From 419a2df64e1c808ae276d5b12ea6e1fa15ee0957 Mon Sep 17 00:00:00 2001 From: "Jared Blackburn (JaredBGreat)" Date: Wed, 15 Jul 2015 19:26:42 -0400 Subject: [PATCH] Commit #56: Release 1.8.2 --- java/jaredbgreat/dldungeons/Info.java | 2 +- java/jaredbgreat/dldungeons/rooms/Cave.java | 1 + .../dldungeons/res/themes/chests.cfg | 210 ++++++++++++++++++ .../dldungeons/res/themes/classic.cfg | 89 +++++++- .../dldungeons/res/themes/common.cfg | 87 +++++++- .../res/themes/continentalShelf.cfg | 91 +++++++- .../dldungeons/res/themes/dank.cfg | 88 +++++++- .../dldungeons/res/themes/desert.cfg | 90 +++++++- .../dldungeons/res/themes/frozen.cfg | 87 +++++++- .../dldungeons/res/themes/jungle.cfg | 87 +++++++- .../dldungeons/res/themes/nether.cfg | 91 +++++++- .../dldungeons/res/themes/oceanic.cfg | 94 +++++++- .../dldungeons/res/themes/template.cfg | 98 +++++++- .../dldungeons/res/themes/urban.cfg | 87 +++++++- .../dldungeons/res/themes/villagelike.cfg | 90 +++++++- .../dldungeons/res/themes/volcanic.cfg | 89 +++++++- resources/mcmod.info | 20 +- 17 files changed, 1377 insertions(+), 24 deletions(-) diff --git a/java/jaredbgreat/dldungeons/Info.java b/java/jaredbgreat/dldungeons/Info.java index 642a438..358e926 100644 --- a/java/jaredbgreat/dldungeons/Info.java +++ b/java/jaredbgreat/dldungeons/Info.java @@ -15,7 +15,7 @@ public final class Info { public static final String OLD_ID = "DLDungeonsJBG"; public static final String ID = "dldungeonsjdg"; public static final String NAME = "Doomlike Dungeons"; - public static final String VERSION = "1.8.1"; + public static final String VERSION = "1.8.2"; public static final String MINECRAFT = "1.7.10"; public static final String CHANNEL = "JBGDungeons"; diff --git a/java/jaredbgreat/dldungeons/rooms/Cave.java b/java/jaredbgreat/dldungeons/rooms/Cave.java index 3636000..ac46ce9 100644 --- a/java/jaredbgreat/dldungeons/rooms/Cave.java +++ b/java/jaredbgreat/dldungeons/rooms/Cave.java @@ -37,6 +37,7 @@ public class Cave extends Room { public Cave(int beginX, int endX, int beginZ, int endZ, int floorY, int ceilY, Dungeon dungeon, Room parent, Room previous) { super(beginX, endX, beginZ, endZ, floorY, ceilY, dungeon, previous, previous); + this.degenerate = true; } diff --git a/resources/jaredbgreat/dldungeons/res/themes/chests.cfg b/resources/jaredbgreat/dldungeons/res/themes/chests.cfg index ff509ec..01d0080 100644 --- a/resources/jaredbgreat/dldungeons/res/themes/chests.cfg +++ b/resources/jaredbgreat/dldungeons/res/themes/chests.cfg @@ -1,10 +1,219 @@ # What goes in the chests # Each line contains: +<<<<<<< HEAD +# type, level, id, minimum amount, maximum amount +======= # type, level, modid.name, minimum amount, maximum amount +>>>>>>> origin/master # # type must be gear, heal (food / health), or loot (treasure) # level must be an integer from 1 to 8 representing the value / difficulty of guarding mobs # Normally this should be 1 to 7, a value of 8 will appear only in rare teasure chests +<<<<<<< HEAD +# id is the item id "minecraft" +# minimum and maximum determine the stacks sizes + +gear, 1, 272, 1, 1 +gear, 1, 298, 1, 1 +gear, 1, 300, 1, 1 +gear, 1, 301, 1, 1 +gear, 1, 299, 1, 1 +gear, 1, 262, 4, 12 +gear, 1, 50, 4, 12 + +gear, 2, 272, 1, 1 +gear, 2, 267, 1, 1 +gear, 2, 261, 1, 1 +gear, 2, 298, 1, 1 +gear, 2, 300, 1, 1 +gear, 2, 301, 1, 1 +gear, 2, 299, 1, 1 +gear, 2, 306, 1, 1 +gear, 2, 308, 1, 1 +gear, 2, 309, 1, 1 +gear, 2, 307, 1, 1 +gear, 2, 262, 4, 12 +gear, 2, 50, 4, 12 + +gear, 3, 267, 1, 1 +gear, 3, 261, 1, 1 +gear, 3, 306, 1, 1 +gear, 3, 308, 1, 1 +gear, 3, 309, 1, 1 +gear, 3, 307, 1, 1 +gear, 3, 262, 4, 12 +gear, 3, 50, 4, 12 +gear, 3, 262, 8, 16 +gear, 3, 50, 12, 16 + +gear, 4, 267, 1, 1 +gear, 4, 276, 1, 1 +gear, 4, 261, 1, 1 +gear, 4, 306, 1, 1 +gear, 4, 308, 1, 1 +gear, 4, 309, 1, 1 +gear, 4, 307, 1, 1 +gear, 4, 310, 1, 1 +gear, 4, 312, 1, 1 +gear, 4, 313, 1, 1 +gear, 4, 311, 1, 1 +gear, 4, 262, 4, 12 +gear, 4, 50, 4, 12 +gear, 4, 262, 8, 16 +gear, 4, 50, 12, 16 + +gear, 5, 276, 1, 1 +gear, 5, 310, 1, 1 +gear, 5, 312, 1, 1 +gear, 5, 313, 1, 1 +gear, 5, 311, 1, 1 +gear, 5, 262, 8, 16 +gear, 5, 50, 4, 12 +gear, 5, 262, 8, 16 +gear, 5, 50, 16, 24 + +gear, 6, 276, 1, 1 +gear, 6, 310, 1, 1 +gear, 6, 312, 1, 1 +gear, 6, 313, 1, 1 +gear, 6, 311, 1, 1 +gear, 6, 262, 16, 48 +gear, 6, 262, 8, 16 +gear, 6, 50, 16, 24 + +gear, 7, 276, 1, 1 +gear, 7, 310, 1, 1 +gear, 7, 312, 1, 1 +gear, 7, 313, 1, 1 +gear, 7, 311, 1, 1 +gear, 7, 262, 16, 48 +gear, 7, 50, 16, 24 + +heal, 1, 297, 1, 3 + +heal, 2, 297, 1, 3 +heal, 2, 260, 1, 2 +heal, 2, 367, 1, 3 + +heal, 3, 297, 2, 4 +heal, 3, 260, 1, 2 +heal, 3, 367, 1, 3 +heal, 3, 364, 1, 3 +heal, 3, 322, 1, 1 +heal, 3 373(8197), 1, 1 + +heal, 4, 297, 2, 4 +heal, 4, 260, 1, 2 +heal, 4, 260, 1, 4 +heal, 4, 367, 1, 3 +heal, 4, 367, 2, 4 +heal, 4, 364, 1, 3 +heal, 4, 322, 1, 1 +heal, 4 373(8197), 1, 1 +heal, 4 373(8229), 1, 1 +heal, 4 373(8193), 1, 1 + +heal, 5, 297, 2, 4 +heal, 5, 400, 1, 2 +heal, 5, 260, 1, 4 +heal, 5, 367, 1, 3 +heal, 5, 367, 2, 4 +heal, 5, 364, 1 3 +heal, 5, 364, 2, 4 +heal, 5, 322, 1, 1 +heal, 5, 322, 1, 2 +heal, 5, 373(8229), 1, 1 +heal, 5, 373(8193), 1, 1 +heal, 5, 373(8257), 1, 1 + +heal, 6, 400, 1, 2 +heal, 6, 260, 1, 4 +heal, 6, 400, 1, 4 +heal, 6, 364, 2, 4 +heal, 6, 322, 1, 1 +heal, 6, 322, 1, 2 +heal, 6, 373(8229), 1, 1 +heal, 6, 373(8225), 1, 1 +heal, 6, 373(8257), 1, 1 + +heal, 7, 260, 1, 4 +heal, 7, 364, 2, 4 +heal, 7, 322, 1, 1 +heal, 7, 322, 1, 2 +heal, 7, 373(8229), 1, 1 +heal, 7, 373(8225), 1, 1 +heal, 7, 373(8257), 1, 1 + +loot, 1, 265, 1, 8 +loot, 1, 266, 1, 1 +loot, 1, 340, 1, 1 +loot, 1, 260, 1, 3 + +loot, 2, 340, 1, 1 +loot, 2, 340, 2, 5 +loot, 2, 265, 1, 8 +loot, 2, 266, 1, 1 +loot, 2, 266, 2, 5 + +loot, 3, 340, 2, 5 +loot, 3, 266, 2, 5 +loot, 3, 264, 1, 1 +loot, 3, 265, 3, 12 +loot, 3, 388, 1, 1 + +loot, 4, 322, 1, 1 +loot, 4, 369, 1, 3 +loot, 4, 340, 3, 8 +loot, 4, 368, 1, 9 +loot, 4, 265, 3, 12 +loot, 4, 266, 2, 5 +loot, 4, 264, 1, 1 +loot, 4, 264, 1, 4 +loot, 4, 388, 1, 1 +loot, 4, 388, 1, 4 + +loot, 5, 340, 3, 8 +loot, 5, 369, 1, 3 +loot, 5, 322, 1, 1 +loot, 5, 381, 1, 2 +loot, 5, 368, 1, 9 +loot, 5, 265, 3, 12 +loot, 5, 266, 3, 8 +loot, 5, 264, 1, 4 +loot, 5, 388, 1, 1 +loot, 5, 388, 1, 4 + +loot, 6, 340, 3, 8 +loot, 6, 381, 1, 2 +loot, 6, 368, 1, 9 +loot, 6, 322, 1, 3 +loot, 6, 265, 3, 12 +loot, 6, 266, 3, 8 +loot, 6, 264, 1, 4 +loot, 6, 388, 1, 4 + +loot, 7, 266, 3, 8 +loot, 7, 264, 1, 4 +loot, 7, 388, 1, 4 +loot, 7, 381, 1, 2 +loot, 7, 322, 1, 1 + +loot, 8, 2256, 1, 1 +loot, 8, 2257, 1, 1 +loot, 8, 2258, 1, 1 +loot, 8, 2259, 1, 1 +loot, 8, 2260, 1, 1 +loot, 8, 2261, 1, 1 +loot, 8, 2262, 1, 1 +loot, 8, 2263, 1, 1 +loot, 8, 2265, 1, 1 +loot, 8, 2264, 1, 1 +loot, 8, 2266, 1, 1 +loot, 8, 2267, 1, 1 +loot, 8, 399, 1, 1 +loot, 8, 322, 1, 3 + +======= # modid is the official ID of the mod; for vanilla items the modid is "item" # name is the in-code, unlocalized name # minimum and maximum determine the stacks sizes @@ -196,3 +405,4 @@ loot, 8, minecraft:diamond_block, 1, 12 loot, 8, minecraft:emerald_block, 1, 12 loot, 8, minecraft:skull(1), 1, 8 loot, 8, minecraft:beacon, 1, 1 +>>>>>>> origin/master diff --git a/resources/jaredbgreat/dldungeons/res/themes/classic.cfg b/resources/jaredbgreat/dldungeons/res/themes/classic.cfg index 981cf58..ac34ae4 100644 --- a/resources/jaredbgreat/dldungeons/res/themes/classic.cfg +++ b/resources/jaredbgreat/dldungeons/res/themes/classic.cfg @@ -1,3 +1,14 @@ +<<<<<<< HEAD +Version 1.5 +# Biome types to use this theme in +# Valid types are: FOREST, PLAINS, MOUNTAIN, HILLS, SWAMP, WATER, DESERT, FROZEN, JUNGLE, WASTELAND, NETHER, END, MUSHROOM, and MAGICAL +# (BEACH is consider the same as WATER here.) +# +# Biomes types where it should be used +biomes: FOREST, PLAINS, MOUNTAINS, HILLS, DESERT, FROZEN, WASTELAND +# Biome types where it should never appear, even if the biome also fit one of the above types +NotInBiomes: NETHER, END +======= Version 1.8 # Biome types to use this theme in # Valid types are = FOREST, PLAINS, MOUNTAIN, HILLS, SWAMP, WATER, DESERT, FROZEN, JUNGLE, WASTELAND, NETHER, END, MUSHROOM, and MAGICAL @@ -7,17 +18,35 @@ Version 1.8 biomes = FOREST, PLAINS, MOUNTAINS, HILLS, DESERT, FROZEN, WASTELAND # Biome types where it should never appear, even if the biome also fit one of the above types NotInBiomes = NETHER, END, MESA, SWAMP +>>>>>>> origin/master # This determines the type of dungeon this should be, for the purpose of adding mobs through the API; # Its basically like a biome dictionary for dungeons. Valid values includ DUNGEON, NECRO, URBAN, FOREST, # PLAINS, MOUNTAIN, SWAMP, WATER, DESERT, WASTELAND, JUNGLE, FROZEN, FIERY, NETHER, END, MUSHROOM, MAGICAL, # SHADOW, and PARADISE. Most should have one