Adding Cities and Dungeons to the IVAN World Map
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.
Contents
Introduction
This is a brief guide explaining how to include your customized dungeons on the IVAN world map.
Three key steps
There are three key steps to getting your dungeon to appear on the world map.
Your dungeon data file
Your dungeon data file should reside in Script/dungeons
where it will automatically be picked up by the game when it creates the world map. It should contain the kinds of things described in the article on Dungeon Building. Most importantly, the Dungeon
control variable will need to be the DEFINED_VALUE
you set in define.dat
, which will help link the dungeon to its overworld terrain.
define.dat
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 #define
with the other dungeon names in define.dat
.
Anything you put in define.dat
, 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 #define
in define.dat
, and you can now refer to it in char.dat
and your dungeon data file. So it follows that you can #define
your own dungeon name, which will be essential when we come to link the dungeon data file to the terrain data file.
Stick to upper case lettering when adding a new #define
, and be sure to put an underscore when separating words. Be sure items that are enumerated follow a nice numerical sequence e.g. 1, 2, 3, 4, 5;
or 2, 4, 8, 16, 32;
, rather than 1, 2, 5, 7, 8;
.
For programmers: note that if we wish to refer to a particular dungeon in the code itself, for example to do something special in game.cpp
, then the code will need to know about it, and so a #define
will also need to appear in ivandef.h
before compiling the game.
owterra.dat
The data file owterra.dat
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.
Here are some pictures showing famous owterrains:
New Attnam | Attnam | Gloomy Caves |
---|---|---|
As of IVAN 0.50.6, there are exactly 32 slots (dungeonAA
up to dungeonBF
) 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 DEFINED_VALUE
you introduced in define.dat
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 things besides.
Keyword | Values | Description |
---|---|---|
BitmapPos
|
x, y;
|
This determines the bitmap position of the picture of the terrain in WTerra.pcx . You can create your own picture by modifying WTerra.pcx .
|
NameStem
|
"string"
|
This is a string, beginning with a lowercase word, usually a noun or an adjective, for example, "mighty cathedral" or "cave entrance". |
UsesLongArticle
|
true or false
|
Specify whether to prefix the name stem with the english language short article, "a", or the long article, "an". |
IsAbstract
|
true or false
|
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. |
CanBeGenerated
|
true or false
|
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. |
AttachedDungeon
|
DEFINED_VALUE
|
This is the #define set in define.dat that is used to link the user-specified dungeon in the data file to its over-world terrain.
|
AttachedArea
|
0, 1, 2, ...
|
This sets the initial level that the player will appear in upon entering the dungeon. Normally set this to zero. |
NativeGTerrainType
|
DEFINED_VALUE
|
MUST be non-zero. Can select from DESERT , JUNGLE , STEPPE , LEAFY_FOREST , EVERGREEN_FOREST , TUNDRA , GLACIER . Note that the tundra type produces the familiar snow terrain.
|
RevealEnvironmentInitially
|
true or false
|
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. |
HideLocationInitially
|
true or false
|
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. |
CanBeOnAnyTerrain
|
true or false
|
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. |
A worked example
By following these three easy steps you can create and add new dungeons to your local copy of IVAN, without needing to know how to code!
Step 1: A basic dungeon data file
Copypaste this into your favorite text editor and save under Script/dungeons
as "House.dat":
/*
*
* Iter Vehemens ad Necem (IVAN)
* Copyright (C) Timo Kiviluoto
* Released under the GNU General
* Public License
*
* See LICENSING which should be included
* along with this file for more details
*
*/
/*
* NOTICE!!!
*
* This file contains SPOILERS, which might ruin your IVAN experience
* totally. Also, editing anything can DESTROY GAME BALANCE or CAUSE
* OBSCURE BUGS if you don't know what you're doing. So from here on,
* proceed at your own risk!
*/
Dungeon HOUSE_ON_THE_STEPPE;
{
Levels = 1;
Description = "House";
ShortDescription = "HS";
Level 0;
{
FillSquare = solidterrain(GRASS_TERRAIN), 0;
Size = 42, 26;
GenerateMonsters = false;
Rooms = 1;
Items = 0;
IsOnGround = true;
TeamDefault = MONSTER_TEAM;
LOSModifier = 48;
IgnoreDefaultSpecialSquares = false;
AutoReveal = true;
CanGenerateBone = false;
DifficultyBase = 50;
DifficultyDelta = 0;
EnchantmentMinusChanceBase = -15;
EnchantmentMinusChanceDelta = 0;
EnchantmentPlusChanceBase = 0;
EnchantmentPlusChanceDelta = 0;
BackGroundType = GREEN_FRACTAL;
EarthquakesAffectTunnels = true;
AudioPlayList =
{
1,
"Empty.mid";
}
RoomDefault
{
Pos = 2:40,2:24;
Size = 4:6,4:6;
AltarPossible = false;
WallSquare = solidterrain(GRASS_TERRAIN), wall(BRICK_PRIMITIVE);
FloorSquare = solidterrain(GRASS_TERRAIN), 0;
DoorSquare = solidterrain(GRASS_TERRAIN), BALSA_WOOD door;
GenerateDoor = true;
DivineMaster = 0;
GenerateTunnel = false;
GenerateLanterns = false;
Type = ROOM_NORMAL;
GenerateFountains = false;
AllowLockedDoors = false;
AllowBoobyTrappedDoors = false;
Shape = ROUND_CORNERS;
IsInside = true;
GenerateWindows = true;
UseFillSquareWalls = false;
Flags = 0;
}
}
}
Step 2: Add the new dungeon definition to define.dat
Before | After |
---|---|
#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
|
#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 HOUSE_ON_THE_STEPPE 7
#define UNDER_WATER_TUNNEL_EXIT 128
|
Step 3: Add the new location to the worldmap with owterra.dat
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
Terrain type | Picture | Percentage of global tiles (averaged over 8 PDS sampling trials) |
---|---|---|
Desert | 7.1 % | |
Jungle | 14.0 % | |
Steppe | 13.7 % | |
Leafy forest | 15.9 % | |
Evergreen forest | 6.0 % | |
Tundra | 33.4 % | |
Glacier | 9.9 % |
As of 0.50.6
, the number of slots is 32
.
Overflow of number of dungeons. Ways in which this can happen.
Population distribution of terrain types collected by the sampling algorithm.