07-02-2018, 12:37 PM | #51 |
Join Date: Sep 2004
Location: Canada
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Re: GURPS DF / DFRPG Random Dungeon Generator
I suppose it depends. Minecraft players tend to start mucking around with JSON objects immediately. It's becoming the standard configuration format now.
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07-02-2018, 08:02 PM | #52 | |
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: GURPS DF / DFRPG Random Dungeon Generator
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I assume features.js is the file that lets me tweak how often a room has a monster, right? And the weight is the likelihood in the total sum of the weights (currently 249) that it picks the room type? It looks like threatDistribution.js gives the probabilities of each relative CR. What does NgtX mean? And what threat distribution is online? How do we switch from one to another? I do see how you can add different kinds of Specials (using the term from the old Basic Set table) to the generator, adding tables for things like Thrones and Altars and putting the code into features.js. I never would have thought of the Atmospheres, so props for that. I like the tags with the traps, to go full librarian. I do also see the sizeArea.js file, which does address having enough room to fit your dragon. It's a pity there isn't a full treasure table, however. My JavaScript is quite rusty (though I did learn some while in tech support), so going through some files like CER_encounter.js isn't wise on my part. |
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07-02-2018, 10:03 PM | #53 | |
Join Date: Dec 2006
Location: Meifumado
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Re: GURPS DF / DFRPG Random Dungeon Generator
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Area and volume might be handier for some groups than others, but if the computer can calculate it more easily than a GM mid-session it could be worthwhile having, especially for non-rectangular rooms.
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07-03-2018, 06:46 AM | #54 | |||||||
Join Date: Sep 2004
Location: Canada
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Re: GURPS DF / DFRPG Random Dungeon Generator
I'm glad to see that things basically make sense to you! I've tried really hard to a) format things to be easy to read and b) name things coherently.
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NgtX indicates that N numbers that are greater than this number (that don't already belong to another entry) belong to this entry. The current numbers are the ones from the CER article, as are the descriptions. So if you have an encounter who's N is 12, it's a nuisance encounter. If it has an N of 1, it's a worthy encounter. It's specifically greater-than, not greater-than-or-equal-to - an N of exactly 0.5 is Boss, not Worthy. Quote:
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The tag system is not fully utilized yet, but ready and waiting! Quote:
Yeah. The remote treasure service is a bit unreliable (it's hosted on a free service and they throttle whenever they feel like it) and right now I'm pretty sure I'm hammering on the service pretty bad if someone generates a big dungeon. And of course you need to have an active and reliable internet connection. I've been meaning to generate a set of a couple of hundred "parcel items" to build some treasure out of if the online generator isn't available. It won't be as exciting but it'll make a do. Quote:
I haven't been strict enough in documenting my own code, but I've been trying... some of it is some pretty hairy logic though. I try to refactor once I reach the "It's working but I don't know why" stage though :P
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07-03-2018, 10:50 AM | #55 | ||
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: GURPS DF / DFRPG Random Dungeon Generator
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Obviously it needs to handle monster class. I also see there are no CERs for the traps. Last edited by Rasputin; 07-03-2018 at 12:48 PM. |
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07-04-2018, 06:56 AM | #56 | |||
Join Date: Sep 2004
Location: Canada
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Re: GURPS DF / DFRPG Random Dungeon Generator
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I'm trying to get the existing setup more stable before toying with more complex things (and encounter generation is complex). There may or may not be an issue with the encounters getting repeditive at higher CERs and I don't know if that's just a problem with the DFRPG monster list being shorter than the full GURPS DF and thus not a lot of options at certain CERs, or what. Quote:
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If you look around in there, you can see some of the parts of a "random trap construction system" kinda thing that will let the program generate vaguely CER-appropriate traps of the traditional "weapon-swinging" or "weapon launching" types. Or I might just write a little script to churn out every possible combination and bulk add them to the list (but then when I come up with more additions I'll have to rerun the script and etc and the on-the-fly generation is smexier). -- Once things are pretty stable, one spin-off project I want to do is a set of pages that let you generate e.g. "An encounter", "A random dungeon room (with lighting, description, contents)", "A random treasure", "a random trap", "random basic dungeon description (mana, sanctity, natures power, temperature, lighting, ceiling heights, etc)". This is related to the feature request of having a button to reroll a given room or treasure or whatever.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog Last edited by Bruno; 07-04-2018 at 07:09 AM. |
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07-04-2018, 07:09 AM | #57 |
Join Date: Sep 2004
Location: Canada
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Re: GURPS DF / DFRPG Random Dungeon Generator
Well hey, this is probably why we're getting extra-odd things kicked out related to the size restrictions - the same error is in various parts of the program (no surprise there).
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07-04-2018, 11:09 AM | #58 | |
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: GURPS DF / DFRPG Random Dungeon Generator
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EDIT: Appropros of nothing related to this, but the original purpose of a room would be something handy to have, as well as of the dungeon. Last edited by Rasputin; 07-04-2018 at 11:23 AM. |
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07-04-2018, 11:22 AM | #59 | ||||
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: GURPS DF / DFRPG Random Dungeon Generator
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"South Door a: Iron (1/8"): DR 25; HP 46 - 190 lbs; ST 6 needed to open; it is unlocked; it is trapped." |
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07-04-2018, 12:34 PM | #60 |
Join Date: Sep 2004
Location: Canada
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Re: GURPS DF / DFRPG Random Dungeon Generator
Double checked and right now I'm not actually using the easy-access table at all.
In CER_encounter.js, in monster_room() there's Code:
var cer_scale = ( rand_between(0.11, 1)+ rand_between(0.11, 1)+ rand_between(0.11, 1)); var target_cer = dungeonOBJ.cer * cer_scale; Right now it's generating three random numbers between 0.11 and 1 and adding them together (to get a bellcurve between 1/3 and 3) and using that to scale CER. Although now that I think about it, I don't know what that bellcurve looks like. Anyways you could do whatever you want in there to generate the target CER. I've been meaning to patrol the wikis and such and see if it's been done already. Le sigh. I'll look into it.
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