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Started by CraigStern, February 11, 2013, 07:19:44 PM
QuoteWithin the square brackets of GENERATE_RANDOM_LEVEL, delimited by forward slashes, include the following parameters:1. dungeon type – tells the game which rooms to use when building the level; specifically, which subfolder within Maps > Generator Chunks to use. (If, for instance, you've created a folder within Generator Chunks called Forest with a bunch of rooms that are just grass and trees and bushes and such, and you want the game to generate a level using those chunks, you'd use Forest for this parameter.)2. nextbattle – the name of the scene to go to once the level is successfully completed.3. musictrack – the music to play for this level.4. number of floors – how many levels the generated dungeon should contain. (Leave this at 1 for now.)5. level size – a number representing both the width and height of each level (e.g. 15 will produce 15x15 square floors).6. number of enemies – a range of enemies, with the lower bound and upper bound delimited by a hyphen (e.g. 8-12 will cause the level to spawn between 8 and 12 enemies).7. level of enemies – a range of enemy levels, with the lower bound and upper bound delimited by a hyphen (e.g. 1-3 will result in all enemies spawned being between level 1 and level 3).8. types of enemies – the names of all possible enemies that can spawn, with a comma between first and last names, with each individual enemy delimited by a colon (e.g. Bloodbeard's,Bandit:Bloodbeard's,Bowman:Bloodbeard's,Healer will tell the game to choose from these three types of enemies when populating the level).9. conditions – all Conditions you want the level to have, from global lighting to deployment. Delimit each condition's parameters using commas, as usual; the conditions should each be separated by a colon (e.g. Global Lighting,Cave:Protect Char,0,Lorenzo Llamas will set the level's lighting and make it so the player has to keep the character Lorenzo Llamas alive).Usage example: GENERATE_RANDOM_LEVEL[Ancient Dungeon/Exit Cut Scene/Dungeon/1/30/10-14/2-6/Ancient,Ghost:Ruins,Bandit,:Ruins,Swordsman/Global Lighting,Cave] will cause the game to generate a single 30 x 30-tile level using room chunks from the "Ancient Dungeon" subfolder, lit with the "Cave" global lighting condition, playing the "Dungeon" music track, containing between 10 and 14 enemies (a mix of Ancient Ghosts, Ruins Bandits and Ruins Swordsmen) ranging in level from 2 to 6, and proceeding to the scene Exit Cut Scene.xml upon completion.