Difference between revisions of "Random Dungeon"

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(Created page with "Random Dungeons are an ACR feature that allows builders to create a series of template areas that will be copied and thematically populated on demand by either DMs or builders...")
 
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For example:  
 
For example:  
random_100000 is an area which only has an exit to the north.
+
*random_100000 is an area which only has an exit to the north.
random_111100 is an area with exits to the north, the south, the east, and the west.
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*random_111100 is an area with exits to the north, the south, the east, and the west.
random_000011 is an area with exits up and down, but no exits in horizontal directions.
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*random_000011 is an area with exits up and down, but no exits in horizontal directions.
  
 
random_000000 is a special case which is not allowed. All random dungeon areas must have at least one exit.
 
random_000000 is a special case which is not allowed. All random dungeon areas must have at least one exit.
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==== Door Requirement 1: Tag ====
 
==== Door Requirement 1: Tag ====
 
The door must be tagged by the exit it represents:
 
The door must be tagged by the exit it represents:
DOOR_NORTH
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*DOOR_NORTH is a door that leaves the random dungeon to the north
DOOR_EAST
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*DOOR_EAST is a door that leaves the random dungeon to the east
DOOR_SOUTH
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*DOOR_SOUTH is a door that leaves the random dungeon to the south
DOOR_WEST
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*DOOR_WEST is a door that leaves the random dungeon to the west
DOOR_UP
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*DOOR_UP is a door that leaves the random dungeon upward
DOOR_DOWN
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*DOOR_DOWN is a door that leaves the random dungeon downward
 
==== Door Requirement 2: OnAreaTransitionClick Script ====
 
==== Door Requirement 2: OnAreaTransitionClick Script ====
 
All doors must use acr_rnddungtrans as their area transition click script.
 
All doors must use acr_rnddungtrans as their area transition click script.
 +
=== Recommended for Area Build ===
 +
It is generally recommended that...
 +
* All areas of the random dungeon be the same size
 +
* All areas of the random dungeon put their up/down area transitions in the same rough position in the areas
 +
These will help keep the illusion of the areas being "built together" and won't result in disorienting "skew" of areas or apparent "teleporting" across distances when transitioning between areas.
 +
=== Required for Quests: A Boss Monster Spawn Point ===
 +
Builders may optionally add waypoints with the tag MONSTER_HIGH to indicate that a monster of the CR of the dungeon's area should appear there.
 +
 +
It is assumed that there is only one of these per area.
 +
 +
If there is a spawn table attached to a random dungeon, a monster of the area's CR will spawn at the point, regardless of whether there's a quest.
 +
 +
If there is a quest, then an "explorer" trigger will be placed at this location, which advances the PC's quest state for the specified quest from 1 to 2.
 +
=== Optional: Consequential Monster Spawn Points ===
 +
Builders may optionally add waypoints with the tag MONSTER_MED to indicate that a monster of half the CR of the dungeon's area should appear there, always rounding down. For example, a CR 3 area with rat-themed spawns would likely choose a wererat (CR 3) as its boss, and spawn dire rats (CR 1) in its medium spawns.
 +
=== Optional: Trivial Monster Spawn Points ===
 +
Builders may optionally add waypoints with the tag MONSTER_LOW to indicate that a monster of one third the CR of the dungeon's area should appear there, always rounding down. For example, a CR 2 area with fiend-theme spawns might spawn a vargoille (CR 2) as its boss, and spawn level 1 tiefling warriors (CR "0," see below) as its low spawns.

Revision as of 02:28, 23 May 2015

Random Dungeons are an ACR feature that allows builders to create a series of template areas that will be copied and thematically populated on demand by either DMs or builders.

Building Areas

Random Dungeon template areas may be tooled with the availability of monster spawn points, the capacity to link to many areas, and the capacity to be filled with traps on use.

Always Required: Area Tag

All areas to be used inside of a random dungeon must end with six numbers, 0 or 1. These six numbers mark which area transitions can be found inside of the area, and are always in the same order: NESWUD. (North, East, South, West, Up, Down)

For example:

  • random_100000 is an area which only has an exit to the north.
  • random_111100 is an area with exits to the north, the south, the east, and the west.
  • random_000011 is an area with exits up and down, but no exits in horizontal directions.

random_000000 is a special case which is not allowed. All random dungeon areas must have at least one exit.

Always Required: Tagged Transition Doors

All areas inside of a random dungeon must have doors to serve as the area transitions between the areas. These doors have two requirements--

Door Requirement 1: Tag

The door must be tagged by the exit it represents:

  • DOOR_NORTH is a door that leaves the random dungeon to the north
  • DOOR_EAST is a door that leaves the random dungeon to the east
  • DOOR_SOUTH is a door that leaves the random dungeon to the south
  • DOOR_WEST is a door that leaves the random dungeon to the west
  • DOOR_UP is a door that leaves the random dungeon upward
  • DOOR_DOWN is a door that leaves the random dungeon downward

Door Requirement 2: OnAreaTransitionClick Script

All doors must use acr_rnddungtrans as their area transition click script.

Recommended for Area Build

It is generally recommended that...

  • All areas of the random dungeon be the same size
  • All areas of the random dungeon put their up/down area transitions in the same rough position in the areas

These will help keep the illusion of the areas being "built together" and won't result in disorienting "skew" of areas or apparent "teleporting" across distances when transitioning between areas.

Required for Quests: A Boss Monster Spawn Point

Builders may optionally add waypoints with the tag MONSTER_HIGH to indicate that a monster of the CR of the dungeon's area should appear there.

It is assumed that there is only one of these per area.

If there is a spawn table attached to a random dungeon, a monster of the area's CR will spawn at the point, regardless of whether there's a quest.

If there is a quest, then an "explorer" trigger will be placed at this location, which advances the PC's quest state for the specified quest from 1 to 2.

Optional: Consequential Monster Spawn Points

Builders may optionally add waypoints with the tag MONSTER_MED to indicate that a monster of half the CR of the dungeon's area should appear there, always rounding down. For example, a CR 3 area with rat-themed spawns would likely choose a wererat (CR 3) as its boss, and spawn dire rats (CR 1) in its medium spawns.

Optional: Trivial Monster Spawn Points

Builders may optionally add waypoints with the tag MONSTER_LOW to indicate that a monster of one third the CR of the dungeon's area should appear there, always rounding down. For example, a CR 2 area with fiend-theme spawns might spawn a vargoille (CR 2) as its boss, and spawn level 1 tiefling warriors (CR "0," see below) as its low spawns.