or two types, not more than 3 or (very rarely) 4; API user # should be more liberal with there assigning mosters to types, not the other way around. +<<<<<<< HEAD +Type: DUNGEON +======= Type = DUNGEON +>>>>>>> origin/master # # Altitude ranges # # Lowest level a floor can be at +<<<<<<< HEAD +minY: 10 +# Highest level a floor can be at +maxY: 50 + +# +# Size ranges: This should contain 5 numbers, at least one of which must not be 0. +# These are relative probabilities for a tiny, small, medium, large, and huge dungeon (in that oreder) +sizes: 2, 5, 10, 5, 1 + +# +# Style elements: These must each contain 6 numbers +======= minY = 30 # Highest level a floor can be at maxY = 50 @@ -29,10 +58,36 @@ sizes = 2, 5, 10, 5, 1 # # Style elements = These must each contain 6 numbers +>>>>>>> origin/master # in order they must be for none, few, some, plenty, heaps, and always (not literally) # They are relative probabilites, as before # # Roofless, wall-less rooms; mostly for surface dungeons +<<<<<<< HEAD +outside: 25, 0, 0, 0, 0, 0 +# Amount of liquid blocks (pools) on the floor +liquids: 1, 30, 50, 20, 10, 0 +# Number of extra doors which may lead to rooms off the main route +subrooms: 5, 20, 50, 45, 5, 0 +# Frequency of trying to place a mini-room inside a larger room +islands; 5, 50, 10, 50, 20, 0 +# How many pillars to use +pillars: 5, 30, 60, 40, 20, 0 +# Not used, but will be the number of fences around outdoor rooms +fences: 5, 15, 30, 75, 25, 0 +# How generally semetric and organized roosm appear +symmetry: 5, 15, 30, 75, 25, 0 +# How much variability in the blocks to be used +variability: 5, 10, 25, 75, 50, 25 +# Idea borrowed from Greymerk's Roguelike dungeons; chance of not building over airblocks +degeneracy: 50, 5, 15, 50, 10, 0 +# How many feature to add to rooms +complexity: 5, 10, 25, 75, 15, 0 +# How much variation in the Y should be found +verticle: 5, 10, 25, 20, 10, 0 +# How many entrances to place +entrances: 2, 5, 25, 50, 15, 3 +======= outside = 25, 0, 0, 0, 0, 0 # Amount of liquid blocks (pools) on the floor liquids = 1, 30, 50, 20, 10, 0 @@ -57,10 +112,30 @@ verticle = 5, 10, 25, 20, 10, 0 # How many entrances to place entrances = 2, 5, 25, 50, 15, 3 naturals = 25, 5, 20, 5, 0, 0 +>>>>>>> origin/master # # Block elements # Thes are just lists of blocks to uses in building rooms +<<<<<<< HEAD +# Warning: Versions for version for Minecraft before 1.7 are not compatible with 1.7+ +# For 1.5.2 or 1.6.4 these must be block ids +# for version 1.7+ these are the proper, in-code names ("unlocalized name") for the blocks +# Each of these must contain at least one block, but can contain as many as you like +# +# The main block for building walls +walls: 98, 4, 24, 45 +# The main block for building floors +floors: 98, 4, 3, 1 +# The main block for lining ceilings +ceilings: 98, 4, 5, 43 +# Blocks to be used as outdoor fences (not yet used) +fencing: 139, 85 +# Block to represent liquids; fill pools +liquid: 9, 11 +# Block from which to build pillars +pillarBlock: 98, 4, 24, 5, 43 +======= # Warning = Versions for version fo Minecraft before 1.7 are not compatible with 1.7+ # For 1.5.2 or 1.6.4 these must be block ids # for version 1.7+ these are the proper, in-code names for the blocks @@ -80,6 +155,7 @@ liquid = minecraft:water, minecraft:lava pillarBlock = minecraft:stonebrick, minecraft:cobblestone, minecraft:sandstone, minecraft:planks, minecraft:double_stone_slab # Block found in cave-like areas caveblock = minecraft:stone, minecraft:stone, minecraft:sandstone +>>>>>>> origin/master # # Mob fields @@ -87,6 +163,16 @@ caveblock = minecraft:stone, minecraft:stone, minecraft:sandstone # These are lists of mobs, and most be in their officialm, in code names # # Weak, basic mobs; by default +<<<<<<< HEAD +commonMobs: Zombie, Skeleton, Spider +# Tougher mobs everyday mobs +hardMobs: Creeper, Enderman, CaveSpider +# Really tough mobs, Minefantasy brutes, mid-level Dungeons Mobs, and many of Lycanite's mobs go here +bruteMobs: Witch +# The baddest of the bad, Minefantasy dragon, Dungeon Mobs rakshasa, and all bosses go here; empty by default in the overworld +# but for The Nether this has Wither Boss. +eliteMobs: +======= commonMobs = Zombie, Skeleton, Spider # Tougher mobs everyday mobs hardMobs = Creeper, Enderman, CaveSpider @@ -94,4 +180,5 @@ hardMobs = Creeper, Enderman, CaveSpider bruteMobs = Witch # The baddest of the bad, Minefantasy dragon, Dungeon Mobs rakshasa, and all bosses go here; empty by default in the overworld # but for The Nether this has Wither Boss. -eliteMobs = \ No newline at end of file +eliteMobs = +>>>>>>> origin/master diff --git a/resources/jaredbgreat/dldungeons/res/themes/common.cfg b/resources/jaredbgreat/dldungeons/res/themes/common.cfg index 88a1d83..9443545 100644 --- a/resources/jaredbgreat/dldungeons/res/themes/common.cfg +++ b/resources/jaredbgreat/dldungeons/res/themes/common.cfg @@ -1,3 +1,14 @@ +<<<<<<< HEAD +Version 1.5 +# Biome types to use this theme in +# Valid types are: FOREST, PLAINS, MOUNTAIN, HILLS, SWAMP, WATER, DESERT, FROZEN, JUNGLE, WASTELAND, NETHER, END, MUSHROOM, and MAGICAL +# (BEACH is consider the same as WATER here.) +# +# Biomes types where it should be used +biomes: FOREST, PLAINS, MOUNTAINS, HILLS, DESERT, FROZEN, JUNGLE, WASTELAND +# Biome types where it should never appear, even if the biome also fit one of the above types +NotInBiomes: NETHER, END +======= Version 1.8 # Biome types to use this theme in # Valid types are = FOREST, PLAINS, MOUNTAIN, HILLS, SWAMP, WATER, DESERT, FROZEN, JUNGLE, WASTELAND, NETHER, END, MUSHROOM, and MAGICAL @@ -7,18 +18,36 @@ Version 1.8 biomes = FOREST, PLAINS, MOUNTAINS, HILLS, DESERT, FROZEN, WASTELAND # Biome types where it should never appear, even if the biome also fit one of the above types NotInBiomes = NETHER, END, MESA, SAWMP +>>>>>>> origin/master # This determines the type of dungeon this should be, for the purpose of adding mobs through the API; # Its basically like a biome dictionary for dungeons. Valid values includ DUNGEON, NECRO, URBAN, FOREST, # PLAINS, MOUNTAIN, SWAMP, WATER, DESERT, WASTELAND, JUNGLE, FROZEN, FIERY, NETHER, END, MUSHROOM, MAGICAL, # SHADOW, and PARADISE. Most should have one or two types, not more than 3 or (very rarely) 4; API user # should be more liberal with there assigning mosters to types, not the other way around. +<<<<<<< HEAD +Type: DUNGEON +======= Type = DUNGEON +>>>>>>> origin/master # # Altitude ranges # # Lowest level a floor can be at +<<<<<<< HEAD +minY: 25 +# Highest level a floor can be at +maxY: 50 + +# +# Size ranges: This should contain 5 numbers, at least one of which must not be 0. +# These are relative probabilities for a tiny, small, medium, large, and huge dungeon (in that oreder) +sizes: 2, 5, 10, 5, 1 + +# +# Style elements: These must each contain 6 numbers +======= minY = 25 # Highest level a floor can be at maxY = 50 @@ -30,10 +59,36 @@ sizes = 2, 5, 10, 5, 1 # # Style elements = These must each contain 6 numbers +>>>>>>> origin/master # in order they must be for none, few, some, plenty, heaps, and always (not literally) # They are relative probabilites, as before # # Roofless, wall-less rooms; mostly for surface dungeons +<<<<<<< HEAD +outside: 25, 0, 0, 0, 0, 0 +# Amount of liquid blocks (pools) on the floor +liquids: 1, 30, 50, 20, 10, 0 +# Number of extra doors which may lead to rooms off the main route +subrooms: 5, 20, 50, 45, 5, 0 +# Frequency of trying to place a mini-room inside a larger room +islands; 5, 50, 10, 50, 20, 0 +# How many pillars to use +pillars: 5, 30, 60, 40, 20, 0 +# Not used, but will be the number of fences around outdoor rooms +fences: 5, 15, 30, 75, 25, 0 +# How generally semetric and organized roosm appear +symmetry: 5, 15, 30, 75, 25, 0 +# How much variability in the blocks to be used +variability: 5, 10, 25, 75, 50, 25 +# Idea borrowed from Greymerk's Roguelike dungeons; chance of not building over airblocks +degeneracy: 50, 5, 15, 50, 10, 0 +# How many feature to add to rooms +complexity: 5, 10, 25, 75, 15, 0 +# How much variation in the Y should be found +verticle: 5, 10, 25, 20, 10, 0 +# How many entrances to place +entrances: 2, 5, 25, 50, 15, 3 +======= outside = 25, 0, 0, 0, 0, 0 # Amount of liquid blocks (pools) on the floor liquids = 1, 30, 50, 20, 10, 0 @@ -58,16 +113,34 @@ verticle = 5, 10, 25, 20, 10, 0 # How many entrances to place entrances = 2, 5, 25, 50, 15, 3 naturals = 5, 10, 25, 10, 15, 5 +>>>>>>> origin/master # # Block elements # Thes are just lists of blocks to uses in building rooms +<<<<<<< HEAD +# Warning: Versions for version fo Minecraft before 1.7 are not compatible with 1.7+ +======= # Warning = Versions for version fo Minecraft before 1.7 