Kai Monkey's Random Dungeons! -- Now with Version Two!

Myst

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Now it crashes when I enter the dungeon saying,

 

Iavra

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That looks more like an autorun/parallel event on the map, that's causing the error.


/edit: Didn't realize that the script used the Interpreter, too. Usually those errors are caused by events.
 
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Kai Monkey

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(Yes, the errors are reported in a very awkward way when you use the interpreter, I regret it in retrospect)

The Nil to Integer error is usually caused when you try and access a part of a map that doesn't exist, because that map is too small. Are you sure you resized your Detail map correctly? The final size should be 19x10 for a map with tile-size 8.  And are you sure you used the right map ID's, and didn't get them mixed up?
 

Myst

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I made it 19x13 and I did
 
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Kai Monkey

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Can you post the Map Properties of each of the maps used?

(Or, if you'd rather, upload your whole game file and I will look and see what's wrong) 
 
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Myst

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Uploading it, might take a bit 
 

Kai Monkey

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Aha!
You forgot to mention you were using ever script ever made in your project! Remember, the more scripts you use, the more likely there is to be compatibility bugs! If you are making a bug-report always include all the scripts you are using Especially if they are similar in subject matter.

The issue in your-case was your use of the Tile-Swap script, which even prefaces the code with a warning about compatibility

The Tile-Swap script seems to cache the whole map in it's own way, which means the changes other scripts make to it do not affect the actual map the player sees. (Hence the map with just the background).

Unfortunately I do not know exactly how that script works, so you will have to contact Kread-EX, or choose one script to stick with. 

Note: the reason it was crashing is because you have your tilesize as 10 in the script call, not 8.

/Kai ♫
 

Past Midnight Gaming

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I love it! Thank you for existing! This script will be very useful to me. I really wanted to do something like what you did in the demo so again thank you!
 

Kes

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This is a question 'in theory' as I'm wondering about a future project, not my current one.

If I wanted just one random dungeon, and the rest of the game to be 'normal' maps, is that possible?  It's not clear from the descriptions whether it is or not.  I was thinking about having one location, known for its weirdness and people getting lost because it is never the same, with a specific quest attached to it.  But I wouldn't want random dungeons anywhere else.
 

Kai Monkey

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That is is absolutely possible! Simple only follow the instructions for creating random dungeons for that one dungeon, and hand design the rest as usual!
 

Lilian

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Does any one knwo who to make a Map shot from this random Dungeons ? since i would like to use Paralax maping and use this just as a Map generator on a Different Project to uses Generated maps as Paralax. (Tryed it with Title: Map Screenshot

Author: Hime but that gives me only the coremap so the Blank map without the generated stuff)(the ground map on what the random rooms would be projected.)
 

Rikifive

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I'm going to try this out!

It's perfect for my roguelike game!

It looks kinda complicated... Well I will look into the demo and when I'll occur any problems I'll let you know. :)

Oh.. I forgot to mention: This script is awesome! I hope I'll not encounter any incompatibilities, since I'm using about 120 scripts atm. :D
 
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Alperionce

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Hi everyone.  I've been using the room feature and I'm getting black backgrounds instead of transparent. I've successfully used the features before.
Sometimes I get the black background and I don't know why. 

This is the royal tile set. the picture takes up 1 width and 2 for height.

My question is how can I get a transparent background?

When I add this to the room it's checkered blue to indicate it's transparent.

 

Castle.jpg 

 

Cheers!

Castle.jpg
 

Kai Monkey

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Hey ♫
It looks like your Room Map has some other terrain as the background, which isn't the default transparent-

Make sure you use the default background terrain, because there may be some other transparent terrain you are using instead which the script doesn't know is background.

To test this, create an entirely blank map for your rooms, and have it point to that (Make NO changes to this map). If you don't get black rectangles on your map then that was the issue.

Let me know how it goes

/Kai
 

Alperionce

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Hey ♫

It looks like your Room Map has some other terrain as the background, which isn't the default transparent-

Make sure you use the default background terrain, because there may be some other transparent terrain you are using instead which the script doesn't know is background.

To test this, create an entirely blank map for your rooms, and have it point to that (Make NO changes to this map). If you don't get black rectangles on your map then that was the issue.

Let me know how it goes

/Kai
I fixed the problem. I was using transparent tiles from the A, so instead i used transparent tile from another tile.  I'm not sure exactly if that fixed it. That's my best guess.  

I have another question. Can I use a room feature with in another room feature. For example. Can I call  multiple 1x1 rooms into  a 5x5 room to increase complexity? 
 

Kai Monkey

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Yes you can! That is how (some of) the tresure chests in the demo work!
 
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Hi Kaimonkey and/or anyone else willing to help.

Just started using this script, and I'm loving it.

But is there a way to display a floor number?

E.g. 1f, 2f, etc.

And also, is there a way to make end of area exits only appear in rooms?
 

Alperionce

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Yes you can! That is how (some of) the tresure chests in the demo work!
I have a squared shaped tile. I want to make this a bedroom. I want to randomly decorate it with bed themed items. Instead of using 3 different rooms to decorate this squared shaped tile. I want to only use one room(5x5) that has 3 rooms(1x1 or 1x2) with in it.(rand bed),(random table),(random cabinet).

square tile(6x6)<----   Bedroom Room (ID05 )(5x5)  <----------- beds(ID06)(1x2), table(ID07)(1x1), and cabinet(ID08)(1x2)

So...by putting in one event in the square tile which would be.. <room>05,5,5 . Would this call the room and random items from other different rooms?

People might be asking why would you want to do this? Basically less clutter. Especially when I might have other events such as actors moving around the map. 

I checked the chests in forest items in particular. "Control variables: [0001:Dungeon............=Random no. (0....100)" I'm assuming that this is for random item. I'm looking to call random rooms with in rooms.

Hmmm....when I tried this  I got this error "data/mapXX.rvdata "not able to be found. 

So are we still talking about the same thing? 

Anyway good script. Thanks for the help.
 

Kai Monkey

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@Alper The forests do not use sub-rooms, the first dungeon does.

You need to have the "<room> 005,5,5" in your tile, which itself will have "<room> 006,1,2" and the others. This should work already, but if it does not the next patch (which is completed but not yet released) will fix any bugs.

@snorlax Not yet to deadens and "you can do that will clever eventing" to the floors question

\Kai
 

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