4/18/2024 0 Comments Rpg maker with 3d dungeonTaking your building on the demo you have. As always, enjoy!Ĭan I suggest an idea for a wicked way to implement your script with maybe a sort of wicked twist? How about using your script in an arena like setting. If you’re having trouble, be sure to check that out. This may be a bit tricky to use, so I included a demo which shows how several aspects of the script work. Rather than being small, ugly paths, you can create large, robust rooms, and due to standard and special rooms, you can even have some simple little challenges in some of those rooms. The result is random dungeons similar to Persona 4. The main focus of this dungeon generator is to allow large dungeons with multiple “rooms” to be created which allows more control to the shape of dungeons. I had created a similar dungeon generator to this with events in rpg maker 2k3 and it actually worked really well! Of course with scripts it’s a lot more controllable. Permissions beyond the scope of this license may be available at. This work is licensed under a Creative Commons Attribution-NonCommercial 3.0 Unported License. Version 1.0 (base script, ) is available from my pastebin account here or the demo on my mediafire account here. To do this, type “map” in the console screen. This script adds an additional command to my Basic Console script that allows you to see a map of the dungeon generated. This script may not work with scripts that modify how maps, tilesets, or events work. The only exceptions are events marked as treasures and events marked as super. When a room is copied over to the newly created map, all events are taken with it and placed in exactly the same spot. These will set the player to face the same direction as the same number on the numpad, for example, region 8 will place the player facing up.Īll other events work normally. If you want the direction to change based on which room the player ends up in, user 2, 4, 6, or 8. When using region 1, the player's facing direction is determined by the transfer event. As a general rule, only put one of any of these in each of the 4 start rooms. As it is creating the dungeon, it will take the last of these regions that it copies and set it as the start point. Regions 1, 2, 4, 6, and 8 are used for the start points. When a room is designated as a treasure room (the end of an alt path) it will search the room for a region 3 and place treasure chests on ANY found (see above for how to mark these). Region 3 is used by the generator to determine where to put treasures. The region tags that are reserved by the generator are 1, 2, 3, 4, 6, and 8. Regions are very important for telling the map where certain things should happen. - The event with the lowest id and this in it's name will get placed on all tiles in treasure rooms that have an ID of 3.This is useful for parallel processes and other such events. - Any events with this in their name will get placed in the very upper left hand corner of the map.There are 2 types of special events that can be placed on a map. The end result map should be something like this: The last 4 are the end points and follow the same pattern. The first 4, your start points follow the pattern up, right, down, left. The final 8 tiles are the start and end points. These are the “uncommon” tiles that only appear with a certain chance based on the random value set in config. The next 16 tiles follow the same pattern. The first 16 rooms are the standard rooms that will show up based on the random value you set in the config section. Every room must be the same size, but the size of the rooms and the size of the set is pretty much infinite. This creates a set of rooms that is 8 wide and 5 tall. Maps must be created with a total of 40 “rooms” that the dungeon selects to draw from. By default a buffer of one room is placed on each edge of the dungeon and includes empty rooms.
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