are not compatible with 1.7+ +>>>>>>> origin/master # For 1.5.2 or 1.6.4 these must be block ids # for version 1.7+ these are the proper, in-code names for the blocks # Each of these must contain at least one block, but can contain as many as you like # # The main block for building walls +<<<<<<< HEAD +walls: 98, 4, 4, 98(2) +# The main block for building floors +floors: 98, 4, 3, 1, 98(2) +# The main block for lining ceilings +ceilings: 98, 4, 5, 43, 98(2) +# Blocks to be used as outdoor fences (not yet used) +fencing: 139 +# Block to represent liquids; fill pools +liquid: 9, 11 +# Block from which to build pillars +pillarBlock: 98, 4, 5, 43 +======= walls = minecraft:stonebrick, minecraft:cobblestone, minecraft:stonebrick(2), minecraft:cobblestone, minecraft:stone(6) # The main block for building floors floors = minecraft:stonebrick, minecraft:cobblestone, minecraft:stonebrick(2), minecraft:dirt, minecraft:stone, minecraft:stone(6), minecraft:stone(4), minecraft:stone(2) @@ -81,6 +154,7 @@ liquid = minecraft:water, minecraft:lava pillarBlock = minecraft:stonebrick, minecraft:stonebrick(2), minecraft:sandstone, minecraft:planks, minecraft:double_stone_slab, minecraft:stone(6), minecraft:stone(4), minecraft:stone(2) # Block found in cave-like areas caveblock = minecraft:stone +>>>>>>> origin/master # # Mob fields @@ -88,6 +162,16 @@ caveblock = minecraft:stone # These are lists of mobs, and most be in their officialm, in code names # # Weak, basic mobs; by default +<<<<<<< HEAD +commonMobs: Zombie, Skeleton, Spider +# Tougher mobs everyday mobs +hardMobs: Creeper, Enderman, CaveSpider +# Really tough mobs, Minefantasy brutes, mid-level Dungeons Mobs, and many of Lycanite's mobs go here +bruteMobs: Witch +# The baddest of the bad, Minefantasy dragon, Dungeon Mobs rakshasa, and all bosses go here; empty by default in the overworld +# but for The Nether this has Wither Boss. +eliteMobs: +======= commonMobs = Zombie, Skeleton, Spider # Tougher mobs everyday mobs hardMobs = Creeper, Enderman, CaveSpider @@ -95,4 +179,5 @@ hardMobs = Creeper, Enderman, CaveSpider bruteMobs = Witch # The baddest of the bad, Minefantasy dragon, Dungeon Mobs rakshasa, and all bosses go here; empty by default in the overworld # but for The Nether this has Wither Boss. -eliteMobs = \ No newline at end of file +eliteMobs = +>>>>>>> origin/master diff --git a/resources/jaredbgreat/dldungeons/res/themes/continentalShelf.cfg b/resources/jaredbgreat/dldungeons/res/themes/continentalShelf.cfg index 7e5e922..209afa3 100644 --- a/resources/jaredbgreat/dldungeons/res/themes/continentalShelf.cfg +++ b/resources/jaredbgreat/dldungeons/res/themes/continentalShelf.cfg @@ -1,3 +1,14 @@ +<<<<<<< HEAD +Version 1.5 +# Biome types to use this theme in +# Valid types are: FOREST, PLAINS, MOUNTAIN, HILLS, SWAMP, WATER, DESERT, FROZEN, JUNGLE, WASTELAND, NETHER, END, MUSHROOM, and MAGICAL +# (BEACH is consider the same as WATER here.) +# +# Biomes types where it should be used +biomes: WATER +# Biome types where it should never appear, even if the biome also fit one of the above types +NotInBiomes: NETHER, END +======= Version 1.8 # Biome types to use this theme in # Valid types are = FOREST, PLAINS, MOUNTAIN, HILLS, SWAMP, WATER, DESERT, FROZEN, JUNGLE, WASTELAND, NETHER, END, MUSHROOM, and MAGICAL @@ -5,18 +16,40 @@ Version 1.8 biomes = WATER # Biome types where it should never appear, even if the biome also fit one of the above types NotInBiomes = NETHER, END, SWAMP +>>>>>>> origin/master # This determines the type of dungeon this should be, for the purpose of adding mobs through the API; # Its basically like a biome dictionary for dungeons. Valid values includ DUNGEON, NECRO, URBAN, FOREST, # PLAINS, MOUNTAIN, SWAMP, WATER, DESERT, WASTELAND, JUNGLE, FROZEN, FIERY, NETHER, END, MUSHROOM, MAGICAL, # SHADOW, and PARADISE. Most should have one or two types, not more than 3 or (very rarely) 4; API user # should be more liberal with there assigning mosters to types, not the other way around. +<<<<<<< HEAD +Type: DUNGEON +======= Type = DUNGEON +>>>>>>> origin/master # # Altitude ranges # # Lowest level a floor can be at +<<<<<<< HEAD +minY: 10 +# Highest level a floor can be at +maxY: 30 + +# Should a foundation of pedestal be built between rooms and the ground; mostly +# for surface dungeons (including Nether dungeons). +buildFoundation: false + +# +# Size ranges: This should contain 5 numbers, at least one of which must not be 0. +# These are relative probabilities for a tiny, small, medium, large, and huge dungeon (in that oreder) +sizes: 5, 15, 5, 1, 0 + +# +# Style elements: These must each contain 6 numbers +======= minY = 10 # Highest level a floor can be at maxY = 15 @@ -32,10 +65,36 @@ sizes = 5, 15, 5, 1, 0 # # Style elements = These must each contain 6 numbers +>>>>>>> origin/master # in order they must be for none, few, some, plenty, heaps, and always (not literally) # They are relative probabilites, as before # # Roofless, wall-less rooms; mostly for surface dungeons +<<<<<<< HEAD +outside: 25, 0, 0, 0, 0, 0 +# Amount of liquid blocks (pools) on the floor +liquids: 0, 10, 30, 50, 20, 10 +# Number of extra doors which may lead to rooms off the main route +subrooms: 5, 20, 50, 45, 5, 0 +# Frequency of trying to place a mini-room inside a larger room +islands; 5, 50, 10, 50, 20, 0 +# How many pillars to use +pillars: 5, 30, 60, 40, 20, 0 +# Not used, but will be the number of fences around outdoor rooms +fences: 5, 15, 30, 75, 25, 0 +# How generally semetric and organized roosm appear +symmetry: 5, 15, 30, 75, 25, 0 +# How much variability in the blocks to be used +variability: 5, 10, 25, 75, 50, 25 +# Idea borrowed from Greymerk's Roguelike dungeons; chance of not building over airblocks +degeneracy: 50, 5, 15, 50, 10, 0 +# How many feature to add to rooms +complexity: 5, 10, 25, 75, 15, 0 +# How much variation in the Y should be found +verticle: 5, 10, 25, 20, 10, 0 +# How many entrances to place +entrances: 2, 0, 0, 0, 0, 0 +======= outside = 25, 0, 0, 0, 0, 0 # Amount of liquid blocks (pools) on the floor liquids = 0, 10, 30, 50, 20, 10 @@ -61,16 +120,34 @@ verticle = 5, 10, 25, 20, 10, 0 entrances = 2, 0, 0, 0, 0, 0 # Frequency of cave-like areas naturals = 25, 20, 15, 10, 5, 0 +>>>>>>> origin/master # # Block elements # Thes are just lists of blocks to uses in building rooms +<<<<<<< HEAD +# Warning: Versions for version fo Minecraft before 1.7 are not compatible with 1.7+ +======= # Warning = Versions for version fo Minecraft before 1.7 are not compatible with 1.7+ +>>>>>>> origin/master # For 1.5.2 or 1.6.4 these must be block ids # for version 1.7+ these are the proper, in-code names for the blocks # Each of these must contain at least one block, but can contain as many as you like # # The main block for building walls +<<<<<<< HEAD +walls: 98, 4, 24, 45 +# The main block for building floors +floors: 98, 4, 3, 1 +# The main block for lining ceilings +ceilings: 98, 4, 5, 43 +# Blocks to be used as outdoor fences (not yet used) +fencing: 139, 85 +# Block to represent liquids; fill pools +liquid: 9, 11 +# Block from which to build pillars +pillarBlock: 98, 4, 24, 5, 43 +======= walls = minecraft:stone, minecraft:cobblestone, minecraft:sandstone, minecraft:stone # The main block for building floors floors = minecraft:stone, minecraft:cobblestone, minecraft:dirt, minecraft:stone @@ -84,6 +161,7 @@ liquid = minecraft:water, minecraft:lava pillarBlock = minecraft:stonebrick, minecraft:cobblestone, minecraft:sandstone, minecraft:planks, minecraft:double_stone_slab # Block found in cave-like areas caveblock = minecraft:stone +>>>>>>> origin/master # # Mob fields @@ -91,6 +169,16 @@ caveblock = minecraft:stone # These are lists of mobs, and most be in their officialm, in code names # # Weak, basic mobs; by default +<<<<<<< HEAD +commonMobs: Zombie, Skeleton, Spider +# Tougher mobs everyday mobs +hardMobs: Creeper, Enderman, CaveSpider +# Really tough mobs, Minefantasy brutes, mid-level Dungeons Mobs, and many of Lycanite's mobs go here +bruteMobs: Witch +# The baddest of the bad, Minefantasy dragon, Dungeon Mobs rakshasa, and all bosses go here; empty by default in the overworld +# but for The Nether this has Wither Boss. +eliteMobs: +======= commonMobs = Zombie, Skeleton, Spider # Tougher mobs everyday mobs hardMobs = Creeper, Enderman, CaveSpider @@ -98,4 +186,5 @@ hardMobs = Creeper, Enderman, CaveSpider bruteMobs = Witch # The baddest of the bad, Minefantasy dragon, Dungeon Mobs rakshasa, and all bosses go here; empty by default in the overworld # but for The Nether this has Wither Boss. -eliteMobs = \ No newline at end of file +eliteMobs = +>>>>>>> origin/master diff --git a/resources/jaredbgreat/dldungeons/res/themes/dank.cfg b/resources/jaredbgreat/dldungeons/res/themes/dank.cfg index c762c98..334d3ef 100644 --- a/resources/jaredbgreat/dldungeons/res/themes/dank.cfg +++ b/resources/jaredbgreat/dldungeons/res/themes/dank.cfg @@ -1,3 +1,14 @@ +<<<<<<< HEAD +Version 1.5 +# Biome types to use this theme in +# Valid types are: FOREST, PLAINS, MOUNTAIN, HILLS, SWAMP, WATER, DESERT, FROZEN, JUNGLE, WASTELAND, NETHER, END, MUSHROOM, and MAGICAL +# (BEACH is consider the same as WATER here.) +# +# Biomes types where it should be used +biomes: FOREST, SWAMP, JUNGLE +# Biome types where it should never appear, even if the biome also fit one of the above types +NotInBiomes: NETHER, END, MOUNTAINS, HILLS +======= Version 1.8 # Biome types to use this theme in # Valid types are = FOREST, PLAINS, MOUNTAIN, HILLS, SWAMP, WATER, DESERT, FROZEN, JUNGLE, WASTELAND, NETHER, END, MUSHROOM, and MAGICAL @@ -7,19 +18,38 @@ Version 1.8 biomes = SWAMP, WET, JUNGLE # Biome types where it should never appear, even if the biome also fit one of the above types NotInBiomes = NETHER, END, DRY +>>>>>>> origin/master # This determines the type of dungeon this should be, for the purpose of adding mobs through the API; # Its basically like a biome dictionary for dungeons. Valid values includ DUNGEON, NECRO, URBAN, FOREST, # PLAINS, MOUNTAIN, SWAMP, WATER, DESERT, WASTELAND, JUNGLE, FROZEN, FIERY, NETHER, END, MUSHROOM, MAGICAL, # SHADOW, and PARADISE. Most should have one or two types, not more than 3 or (very rarely) 4; API user # should be more liberal with there assigning mosters to types, not the other way around. +<<<<<<< HEAD +Type: SWAMP +Flags: SWAMPY +======= Type = SWAMP Flags = SWAMPY +>>>>>>> origin/master # # Altitude ranges # # Lowest level a floor can be at +<<<<<<< HEAD +minY: 40 +# Highest level a floor can be at +maxY: 50 + +# +# Size ranges: This should contain 5 numbers, at least one of which must not be 0. +# These are relative probabilities for a tiny, small, medium, large, and huge dungeon (in that oreder) +sizes: 2, 5, 10, 5, 1 + +# +# Style elements: These must each contain 6 numbers +======= minY = 40 # Highest level a floor can be at maxY = 50 @@ -31,10 +61,36 @@ sizes = 2, 5, 10, 5, 1 # # Style elements = These must each contain 6 numbers +>>>>>>> origin/master # in order they must be for none, few, some, plenty, heaps, and always (not literally) # They are relative probabilites, as before # # Roofless, wall-less rooms; mostly for surface dungeons +<<<<<<< HEAD +outside: 25, 0, 0, 0, 0, 0 +# Amount of liquid blocks (pools) on the floor +liquids: 0, 0, 0, 5, 10, 85 +# Number of extra doors which may lead to rooms off the main route +subrooms: 5, 20, 50, 45, 5, 0 +# Frequency of trying to place a mini-room inside a larger room +islands; 0, 5, 50, 50, 20, 0 +# How many pillars to use +pillars: 5, 30, 60, 40, 20, 0 +# Not used, but will be the number of fences around outdoor rooms +fences: 5, 15, 30, 75, 25, 0 +# How generally semetric and organized roosm appear +symmetry: 5, 15, 30, 75, 25, 0 +# How much variability in the blocks to be used +variability: 5, 10, 25, 75, 50, 25 +# Idea borrowed from Greymerk's Roguelike dungeons; chance of not building over airblocks +degeneracy: 50, 5, 15, 50, 10, 0 +# How many feature to add to rooms +complexity: 5, 10, 25, 75, 15, 0 +# How much variation in the Y should be found +verticle: 25, 50, 20, 5, 0, 0 +# How many entrances to place +entrances: 2, 5, 25, 50, 15, 3 +======= outside = 25, 0, 0, 0, 0, 0 # Amount of liquid blocks (pools) on the floor liquids = 0, 0, 0, 5, 10, 85 @@ -59,16 +115,34 @@ verticle = 25, 50, 20, 5, 0, 0 # How many entrances to place entrances = 2, 5, 25, 50, 15, 3 naturals = 25, 20, 5, 0, 0, 0 +>>>>>>> origin/master # # Block elements # Thes are just lists of blocks to uses in building rooms +<<<<<<< HEAD +# Warning: Versions for version fo Minecraft before 1.7 are not compatible with 1.7+ +======= # Warning = Versions for version fo Minecraft before 1.7 are not compatible with 1.7+ +>>>>>>> origin/master # For 1.5.2 or 1.6.4 these must be block ids # for version 1.7+ these are the proper, in-code names for the blocks # Each of these must contain at least one block, but can contain as many as you like # # The main block for building walls +<<<<<<< HEAD +walls: 48, 98(1) +# The main block for building floors +floors: 48, 3, 5, 9, 98(1) +# The main block for lining ceilings +ceilings: 48, 5, 5, 98(1) +# Blocks to be used as outdoor fences (not yet used) +fencing: 139(1), 85 +# Block to represent liquids; fill pools +liquid: 9 +# Block from which to build pillars +pillarBlock: 48, 5, 17, 98(1) +======= walls = minecraft:mossy_cobblestone, minecraft:stonebrick(1) # The main block for building floors floors = minecraft:mossy_cobblestone, minecraft:dirt, minecraft:planks, minecraft:water, minecraft:water @@ -83,6 +157,7 @@ liquid = minecraft:water pillarBlock = minecraft:stonebrick(1), minecraft:planks, minecraft:log # Block found in cave-like areas caveblock = minecraft:stone, minecraft:stone, minecraft:mossy_cobblestone +>>>>>>> origin/master # # Mob fields @@ -90,6 +165,16 @@ caveblock = minecraft:stone, minecraft:stone, minecraft:mossy_cobblestone # These are lists of mobs, and most be in their officialm, in code names # # Weak, basic mobs; by default +<<<<<<< HEAD +commonMobs: Zombie, Skeleton, Spider +# Tougher mobs everyday mobs +hardMobs: Creeper, CaveSpider +# Really tough mobs, Minefantasy brutes, mid-level Dungeons Mobs, and many of Lycanite's mobs go here +bruteMobs: Witch +# The baddest of the bad, Minefantasy dragon, Dungeon Mobs rakshasa, and all bosses go here; empty by default in the overworld +# but for The Nether this has Wither Boss. +eliteMobs: +======= commonMobs = Zombie, Skeleton, Spider # Tougher mobs everyday mobs hardMobs = Creeper, CaveSpider @@ -97,4 +182,5 @@ hardMobs = Creeper, CaveSpider bruteMobs = Witch # The baddest of the bad, Minefantasy dragon, Dungeon Mobs rakshasa, and all bosses go here; empty by default in the overworld # but for The Nether this has Wither Boss. -eliteMobs = \ No newline at end of file +eliteMobs = +>>>>>>> origin/master diff --git a/resources/jaredbgreat/dldungeons/res/themes/desert.cfg b/resources/jaredbgreat/dldungeons/res/themes/desert.cfg index 06aa956..38a464a 100644 --- a/resources/jaredbgreat/dldungeons/res/themes/desert.cfg +++ b/resources/jaredbgreat/dldungeons/res/themes/desert.cfg @@ -1,3 +1,21 @@ +<<<<<<< HEAD +Version 1.5 +# Biome types to use this theme in +# Valid types are: FOREST, PLAINS, MOUNTAIN, HILLS, SWAMP, WATER, DESERT, FROZEN, JUNGLE, WASTELAND, NETHER, END, MUSHROOM, and MAGICAL +# (BEACH is consider the same as WATER here.) +# +# Biomes types where it should be used +biomes: DESERT, WASTELAND +# Biome types where it should never appear, even if the biome also fit one of the above types +NotInBiomes: NETHER, END + +# This determines the type of dungeon this should be, for the purpose of adding mobs through the API; +# Its basically like a biome dictionary for dungeons. Valid values includ DUNGEON, NECRO, URBAN, FOREST, +# PLAINS, MOUNTAIN, SWAMP, WATER, DESERT, WASTELAND, JUNGLE, FROZEN, FIERY, NETHER, END, MUSHROOM, MAGICAL, +# SHADOW, and PARADISE. Most should have one or two types, not more than 3 or (very rarely) 4; API user +# should be more liberal with there assigning mosters to types, not the other way around. +Type: DESERT +======= Version 1.8 # Biome types to use this theme in # Valid types are = FOREST, PLAINS, MOUNTAIN, HILLS, SWAMP, WATER, DESERT, FROZEN, JUNGLE, WASTELAND, NETHER, END, MUSHROOM, and MAGICAL @@ -10,11 +28,25 @@ NotInBiomes = NETHER, END, WET, MESA Type = DESERT +>>>>>>> origin/master # # Altitude ranges # # Lowest level a floor can be at +<<<<<<< HEAD +minY: 35 +# Highest level a floor can be at +maxY: 50 + +# +# Size ranges: This should contain 5 numbers, at least one of which must not be 0. +# These are relative probabilities for a tiny, small, medium, large, and huge dungeon (in that oreder) +sizes: 2, 5, 10, 5, 1 + +# +# Style elements: These must each contain 6 numbers +======= minY = 35 # Highest level a floor can be at maxY = 50 @@ -26,10 +58,36 @@ sizes = 2, 5, 10, 5, 1 # # Style elements = These must each contain 6 numbers +>>>>>>> origin/master # in order they must be for none, few, some, plenty, heaps, and always (not literally) # They are relative probabilites, as before # # Roofless, wall-less rooms; mostly for surface dungeons +<<<<<<< HEAD +outside: 25, 0, 0, 0, 0, 0 +# Amount of liquid blocks (pools) on the floor +liquids: 10, 50, 30, 10, 1, 0 +# Number of extra doors which may lead to rooms off the main route +subrooms: 5, 20, 50, 45, 5, 0 +# Frequency of trying to place a mini-room