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I created a custom shopkeeper and want to place him in my level, not have him randomly spawn. Thanks in advance.
You could safely exclude all of them from all the level set names, off the top of my head boulders are always, arrows in swamp/labyrinth/underworld, spikes in ruins/labyrinth, spelltraps in caves and citadel
The map names are derived from the filenames in the maps directory, so mines/swamp/labyrinth/ruins/hell/caves/citadel/underworld
Those are the only generated biomes that generate traps randomly.
Let me know if you need anything else!
How would I go about doing something like removing random boulder traps from all levels?
What I'm missing to do that:
1. Correct names for ALL official levels. The sample only has the first two (mines and swamp).
2. Correct names for ALL traps. Same as above.
Points 1-2 I was able to find in the source code, not 100% certain about them though, would rather have a guarantee.
3. Default traps that are enabled for ALL levels. Just so I know which ones to add besides 'boulders'. A bit trickier to learn from source code.
4. Do I need to include secret levels too? Or are they covered in the base level (tileset?).
It'd be perfect if the sample simply generated the entire thing with all the default settings. Is that attainable somehow? Thanks!
"My Custom Gen Map": {
"random_generation_monsters": [
{
"name": "spider",
"weighted_chance": 2,
"dungeon_depth_minimum": 0,
"dungeon_depth_maximum": 99,
"variants": {
"default": 1
}
},
{
"name": "goblin",
"weighted_chance": 3,
"dungeon_depth_minimum": 0,
"dungeon_depth_maximum": 99,
"variants": {
"default": 1
}
}
]
}
E.g to turn humans into whatever:
[code]"Start Map": {
"fixed_monsters": [
{
"name": "human",
"variants": {
"some_monster": 1
}
}
]
}[/code]