Difference between revisions of "T4 Modules Howto Guide/Zones"
(Trap info. Rearrange items) |
|||
(4 intermediate revisions by 4 users not shown) | |||
Line 1: | Line 1: | ||
− | + | Zones are description files for areas. The dungeon is a zone, the ice themed cave is a zone, the overland map is a zone, the town is a zone. They can be relatively simple or complex, and can be interconnected in various ways. | |
− | + | ||
− | + | =What are zones= | |
+ | To the local adventure, a zone is a hangout. To a module writer a zone is a directory in <code>/data/zones</code> containing 5 files in it: | ||
+ | {|class="wikitable" | ||
+ | !File!!Purpose | ||
+ | |- | ||
+ | |zone.lua||Zone description file | ||
+ | |- | ||
+ | |grids.lua||Description of the zone terrain | ||
+ | |- | ||
+ | |npcs.lua||NPCs that exist in the zone | ||
+ | |- | ||
+ | |objects.lua||Objects in the zone | ||
+ | |- | ||
+ | |traps.lua||Traps in the zone | ||
+ | |} | ||
− | < | + | The files <code>grids.lua</code>, <code>npcs.lua</code>, <code>objects.lua</code> and <code>traps.lua</code> are used to load or define the features available in the zone. |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
+ | =Zone description= | ||
+ | The primary file in a zone folder is <code>zone.lua</code>. It defines the zone itself. | ||
− | + | {|class="wikitable" | |
− | + | !Variable!!Effect | |
+ | |- | ||
+ | |name||Display name of this zone. May contain punctuation and spacing. | ||
+ | |- | ||
+ | |level_scheme||If "player", scale zone and NPC levels to match player level, if "fixed", do not scale NPC levels. | ||
+ | |- | ||
+ | |level_range||If level_scheme is "player", this limits the min and max that NPC levels can scale to. | ||
+ | |- | ||
+ | |max_level||Depth of a multi-level dungeon | ||
+ | |- | ||
+ | |actor_adjust_level||See below under "On level_scheme and level_range" | ||
+ | |- | ||
+ | |width||Width of levels. No effect if static level generated. | ||
+ | |- | ||
+ | |height||Height of levels. No effect if static level generated. | ||
+ | |- | ||
+ | |all_remembered||If true, level starts explored. | ||
+ | |- | ||
+ | |all_lited||If true, level starts lit. Or put another way, there is no darkness. | ||
+ | |- | ||
+ | |persistent||If not set, randomizes the level again every time it is entered. If true it saves one level per file. If "zone" it saves all levels in a zone file. If "memory" it saves the level with the mail savefile. | ||
+ | |- | ||
+ | |generator||Defines the generators used for this zone, read below. | ||
+ | |- | ||
+ | |levels||Used to override zone defaults for single levels, such as to add a static boss level at lowest level of zone. | ||
+ | |} | ||
+ | ==Loading code== | ||
+ | The simplest way of loading code is to call <code>load()</code> against a file already defined in <code>/data/general/</code>. As an example, let's say I want to have kobolds in my zone, I would add <code>load("/data/general/npcs/kobold.lua")</code> to <code>npcs.lua</code>. | ||
+ | Zone specific features can also be defined, such as placing ice tiles in an ice cave or having a boss that only appears in that zone. This is also one of the main reasons for segmenting your definition files. | ||
− | + | ==Generators== | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
+ | Generators are used to create dynamic maps in <code>zone.lua</code>. In addition to grids, they define how many Enemies/Items/Traps spawn in the area. You can only select one generator of each type per zone, though you can override this in the levels variable. | ||
− | + | ===Maps=== | |
− | + | ||
+ | The <code>engine.generator.map</code> namespace has multiple generators for use. You reference them by attaching them to the namespace like so <code>engine.generator.map.Cavern</code> | ||
− | + | {|class="wikitable" | |
+ | !Generator!!Description | ||
+ | |- | ||
+ | |Building||Populates the map with clusters of buildings ("blocks") divided into rooms ("buildings") by walls and corridors | ||
− | + | external_floor = grid to use between buildings (rooms) | |
− | + | ||
− | + | outside_floor = grid to use outside the building area | |
− | + | |- | |
+ | |Cavern||Generates a cavern-like level. e.g. for Ardhungol. | ||
+ | |- | ||
+ | |CavernousTunnel||TODO: Need info | ||
+ | |- | ||
+ | |Empty||makes an empty level | ||
+ | |- | ||
