Template:VisuMZ Random Dungeon Maps Plugin Commands

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The following are Plugin Commands that come with this plugin. They can be accessed through the Plugin Command event command.

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Random Map Plugin Commands

RandomDungeonMaps Preview2a.png

RandomDungeonMaps Command1.png

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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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RandomDungeonMaps Command2.png

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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RandomDungeonMaps Command3.png

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

RandomDungeonMaps Preview3.png

RandomDungeonMaps Command4.png

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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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RandomDungeonMaps Command5.png

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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RandomDungeonMaps Command6.png

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

RandomDungeonMaps Preview1.png

RandomDungeonMaps Command7.png

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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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RandomDungeonMaps Command8.png

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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