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Dev:Standards for Areas: Difference between revisions

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Forthcoming
Forthcoming
== Variables ==
Some variables should be added to a new area so that it can interact properly with TOUD scripting systems properly:
=== Environment ===
The variable 'local_env' and 'climate_env' are an integer that corresponds to certain environments in the game.  This affects weather, and certain spells.  Local_env also affects what herbs and trees spawn in their respective environments.
{| class="wikitable"
|+ local_env
|-
! Integer !! Environment !! Spot !! Listen !! Tracking !! Summon Creature result !! Exhaustion !! Other Effects
|-
| 0 || Not specified || 0 || 0 || 0 || Forest Wildlife || 0 || None
|-
| 1 || Urban || -5 || -5 || 0 || Urban Wildlife || -50% || Urban druid spells +5
|-
| 2 || Towne || -2 || -2 || 0 || Urban Wildlife || -50% || Urban druid spells +2
|-
| 3 || Village || -1 || -1 || 0 || Urban Wildlife || -50% || Urban druid spells +1
|-
| 4 || Deep Forest || -5 || -10 || +2 || Forest Wildlife || +40% || Forest druid spells +5
|-
| 5 || Forest || -2 || -2 || +4 || Forest Wildlife || +20% || Forest druid spells +2
|-
| 6 || Woodland || -1 || -1 || +6 || Forest Wildlife || +10% || Forest druid spells +1
|-
| 7 || Natural underground || -2 || +2 || 0 || Cave creatures || +10% || Echoes
|-
| 8 || Constructed underground || -2 || +2 || 0 || Cave creatures || 0 || Echoes
|-
| 9 || Crypt || -2 || +2 || 0 || Undead || 0 || Echoes
|-
| 10 || Graveyard || 0 || 0 || 0 || Undead || 0 || Desecrating graves or the area in general is a DP check
|-
| 11 || Villa/Rural player Housing || 0 || 0 || +1/+5 for owner || Forest Wildlife || 0 || None
|-
| 12 || Estate/Urban player Housing || 0 || 0 || +1/+5 for owner || Urban Wildlife || 0 || None
|-
| 13 || Church || 0 || 0 || 0 || Urban Wildlife || 0 || Raise Dead, Resurrection, True Resurrection do not cause DP checks in this area
|-
| 14 || Garden || 0 || 0 || -3 || Plains Wildlife || 0 || Double herb spawns
|-
| 15 || Road || 0 || 0 || -5 || Plains Wildlife || -50% || Double herb spawns
|-
| 16 || Path || 0 || 0 || -5 || Forest Wildlife || -50% || Double herb spawns
|-
| 17 || Beach || 0 || -3 || +10 || Coastal Wildlife || +10% || All tracks disappear at high tide
|-
| 18 || Rocky shore || -3 || -3 || 0 || Coastal Wildlife || +50% || All tracks disappear at high tide
|-
| 19 || Freshwater || 0 || 0 || -10 || Freshwater Wildlife || +50%, swim only || All tracks disappear hourly, requires swimming to traverse - meant for flooded/underwater areas
|-
| 20 || Seawater || 0 || 0 || -10 || Seawater Wildlife || +50%, swim only || All tracks disappear hourly, requires swimming to traverse - meant for flooded/underwater areas
|-
| 21 || Ocean || 0 || 0 || -10 || Seawater Wildlife || +50% || All tracks disappear at high tide - meant for island locales, being on boats, etc
|}
Climate_env affects the weather, specifically, and only needs set on exterior areas but can be used to provide some flavour (herb variety etc,) to indoor areas with vegetation.
{| class="wikitable"
|+ climate_env
|-
! Integer !! Environment !! Spot !! Listen !! Tracking !! Summon Creature result !! Exhaustion !! Other Effects
|-

Latest revision as of 19:04, 15 August 2025

Forthcoming

Variables

Some variables should be added to a new area so that it can interact properly with TOUD scripting systems properly:

Environment

The variable 'local_env' and 'climate_env' are an integer that corresponds to certain environments in the game. This affects weather, and certain spells. Local_env also affects what herbs and trees spawn in their respective environments.

local_env
Integer Environment Spot Listen Tracking Summon Creature result Exhaustion Other Effects
0 Not specified 0 0 0 Forest Wildlife 0 None
1 Urban -5 -5 0 Urban Wildlife -50% Urban druid spells +5
2 Towne -2 -2 0 Urban Wildlife -50% Urban druid spells +2
3 Village -1 -1 0 Urban Wildlife -50% Urban druid spells +1
4 Deep Forest -5 -10 +2 Forest Wildlife +40% Forest druid spells +5
5 Forest -2 -2 +4 Forest Wildlife +20% Forest druid spells +2
6 Woodland -1 -1 +6 Forest Wildlife +10% Forest druid spells +1
7 Natural underground -2 +2 0 Cave creatures +10% Echoes
8 Constructed underground -2 +2 0 Cave creatures 0 Echoes
9 Crypt -2 +2 0 Undead 0 Echoes
10 Graveyard 0 0 0 Undead 0 Desecrating graves or the area in general is a DP check
11 Villa/Rural player Housing 0 0 +1/+5 for owner Forest Wildlife 0 None
12 Estate/Urban player Housing 0 0 +1/+5 for owner Urban Wildlife 0 None
13 Church 0 0 0 Urban Wildlife 0 Raise Dead, Resurrection, True Resurrection do not cause DP checks in this area
14 Garden 0 0 -3 Plains Wildlife 0 Double herb spawns
15 Road 0 0 -5 Plains Wildlife -50% Double herb spawns
16 Path 0 0 -5 Forest Wildlife -50% Double herb spawns
17 Beach 0 -3 +10 Coastal Wildlife +10% All tracks disappear at high tide
18 Rocky shore -3 -3 0 Coastal Wildlife +50% All tracks disappear at high tide
19 Freshwater 0 0 -10 Freshwater Wildlife +50%, swim only All tracks disappear hourly, requires swimming to traverse - meant for flooded/underwater areas
20 Seawater 0 0 -10 Seawater Wildlife +50%, swim only All tracks disappear hourly, requires swimming to traverse - meant for flooded/underwater areas
21 Ocean 0 0 -10 Seawater Wildlife +50% All tracks disappear at high tide - meant for island locales, being on boats, etc

Climate_env affects the weather, specifically, and only needs set on exterior areas but can be used to provide some flavour (herb variety etc,) to indoor areas with vegetation.

climate_env
Integer Environment Spot Listen Tracking Summon Creature result Exhaustion Other Effects