Rule Sets
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Rule Sets
Rule sets describe the visual look and layout of a level such as the Layouts used, how those Layouts get organized in to a level, and more cosmetic aspects such as lighting and environmental effects. Level Rule Sets are edited using the Level Rule Sets Editor.
Properties
- NAME
- (STRING) - The rule set name
- LEVELNAME
- (TRANSLATE) - The display name for the level as it appears in game
- GENERATION_TYPE
- (INTEGER) - Level generation type (DUNGEON = 0, OUTDOOR = 1)
- TILEBASIS
- (FLOAT) - The size of a side of a floor tile in this rule set
- CHUNKWIDTHBASIS
- (FLOAT) - The number of tiles wide a chunk will be (total width is TILEBASIS x CHUNKWIDTHBASIS)
- CHUNKHEIGHTBASIS
- (FLOAT) - The number of tiles high a chunk will be (total width is TILEBASIS x CHUNKHEIGHTBASIS)
- CAMERAMULT
- (FLOAT) - Multiplier for the camera distance on this level
- ANGLEOFFSET
- (FLOAT) - Offset for the camera angle for this level
- ACTIVERANGEMOD
- (FLOAT) - Additive modifier for AI active range for this level.
- MINCHUNKS
- (INTEGER) - Minimum number of chunks to use when generating a 'Dungeon' type level (versus Outside). Does not include entrance or exit chunks.
- MAXCHUNKS
- (INTEGER) - Maximum number of chunks to use when generating a 'Dungeon' type level (versus Outside). Does not include entrance or exit chunks.
- REQUIRESEXIT
- (BOOL) - If true, the level is required to have an exit. Any random level created must have an exit or it is invalid and discarded.
- RANDOMIZED
- (BOOL) - If true, the level is created randomly. Explicit layouts aren't used.
- RANDOMIZEAFTERLOAD
- (BOOL) - If true, the level will load an explicit layout (see below) then fill in any open exits left in the explicit layout.
- POPULATE
- (BOOL) - If true, the level will be populated with monsters, etc. based on the spawn classes specified by the dungeon stratum which is using this rule set.
- ORTHOGRAPHICSHADOWS
- (BOOL) - If true, the level will have orthographic shadows on units.
- DONTSTORE
- (BOOL) - If true, the level isn't stored in the player's level history.
- HASPATHING
- (BOOL) - If true, the level has pathing. (this is used to turn off pathing on the main menu levels)
- FORCEPVP
- (BOOL) - If true, PVP will always be enabled on this level.
- DISALLOWPVP
- (BOOL) - If true, PVP will never be enabled on this level.
- HASAUTOMAP
- (BOOL) - If true, the level will have an automap.
- SHOWFLOORNUMBER
- (BOOL) - If true, the level name will show the floor number
- MUSIC
- (STRING) - The music file to play on the level.
- TORCHLIGHT
- (STRING) - The texture to use for the torchlight (aka lantern, player light, projector, etc)
- WATER
- (STRING) - The mesh to use for water if there's water in the level (or lava, etc). Renders before the level.
- MIDWATER
- (STRING) - The mesh to use for the mid-water. Renders after the level and before the post-water
- POSTWATER
- (STRING) - The mesh to use for the post-water. Renders after the level and after the mid-water
- SKYBOX
- (STRING) - Mesh to use at the level skybox
- ALIASSET
- (STRING) - The alias to use.
- LEVELPARTICLE
- (STRING) - The environmental layout. This can contain weather effects, time-of-day lighting, etc
- SHADOWFADE
- (STRING) - The texture to use for the shadow fade.
- LIGHTMASK
- (STRING) - The texture to use for the light mask.
- RIMLIGHT
- (STRING) - The texture to use for the character rim light.