+ | |Forest||Generates a forest level with possible ponds of water. Used for the Trollshaws. | ||
+ | |- | ||
+ | |GOL||GOL is game of life I should rename it | ||
+ | |- | ||
+ | |Heightmap||Heightmap is just a bad experiment | ||
+ | |- | ||
+ | |Hexacle||TODO: Need info | ||
+ | |- | ||
+ | |Maze||Maze makes well, a maze...like in .. the maze ;) | ||
+ | |- | ||
+ | |Octopus||Creates a space (Pod room) at center of map, with a number of 'arms' (Pod rooms) around it connected by tunnels | ||
+ | |- | ||
+ | |Roomer||Roomer is the standard dungeon builder | ||
+ | |- | ||
+ | |Rooms||yeah Rooms is badly named and half working | ||
+ | |- | ||
+ | |Static||Loads a map file from the data/maps/ folder. It is used e.g. for towns or special levels (the map is then fixed) or for placing special fixed rooms/structures in a random map (e.g. the last level of Amon-Sûl). | ||
+ | |- | ||
+ | |TileSet||TileSet splits the level in tiles of 3x3, 5x5, .. (customizable) each with a set of defined tiles possibilities and it randomly places them, matching existing ones. Examples are the ancient elven ruins, the moria, the first level of the lost merchant quest | ||
+ | |- | ||
+ | |Town||Generates a random town composed of L-shaped and rectangular buildings. Used e.g. for the Rak'shor Pride. | ||
+ | |} | ||
− | + | ====Example==== | |
− | + | In <code>zone.lua</code> you'll define the map as a property of the generator. | |
− | + | <pre> | |
− | + | generator = { | |
+ | map = { | ||
+ | class = "engine.generator.map.Roomer", | ||
+ | nb_rooms = 10, | ||
+ | rooms = {"simple", "pillar"}, | ||
+ | lite_room_chance = 100, | ||
+ | ['.'] = "FLOOR", | ||
+ | ['#'] = "WALL", | ||
+ | up = "UP", | ||
+ | down = "DOWN", | ||
+ | door = "DOOR", | ||
+ | } | ||
+ | } | ||
+ | </pre> | ||
− | + | ===Actors=== | |
− | + | ||
− | + | Actors are the NPCs (friendly or otherwise) that spawn in the zone. (Fact check me) Generic and special NPCs for a are defined in <code>npcs.lua</code>. Generic are usually loaded from the base game files predefined in the base game files | |
− | + | ||
− | + | <code>nb_npc</code> defines how many enemies will spawn, given a min/max of possible values. | |
− | + | ||
− | + | <code>guardian</code> defines which guardian (if any) spawns in the zone. | |
− | + | ||
− | + | {|class="wikitable" | |
− | + | !Generator!!Description | |
+ | |- | ||
+ | |Random||Spawn points are randomized | ||
+ | |- | ||
+ | |OnSpots||(Need more info)Spawn points are predetermined | ||
+ | |} | ||
− | + | ====Example==== | |
− | + | In <code>zone.lua</code> you'll define the actor as a property of the generator. | |
− | + | <pre> | |
− | + | generator = { | |
+ | actor = { | ||
+ | class = "engine.generator.actor.Random", | ||
+ | nb_npc = {20, 30}, | ||
+ | -- guardian = "SHADE_OF_ANGMAR", -- The guardian is set in the static map | ||
+ | } | ||
+ | } | ||
+ | </pre> | ||
+ | ===Objects=== | ||
− | + | {|class="wikitable" | |
+ | !Generator!!Description | ||
+ | |- | ||
+ | |Random||Spawn points are randomized | ||
+ | |- | ||
+ | |OnSpots||(Need more info)Spawn points are pre-determined | ||
+ | |} | ||
− | + | ====Example==== | |
+ | In <code>zone.lua</code> you'll define the object as a property of the generator. | ||
− | + | TODO: Add example | |
− | + | ===Traps=== | |
+ | Traps are traps. Traps only have one generator <code>engine.generator.trap.Random</code>. They're grouped based on similar properties or purposes. Since there aren't too many, we can list them here. | ||
− | + | {|class="wikitable" | |
+ | !Name!!Description | ||
+ | |- | ||
+ | |Alarm||Traps that draw enemies near | ||
+ | |- | ||
+ | |Annoy||Traps that interfere with talents and cooldowns | ||
+ | |- | ||
+ | |Complex||Traps that are thematically complex, let a trap that sets off a boulder to crush you or poison darts. | ||
+ | |- | ||
+ | |Elemental||Traps with elemental properties | ||
+ | |- | ||
+ | |Natural Forest||Traps that would naturally occur in a forest, like slippery rocks or poisonous vines. | ||
+ | |- | ||
+ | |Store||We do stores as "traps" to allow them to nicely overlay walls and such | ||
+ | |- | ||
+ | |Teleport||Traps that teleport the victim away. | ||
+ | |- | ||
+ | |Temporal||Traps that cause temporal damage and effects | ||
+ | |- | ||
+ | |Water||Traps that naturally occur in the water | ||
+ | |} | ||
