Hi everyone!
I'm in the process of making an excel file that allows you to convert a text map of characters to a mangband map!
It will also allow you to do the opposite. Convert a mangband map to characters, so that you can edit it.
In order to make the excel file work right, I need to make sure I have all the things that can appear in a level.
So far I have the following;
Permanent rock, rock, mud floor, hidden door, >, <, 7,6,5,4,3,2,1,Treasure, grass, bright floor, trees, water, bridge, brown crop, green crop, rune, door.
Can anyone think of other characters, or point me in the direction of the file that has all the character codes in it?
Thanks in advance,
Schroeder
Dungeon Town Creator
Re: Dungeon Town Creator
there are also dark trees or dirt (when you chop down a tree e.g)
Re: Dungeon Town Creator
PWMAngband has an in-game system for building levels. Just go to the depth you want to create the specific layout, open the DM menu and choose any building command you want. This is really made easier by the fact that all features are kept in the terrain.txt file in /lib/edit. In MAngband, I presume you need to rely on the hardcoded FEAT_XXX defines.
Re: Dungeon Town Creator
Remember that there are several types of doors, several types of shop doors, several types of traps and several types of rubble (and you thought some was harder to dig just randomly!).
Code: Select all
/* Various */
#define FEAT_FLOOR 0x01
#define FEAT_INVIS 0x02
#define FEAT_GLYPH 0x03
#define FEAT_OPEN 0x04
#define FEAT_BROKEN 0x05
#define FEAT_LESS 0x06
#define FEAT_MORE 0x07
/* Shops */
#define FEAT_SHOP_HEAD 0x08
#define FEAT_SHOP_TAIL 0x0F
/* Traps */
#define FEAT_TRAP_HEAD 0x10
#define FEAT_TRAP_TAIL 0x1F
/* Doors */
#define FEAT_DOOR_HEAD 0x20
#define FEAT_DOOR_TAIL 0x2F
/* Extra */
#define FEAT_SECRET 0x30
#define FEAT_RUBBLE 0x31
/* Seams */
#define FEAT_MAGMA 0x32
#define FEAT_QUARTZ 0x33
#define FEAT_MAGMA_H 0x34
#define FEAT_QUARTZ_H 0x35
#define FEAT_MAGMA_K 0x36
#define FEAT_QUARTZ_K 0x37
/* Walls */
#define FEAT_WALL_EXTRA 0x38
#define FEAT_WALL_INNER 0x39
#define FEAT_WALL_OUTER 0x3A
#define FEAT_WALL_SOLID 0x3B
#define FEAT_PERM_EXTRA 0x3C
#define FEAT_PERM_INNER 0x3D
#define FEAT_PERM_OUTER 0x3E
#define FEAT_PERM_SOLID 0x3F
/* adding various wilderness features here.
feat_perm is used for an "invisible" outside wall
that keeps many algorithms happy. -APD- */
#define FEAT_DRAWBRIDGE 0x50
#define FEAT_LOGS 0x60
#define FEAT_PERM_CLEAR 0x70
#define FEAT_PVP_ARENA 0x5F
/* Trees */
#define FEAT_TREE 0x61
#define FEAT_EVIL_TREE 0x62
/* Wilds */
#define FEAT_DIRT 0x40
#define FEAT_GRASS 0x41
#define FEAT_CROP 0x42
#define FEAT_LOOSE_DIRT 0x44
#define FEAT_WATER 0x4C
#define FEAT_MUD 0x48
/* Special "home doors" */
#define FEAT_HOME_OPEN 0x51
#define FEAT_HOME_HEAD 0x71
#define FEAT_HOME_TAIL 0x78
Mangband Project Team Member