Advertisement
NRFB

floor_data.json

May 1st, 2023 (edited)
76
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 7.24 KB | None | 0 0
  1. "floor_ID":
  2. String
  3. Required
  4. A unique identifier for this trap status effect.
  5. "requirements":
  6. Requirements Dictionary
  7. REQUIRED
  8. The set of requirements that must be met for this floor to be valid for picking as the next floor to reach.
  9. "floor_start_cutscene":
  10. String
  11. Not Required
  12. The ID of the dialogue scene that will happen at the start of this floor. This ID is added to the player's save for use with the "ploteventhappened" and "ploteventhappenedthisrun" requirements.
  13. "floor_start_cutscene_script":
  14. String file location of a json file
  15. Not Required (unless floor_start_cutscene has a value, in which case not having a value here will cause a problem)
  16. The dialogue script that will play at the start of this floor.
  17. "room_count":
  18. int
  19. Required
  20. The base total count of rooms for this floor.
  21. "monster_room_count":
  22. int
  23. Required
  24. The base count of rooms from room_count that will be set to monster rooms in this floor.
  25. "trap_room_count":
  26. int
  27. Required
  28. The base count of rooms from room_count that will be set to trap rooms in this floor.
  29. "obscured_room_count":
  30. int
  31. Required
  32. The base count of rooms from room_count that will be made obscured from the player by darkness.
  33. "witch_den":
  34. bool
  35. Not Required. Will default to false.
  36. If a Witch's Den should spawn on this floor.
  37. "shrine":
  38. bool
  39. Not Required. Will default to false.
  40. If a Shrine should spawn on this floor.
  41. "background":
  42. String file location of an image file.
  43. Not Required. Will default to a brick wall image.
  44. The image file that will be set in the background while playing this floor. This image texture will be set to repeat when the player has the scrolling background option turned on. It will not be made seamless automatically. I typically make background images at 2560x1440 to cover all of the game's supported resolutions.
  45. "bgm":
  46. String file location of a sound file.
  47. Not Required. Will default to a random track from the list of dungeon music tracks in the game.
  48. The music that will loop in the background while playing this floor.
  49. "linearity_weight":
  50. int
  51. Not Required. Will default to 0.
  52. How linearly the map generation will attempt to make the floor. A high value will result in a floor that travels more in a single direction. A low value will result in a floor that is more 'blobby' in the room layout, for lack of a better term.
  53. "chaos_limit":
  54. int
  55. Not Required. Will default to the player's current chaos value.
  56. The maximum number of extra rooms that can be added to the floor due to 'chaos', an internal variable used for dynamic difficulty. In general, this number will be higher on more difficult floors.
  57. "chaos_obscured_chance":
  58. float, between 0 and 1
  59. Not Required. Will default to 0.25.
  60. The percent chance that a bonus room spawned due to chaos will be set to be obscured from the player by darkness.
  61. "gap_room_min":
  62. int
  63. Not Required. Will default to 2.
  64. After initial map generation, the game will attempt to pluck random rooms out of the already placed rooms and place them in a different valid spot, as long as doing so will not break the ability to navigate the floor. This creates empty gaps in the floor layout. This number is the lower bound of such gaps that will be created. The actual gap room may be lower if not enough valid rooms that can be relocated can be found.
  65. "gap_room_max":
  66. int, higher than gap_room_min
  67. Not Required. Will default to 3.
  68. After initial map generation, the game will attempt to pluck random rooms out of the already placed rooms and place them in a different valid spot, as long as doing so will not break the ability to navigate the floor. This creates empty gaps in the floor layout. This number is the upper bound of such gaps that will be created.
  69. "wall_min":
  70. int
  71. Not Required. Will default to 0.
  72. During initial map generation, all adjacent rooms are connected. After creating any gap rooms, the game will then attempt to place a random amount of walls between connected rooms, separating them as long as doing so will not break the ability to navigate the floor. This is the lower bound of the number of walls it will attempt to create. The actual wall count may be lower if not enough valid wall spots can be found.
  73. "wall_max":
  74. int
  75. Not Required. Will default to the number of generated rooms / 4.
  76. During initial map generation, all adjacent rooms are connected. After creating any gap rooms, the game will then attempt to place a random amount of walls between connected rooms, separating them as long as doing so will not break the ability to navigate the floor. This is the upper bound of the number of walls it will attempt to create.
  77. "cwaves_on":
  78. bool
  79. REQUIRED
  80. If this floor has corruption waves enabled.
  81. "wave_multiplier":
  82. float, positive and above 0
  83. Not Required. Will default to 1.0
  84. When corruption waves are turned on, map generation will determine a rate at which the corruption waves should occur based on the floor's layout. The rate will be multiplied by the floor's wave_multiplier in order to get the number of turns between waves. Lower values mean faster corruption waves and thus a harder floor. Generally this should be lower than 0.5
  85. "min_chest_count":
  86. int, positive
  87. Not Required, will default to 0
  88. After initial map generation, the game will attempt to add a random number of chests. This is the lower bound of the number of chests it will attempt to create. The actual chest count may be lower if not enough valid spots for chests can be found.
  89. "max_chest_count":
  90. int, positive and greater than or equal to min_chest_count
  91. Not Required, will default to 0
  92. After initial map generation, the game will attempt to add a random number of chests. This is the upper bound of the number of chests it will attempt to create.
  93. "simple_chest_chance":
  94. float, positive, between 0.0 and 1.0
  95. Not Required. Will default to 0.0
  96. This is the percent chance that an empty room will be considered a valid place for a chest to spawn. The lower this number is the more unlikely it will be for a room with only a chest inside will be to spawn.
  97. "trapped_chest_chance":
  98. float, positive, between 0.0 and 1.0
  99. Not Required. Will default to 0.0
  100. This is the percent chance that any room with a chest will then spawn a trap inside that chest. The lower this number is the more unlikely it will be for a room with only a chest inside to be trapped.
  101. "reward_chest_chance":
  102. float, positive, between 0.0 and 1.0
  103. Not Required. Will default to 0.0
  104. This is the percent chance that a monster room will be considered a valid place for a chest to spawn. The lower this number is the more unlikely it will be for a room with a monster to be guarding a chest.
  105. "reward_chest_trapped_chance":
  106. float, positive, between 0.0 and 1.0
  107. Not Required. Will default to 0.0
  108. This is the percent chance that a monster room with a chest the spawn a trap inside that chest. The lower this number is the more unlikely it will be for a chest that is guarded by a monster to also be trapped.
  109. "allow_premade_room_sets":
  110. bool
  111. Not Required. Will default to false.
  112. If this floor is allowed to use any premade sets of rooms during generation.
  113. "required_premade_room_sets":
  114. Array of Strings
  115. Not Required. Will default to an empty list.
  116. The list of premade_IDs that must be spawned on the floor before map generation will be allowed to finish.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement