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/cvs/deliantra/server/doc/Developers/random-styles
Revision: 1.2
Committed: Thu Sep 7 21:42:51 2006 UTC (17 years, 8 months ago) by pippijn
Branch: MAIN
CVS Tags: HEAD
Changes since 1.1: +0 -0 lines
State: FILE REMOVED
Log Message:
Moved documents to doc/historic

File Contents

# Content
1 Random Map Styles
2
3 Some comments are necessary on the various styles.
4
5 A style is always a crossfire map, like any other crossfire map.
6 However, they are treated differently. So some care is required for what goes into the styles directories.
7
8 Contents of maps/styles:
9
10
11 decorstyles
12
13 "Decor" are objects which are primarily for atmosphere. Decor
14 is presently placed randomly in the map. Live objects should
15 NOT be placed in decor styles. Examples of decor include pentagrams
16 on the floor, braziers, bushes, craters, trees. Decor objects are
17 not usually placed on top of other objects except floors.
18
19
20 doorstyles
21
22 Doors are needed in the game. The doorstyles are split into subdirectories:
23 hdoors/*, vdoors/*, and 2 other directories which are not used.
24 ONLY BREAKABLE DOORS BELONG HERE. NO DOORS REQUIRING KEYS. The hdoors
25 are doors with horizontal faces, vdoors are vertical. For each file in
26 vdoors there should be an identically named file in hdoors.
27
28
29 exitstyles
30
31 Exits are how you get from random map to random map, or back out
32 of random maps, or into a quest level. "down" exits are exits which
33 look "down", like holes in the floor, stairs down, etc. Up exits
34 are analogous. For every "up" style there should be a corresponding "down"
35 style. The generic exits don't need counterparts. Which set the
36 random map generator picks depends on the orientation of the map: see
37 RandomMaps.doc
38
39 floorstyles
40
41 Styles of floors. Right now, one floor is chosen from one style, and
42 that is the floor for the whole map. If you want to specify a specific
43 floor, make a style with only that floor in it and tell the random map
44 generator
45 floorstyle <your_style>
46
47 misc/fountains
48
49 This is a special map used by the specials code. When placing random
50 fountains into maps, an object is picked from this map, and made to
51 look like a fountain. Most of them are potions, but some of them are
52 traps. Some potions are good, others bad: they're mostly beneficial
53 at this instant.
54
55 monsterstyles
56
57 Only subdirectories are allowed in this directory. Each subdirectory
58 must contain one or more files of the form filename_#
59 where # is a non-negative integer. The number indicates dungeon level.
60 The style file with a # closest to the current dungeon level is used
61 for choosing the monsters.
62
63 specialmaps
64
65 These are special maps. They are NOT styles: they are small maps
66 which are included verbatim into larger maps.
67 SPECIAL MAPS MUST HAVE A 1-square PASSABLE
68 BORDER AROUND THEM: otherwise, they may break the map they're placed in.
69
70 specialstyles
71
72 Unused. Probably misc/fountains belongs in here. Oh well.
73
74 trapstyles
75
76 Unused. When/if someone get around to putting traps into the generator,
77 maybe these will matter.
78
79 treasurestyles
80
81 Styles of treasures. Treasures are picked randomly from the styles,
82 similarly to decor. Frequency of appearance in the randomly generated map
83 is proportional to frequency of appearance in the style map.
84
85 wallstyles
86
87 The different wall styles. One wall from one of these files is
88 picked for the walls of the entire random map, similar to floors.