Post by Boaster on Nov 3, 2020 10:31:25 GMT -6
I have now been able to craft dynamic dungeons.
This means one single dungeon, such as an "Earth Cave" encounter can be a "Burrow" a "Mushroom" or a "Cave" encounter in name, appearance and dungeon map/tileset.
This involved changing a reference in 'gs/DUNGEONS5.gs' under the dictionary index '/getdungeontext', where I replaced references for 'currtsprite' with 'sprite_id'. This allowed for the text name of dungeons to match what pops up when the cursor is over the dungeon sprite, as well as the name for the sprite in the popup dialog when an army meets it.
Additionally (without the change directly above), I have discovered a working method to create a working dynamic of making and allowing for a dungeon to have different map setups and tilesets based on non-random conditions. Such conditions are, when the sprite for the "Earth Cave" is an actual Cave sprite, the interior design of the dungeon can look like an actual cave. And along with that, I can potentially make it a "water" type cave, or "lava" type cave. I can also make it a "crystal" type cave, as typically seen in the Air region.
What this all effectively does is make dungeons more dynamic, and more flavorful. It can keep encounters fresh and lively with just a different interior setup.
So with the two above changes, certain Dungeon encounter dictionaries can function in modular fashion.
So, "Earth Cave" dungeons, as well as other Cave type dungeon setups, will all be able to be placed as "Cave" type sprites. In addition, the map setup and tilesets will have variations.
This means one single dungeon, such as an "Earth Cave" encounter can be a "Burrow" a "Mushroom" or a "Cave" encounter in name, appearance and dungeon map/tileset.
This involved changing a reference in 'gs/DUNGEONS5.gs' under the dictionary index '/getdungeontext', where I replaced references for 'currtsprite' with 'sprite_id'. This allowed for the text name of dungeons to match what pops up when the cursor is over the dungeon sprite, as well as the name for the sprite in the popup dialog when an army meets it.
Additionally (without the change directly above), I have discovered a working method to create a working dynamic of making and allowing for a dungeon to have different map setups and tilesets based on non-random conditions. Such conditions are, when the sprite for the "Earth Cave" is an actual Cave sprite, the interior design of the dungeon can look like an actual cave. And along with that, I can potentially make it a "water" type cave, or "lava" type cave. I can also make it a "crystal" type cave, as typically seen in the Air region.
What this all effectively does is make dungeons more dynamic, and more flavorful. It can keep encounters fresh and lively with just a different interior setup.
So with the two above changes, certain Dungeon encounter dictionaries can function in modular fashion.
So, "Earth Cave" dungeons, as well as other Cave type dungeon setups, will all be able to be placed as "Cave" type sprites. In addition, the map setup and tilesets will have variations.