- MAINMENURULES
- (STRING) - If a player reaches this level, the main menu will use this rule set in the main menu/character select. (At least in TL1)
- AUTOMAP_WIDTH
- (FLOAT) - Width of the auto map on this level
- AUTOMAP_HEIGHT
- (FLOAT) - Height of the auto map on this level
- AUTOMAP_ANGLE
- (FLOAT) - Rotation of the automap on this level
- REGIONBOUNDS X
- (FLOAT) -
- REGIONBOUNDS Y
- (FLOAT) -
- REGIONBOUNDS Z
- (FLOAT) -
- DIRECTIONAL X
- DIRECTIONAL Y
- DIRECTIONAL Z
- (FLOAT) - Position for the directional light. The angle of the directional is represented by looking at the origin from this position.
- DIRECTIONAL INTENSITY
- (FLOAT) - Intensity multiplier for the directional light
- DIRECTIONAL RED
- DIRECTIONAL GREEN
- DIRECTIONAL BLUE
- (INTEGER) - RGB color channels for the directional light
- FILL X
- FILL Y
- FILL Z
- (FLOAT) - Position for the fill light. The angle of the fill is represented by looking at the origin from this position. (usually from below to "fill" the under-sides of objects)
- FILL INTENSITY
- (FLOAT) - Intensity multiplier for the fill light
- FILL RED
- FILL GREEN
- FILL BLUE
- (INTEGER) - RGB color channels for the fill light
- AMBIENT RED
- AMBIENT GREEN
- AMBIENT BLUE
- (INTEGER) - RGB color channels for the ambient light
- MATERIAL AMBIENT RED
- MATERIAL AMBIENT GREEN
- MATERIAL AMBIENT BLUE
- (INTEGER) - RGB color channels for the material ambient light
- LIGHTMAP RED
- LIGHTMAP GREEN
- LIGHTMAP BLUE
- (INTEGER) - RGB color channels for the light map. This is the color to which the light mask will blend from the torchlight texture
- FOG RED
- FOG GREEN
- FOG BLUE
- (INTEGER) - RGB color channels for the fog color
- FOG START
- (INTEGER) - Distance from the camera where the fog begins (start of the linear gradient)
- FOG END
- (INTEGER) - Distance from the camera where the fog ends (end of the linear gradient). After this point everything will be 100% fog color
Explicit Layouts
Explicit layouts are (not to be confused with the myriad other ways we use the term "layout") describe how chunk types are arranged in the level. These are typically used for outdoor levels and single room levels like boss rooms. If you're making a normal, dungeon level, the rule set should set RANDOMIZED to true. If you want some pre-defined structure, but want the game to fill in the blanks, you can place the predefined chunks in an explicit layout and mark the rule set RANDOMIZEAFTERLOAD to true. If a rule set is not 'RANDOMIZED', the game will randomly use one of the defined explicit layouts to define the arrangement of chunk types in the level. The data looks like the data below, but if you use the Level Rule Sets Editor you shouldn't really have to worry about it.[LAYOUT] [CHUNK_RANDOM] <STRING>TYPE:1X1_CONCAVE_N1E2_LAKE_SW_SE <FLOAT>X:264 <FLOAT>Y:0 <FLOAT>Z:-176 [/CHUNK_RANDOM] [CHUNK_RANDOM] <STRING>TYPE:1X1_WALL_N0E2W2_LAKE_NE_SW_SE <FLOAT>X:176 <FLOAT>Y:0 <FLOAT>Z:-176 [/CHUNK_RANDOM] [CHUNK_RANDOM] <STRING>TYPE:1X1_OPEN_N0S0E0W0_LAKE_NE_SE <FLOAT>X:176 <FLOAT>Y:0 <FLOAT>Z:-88 [/CHUNK_RANDOM] [CHUNK_RANDOM] <STRING>TYPE:1X1_OPEN_N0S0E0W0_LAKE_SE <FLOAT>X:176 <FLOAT>Y:0 <FLOAT>Z:0 [/CHUNK_RANDOM] [/LAYOUT]
Chunk Types
See Chunk Types
Themes
See Themes.
Feature Tags
See Feature Tags