Dungeon Floor: Difference between revisions
Plasma7007 (talk | contribs) Added details about structure settings |
Plasma7007 (talk | contribs) No edit summary |
||
Line 15: | Line 15: | ||
* <u>Room Density</u> is used to determine the amount of rooms on a floor. Some random variation may be applied to this number and a floor will never have less than two rooms unless it is a whole floor monster house. | * <u>Room Density</u> is used to determine the amount of rooms on a floor. Some random variation may be applied to this number and a floor will never have less than two rooms unless it is a whole floor monster house. | ||
* <u>Dead Ends</u> can be toggled on or off and determines if hallways can lead to dead ends instead of a room or other hallway. ''Note that dead ends can still occasionally spawn even with them turned off due to a bug in the game.'' | * <u>Dead Ends</u> can be toggled on or off and determines if hallways can lead to dead ends instead of a room or other hallway. ''Note that dead ends can still occasionally spawn even with them turned off due to a bug in the game.'' | ||
=== Terrain Settings: === | |||
This tab is used to control additional layout settings of the floor. | |||
* <u>Secondary Terrain Enabled?</u> can be toggled on or off and determines if the floor will spawn a secondary type of terrain outside of rooms. The type of terrain is determined by the tileset in use and not anything within Dungeon Floor settings. Most tilesets use water while a few use lava or void. Note that Secondary Terrain can still spawn within rooms themselves even with this setting turned off, if Secondary Terrain (Number of Rooms) is set higher than 0. | |||
* <u>Secondary Terrain (Number of Rooms)</u> is used to determine the amount of rooms on a floor that have secondary terrain inside them. However, this feature does not seem to work consistently. Still, a higher number will give a greater chance of one or more rooms with secondary terrain. | |||
* <u>Secondary Terrain Density</u> is used to determine how much secondary terrain spawns on the floor outside of rooms. | |||
* <u>Imperfect Rooms</u> can be toggled to determine if rooms always spawn as perfect rectangles or not. With this setting on, small notches can be taken out of the corners of rooms, giving them an imperfect shape. | |||
* <u>Darkness Level</u> can be used to determine how many tiles in front of the player that other Pokemon and items can be seen while traveling through hallways. | |||
* <u>Weather</u> is used to determine what type of weather activates when the player enters the floor. This can still be changed by moves and abilities used on the floor. | |||
{{NavSkyTemple}} | {{NavSkyTemple}} |
Revision as of 03:27, 25 January 2024
This article is unfinished. You can help expanding it.
A Dungeon Floor is a single floor that is generated for a dungeon. Each floor has properties that determined how it is generated, this includes the tileset to use, the music to play and a list of Pokémon, items and traps to spawn.
In SkyTemple you can edit the properties of a floor and show a preview of how a generated floor might look like in-game. The preview however can not show Fixed Rooms and will display a note when a floor has a Fixed Room in use.
Layout
Structure:
This tab is used to change the general layout of floors.
- Structure Type can be used to select the general layout of the floor. Several different structure types can be selected. Small, Small Medium, Medium, and Medium Large have the most random variation between floor shapes while Ring, Crossroads, Two Rooms One Monster House, Line, Cross, Beetle, and Outer Rooms have a more specific shape they tend to hold with lesser random variation. Single Monster House will always spawn a singular room as the entire floor with a Monster House.
- Floor Connectivity changes the amount of connections between cells used to generate the floor map.
- Extra Hallway Density is used to determine the amount of extra hallways on the floor once the initial connections are made. These can be extra connections between rooms, loops, or dead end hallways.
- Room Density is used to determine the amount of rooms on a floor. Some random variation may be applied to this number and a floor will never have less than two rooms unless it is a whole floor monster house.
- Dead Ends can be toggled on or off and determines if hallways can lead to dead ends instead of a room or other hallway. Note that dead ends can still occasionally spawn even with them turned off due to a bug in the game.
Terrain Settings:
This tab is used to control additional layout settings of the floor.
- Secondary Terrain Enabled? can be toggled on or off and determines if the floor will spawn a secondary type of terrain outside of rooms. The type of terrain is determined by the tileset in use and not anything within Dungeon Floor settings. Most tilesets use water while a few use lava or void. Note that Secondary Terrain can still spawn within rooms themselves even with this setting turned off, if Secondary Terrain (Number of Rooms) is set higher than 0.
- Secondary Terrain (Number of Rooms) is used to determine the amount of rooms on a floor that have secondary terrain inside them. However, this feature does not seem to work consistently. Still, a higher number will give a greater chance of one or more rooms with secondary terrain.
- Secondary Terrain Density is used to determine how much secondary terrain spawns on the floor outside of rooms.
- Imperfect Rooms can be toggled to determine if rooms always spawn as perfect rectangles or not. With this setting on, small notches can be taken out of the corners of rooms, giving them an imperfect shape.
- Darkness Level can be used to determine how many tiles in front of the player that other Pokemon and items can be seen while traveling through hallways.
- Weather is used to determine what type of weather activates when the player enters the floor. This can still be changed by moves and abilities used on the floor.