The Cathedral of Attnam

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{{safe}}''This section is about adding dungeons to the world map. If you would like to learn about the specifics of dungeon building, see [[Dungeon Building]].''
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[[Character|You]] are sent on a dangerous quest to traverse the desolate [[Underwater Tunnel]] filled with deadly [[monsters]] all alone - you ''will'' need a weapon if you want to survive.== Introduction ==
You can see This is a brief guide explaining how to include your customized dungeons on the extended statistics of all weapons in your inventory screen:IVAN world map.
an adamantine short sword covered in blood +6 [1000g, DAM 9-16, extremely accurate, almost unbreakable, skill 16/0]== Three key steps ==
This tells you many things about There are three key steps to getting your dungeon to appear on the weapon:world map.
* its [[Materials|material]] is [[adamantine]],=== Your dungeon data file ===
* Your dungeon data file should reside in <code>Script/dungeons</code> where it will automatically be picked up by the game when it is covered creates the world map. It should contain the kinds of things described in the article on [[bloodDungeon Building]]. Most importantly, which doesn't do much, but weapons covered eg. in the [[poison#Dungeon_Building:DungeonControlVariable|<code>Dungeon</code>]] can control variable will need to be quite useful indeedthe <code>DEFINED_VALUE</code> you set in <code>define.dat</code>,which will help link the dungeon to its overworld terrain.
* it is [[Scrolls|enchanted]] up to +6,=== define.dat ===
* it [[Encumberance|weights]] 1000 grams (take it, [https:You will need to define the name that the IVAN script files will use to recognise your dungeon. Therefore you will need to include a <code>#define</code> with the other dungeon names in <code>define.dat</encode>.wikipedia.org/wiki/Imperial_units imperialists]),
* Anything you put in <code>define.dat</code>, you can refer to in your other script files. This is a general rule and is applicable to any of the data files. For example, if you want to create another config of a guard, then you just put a new <code>#define</code> in <code>define.dat</code>, and you can now refer to it has in <code>char.dat</code> and your dungeon data file. So it follows that you can <code>#define</code> your own dungeon name, which will be essential when we come to link the dungeon data file to the given damage range,terrain data file.
* it is very accurateStick to upper case lettering when adding a new <code>#define</code>, hitting more oftenand be sure to put an underscore when separating words. Be sure items that are enumerated follow a nice numerical sequence e.g. <code>1,2, 3, 4, 5;</code> or <code>2, 4, 8, 16, 32;</code>, rather than <code>1, 2, 5, 7, 8;</code>.
* For programmers: note that if we wish to refer to a particular dungeon in the ''code'' itself, for example to do something special in <code>game.cpp</code>, then the code will need to know about it is very durable, breaking much less likely,and so a <code>#define</code> will also need to appear in <code>ivandef.h</code> before ''compiling'' the game.
* your [[Skills|skill]] with the weapon category is 16, while your hand accustomization skill is 0=== owterra.dat ===
The accuracy ratings go as follows: unbelievably inaccurate extremely inaccurate inaccurate decently accurate accurate highly accurate extremely accurate unbelievably accuratedata file <code>owterra.dat</code> contains the "over-world terrains" of the IVAN world map. These are so named, because they become the pictures that sit over the ground terrain on the world map. They denote the places - cities or dungeons - you can visit when adventuring in the world map, and so they need to be linked up to the dungeon data files.
The durability ratings then Here are as followssome pictures showing famous owterrains: fragile rather sturdy sturdy strong very strong extremely strong almost unbreakable
{| class===Weapon Categories==="wikitable"! New Attnam! Attnam! Gloomy Caves|-| [[File:Ownewattnam.png|80px]]| [[File:Owattnam.png|80px]]| [[File:Owgloomycaves.png|80px]]|}
* [[Axes]]* [[Blunt weapons]]* [[Swords|Large swords]]* [[Polearms]]* [[Swords|Small swords]]* [[Whips]]As of IVAN 0.50.6, there are exactly 32 slots (<code>dungeonAA</code> up to <code>dungeonBF</code>) available for use as the over-world linkages to your dungeon. Simply pick one out that is free and modify it to link together with your dungeon data file by specifying which <code>DEFINED_VALUE</code> you introduced in define.dat
All This table shows the control variables for each over-world terrain. You can configure your over-world terrain with the ground terrain type of your choice, and a bunch of other items wielded as a weapon use the Uncategorized Weapons skillthings besides.