− | + | ====Example==== | |
+ | In <code>zone.lua</code> you'll define the trap as a property of the generator. | ||
− | + | TODO: Add example | |
− | + | ||
− | + | ==Travelling between zones== | |
− | + | TODO | |
+ | =Word of DarkGod= | ||
− | + | ==On level_scheme and level_range== | |
+ | <code>max_level</code> is the "physical" depth and <code>level_range</code> is the range of levels allowed. | ||
− | < | + | If the <code>level_scheme</code> is set to "fixed", or not set at all, actors will only have their natural level. If the <code>level_scheme</code> is set to "player" then the zone calls <code>game:getPlayer()</code> to get a player, takes its level and uses it to select a level for the zone. |
− | < | + | Imagine you have a zone with <code>max_level = 5; level_range={10,20}</code>. If a level 12 player enters, the zone will power up to level 12 for the first level and then one more per level. Basically it means that you can have zones that level-up with the player, to provide a challenge even if the player is not at the exact right level. |
− | + | Actors are always created as level 1, then they are leveled up to their minimum level (their own level_range) then the zone force level-up to the selected level using the <code>actor_adjust_level</code> field of the zone. That field is calculated with this function | |
− | + | <pre> | |
− | + | function(zone, level, e) | |
− | + | return zone.base_level + e:getRankLevelAdjust() + level.level-1 + rng.range(-1,2) | |
− | + | end | |
− | + | </pre> | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
Go back to [[T4 Modules Howto Guide]] | Go back to [[T4 Modules Howto Guide]] | ||
+ | |||
+ | {{Module Guides}} |
Latest revision as of 22:15, 9 January 2021
Zones are description files for areas. The dungeon is a zone, the ice themed cave is a zone, the overland map is a zone, the town is a zone. They can be relatively simple or complex, and can be interconnected in various ways.
Contents
What are zones
To the local adventure, a zone is a hangout. To a module writer a zone is a directory in /data/zones
containing 5 files in it:
File | Purpose |
---|---|
zone.lua | Zone description file |
grids.lua | Description of the zone terrain |
npcs.lua | NPCs that exist in the zone |
objects.lua | Objects in the zone |
traps.lua | Traps in the zone |
The files grids.lua
, npcs.lua
, objects.lua
and traps.lua
are used to load or define the features available in the zone.
Zone description
The primary file in a zone folder is zone.lua
. It defines the zone itself.
Variable | Effect |
---|---|
name | Display name of this zone. May contain punctuation and spacing. |
level_scheme | If "player", scale zone and NPC levels to match player level, if "fixed", do not scale NPC levels. |
level_range | If level_scheme is "player", this limits the min and max that NPC levels can scale to. |
max_level | Depth of a multi-level dungeon |
actor_adjust_level | See below under "On level_scheme and level_range" |
width | Width of levels. No effect if static level generated. |
height | Height of levels. No effect if static level generated. |
all_remembered | If true, level starts explored. |
all_lited | If true, level starts lit. Or put another way, there is no darkness. |
persistent | If not set, randomizes the level again every time it is entered. If true it saves one level per file. If "zone" it saves all levels in a zone file. If "memory" it saves the level with the mail savefile. |
generator | Defines the generators used for this zone, read below. |
levels | Used to override zone defaults for single levels, such as to add a static boss level at lowest level of zone. |
Loading code
The simplest way of loading code is to call load()
against a file already defined in /data/general/
. As an example, let's say I want to have kobolds in my zone, I would add load("/data/general/npcs/kobold.lua")
to npcs.lua
.
Zone specific features can also be defined, such as placing ice tiles in an ice cave or having a boss that only appears in that zone. This is also one of the main reasons for segmenting your definition files.
Generators
Generators are used to create dynamic maps in zone.lua
. In addition to grids, they define how many Enemies/Items/Traps spawn in the area. You can only select one generator of each type per zone, though you can override this in the levels variable.
