nexus/doc/vaults.txt

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General format:
@id:textual_name
@map
EITHER
map definition
OR
random(minw,minh)
@end
@legend
k:mon:kobold
s:ob:50:short sword
#:cell:stone wall
#:cell:EMPTY
#:cell:SOLID
@end
@flags
...
@end
Legend is:
c:type:what[:pct][:alttype:altwhat]
OR
c:exit (denotes an exit, for use by linkexits)
if pct chance fails, use alttype & altwhat to determine
what to place.
c = any letter
type = ob, mon or cell
pct = optional pct chance of appearing
what = text of what this letter represents
alttype = optional ob/mon/cell if pct chance fails
altwhat = optional text of what it represents if pct chance fails
Flags can be:
at(x,y) type:what[:pct] // put what at position x,y
'type' can be: ob, mon, cell
coords can be negative ("count back from right/bottom")
atoneof(x,y)(x,y)...(x,y) type:what[:pct]
// place 'what' at one of the given positions (picked randomly)
exitat(x,y) // vault exit is at position x,y
box(x,y,x2,y2) type:what[:pct] // outline box with what
fill(x,y,x2,y2) type:what[:pct] // filled box with what
coords can be negative ("count back from right/bottom")
cellempty:xxx // set empty cell type. eg. "dirt"
cellsolid:xxx // set solid cell type. eg. "brick wall"
scatter(x,y,x2,y2) type:what:howmany[:pct] // scatter what within region
howmany can be:
- a number (x)
- a range (x-y)
- a pct of the total region cells (x%)
coords can be negative ("count back from right/bottom")
pct is optional (chance of this happening)
autodoors:pct // automatically add at least one door to the edges of
// this room.
// pct is chance of the exit being a door as opposed
// to jsut an opening.
autopop // automatically add obs/mons/pillars to this vault as
// if it were a normal room.
dlevmin:xxx // can only randomly appear at or below dungeon
// level xxx (or map difficulty xxx for world map)
dlevmax:xxx // can only randomly appear at or before dungeon
// levle xxx
entertext:xxx // show xxx when a non-blind player enters
goesin:xxx // can only randomly appear in habitat xxx
// (can appear multiple times)
usehabitat:xxx // cells in this vault have habitat=xxx
margin:x,y // must be x/y away from edges of map
// MAY ONLY USE ONE OF THE FOLLOWING
mayrotate // vault can be rotated randomly
mayflipx // vault can be flipped horz
mayflipy // vault can be flipper vert
nolink // don't try to link this vault up to the rest of
// the map
rarity:xxx // how common this vault is.
// xxx can be:
// common (default)
// uncommon
// rare
// vrare / veryrare
// never
norandom // this vault doesn't appear randomly. it will only
// appear when specifically requested via a region's
// outline.
tag:xxxx // add tag "xxx" to vault(for use with rndvaultwithtag)
NOTES:
when adding lfs/objects, "random" creates a random one.