Difference between revisions of "Template:VisuMZ Random Dungeon Maps Plugin Commands"
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Latest revision as of 02:44, 30 August 2023
The following are Plugin Commands that come with this plugin. They can be accessed through the Plugin Command event command.
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Contents
Random Map Plugin Commands
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Random Map: Create & Go (Arrival Point) - Generates a quick random map that will NOT be stored. - Transfers player to a designated arrival point. Cell Container Map ID: - What is the Map ID of the Cell Container that has all the map cell information? Horizontal Cells: - How many horizontal map cells are used? - Minumum: 3. - You may use JavaScript. Vertical Cells: - How many vertical map cells are used? - Minumum: 3. - You may use JavaScript. Other Options: Optional Settings: - Additional options available for the random generation of this dungeon's map. - See Optional Settings section below for indepth descriptions.
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Random Map: Create & Go (Coordinates) - Generates a quick random map that will NOT be stored. - Transfers to marked coordinates instead of Arrival Point. Cell Container Map ID: - What is the Map ID of the Cell Container that has all the map cell information? Horizontal Cells: - How many horizontal map cells are used? - Minumum: 3. - You may use JavaScript. Vertical Cells: - How many vertical map cells are used? - Minumum: 3. - You may use JavaScript. Coordinates: X: - Transfer the player to this X coordinate. - You may use JavaScript. Y: - Transfer the player to this Y coordinate. - You may use JavaScript. Other Options: Optional Settings: - Additional options available for the random generation of this dungeon's map. - See Optional Settings section below for indepth descriptions.
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Random Map: Create & Go (Event Position) - Generates a quick random map that will NOT be stored. - Transfers to named Event instead of Arrival Point. Cell Container Map ID: - What is the Map ID of the Cell Container that has all the map cell information? Horizontal Cells: - How many horizontal map cells are used? - Minumum: 3. - You may use JavaScript. Vertical Cells: - How many vertical map cells are used? - Minumum: 3. - You may use JavaScript. Event Name(s): - Transfer the player to this event's position. - If multiple names, pick one at random. Offset X: - Offset the transfer X position by this many tiles. - Negative: left. Positive: right. - You may use JavaScript. Offset Y: - Offset the transfer Y position by this many tiles. - Negative: up. Positive: down. - You may use JavaScript. Other Options: Optional Settings: - Additional options available for the random generation of this dungeon's map. - See Optional Settings section below for indepth descriptions.
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Named Map Plugin Commands
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Named Map: Create & Go / Load (Arrival Point) - Load an existing randomized key map or create and go to one. - Transfers player to a designated arrival point. Dungeon Name: - What is the dungeon name for the map? - This is used to store the Map ID information. - This is NOT case sensitive. Floor ID: - Load/Create a map for which floor of this dungeon? - Special cases: "next" and "prev". - "Next" will increase the floor ID by 1. - "Prev" will decrease the floor ID by 1. - Floor 0 will be skipped. - You may use JavaScript. Load Key Map Data?: - True: Load existing map data? If none, create new. - False: Forcefully create new data regardless. - If data is to be created, use the settings below. Cell Container Map ID: - True: Load existing map data? If none, create new. - False: Forcefully create new data regardless. - If data is to be created, then apply Cell Container Map ID settings and Optional Settings. Horizontal Cells: - How many horizontal map cells are used? - Minumum: 3. - You may use JavaScript. Vertical Cells: - How many vertical map cells are used? - Minumum: 3. - You may use JavaScript. Other Options: Optional Settings: - Additional options available for the random generation of this dungeon's map. - See Optional Settings section below for indepth descriptions.
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Named Map: Create & Go / Load (Coordinates) - Load an existing randomized key map or create and go to one. - Transfers to marked coordinates instead of Arrival Point. Dungeon Name: - What is the dungeon name for the map? - This is used to store the Map ID information. - This is NOT case sensitive. Floor ID: - Load/Create a map for which floor of this dungeon? - Special cases: "next" and "prev". - "Next" will increase the floor ID by 1. - "Prev" will decrease the floor ID by 1. - Floor 0 will be skipped. - You may use JavaScript. Load Key Map Data?: - True: Load existing map data? If none, create new. - False: Forcefully create new data regardless. - If data is to be created, then apply Cell Container Map ID settings and Optional Settings. Coordinates: X: - Transfer the player to this X coordinate. - You may use JavaScript. Y: - Transfer the player to this Y coordinate. - You may use JavaScript. Cell Container Map ID: - What is the Map ID of the Cell Container that has all the map cell information? Horizontal Cells: - How many horizontal map cells are used? - Minumum: 3. - You may use JavaScript. Vertical Cells: - How many vertical map cells are used? - Minumum: 3. - You may use JavaScript. Other Options: Optional Settings: - Additional options available for the random generation of this dungeon's map. - See Optional Settings section below for indepth descriptions.