inside a larger room +islands; 5, 50, 10, 50, 20, 0 +# How many pillars to use +pillars: 5, 30, 60, 40, 20, 0 +# Not used, but will be the number of fences around outdoor rooms +fences: 5, 15, 30, 75, 25, 0 +# How generally semetric and organized roosm appear +symmetry: 5, 15, 30, 75, 25, 0 +# How much variability in the blocks to be used +variability: 5, 10, 25, 75, 50, 25 +# Idea borrowed from Greymerk's Roguelike dungeons; chance of not building over airblocks +degeneracy: 50, 5, 15, 50, 10, 0 +# How many feature to add to rooms +complexity: 5, 10, 25, 75, 15, 0 +# How much variation in the Y should be found +verticle: 5, 10, 25, 20, 10, 0 +# How many entrances to place +entrances: 2, 5, 25, 50, 15, 3 +======= outside = 25, 0, 0, 0, 0, 0 # Amount of liquid blocks (pools) on the floor liquids = 10, 50, 30, 10, 1, 0 @@ -54,16 +112,34 @@ verticle = 5, 10, 25, 20, 10, 0 # How many entrances to place entrances = 2, 5, 25, 50, 15, 3 naturals = 25, 5, 20, 5, 0, 0 +>>>>>>> origin/master # # Block elements # Thes are just lists of blocks to uses in building rooms +<<<<<<< HEAD +# Warning: Versions for version fo Minecraft before 1.7 are not compatible with 1.7+ +======= # Warning = Versions for version fo Minecraft before 1.7 are not compatible with 1.7+ +>>>>>>> origin/master # For 1.5.2 or 1.6.4 these must be block ids # for version 1.7+ these are the proper, in-code names for the blocks # Each of these must contain at least one block, but can contain as many as you like # # The main block for building walls +<<<<<<< HEAD +walls: 24, 24, 24(2) +# The main block for building floors +floors: 24, 24, 4 +# The main block for lining ceilings +ceilings: 24, 5 +# Blocks to be used as outdoor fences (not yet used) +fencing: 85 +# Block to represent liquids; fill pools +liquid: 9, 11, 0, 0, 12 +# Block from which to build pillars +pillarBlock: 98, 22, 24, 5, 17 +======= walls = minecraft:sandstone, minecraft:sandstone(2) # The main block for building floors floors = minecraft:sandstone, minecraft:sandstone, minecraft:sandstone, minecraft:sandstone, minecraft:sandstone @@ -78,6 +154,7 @@ liquid = minecraft:water, minecraft:lava, minecraft:air, minecraft:air, minecra pillarBlock = minecraft:sandstone(1), minecraft:sandstone(2), minecraft:lapis_block, minecraft:planks, minecraft:log # Block found in cave-like areas caveblock = minecraft:sandstone, minecraft:sandstone, minecraft:sandstone, minecraft:sandstone +>>>>>>> origin/master # # Mob fields @@ -85,6 +162,16 @@ caveblock = minecraft:sandstone, minecraft:sandstone, minecraft:sandstone, minec # These are lists of mobs, and most be in their officialm, in code names # # Weak, basic mobs; by default +<<<<<<< HEAD +commonMobs: Zombie, Skeleton, Spider +# Tougher mobs everyday mobs +hardMobs: Creeper, Enderman, CaveSpider +# Really tough mobs, Minefantasy brutes, mid-level Dungeons Mobs, and many of Lycanite's mobs go here +bruteMobs: Witch +# The baddest of the bad, Minefantasy dragon, Dungeon Mobs rakshasa, and all bosses go here; empty by default in the overworld +# but for The Nether this has Wither Boss. +eliteMobs: +======= commonMobs = Zombie, Skeleton, Spider # Tougher mobs everyday mobs hardMobs = Creeper, Enderman, CaveSpider @@ -92,4 +179,5 @@ hardMobs = Creeper, Enderman, CaveSpider bruteMobs = Witch # The baddest of the bad, Minefantasy dragon, Dungeon Mobs rakshasa, and all bosses go here; empty by default in the overworld # but for The Nether this has Wither Boss. -eliteMobs = \ No newline at end of file +eliteMobs = +>>>>>>> origin/master diff --git a/resources/jaredbgreat/dldungeons/res/themes/frozen.cfg b/resources/jaredbgreat/dldungeons/res/themes/frozen.cfg index e855aac..7bb5656 100644 --- a/resources/jaredbgreat/dldungeons/res/themes/frozen.cfg +++ b/resources/jaredbgreat/dldungeons/res/themes/frozen.cfg @@ -1,3 +1,14 @@ +<<<<<<< HEAD +Version 1.5 +# Biome types to use this theme in +# Valid types are: FOREST, PLAINS, MOUNTAIN, HILLS, SWAMP, WATER, DESERT, FROZEN, JUNGLE, WASTELAND, NETHER, END, MUSHROOM, and MAGICAL +# (BEACH is consider the same as WATER here.) +# +# Biomes types where it should be used +biomes: FROZEN +# Biome types where it should never appear, even if the biome also fit one of the above types +NotInBiomes: NETHER, END +======= Version 1.8 # Biome types to use this theme in # Valid types are = FOREST, PLAINS, MOUNTAIN, HILLS, SWAMP, WATER, DESERT, FROZEN, JUNGLE, WASTELAND, NETHER, END, MUSHROOM, and MAGICAL @@ -7,18 +18,36 @@ Version 1.8 biomes = COLD, SNOWY # Biome types where it should never appear, even if the biome also fit one of the above types NotInBiomes = NETHER, END +>>>>>>> origin/master # This determines the type of dungeon this should be, for the purpose of adding mobs through the API; # Its basically like a biome dictionary for dungeons. Valid values includ DUNGEON, NECRO, URBAN, FOREST, # PLAINS, MOUNTAIN, SWAMP, WATER, DESERT, WASTELAND, JUNGLE, FROZEN, FIERY, NETHER, END, MUSHROOM, MAGICAL, # SHADOW, and PARADISE. Most should have one or two types, not more than 3 or (very rarely) 4; API user # should be more liberal with there assigning mosters to types, not the other way around. +<<<<<<< HEAD +Type: FROZEN +======= Type = FROZEN +>>>>>>> origin/master # # Altitude ranges # # Lowest level a floor can be at +<<<<<<< HEAD +minY: 30 +# Highest level a floor can be at +maxY: 50 + +# +# Size ranges: This should contain 5 numbers, at least one of which must not be 0. +# These are relative probabilities for a tiny, small, medium, large, and huge dungeon (in that oreder) +sizes: 2, 5, 10, 5, 1 + +# +# Style elements: These must each contain 6 numbers +======= minY = 30 # Highest level a floor can be at maxY = 50 @@ -30,10 +59,36 @@ sizes = 2, 5, 10, 5, 1 # # Style elements = These must each contain 6 numbers +>>>>>>> origin/master # in order they must be for none, few, some, plenty, heaps, and always (not literally) # They are relative probabilites, as before # # Roofless, wall-less rooms; mostly for surface dungeons +<<<<<<< HEAD +outside: 25, 0, 0, 0, 0, 0 +# Amount of liquid blocks (pools) on the floor +liquids: 1, 30, 50, 20, 10, 0 +# Number of extra doors which may lead to rooms off the main route +subrooms: 5, 20, 50, 45, 5, 0 +# Frequency of trying to place a mini-room inside a larger room +islands; 5, 50, 10, 50, 20, 0 +# How many pillars to use +pillars: 5, 30, 60, 40, 20, 0 +# Not used, but will be the number of fences around outdoor rooms +fences: 5, 15, 30, 75, 25, 0 +# How generally semetric and organized roosm appear +symmetry: 5, 15, 30, 75, 25, 0 +# How much variability in the blocks to be used +variability: 5, 10, 25, 75, 50, 25 +# Idea borrowed from Greymerk's Roguelike dungeons; chance of not building over airblocks +degeneracy: 50, 5, 15, 50, 10, 0 +# How many feature to add to rooms +complexity: 5, 10, 25, 75, 15, 0 +# How much variation in the Y should be found +verticle: 5, 10, 25, 20, 10, 0 +# How many entrances to place +entrances: 2, 5, 25, 50, 15, 3 +======= outside = 25, 0, 0, 0, 0, 0 # Amount of liquid blocks (pools) on the floor liquids = 1, 30, 50, 20, 10, 0 @@ -58,16 +113,34 @@ verticle = 5, 10, 25, 20, 10, 0 # How many entrances to place entrances = 2, 5, 25, 50, 15, 3 naturals = 20, 5, 25, 5, 0, 0 +>>>>>>> origin/master # # Block elements # Thes are just lists of blocks to uses in building rooms +<<<<<<< HEAD +# Warning: Versions for version fo Minecraft before 1.7 are not compatible with 1.7+ +======= # Warning = Versions for version fo Minecraft before 1.7 are not compatible with 1.7+ +>>>>>>> origin/master # For 1.5.2 or 1.6.4 these must be block ids # for version 1.7+ these are the proper, in-code names for the blocks # Each of these must contain at least one block, but can contain as many as you like # # The main block for building walls +<<<<<<< HEAD +walls: 98, 4 +# The main block for building floors +floors: 4, 98, 79, 80 +# The main block for lining ceilings +ceilings: 98, 1 +# Blocks to be used as outdoor fences (not yet used) +fencing: 139, 85 +# Block to represent liquids; fill pools +liquid: 79 +# Block from which to build pillars +pillarBlock: 98, 79 +======= walls = minecraft:stonebrick, minecraft:cobblestone, minecraft:packed_ice # The main block for building floors floors = minecraft:stonebrick, minecraft:cobblestone, minecraft:ice, minecraft:snow, minecraft:packed_ice @@ -81,6 +154,7 @@ liquid = minecraft:ice pillarBlock = minecraft:stonebrick, minecraft:ice, minecraft:packed_ice # Block found in cave-like areas caveblock = minecraft:stone, minecraft:packed_ice +>>>>>>> origin/master # # Mob fields @@ -88,6 +162,16 @@ caveblock = minecraft:stone, minecraft:packed_ice # These are lists of mobs, and most be in their officialm, in