Maps
The engine.generator.map
namespace has multiple generators for use. You reference them by attaching them to the namespace like so engine.generator.map.Cavern
Generator | Description |
---|---|
Building | Populates the map with clusters of buildings ("blocks") divided into rooms ("buildings") by walls and corridors
external_floor = grid to use between buildings (rooms) outside_floor = grid to use outside the building area |
Cavern | Generates a cavern-like level. e.g. for Ardhungol. |
CavernousTunnel | TODO: Need info |
Empty | makes an empty level |
Forest | Generates a forest level with possible ponds of water. Used for the Trollshaws. |
GOL | GOL is game of life I should rename it |
Heightmap | Heightmap is just a bad experiment |
Hexacle | TODO: Need info |
Maze | Maze makes well, a maze...like in .. the maze ;) |
Octopus | Creates a space (Pod room) at center of map, with a number of 'arms' (Pod rooms) around it connected by tunnels |
Roomer | Roomer is the standard dungeon builder |
Rooms | yeah Rooms is badly named and half working |
Static | Loads a map file from the data/maps/ folder. It is used e.g. for towns or special levels (the map is then fixed) or for placing special fixed rooms/structures in a random map (e.g. the last level of Amon-Sûl). |
TileSet | TileSet splits the level in tiles of 3x3, 5x5, .. (customizable) each with a set of defined tiles possibilities and it randomly places them, matching existing ones. Examples are the ancient elven ruins, the moria, the first level of the lost merchant quest |
Town | Generates a random town composed of L-shaped and rectangular buildings. Used e.g. for the Rak'shor Pride. |
Example
In zone.lua
you'll define the map as a property of the generator.
generator = { map = { class = "engine.generator.map.Roomer", nb_rooms = 10, rooms = {"simple", "pillar"}, lite_room_chance = 100, ['.'] = "FLOOR", ['#'] = "WALL", up = "UP", down = "DOWN", door = "DOOR", } }
Actors
Actors are the NPCs (friendly or otherwise) that spawn in the zone. (Fact check me) Generic and special NPCs for a are defined in npcs.lua
. Generic are usually loaded from the base game files predefined in the base game files
nb_npc
defines how many enemies will spawn, given a min/max of possible values.
guardian
defines which guardian (if any) spawns in the zone.
Generator | Description |
---|---|
Random | Spawn points are randomized |
OnSpots | (Need more info)Spawn points are predetermined |
Example
In zone.lua
you'll define the actor as a property of the generator.
generator = { actor = { class = "engine.generator.actor.Random", nb_npc = {20, 30}, -- guardian = "SHADE_OF_ANGMAR", -- The guardian is set in the static map } }
Objects
Generator | Description |
---|---|
Random | Spawn points are randomized |
OnSpots | (Need more info)Spawn points are pre-determined |
Example
In zone.lua
you'll define the object as a property of the generator.
TODO: Add example
Traps
Traps are traps. Traps only have one generator engine.generator.trap.Random
. They're grouped based on similar properties or purposes. Since there aren't too many, we can list them here.
Name | Description |
---|---|
Alarm | Traps that draw enemies near |
Annoy | Traps that interfere with talents and cooldowns |
Complex | Traps that are thematically complex, let a trap that sets off a boulder to crush you or poison darts. |
Elemental | Traps with elemental properties |
Natural Forest | Traps that would naturally occur in a forest, like slippery rocks or poisonous vines. |
Store | We do stores as "traps" to allow them to nicely overlay walls and such |
Teleport | Traps that teleport the victim away. |
Temporal | Traps that cause temporal damage and effects |
Water | Traps that naturally occur in the water |
Example
In zone.lua
you'll define the trap as a property of the generator.
TODO: Add example
Travelling between zones
TODO
Word of DarkGod
On level_scheme and level_range
max_level
is the "physical" depth and level_range
is the range of levels allowed.
If the level_scheme
is set to "fixed", or not set at all, actors will only have their natural level. If the level_scheme
is set to "player" then the zone calls game:getPlayer()
to get a player, takes its level and uses it to select a level for the zone.
Imagine you have a zone with max_level = 5; level_range={10,20}
. If a level 12 player enters, the zone will power up to level 12 for the first level and then one more per level. Basically it means that you can have zones that level-up with the player, to provide a challenge even if the player is not at the exact right level.
Actors are always created as level 1, then they are leveled up to their minimum level (their own level_range) then the zone force level-up to the selected level using the actor_adjust_level
field of the zone. That field is calculated with this function
function(zone, level, e) return zone.base_level + e:getRankLevelAdjust() + level.level-1 + rng.range(-1,2) end
Go back to T4 Modules Howto Guide