89 lines
3.1 KiB
Plaintext
89 lines
3.1 KiB
Plaintext
Random Map Styles
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Some comments are necessary on the various styles.
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A style is always a crossfire map, like any other crossfire map.
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However, they are treated differently. So some care is required for what goes into the styles directories.
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Contents of maps/styles:
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decorstyles
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"Decor" are objects which are primarily for atmosphere. Decor
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is presently placed randomly in the map. Live objects should
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NOT be placed in decor styles. Examples of decor include pentagrams
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on the floor, braziers, bushes, craters, trees. Decor objects are
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not usually placed on top of other objects except floors.
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doorstyles
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Doors are needed in the game. The doorstyles are split into subdirectories:
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hdoors/*, vdoors/*, and 2 other directories which are not used.
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ONLY BREAKABLE DOORS BELONG HERE. NO DOORS REQUIRING KEYS. The hdoors
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are doors with horizontal faces, vdoors are vertical. For each file in
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vdoors there should be an identically named file in hdoors.
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exitstyles
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Exits are how you get from random map to random map, or back out
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of random maps, or into a quest level. "down" exits are exits which
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look "down", like holes in the floor, stairs down, etc. Up exits
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are analogous. For every "up" style there should be a corresponding "down"
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style. The generic exits don't need counterparts. Which set the
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random map generator picks depends on the orientation of the map: see
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RandomMaps.doc
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floorstyles
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Styles of floors. Right now, one floor is chosen from one style, and
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that is the floor for the whole map. If you want to specify a specific
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floor, make a style with only that floor in it and tell the random map
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generator
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floorstyle <your_style>
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misc/fountains
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This is a special map used by the specials code. When placing random
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fountains into maps, an object is picked from this map, and made to
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look like a fountain. Most of them are potions, but some of them are
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traps. Some potions are good, others bad: they're mostly beneficial
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at this instant.
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monsterstyles
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Only subdirectories are allowed in this directory. Each subdirectory
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must contain one or more files of the form filename_#
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where # is a non-negative integer. The number indicates dungeon level.
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The style file with a # closest to the current dungeon level is used
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for choosing the monsters.
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specialmaps
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These are special maps. They are NOT styles: they are small maps
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which are included verbatim into larger maps.
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SPECIAL MAPS MUST HAVE A 1-square PASSABLE
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BORDER AROUND THEM: otherwise, they may break the map they're placed in.
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specialstyles
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Unused. Probably misc/fountains belongs in here. Oh well.
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trapstyles
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Unused. When/if someone get around to putting traps into the generator,
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maybe these will matter.
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treasurestyles
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Styles of treasures. Treasures are picked randomly from the styles,
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similarly to decor. Frequency of appearance in the randomly generated map
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is proportional to frequency of appearance in the style map.
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wallstyles
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The different wall styles. One wall from one of these files is
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picked for the walls of the entire random map, similar to floors.
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