User:Imbion/Sandbox/Dungeon Ref
General notes about dungeon generation stuff, for my own reference (and maybe others).
Make PerlinWater Look Good
Set PerlinWaterStep (3). Use additional steps DropDiagonalBlockStep (3.1) and EraseIsolatedStep (3.2) with water set as their tiles to clean up perlin water generation.
Passive Dungeon NPCS
In the segments, create SpreadStepZoneStep. Set spawn types to Ran Bag <>.
For each passive NPC, create one Place Random Mobs Step <>. Select Present Multi Team Spawner <>, and press add.
Define the NPC you would like to spawn, and tick the explorer box.
Save.
Dungeon Shops
Start by creating a Spread Step Range Zone Step (2.2).
Add a new step, Shop Step<>.
Define items and the item theme with the weights you want.
"Mobs" are the guards that will spawn if the player steals. These normally all have the Shopkeeper tactic.
The start mob is the inital shopkeeper that will be present in the shop. They should also have the Shopkeeper tactic. In the spawn features section, define the following: A Discriminator ID of 0, BattleScriptEvent interaction with script ShopkeeperInteract, and a Custom Lua Script which contains this line of code: { Role = "Shopkeeper" }
Monster Houses
Created by Spread Houses (6.1) in the segment steps. Define items and mobs with the weights you want.
In House Step Spawns choose the Monster House option , then pick Room Filter Component. Set to negate, and then add Immutable and NoEvent to the components to blacklist them as possible spawns.
