Fixed Room Guide

From SkyTemple

The following guide explains some of the basics behind fixed room creation and editing.

WARNING: Do not touch Fixed Room 0 unless you know exactly what you’re doing. Changing its settings will affect all dungeons in the game (even regular floors). Also, do not touch Fixed Room 165, as it crashes older versions of Skytemple.

List of unused (i.e. blank) fixed rooms: 44-62, 78-79, 105-109, 155-159, 198-219, 230-255

Settings

  • Is Boss Fight: Makes the dungeon not display the name and floor upon entry, just enters the floor immediately. Also changes dialogue of the partner and Ally Pokémon.
  • Exit Floor When Defeating Enemies, Allow Moves, Darkness Disabled, Orbs Allowed: All pretty self-explanatory. These settings are only applied if the Fixed Room’s “is whole floor” setting is on.
  • Is Whole Floor: When off, the fixed room appears as a single room on the floor, and the rest of the floor is randomly generated as usual. When on, the Fixed Room occupies the entire floor and enemies will not spawn by passing turns. If “Is Whole Floor” isn’t enabled, “Allow Warp Effects”, “Allow Moves”, “Orbs Allowed”, and “Exit Floor When Defeating Enemies” do nothing.
  • Allow Certain Traps: Enables Pitfall, Summon, and Pokémon traps.
  • Allow Warp Effects: Enables warping, Baton Pass, Switcher Orbs, and knockback effects to be used. Turning this setting off disables all of them, as if all targets had the Suction Cups ability .
  • Is Free Layout: Full Floors can omit stairs, single rooms can have the stairs surrounded by tiles and still work. Stairs are also replaced with “Warp Tiles” which look different but act identically to stairs. Without this, if there are stairs that are inaccessible without items, or stairs surrounded by too many secondary terrain or wall tiles, the game will will generate a one room monster house.
  • Allow Item Stealing: Enables/Disables effects like the Trawl Orb.

Spawn lists

  • Tiles: A list of traps, can be revealed or hidden. Mostly used for utility or puzzles, but can also create a secondary terrain tile with nothing on it. Traps inside Fixed Rooms do not need to be inside the trap table of the floor the Fixed Room is used on.
  • Items: A list of items that can be placed inside of fixed rooms. Items in Fixed Rooms do not need to be inside the floor’s item table
  • Pokémon: A list of Pokémon that can be placed in fixed rooms, and their entity type
    • Outlaw and Rival Team entity types are used by the game for missions and probably shouldn’t be messed around with.
    • Other Game Team members are the 4 members of a dynamic team created through the team exchange, can be used in any Fixed Room when the DynamicBossesEverywhere patch is applied.
    • Strong Enemies are bosses, boss minions, or any enemy you want to insert with custom stats. They do not need to be included in the floor’s Pokémon table (i.e. spawn list) to appear in a single-room fixed room.
    • Normal Enemies need to be in the floor’s spawn list or else the game will crash when trying to display them. They don’t have custom stats and use the stats of that species in the floor’s Pokémon table.
    • Bazaar Members are assigned to the Secret Bazaar NPCs. They can be placed outside of the Secret Bazaar, but enemies will target them even though they're immune to all damaging effects, and they need to be in the floor’s Pokémon table.
    • Helping Allies, like Strong Enemies, do not need to be included in the Pokémon table, and they have editable stats.
  • Pokémon Stats: A list of stats for all Strong Enemy and Helping Ally Pokémon, organized from IDs of 0 to 98. ID 1 starts at Zubat.
  • Entities: the actual entries in the entity list when editing fixed rooms: can contain any combination of Pokémon, Terrain, Tile, and Item. Items cannot be placed on Tiles, but Pokémon can be placed on top of items or secondary terrain this way.

Fixed rooms UI

  • Move/Select: Drag tiles to a different location
  • Add Tile: Used for manually adding new tiles, such as floor and walls. Also where the spawn location for the player and party members is found, as well as the “Warp Zone”(stairs).
  • Add Entity: Used for adding entities to the map from the entity list (the same one as mentioned above). Used for placing items, non-player Pokémon, traps, or any combination of the three.
  • Copy Tile/Entity: Click on any tile to start placing the entity or tile elsewhere

Notes:

  • “Wall, Hallway; Impassible” and “Wall, Hallway; Absolute Mover” are the only wall types that can be placed in single rooms (i.e. a Fixed Room not marked with “Is whole floor?”.
  • “Chasm, Hallway” is treated as void tiles, even in tilesets that have water or lava as their secondary terrain. Only “Secondary, Room” replicates the Dungeon’s secondary terrain.

Partial fixed rooms

Notes on Partial Fixed Rooms (rooms that have “Is whole floor” off):

  • BE CAREFUL WITH LOCKED CHAMBERS. Their locked/unlocking behavior is hardcoded and issues appear if you change their shape or try to repurpose them. You can freely add items inside of the locked room, or edits if there is secondary terrain inside it, but do not change the dimensions or mess with walls.
  • The entire room will be inserted into the floor, in its full dimensions (not only the passable parts) - keep this in mind and don’t leave wall tiles on the edges.
  • Hallways will connect to the room’s edges when the floor is generated, and they’ll clear any secondary terrain from the tile at the entrance to the hallway, but only that one tile. Remember this so that the fixed room doesn’t end up inaccessible by accident.
  • Some floor types don’t seem to mesh with fixed rooms: it's been noted that for Ring, Crossroads, sometimes but not always for Beetle, and maybe for some others, the floor gets generated in a different shape if there is a fixed room on it (it turns into a Medium Large or Outer Rooms type floor from what we’ve seen).
  • If there is a fixed room on the floor, the player never spawns inside it when entering the floor, unless a Team Leader spawn point is in the room.
  • If you put a teammate spawn point into a fixed room without also putting the leader spawn point there, only that teammate will spawn inside the fixed room, while the leader and other teammates will spawn outside of the fixed room.

Fixed rooms in cutscenes and the overworld

To use fixed rooms outside dungeons, follow these steps:

1: Create a Fixed Room (with “Is whole floor” enabled) and set it to appear inside of a Dungeon

2: Create and name a new Map Background by double-clicking “Map Backgrounds” and hitting “New Background”

3: Double click “Script Scenes”, click the “+” button below the Level List and add and name a new scene

4: Select “Use Fixed Room(#11)” for background type, and select your new map background for the “Map Background”

5: Switch to “Level - Dungeon Mappings”, find your scene (you will need to replace one of the existing 80 entries), and select the Dungeon and the floor that this Fixed Room appears on (or you can input 100 if it’s the last or only floor of the Dungeon).

6: You’re done! Now you can work with the Fixed Room like you would any other background!