Tutorial:Creating Monster Houses
A guide on how to create monster houses.
Initializing House Generation
We can create a monster house by adding a Zone Step to a segment. Open the segment you would like to add monster houses to in the editor.
You will want to add the Spread Houses step to your Zone Steps. Set the priority field to (4.1).
This step is capable of supporting multiple different types of generations. In this case, we would like monster houses to be spawned.
Find the House Step Spawns field, and click add.
In the type field, select Monster House Step<>.
Filtering Conditions
At the top of the Monster House Step<>, there is a Filters section that allows us to define what rooms a monster house is allowed to spawn in. By default, we want to disallow them from spawning in Immutable and NoEvent rooms.
Selecting Add, change the type to Room Filter Component. To exclude the rooms we want to, add the Immutable Room and the No Event Room to the list. Then, since we don't want the houses to spawn there, tick the Negate box to disallow spawns there. Click OK to save.
Note About Houses
While initializing the Monster House Step <>, you may have noticed that we can define a separate list of items, themes, etc. inside of it. This functionally exists to allow us to (in theory) use the same step to spawn some other types of houses. However, since the same weight and spread plan is shared, it's better to define each structure in its own spawn step to retain complete control over spawns 99% of the time.
If you want to separate your houses out like that, it's easier to just click OK and edit all of the data under the zone step itself.
Defining What Spawns
Each defined item comes with three fields: Start, End, and Weight.
The Start and End fields modify the floor where each item may possibly show up. Make sure these are set to the right range for everything! You can retain these values by copying and pasting an item.
The Weight is responsible for how "often" any given item spawns, and directly influences the percent chance that it will spawn.
Defining House Items
To define the items that will spawn in monster houses, you can add them to the Items list. This may be any possible item that exists in the game. Typically high-value or rare items will be placed here. Ideally you should make these items valuable to the player so they have a reason to want to go in the dungeon.
You can get a closer look of what items are in the game by looking at the item tab.
Defining Mobs
These are the mobs (aka Pokemon) that will be spawned in the monster house itself. Like any Pokemon spawn in the game, you may define everything about the mob to be spawned.
Scaling
You may scale the levels of mobs to your floor, and it is a very good idea to do this (to save you time doing it manually).
Go into Spawn Features and add a Floor-Scaled-Level feature. From here, you're able to define an equation that will adjust the levels of the mon.
If you want the level to go up every x floor, then set your numerator to 1 and your denominator to x.
Copy-paste editing is also your friend here - generally saves you more time than manually setting everything when your mobs scale the same way.
Defining Themes
We can additionally define Item and Mob Themes, to adjust the amount of each item and/or mob type that will spawn. There are multiple different fields available here.
"Default" Themes
If you don't want any special Item or Mob Themes, you need to at least define a default one in the field. There is an Item Theme None and Mob Theme None option respectively. Set its Special Ratio to 100 to make every amount you specify spawn in.
Spread Plan
Like other dungeon generation, you can modify the Spread Plan of the step to influence how your Monster Houses will spawn.
