Dungeon Flow Node (Asset)

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Revision as of 15:52, 21 August 2025 by JasX (talk | contribs) (Created page with "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. {| class="wikitable" |+ !Field !Type !Default !Description |- |Name |Stri...")
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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.

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.
Requires Quest Boolean False When checked, the dungeon template MUST have a quest, and that quest MUST be accepted before the door to this node's area is unlocked.
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.
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.