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Named Map: Create & Go / Load (Event Position) - Load an existing randomized key map or create and go to one. - Transfers to named Event instead of Arrival Point. Dungeon Name: - What is the dungeon name for the map? - This is used to store the Map ID information. - This is NOT case sensitive. Floor ID: - Load/Create a map for which floor of this dungeon? - Special cases: "next" and "prev". - "Next" will increase the floor ID by 1. - "Prev" will decrease the floor ID by 1. - Floor 0 will be skipped. - You may use JavaScript. Load Key Map Data?: - True: Load existing map data? If none, create new. - False: Forcefully create new data regardless. - If data is to be created, then apply Cell Container Map ID settings and Optional Settings. Event Name(s): - Transfer the player to this event's position. - If multiple names, pick one at random. Offset X: - Offset the transfer X position by this many tiles. - Negative: left. Positive: right. - You may use JavaScript. Offset Y: - Offset the transfer Y position by this many tiles. - Negative: up. Positive: down. - You may use JavaScript. Cell Container Map ID: - What is the Map ID of the Cell Container that has all the map cell information? Horizontal Cells: - How many horizontal map cells are used? - Minumum: 3. - You may use JavaScript. Vertical Cells: - How many vertical map cells are used? - Minumum: 3. - You may use JavaScript. Other Options: Optional Settings: - Additional options available for the random generation of this dungeon's map. - See Optional Settings section below for indepth descriptions.
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Variable Plugin Commands
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Variable: Get Current Floor - Get the current floor number (or string) if the player is in a Random Dungeon Map. Variable ID: - Select a variable to store the current floor ID/string into.
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Variable: Get Map ID, X, Y - Get the Map ID, Player X, Player Y if the player is in a Random Dungeon Map. Map Variable ID: - Select a variable to store the current map ID. Player X Variable ID: - Select a variable to store the player's X coordinate. Player Y Variable ID: - Select a variable to store the player's Y coordinate.
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Optional Settings
These settings are the same for the "Random Map" and "Named Map" Plugin Commands and their effects behave the same way.
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Algorithm Empty Cell Modifier: - Low - Less Empty; High - More Empty - Low - More Full; High - Less Full Linear Modifier: - Low - Less Linear; High - More Linear - Low - More Turns; High - Less Turns Loop Modifier: - Low - Less Looping; High - More Looping - Low - More Dead Ends; High - Less Dead Ends Remove Padding: - If the dungeon map has padding, make a border of empty cells around it.
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Player Arrival Direction: - Which direction do you want the player to face when arriving? Arrival Region(s): - These regions determine initial arrival spawn point tiles. - Overrides Plugin Parameters > General Settings' version. - If a genenrated map does not have a tile marked with an Arrival Region, it is considered an illegal map. Arrival Spawn Cell X: - Determines which cells are valid when the player first arrives on the map. - Anywhere - Any column is valid - - Left - Any cell in the left-most column of the map - Center - Any cell in the center column of the map - Right - Any cell in the right-most column of the map - - Left Half - Any cell in the left-half of the map - Right Half - Any cell in the right-half of the map - - Inner - Any cell not the left-most or right-most column of the map - Outer - Any cell in the left-most or right-most column of the map Arrival Spawn Cell Y: - Determines which cells are valid when the player first arrives on the map. - Anywhere - Any row is valid - - Top - Any cell in the top-most row of the map - Middle - Any cell in the middle row of the map - Bottom - Any cell in the bottom-most row of the map - - Top Half - Any cell in the top-half of the map - Bottom Half - Any cell in the bottom-half of the map - - Inner - Any cell not the top-most or bottom-most row of the map - Outer - Any cell in the top-most or bottom-most row of the map Transfer Fade Style: - What fade style do you want when transferring the player to the generated random map?
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