code names # # Weak, basic mobs; by default +<<<<<<< HEAD +commonMobs: Zombie, Skeleton, Spider +# Tougher mobs everyday mobs +hardMobs: Creeper, Enderman, CaveSpider +# Really tough mobs, Minefantasy brutes, mid-level Dungeons Mobs, and many of Lycanite's mobs go here +bruteMobs: Witch +# The baddest of the bad, Minefantasy dragon, Dungeon Mobs rakshasa, and all bosses go here; empty by default in the overworld +# but for The Nether this has Wither Boss. +eliteMobs: +======= commonMobs = Zombie, Skeleton, Spider # Tougher mobs everyday mobs hardMobs = Creeper, Enderman, CaveSpider @@ -95,4 +179,5 @@ hardMobs = Creeper, Enderman, CaveSpider bruteMobs = Witch # The baddest of the bad, Minefantasy dragon, Dungeon Mobs rakshasa, and all bosses go here; empty by default in the overworld # but for The Nether this has Wither Boss. -eliteMobs = \ No newline at end of file +eliteMobs = +>>>>>>> origin/master diff --git a/resources/jaredbgreat/dldungeons/res/themes/jungle.cfg b/resources/jaredbgreat/dldungeons/res/themes/jungle.cfg index 36178e7..2cb68c3 100644 --- a/resources/jaredbgreat/dldungeons/res/themes/jungle.cfg +++ b/resources/jaredbgreat/dldungeons/res/themes/jungle.cfg @@ -1,3 +1,14 @@ +<<<<<<< HEAD +Version 1.5 +# Biome types to use this theme in +# Valid types are: FOREST, PLAINS, MOUNTAIN, HILLS, SWAMP, WATER, DESERT, FROZEN, JUNGLE, WASTELAND, NETHER, END, MUSHROOM, and MAGICAL +# (BEACH is consider the same as WATER here.) +# +# Biomes types where it should be used +biomes: JUNGLE +# Biome types where it should never appear, even if the biome also fit one of the above types +NotInBiomes: NETHER, END +======= Version 1.8 # Biome types to use this theme in # Valid types are = FOREST, PLAINS, MOUNTAIN, HILLS, SWAMP, WATER, DESERT, FROZEN, JUNGLE, WASTELAND, NETHER, END, MUSHROOM, and MAGICAL @@ -7,18 +18,36 @@ Version 1.8 biomes = JUNGLE, LUSH # Biome types where it should never appear, even if the biome also fit one of the above types NotInBiomes = NETHER, END +>>>>>>> origin/master # This determines the type of dungeon this should be, for the purpose of adding mobs through the API; # Its basically like a biome dictionary for dungeons. Valid values includ DUNGEON, NECRO, URBAN, FOREST, # PLAINS, MOUNTAIN, SWAMP, WATER, DESERT, WASTELAND, JUNGLE, FROZEN, FIERY, NETHER, END, MUSHROOM, MAGICAL, # SHADOW, and PARADISE. Most should have one or two types, not more than 3 or (very rarely) 4; API user # should be more liberal with there assigning mosters to types, not the other way around. +<<<<<<< HEAD +Type: JUNGLE +======= Type = JUNGLE +>>>>>>> origin/master # # Altitude ranges # # Lowest level a floor can be at +<<<<<<< HEAD +minY: 25 +# Highest level a floor can be at +maxY: 50 + +# +# Size ranges: This should contain 5 numbers, at least one of which must not be 0. +# These are relative probabilities for a tiny, small, medium, large, and huge dungeon (in that oreder) +sizes: 2, 5, 10, 5, 1 + +# +# Style elements: These must each contain 6 numbers +======= minY = 25 # Highest level a floor can be at maxY = 50 @@ -30,10 +59,36 @@ sizes = 2, 5, 10, 5, 1 # # Style elements = These must each contain 6 numbers +>>>>>>> origin/master # in order they must be for none, few, some, plenty, heaps, and always (not literally) # They are relative probabilites, as before # # Roofless, wall-less rooms; mostly for surface dungeons +<<<<<<< HEAD +outside: 25, 0, 0, 0, 0, 0 +# Amount of liquid blocks (pools) on the floor +liquids: 0, 20, 50, 30, 10, 0 +# Number of extra doors which may lead to rooms off the main route +subrooms: 5, 20, 50, 45, 5, 0 +# Frequency of trying to place a mini-room inside a larger room +islands; 5, 50, 10, 50, 20, 0 +# How many pillars to use +pillars: 0, 20, 60, 60, 40, 5 +# Not used, but will be the number of fences around outdoor rooms +fences: 5, 15, 30, 75, 25, 0 +# How generally semetric and organized roosm appear +symmetry: 0, 0, 0, 75, 25, 5 +# How much variability in the blocks to be used +variability: 5, 10, 25, 75, 50, 25 +# Idea borrowed from Greymerk's Roguelike dungeons; chance of not building over airblocks +degeneracy: 0, 5, 15, 50, 10, 0 +# How many feature to add to rooms +complexity: 0, 0, 15, 75, 10, 0 +# How much variation in the Y should be found +verticle: 5, 10, 25, 20, 10, 0 +# How many entrances to place +entrances: 0, 2, 5, 25, 50, 15 +======= outside = 25, 0, 0, 0, 0, 0 # Amount of liquid blocks (pools) on the floor liquids = 0, 20, 50, 30, 10, 0 @@ -58,16 +113,34 @@ verticle = 5, 10, 25, 20, 10, 0 # How many entrances to place entrances = 0, 2, 5, 25, 50, 15 naturals = 20, 5, 25, 5, 0, 0 +>>>>>>> origin/master # # Block elements # Thes are just lists of blocks to uses in building rooms +<<<<<<< HEAD +# Warning: Versions for version fo Minecraft before 1.7 are not compatible with 1.7+ +======= # Warning = Versions for version fo Minecraft before 1.7 are not compatible with 1.7+ +>>>>>>> origin/master # For 1.5.2 or 1.6.4 these must be block ids # for version 1.7+ these are the proper, in-code names for the blocks # Each of these must contain at least one block, but can contain as many as you like # # The main block for building walls +<<<<<<< HEAD +walls: 98, 48 +# The main block for building floors +floors: 98, 48, 3, 1 +# The main block for lining ceilings +ceilings: 98, 48, 43 +# Blocks to be used as outdoor fences (not yet used) +fencing: 139(1) +# Block to represent liquids; fill pools +liquid: 9, 11 +# Block from which to build pillars +pillarBlock: 98, 48, 98(3) +======= walls = minecraft:stonebrick, minecraft:mossy_cobblestone # The main block for building floors floors = minecraft:stonebrick, minecraft:mossy_cobblestone, minecraft:dirt, minecraft:stone @@ -81,6 +154,7 @@ liquid = minecraft:water, minecraft:lava pillarBlock = minecraft:stonebrick, minecraft:stonebrick(3) # Block found in cave-like areas caveblock = minecraft:stone +>>>>>>> origin/master # # Mob fields @@ -88,6 +162,16 @@ caveblock = minecraft:stone # These are lists of mobs, and most be in their officialm, in code names # # Weak, basic mobs; by default +<<<<<<< HEAD +commonMobs: Zombie, Skeleton, Spider +# Tougher mobs everyday mobs +hardMobs: Creeper, Enderman, CaveSpider +# Really tough mobs, Minefantasy brutes, mid-level Dungeons Mobs, and many of Lycanite's mobs go here +bruteMobs: Witch +# The baddest of the bad, Minefantasy dragon, Dungeon Mobs rakshasa, and all bosses go here; empty by default in the overworld +# but for The Nether this has Wither Boss. +eliteMobs: +======= commonMobs = Zombie, Skeleton, Spider # Tougher mobs everyday mobs hardMobs = Creeper, Enderman, CaveSpider @@ -95,4 +179,5 @@ hardMobs = Creeper, Enderman, CaveSpider bruteMobs = Witch # The baddest of the bad, Minefantasy dragon, Dungeon Mobs rakshasa, and all bosses go here; empty by default in the overworld # but for The Nether this has Wither Boss. -eliteMobs = \ No newline at end of file +eliteMobs = +>>>>>>> origin/master diff --git a/resources/jaredbgreat/dldungeons/res/themes/nether.cfg b/resources/jaredbgreat/dldungeons/res/themes/nether.cfg index da377c9..efe3ad5 100644 --- a/resources/jaredbgreat/dldungeons/res/themes/nether.cfg +++ b/resources/jaredbgreat/dldungeons/res/themes/nether.cfg @@ -1,3 +1,13 @@ +<<<<<<< HEAD +Version 1.5 +# Biome types to use this theme in +# Valid types are: FOREST, PLAINS, MOUNTAIN, HILLS, SWAMP, WATER, DESERT, FROZEN, JUNGLE, WASTELAND, NETHER, END, MUSHROOM, and MAGICAL +# (BEACH is consider the same as WATER here.) +# +# Biomes types where it should be used +biomes: NETHER +# NotInBiomes: FOREST, PLAINS, MOUNTAINS, HILLS, SWAMP, WATER, DESER, FROZEN, JUNGLE, WASTELAND +======= Version 1.8 # Biome types to use this theme in # Valid types are = FOREST, PLAINS, MOUNTAIN, HILLS, SWAMP, WATER, DESERT, FROZEN, JUNGLE, WASTELAND, NETHER, END, MUSHROOM, and MAGICAL @@ -6,19 +16,41 @@ Version 1.8 # Biomes types where it should be used biomes = NETHER # NotInBiomes = FOREST, PLAINS, MOUNTAINS, HILLS, SWAMP, WATER, DESER, FROZEN, JUNGLE, WASTELAND +>>>>>>> origin/master # This determines the type of dungeon this should be, for the purpose of adding mobs through the API; # Its basically like a biome dictionary for dungeons. Valid values includ DUNGEON, NECRO, URBAN, FOREST, # PLAINS, MOUNTAIN, SWAMP, WATER, DESERT, WASTELAND, JUNGLE, FROZEN, FIERY, NETHER, END, MUSHROOM, MAGICAL, # SHADOW, and PARADISE. Most should have one or two types, not more than 3 or (very rarely) 4; API user # should be more liberal with there assigning mosters to types, not the other way around. +<<<<<<< HEAD +Type: NETHER +======= Type = NETHER Flags = HARD +>>>>>>> origin/master # # Altitude ranges # # Lowest level a floor can be at +<<<<<<< HEAD +minY: 32 +# Highest