer Quest Boolean False Can offer a quest in any of these rooms. You must setup quests in the DungeonTemplate to use this.
Min Rooms Int 1 Minimum nr of rooms to generate. A minimum of 1 is enforced.
Max Rooms Int -1 Maximum nr of rooms to generate. Anything below Min Rooms is clamped at Min Rooms.
Shape Constant Random Sets the dungeon shape. Random will place rooms at random. Linear will generate all rooms in a sequence. SemiLinear will generate a few side rooms.
Min Z Int -3 Sets how far below the entrance on the Z axis we can go.
Max Z Int 3 Sets how far above the entrance on the Z axis we can go.
No Mimics Boolean False Disables mimics.
Random Encounters Boolean False Enables random encounters (exploration events).
Levers Boolean False Place levers.
Quest Items Boolean False If the picked quest has items to collect, you can place them in this room's cells. Recommended to only not do it on a flownode before the one that offers the quest.
Quest Encounters Boolean False If the picked quest has specific encounters, you can place them here.
Max Treasures Boolean -1 Sets how many treasures can be placed in this flowNode. Note that this value will never override the grand total set in the DungeonTemplate.
Condition Groups Dungeon Sub Template When generated, these are shuffled, and only one of these are picked. At least one room must pass conditions and be valid to be used with the dungeon template quest.
Vaible Templates Dungeon Allows the generator to link template dungeons in this node.
Entry Conditions Condition Conditions that need to be met for the door linking to this flow node to be treated as "unlocked". Do not use this on the first flowNode of your dungeon. To prevent the player from entering a quest objective area before accepting the quest, consider adding a questAccepted condition that isn't pointing to a quest.
Force Start Encounter Encounter When set, the first room will get these encounters as its encounters, and one is picked at random.
Force End Encounter Encounter When set, the last room generated will have its encounters set to this one.