{| class===Special Weapons==="wikitable"! Keyword! Values! Description|-| <code>BitmapPos</code>| <code>x, y;</code>| This determines the bitmap position of the picture of the terrain in <code>WTerra.pcx</code>. You can create your own picture by modifying <code>WTerra.pcx</code>.|-| <code>NameStem</code>| <code>"string"</code>| This is a string, beginning with a lowercase word, usually a noun or an adjective, for example, "mighty cathedral" or "cave entrance".|-| <code>UsesLongArticle</code>| <code>true</code> or <code>false</code>| Specify whether to prefix the name stem with the english language short article, "a", or the long article, "an".|-| <code>IsAbstract</code>| <code>true</code> or <code>false</code>| Do not worry about this. An over-world terrain has no other config than the base config and only the protoype is abstract, if that means anything.|-| <code>CanBeGenerated</code>| <code>true</code> or <code>false</code>| Set this value to true if you want your user defined dungeon to appear in the world map. It is not applicable to core locations.|-| <code>AttachedDungeon</code>| <code>DEFINED_VALUE</code>| This is the <code>#define</code> set in <code>define.dat</code> that is used to link the user-specified dungeon in the data file to its over-world terrain.|-| <code>AttachedArea</code>| <code>0, 1, 2, ...</code>| This sets the initial level that the player will appear in upon entering the dungeon. Normally set this to zero.|-| <code>NativeGTerrainType</code>| <code>DEFINED_VALUE</code>| MUST be non-zero. Can select from <code>DESERT</code>, <code>JUNGLE</code>, <code>STEPPE</code>, <code>LEAFY_FOREST</code>, <code>EVERGREEN_FOREST</code>, <code>TUNDRA</code>, <code>GLACIER</code>. Note that the tundra type produces the familiar snow terrain.|-| <code>RevealEnvironmentInitially</code>| <code>true</code> or <code>false</code>| This determines whether to reveal the dungeon on the world map initially by uncovering the darkness, a la Attnam, or whether the player will need to discover it by using the field of view, a la underwater tunnel exit. Note that this differs from the way gloomy caves is hidden, and then revealed once you talk to Petrus.|-| <code>HideLocationInitially</code>| <code>true</code> or <code>false</code>| This tells the game whether to show the location on the world map or not. If it is set to true, then the location will be undiscoverable unless some internal condition within the game is met, that triggers the location to be revealed. If it is set to false, then the location will be accessible from the beginning of the game.|-| <code>CanBeOnAnyTerrain</code>| <code>true</code> or <code>false</code>| If set to true, this forces the world map generator to ignore the requirement to place the location in its exact native terrain type. It places these locations in the first available spot from Attnam outwards. This is necessary sometimes, to more or less guarantee the location to be accessible to the player. If it is set to false, there is a high chance the location will spawn on another continent.|}
These weapons have magical qualities that make them quite desirable and powerful.== A worked example ==
* [[Dagger of venom]]* [[Flaming sword]]* [[Staff of wondrous smells]]* [[Thunder hammer]]* [[Weeping Blade|Weeping blade]]* [[Whips|Whip of thievery]]* [[Whips|Chameleon whip]]=== A Dungeon data file ===
===Artifact Weapons===(Attachement)
* [[Gorovits family hammer]]* [[Gorovits family scimitar]]* [[Gorovits family sickle]]* [[Holy Banana of Oily Orpiv]]* [[Justifier]]* [[Mjolak]]* [[Neerc Se-ulb]]* [[Saal'Thul]]* [[Turox]]* [[Vermis]]=== In define.dat ===
{| class="wikitable"! Before! After|-| <tt> #define RANDOM 0 #define ELPURI_CAVE 1 #define ATTNAM 2 #define NEW_ATTNAM 3 #define UNDER_WATER_TUNNEL 4 #define EMPTY_AREA 5 #define XINROCH_TOMB 6 #define UNDER_WATER_TUNNEL_EXIT 128 </tt>| <tt> #define RANDOM 0 #define ELPURI_CAVE 1 #define ATTNAM 2 #define NEW_ATTNAM 3 #define UNDER_WATER_TUNNEL 4 #define EMPTY_AREA 5 #define XINROCH_TOMB 6 <span style="background:palegreen">#define HOUSE_ON_THE_STEPPE 7</span> #define UNDER_WATER_TUNNEL_EXIT 128</tt>|} === In owterra.dat === {| class="wikitable"! Before! After! Result|-| <tt>locationAA { BitmapPos = <span style="background:pink">0</span>, 64; NameStem = "<span style="background:pink">empty area</span>"; UsesLongArticle = <span style="background:pink">true</span>; AttachedDungeon = <span style="background:pink">EMPTY_AREA</span>; AttachedArea = 0; CanBeGenerated = <span style="background:pink">false</span>; NativeGTerrainType = <span style="background:pink">JUNGLE</span>; }</tt>| <tt>locationAA { BitmapPos = <span style="background:palegreen">64</span>, 64; NameStem = "<span style="background:palegreen">house on the steppe</span>"; UsesLongArticle = <span style="background:palegreen">false</span>; AttachedDungeon = <span style="background:palegreen">HOUSE_ON_THE_STEPPE</span>; AttachedArea = 0; CanBeGenerated = <span style="background:palegreen">true</span>; NativeGTerrainType = <span style="background:palegreen">STEPPE</span>; }</tt>| [[CategoryFile:ItemsSteppes.png|160px]]|} == What's this about "core locations" == Core locations are the original ones from IVAN 0.50. These are New Attnam, Under water tunnel, Attnam and Gloomy Caves. Their generation on the world map is not handled in the generic way covered by the means of adding places to the world map described here. == Known limitations == === Distribution of ground terrain types === {| class="wikitable"! Terrain type! Picture! Percentage of global tiles (averaged over 8 PDS sampling trials)|-| Desert| [[File:Desert.png]]| 7.1 %|-| Jungle| [[File:Jungle.png]]| 14.0 %|-| Steppe| [[File:Steppe.png]]| 13.7 %|-| Leafy forest| [[File:Leafyforest.png]]| 15.9 %|-| Evergreen forest| [[CategoryFile:WeaponsEvergreenforest.png]]| 6.0 %|-| Tundra| [[File:Tundra.png]]| 33.4 %|-| Glacier| [[File:Glacier.png]]| 9.9 %|}  As of <code>0.50.6</code>, the number of slots is <code>32</code>. Overflow of number of dungeons. Ways in which this can happen. Population distribution of terrain types collected by the sampling algorithm.
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