level a floor can be at +maxY: 64 + +# Should a foundation of pedestal be built between rooms and the ground; mostly +# for surface dungeons (including Nether dungeons). +buildFoundation: true + +# +# Size ranges: This should contain 5 numbers, at least one of which must not be 0. +# These are relative probabilities for a tiny, small, medium, large, and huge dungeon (in that oreder) +sizes: 2, 5, 10, 5, 1 + +# +# Style elements: These must each contain 6 numbers +======= minY = 32 # Highest level a floor can be at maxY = 64 @@ -34,10 +66,36 @@ sizes = 2, 5, 10, 5, 1 # # Style elements = These must each contain 6 numbers +>>>>>>> origin/master # in order they must be for none, few, some, plenty, heaps, and always (not literally) # They are relative probabilites, as before # # Roofless, wall-less rooms; mostly for surface dungeons +<<<<<<< HEAD +outside: 15, 25, 20, 10, 5, 0 +# Amount of liquid blocks (pools) on the floor +liquids: 1, 30, 50, 20, 10, 0 +# Number of extra doors which may lead to rooms off the main route +subrooms: 5, 20, 50, 45, 5, 0 +# Frequency of trying to place a mini-room inside a larger room +islands; 5, 50, 10, 50, 20, 0 +# How many pillars to use +pillars: 5, 30, 60, 40, 20, 0 +# Not used, but will be the number of fences around outdoor rooms +fences: 5, 15, 30, 75, 25, 0 +# How generally semetric and organized roosm appear +symmetry: 5, 15, 30, 75, 25, 0 +# How much variability in the blocks to be used +variability: 5, 10, 25, 75, 50, 25 +# Idea borrowed from Greymerk's Roguelike dungeons; chance of not building over airblocks +degeneracy: 50, 0, 0, 0, 0, 0 +# How many feature to add to rooms +complexity: 5, 10, 25, 75, 15, 0 +# How much variation in the Y should be found +verticle: 5, 10, 25, 20, 10, 0 +# How many entrances to place +entrances: 10, 0, 0, 0, 0, 0 +======= outside = 15, 25, 20, 10, 5, 0 # Amount of liquid blocks (pools) on the floor liquids = 1, 30, 50, 20, 10, 0 @@ -62,16 +120,34 @@ verticle = 5, 10, 25, 20, 10, 0 # How many entrances to place entrances = 10, 0, 0, 0, 0, 0 naturals = 25, 5, 20, 5, 0, 0 +>>>>>>> origin/master # # Block elements # Thes are just lists of blocks to uses in building rooms +<<<<<<< HEAD +# Warning: Versions for version fo Minecraft before 1.7 are not compatible with 1.7+ +======= # Warning = Versions for version fo Minecraft before 1.7 are not compatible with 1.7+ +>>>>>>> origin/master # For 1.5.2 or 1.6.4 these must be block ids # for version 1.7+ these are the proper, in-code names for the blocks # Each of these must contain at least one block, but can contain as many as you like # # The main block for building walls +<<<<<<< HEAD +walls: 112 +# The main block for building floors +floors: 112 +# The main block for lining ceilings +ceilings: 112 +# Blocks to be used as outdoor fences (not yet used) +fencing: 113 +# Block to represent liquids; fill pools +liquid: 11 +# Block from which to build pillars +pillarBlock: 112, 49, 112, 49, 155 +======= walls = minecraft:nether_brick # The main block for building floors floors = minecraft:nether_brick @@ -85,6 +161,7 @@ liquid = minecraft:lava pillarBlock = minecraft:nether_brick, minecraft:obsidian, minecraft:nether_brick, minecraft:obsidian, minecraft:quartz_block # Block found in cave-like areas caveblock = minecraft:nether_brick, minecraft:netherrack +>>>>>>> origin/master # # Mob fields @@ -93,6 +170,17 @@ caveblock = minecraft:nether_brick, minecraft:netherrack # # Weak, basic mobs; by default # Blazes would be at a higher level in the over world, but at two levels here +<<<<<<< HEAD +commonMobs: Blaze, Zombie, LavaSlime +# Tougher mobs everyday mobs (note: Minecraft automatically changes most skeletons into wither skeltons +hardMobs: Blaze, Skeleton +# Really tough mobs, Minefantasy brutes, mid-level Dungeons Mobs, and many of Lycanite's mobs go here +bruteMobs: Skeleton +# The baddest of the bad, Minefantasy dragon, Dungeon Mobs rakshasa, and all bosses go here; empty by default in the overworld +# but for The Nether this has Wither Boss. +eliteMobs: +bossMobs: WitherBoss +======= commonMobs = Blaze, LavaSlime # Tougher mobs everyday mobs (note = Minecraft automatically changes most skeletons into wither skeltons hardMobs = Blaze, Skeleton @@ -101,4 +189,5 @@ bruteMobs = Skeleton # The baddest of the bad, Minefantasy dragon, Dungeon Mobs rakshasa. eliteMobs = #True bosses like Wither -bossMobs = WitherBoss \ No newline at end of file +bossMobs = WitherBoss +>>>>>>> origin/master diff --git a/resources/jaredbgreat/dldungeons/res/themes/oceanic.cfg b/resources/jaredbgreat/dldungeons/res/themes/oceanic.cfg index 4840398..073555d 100644 --- a/resources/jaredbgreat/dldungeons/res/themes/oceanic.cfg +++ b/resources/jaredbgreat/dldungeons/res/themes/oceanic.cfg @@ -1,3 +1,14 @@ +<<<<<<< HEAD +Version 1.5 +# Biome types to use this theme in +# Valid types are: FOREST, PLAINS, MOUNTAIN, HILLS, SWAMP, WATER, DESERT, FROZEN, JUNGLE, WASTELAND, NETHER, END, MUSHROOM, and MAGICAL +# (BEACH is consider the same as WATER here.) +# +# Biomes types where it should be used +biomes: WATER +# Biome types where it should never appear, even if the biome also fit one of the above types +NotInBiomes: NETHER, END +======= Version 1.8 # Biome types to use this theme in # Valid types are = FOREST, PLAINS, MOUNTAIN, HILLS, SWAMP, WATER, DESERT, FROZEN, JUNGLE, WASTELAND, NETHER, END, MUSHROOM, and MAGICAL @@ -7,19 +18,42 @@ Version 1.8 biomes = OCEAN, WATER # Biome types where it should never appear, even if the biome also fit one of the above types NotInBiomes = NETHER, END +>>>>>>> origin/master # This determines the type of dungeon this should be, for the purpose of adding mobs through the API; # Its basically like a biome dictionary for dungeons. Valid values includ DUNGEON, NECRO, URBAN, FOREST, # PLAINS, MOUNTAIN, SWAMP, WATER, DESERT, WASTELAND, JUNGLE, FROZEN, FIERY, NETHER, END, MUSHROOM, MAGICAL, # SHADOW, and PARADISE. Most should have one or two types, not more than 3 or (very rarely) 4; API user # should be more liberal with there assigning mosters to types, not the other way around. +<<<<<<< HEAD +Type: WATER +Flags: WATER +======= Type = WATER Flags = WATER, HARD +>>>>>>> origin/master # # Altitude ranges # # Lowest level a floor can be at +<<<<<<< HEAD +minY: 40 +# Highest level a floor can be at +maxY: 50 + +# Should a foundation of pedestal be built between rooms and the ground; mostly +# for surface dungeons (including Nether dungeons). +buildFoundation: true + +# +# Size ranges: This should contain 5 numbers, at least one of which must not be 0. +# These are relative probabilities for a tiny, small, medium, large, and huge dungeon (in that oreder) +sizes: 2, 5, 10, 5, 1 + +# +# Style elements: These must each contain 6 numbers +======= minY = 40 # Highest level a floor can be at maxY = 50 @@ -35,10 +69,36 @@ sizes = 2, 5, 10, 5, 1 # # Style elements = These must each contain 6 numbers +>>>>>>> origin/master # in order they must be for none, few, some, plenty, heaps, and always (not literally) # They are relative probabilites, as before # # Roofless, wall-less rooms; mostly for surface dungeons +<<<<<<< HEAD +outside: 2, 20, 10, 0, 0, 0 +# Amount of liquid blocks (pools) on the floor +liquids: 0, 0, 0, 0, 0, 100 +# Number of extra doors which may lead to rooms off the main route +subrooms: 5, 20, 50, 45, 5, 0 +# Frequency of trying to place a mini-room inside a larger room +islands; 5, 50, 10, 50, 20, 0 +# How many pillars to use +pillars: 5, 30, 60, 40, 20, 0 +# Not used, but will be the number of fences around outdoor rooms +fences: 5, 15, 30, 75, 25, 0 +# How generally semetric and organized roosm appear +symmetry: 5, 15, 30, 75, 25, 0 +# How much variability in the blocks to be used +variability: 5, 10, 25, 75, 50, 25 +# Idea borrowed from Greymerk's Roguelike dungeons; chance of not building over airblocks +degeneracy: 50, 5, 15, 50, 10, 0 +# How many feature to add to rooms +complexity: 5, 10, 25, 75, 15, 0 +# How much variation in the Y should be found +verticle: 5, 10, 25, 20, 10, 0 +# How many entrances to place +entrances: 2, 0, 0, 0, 0, 0 +======= outside = 2, 20, 10, 0, 0, 0 # Amount of liquid blocks (pools) on the floor liquids = 0, 0, 0, 0, 0, 100 @@ -63,16 +123,34 @@ verticle = 5, 10, 25, 20, 10, 0 # How many entrances to place entrances = 2, 0, 0, 0, 0, 0 naturals = 25, 10, 5, 0, 0, 0 +>>>>>>> origin/master # # Block elements # Thes are just lists of blocks to uses in building rooms +<<<<<<< HEAD +# Warning: Versions for version fo Minecraft before 1.7 are not compatible with 1.7+ +======= # Warning = Versions for version fo Minecraft before 1.7 are not compatible with 1.7+ +>>>>>>> origin/master # For 1.5.2 or 1.6.4 these must be block