Dev:Standards for Areas: Difference between revisions
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== 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.
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.
Integer | Environment | Spot | Listen | Tracking | Summon Creature result | Exhaustion | Other Effects |
---|