The Cathedral of Attnam

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== 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 Dungeon basic dungeon data file ===
Copypaste this into your favorite text editor and save under <code>Script/dungeons</code> as "House.dat":
<code> /* * * 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 Levels = 1; Items = 0; IsOnGround = true; TeamDefault = MONSTER_TEAM; LOSModifier = 48; IgnoreDefaultSpecialSquares = false; AutoReveal = true; CanGenerateBone = false; DifficultyBase = 50; DifficultyDelta = 0; EnchantmentMinusChanceBase Description = -15"House"; EnchantmentMinusChanceDelta ShortDescription = 0"HS"; EnchantmentPlusChanceBase = 0; EnchantmentPlusChanceDelta = Level 0; BackGroundType = GREEN_FRACTAL; EarthquakesAffectTunnels = true; AudioPlayList =
{
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; }
}
}
}
</code>
=== In Step 2: Add the new dungeon definition to define.dat ===
{| class="wikitable"
|}
=== In Step 3: Add the new location to the worldmap with owterra.dat ===
{| class="wikitable"
Population distribution of terrain types collected by the sampling algorithm.
 
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