Procedural Random Dungeon Generator (January Update)

V_Aero

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Hey all,

first of all, this is my first Plugin for MV and in fact the first time I deal with JS at all, so this is why I first want to show my plugin here as a Beta-version.

This plugin allows you to create snippets for tunnels, which then will be randomly connected to generate an appealing map to explore.



Functions:
  • Random Maze Generator
  • Parameters for higher diversity eg. dead-end probability, perfect / imperfect maze
  • Multiple algorithms to create classical mazes or maps with rooms and tunnels
  • Add decoration randomly, but still logically
  • Events can be used as decoration (eg. torches, loot chest)

Inspired by:
This plugin originally was inspired by https://forums.rpgmakerweb.com/index.php?threads/kai-monkeys-random-dungeons-now-with-version-two.40197/ , which was created for VX Ace


Requirements:

T&C, Credits:


Instructions here.

Download Demo here.


The great TODO list
- verifying compatibility with Khas Lightning
- enabling the possibility to have multiple exists and entries (well I cannot promise I will get this task, but it would be so cool)
 
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V_Aero

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  • Instructions moved to my homepage, including images!
  • Demo extended
  • Fixed crash when re-generate map
  • Fixed some issues with cloning / erasing of events
 

Calvynne

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Thanks for the detailed instructions. When I have more time I will see if I can implement this in my randomizer game.
 

Mojo907

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Well, this is unexpectedly awesome! Had been waiting for a randomizer that followed the same styling of Kai's.

You have done a fine thing here, and hopefully, it will get a lot of love. I for one am happy to see it!

EDIT: after some playing, it appears events do not copy over their notetags, an example would be like if using an ABS system the event notetags are used to designate which enemy stats are used for the event.
 
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Khulse

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Very, very nice. I've been hoping for something like this.
I'll have to tinker with it to see if it'll work for me, but it looks very promising!

@V_Aero
I've had some time to play with this, and I love the dungeons it generates. If you set up the sources right, It generates very nice random dungeons.

About the only critique I can offer at this point is that some of the instructions could be clearer. The ones that I can think of off the top of my head (all of which I've figured out, but that others might want to know going in):
The specific purpose of each of the snippet sections.
The origin point of entrances and exits (from top left to bottom right, for those that want to know- and that should have occurred to me much sooner than it did!)
Do NOT try to erase the events generated in the dungeon. It crashes. Use self switches only (the plugin resets the switches).
The one I was just struggling with- if you exit the dungeon and then re-enter, the events don't reset properly. You have to generate the dungeon while the player is ON the map for the events to re-spawn.

Edit: I recently ran into a problem. The autotileing for rivers and waterfalls doesn't seem to work correctly. The river doesn't connect to the waterfall the way it should:

Other than that, the system works beautifully. I've been looking for something like this. Thank you!
 

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Yougotsomechocolate

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Will there be a point where you can customize what regions are entrance/exit?
 

V_Aero

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Will there be a point where you can customize what regions are entrance/exit?
I could, but Im not sure how this would be benefitial. Tell me why you would need this feature.
 

Yougotsomechocolate

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well, I'm using yanflys region restrict and the vehicles one, so i would want to change it so it doesn't conflict with my setting (Using 1-6) {I can those settings aswell}
 

V_Aero

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well, I'm using yanflys region restrict and the vehicles one, so i would want to change it so it doesn't conflict with my setting (Using 1-6) {I can those settings aswell}
Sounds useful, feature will come with the next update ;)
 

Yougotsomechocolate

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I'm getting a non conecting dungeon, how do i solve it? Edit: also when i turn on autotile (plugin) it just puts me in the void without loading anything. Update: it works fine in your demo and may be a conflict, i'll check.
 
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mojoaa13

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When your plugin clones events does it also clone the "Note:" field?

I'm getting a non conecting dungeon, how do i solve it? Edit: also when i turn on autotile (plugin) it just puts me in the void without loading anything. Update: it works fine in your demo and may be a conflict, i'll check.
Check your region tiles on the Entrance_Exit map and the Space map. I had a similar issue and it was because my region tiles were not set up correctly.
 
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V_Aero

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Hey all, I was in Holiday with limited access to Internet.

I'm getting a non conecting dungeon, how do i solve it? Edit: also when i turn on autotile (plugin) it just puts me in the void without loading anything. Update: it works fine in your demo and may be a conflict, i'll check.
Hm what do you mean with "non connecting dungeon"? Do you mean that snippets were not arranged correctly? Until I spend time to add more error Messages I think the best for you would be to compare your Project with my demo and check everything carefully.

EDIT:
What autotile plugin do you use? It's very likely that there are compatibility issues.

When your plugin clones events does it also clone the "Note:" field?
My Plugin does a deep copy of datamap, so I believe it does, but I haven't checked this one.

Check your region tiles on the Entrance_Exit map and the Space map. I had a similar issue and it was because my region tiles were not set up correctly.
Yes, I definitely will add more informative error messages.
 

Yougotsomechocolate

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Basically, the cells don't graphically connect to connect wall and ceiling tiles.
 

mojoaa13

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I think there is an issue with how event note tags are copied (possibly not being copied over). I first noticed it using the AlphaABS plugins. It requires an event notetag for the plugin to work. Events were being copied over to the space map, but were not behaving according to the plugin. Events behaved correctly on the Intro map, but not the Space maps. I also checked this against Yanfly's Event Offset plugin. Events will offset on the Intro map, but not offset when copied onto the Space maps.
 

mojoaa13

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@mojoaa13 so you're saying that instead of copying and pasting the script, to write it out?
Possibly, I've found pasting the script into a text editor helps me verify that it is correct more easily since you can see more of the script than what MV normally allows.

When I had my character spawning in a void the issue was with where I had my region tiles placed on the Entrance_Exit and Snippets maps. The script will tell you what map you are copying tiles from and the height and width (in tiles) of the section you are copying. The region tile on the Entrance_Exit map indicates where you will spawn for that section of the map to be copied. The region tag on the Snippets map indicates the upper left corner where the Entrance_Exit section will be copied too. If your Entrance_Exit map sections are bigger than one tile, you may need to offset the region tiles on the Snippets map to ensure that player spawns correctly.
 

Yougotsomechocolate

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@mojoaa13 I have put them in an gird, but I did edit the entrance_exit size to only be 2 blocks instead of three. (followed the tutorial she posted)
edit: changed it back to 3, It works!
 

V_Aero

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@mojoaa13 I have put them in an gird, but I did edit the entrance_exit size to only be 2 blocks instead of three. (followed the tutorial she posted)
edit: changed it back to 3, It works!
Okay nice to hear it works. Unfortunately I haven't found a better way yet than to manually define width and heigth of entrance and exit in the map's metainfo. @mojoaa13 did a nice explanation ;)
 

robhav

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Hi. Very cool. Loved KaiMonkey's script and am glad to see someone bring his concept into MV. What are your terms of use?
 

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