ids # for version 1.7+ these are the proper, in-code names for the blocks # Each of these must contain at least one block, but can contain as many as you like # # The main block for building walls +<<<<<<< HEAD +walls: 98, 4, 24, 45 +# The main block for building floors +floors: 98, 4, 3, 1 +# The main block for lining ceilings +ceilings: 98, 9, 43 +# Blocks to be used as outdoor fences (not yet used) +fencing: 98, 4, 24, 45 +# Block to represent liquids; fill pools +liquid: 9, 13 +# Block from which to build pillars +pillarBlock: 98, 4, 24, 43 +======= walls = minecraft:stonebrick, minecraft:cobblestone, minecraft:sandstone, minecraft:brick_block # The main block for building floors floors = minecraft:stonebrick, minecraft:cobblestone, minecraft:dirt, minecraft:stone @@ -87,6 +165,7 @@ liquid = minecraft:water, minecraft:gravel pillarBlock = minecraft:stonebrick, minecraft:cobblestone, minecraft:sandstone, minecraft:planks, minecraft:double_stone_slab # Block found in cave-like areas caveblock = minecraft:stone, minecraft:stone, minecraft:cobblestone, minecraft:sandstone, +>>>>>>> origin/master # # Mob fields @@ -94,6 +173,18 @@ caveblock = minecraft:stone, minecraft:stone, minecraft:cobblestone, minecraft:s # These are lists of mobs, and most be in their officialm, in code names # # Weak, basic mobs; by default +<<<<<<< HEAD +#commonMobs: Zombie, Skeleton, Spider +commonMobs: +# Tougher mobs everyday mobs +#hardMobs: Creeper, Enderman, CaveSpider +hardMobs: +# Really tough mobs, Minefantasy brutes, mid-level Dungeons Mobs, and many of Lycanite's mobs go here +bruteMobs: +# The baddest of the bad, Minefantasy dragon, Dungeon Mobs rakshasa, and all bosses go here; empty by default in the overworld +# but for The Nether this has Wither Boss. +eliteMobs: +======= commonMobs = # Tougher mobs everyday mobs hardMobs = @@ -101,4 +192,5 @@ hardMobs = bruteMobs = # The baddest of the bad, Minefantasy dragon, Dungeon Mobs rakshasa, and all bosses go here; empty by default in the overworld # but for The Nether this has Wither Boss. -eliteMobs = \ No newline at end of file +eliteMobs = +>>>>>>> origin/master diff --git a/resources/jaredbgreat/dldungeons/res/themes/template.cfg b/resources/jaredbgreat/dldungeons/res/themes/template.cfg index 80cf595..7aa2123 100644 --- a/resources/jaredbgreat/dldungeons/res/themes/template.cfg +++ b/resources/jaredbgreat/dldungeons/res/themes/template.cfg @@ -1,9 +1,33 @@ # This is the version of the mod; anything before 1.5 is considers "0" (since versioning wasn't available) +<<<<<<< HEAD +Version 1.5 +======= Version 1.8 +>>>>>>> origin/master # This file is a template that will never be read. For reference it has my classic default that was first hard-code as a theme. # To make other themes copy this into a theme with the name you want and edit it to your preference. # # Biome types to use this theme in +<<<<<<< HEAD +# Valid types are: FOREST, PLAINS, MOUNTAIN, HILLS, SWAMP, WATER, DESERT, FROZEN, JUNGLE, WASTELAND, NETHER, END, MUSHROOM, and MAGICAL +# (BEACH is consider the same as WATER here.) +# +# Biomes types where it should be used +biomes: FOREST, PLAINS, MOUNTAINS, HILLS, DESERT, FROZEN, JUNGLE, WASTELAND +# Biome types where it should never appear, even if the biome also fit one of the above types +NotInBiomes: NETHER, END + +# This determines the type of dungeon this should be, for the purpose of adding mobs through the API; +# Its basically like a biome dictionary for dungeons. Valid values includ DUNGEON, NECRO, URBAN, FOREST, +# PLAINS, MOUNTAIN, SWAMP, WATER, DESERT, WASTELAND, JUNGLE, FROZEN, FIERY, NETHER, END, MUSHROOM, MAGICAL, +# SHADOW, TECH, and PARADISE. Most should have one or two types, not more than 3 or (very rarely) 4; API user +# should be more liberal with there assigning mosters to types, not the other way around. +Type: DUNGEON + +# Special dungeon instructions; Curently this can be "WATER" (flooded / water instead of air), "SWAMPY" (pools +# less deep / high water table), or "SURFACE" (currently does nothing) +Flags: +======= # Any forge dictionary type can be included here, though beach will be treated as water # # Biomes types where it should be used @@ -21,10 +45,24 @@ Type = DUNGEON # Special dungeon instructions; Curently this can be "WATER" (flooded / water instead of air), "SWAMPY" (pools # less deep / high water table), or "SURFACE" (currently does nothing), HARD (better loot; for harder mobs or hazrads) Flags = +>>>>>>> origin/master # Altitude ranges # # Lowest level a floor can be at +<<<<<<< HEAD +minY: 30 +# Highest level a floor can be at +maxY: 50 + +# +# Size ranges: This should contain 5 numbers, at least one of which must not be 0. +# These are relative probabilities for a tiny, small, medium, large, and huge dungeon (in that oreder) +sizes: 2, 5, 10, 5, 1 + +# +# Style elements: These must each contain 6 numbers +======= minY = 30 # Highest level a floor can be at maxY = 50 @@ -36,10 +74,42 @@ sizes = 2, 5, 10, 5, 1 # # Style elements = These must each contain 6 numbers +>>>>>>> origin/master # in order they must be for none, few, some, plenty, heaps, and always (not literally) # They are relative probabilites, as before # # Roofless, wall-less rooms; mostly for surface dungeons +<<<<<<< HEAD +outside: 25, 0, 0, 0, 0, 0 +# Amount of liquid blocks (pools) on the floor +liquids: 1, 30, 50, 20, 10, 0 +# Number of extra doors which may lead to rooms off the main route +subrooms: 5, 20, 50, 45, 5, 0 +# Frequency of trying to place a mini-room inside a larger room +islands; 5, 50, 10, 50, 20, 0 +# How many pillars to use +pillars: 5, 30, 60, 40, 20, 0 +# Not used, but will be the number of fences around outdoor rooms +fences: 5, 15, 30, 75, 25, 0 +# How generally semetric and organized roosm appear +symmetry: 5, 15, 30, 75, 25, 0 +# How much variability in the blocks to be used +variability: 5, 10, 25, 75, 50, 25 +# Idea borrowed from Greymerk's Roguelike dungeons; chance of not building over air blocks +degeneracy: 50, 5, 15, 50, 10, 0 +# How many feature to add to rooms +complexity: 5, 10, 25, 75, 15, 0 +# How much variation in the Y should be found +verticle: 5, 10, 25, 20, 10, 0 +# How many entrances to place +entrances: 2, 5, 25, 50, 15, 3 + +# +# Block elements +# These are just lists of blocks to uses in building rooms +# Warning: Versions for version for Minecraft before 1.7 are not compatible with 1.7+ +# For 1.5.2 or 1.6.4 these must be block id's +======= outside = 25, 0, 0, 0, 0, 0 # Amount of liquid blocks (pools) on the floor liquids = 1, 30, 50, 20, 10, 0 @@ -71,10 +141,24 @@ naturals = 25, 5, 20, 5, 0, 0 # Thes are just lists of blocks to uses in building rooms # Warning = Versions for version fo Minecraft before 1.7 are not compatible with 1.7+ # For 1.5.2 or 1.6.4 these must be block ids +>>>>>>> origin/master # for version 1.7+ these are the proper, in-code names for the blocks # Each of these must contain at least one block, but can contain as many as you like # # The main block for building walls +<<<<<<< HEAD +walls: 98, 4, 24, 45 +# The main block for building floors +floors: 98, 4, 3, 1 +# The main block for lining ceilings +ceilings: 98, 4, 5, 43 +# Blocks to be used as outdoor fences (not yet used) +fencing: 139, 85 +# Block to represent liquids; fill pools +liquid: 9, 11 +# Block from which to build pillars +pillarBlock: 98, 4, 24, 5, 43 +======= walls = minecraft:stonebrick, minecraft:cobblestone, minecraft:sandstone, minecraft:brick_block # The main block for building floors floors = minecraft:stonebrick, minecraft:cobblestone, minecraft:dirt, minecraft:stone @@ -88,6 +172,7 @@ liquid = minecraft:water, minecraft:lava pillarBlock = minecraft:stonebrick, minecraft:cobblestone, minecraft:sandstone, minecraft:planks, minecraft:double_stone_slab # Block found in cave-like areas caveblock = minecraft:stone +>>>>>>> origin/master # # Mob fields @@ -95,6 +180,16 @@ caveblock = minecraft:stone # These are lists of mobs, and most be in their officialm, in code names # # Weak, basic mobs; by default +<<<<<<< HEAD +commonMobs: Zombie, Skeleton, Spider +# Tougher mobs everyday mobs +hardMobs: Creeper, Enderman, CaveSpider +# Really tough mobs, Minefantasy brutes, mid-level Dungeons Mobs, and many of Lycanite's mobs go here +bruteMobs: Witch +# The baddest of the bad, Minefantasy dragon, Dungeon Mobs rakshasa, and all bosses go here; empty by default in the overworld +# but for The Nether this has Wither Boss. +eliteMobs: +======= commonMobs = Zombie, Skeleton, Spider # Tougher mobs everyday mobs hardMobs = Creeper, Enderman, CaveSpider @@ -103,4 +198,5 @@ bruteMobs = Witch # The baddest of the bad, Minefantasy dragons and skeletal knights, Dungeon Mobs rakshasa, Witchery demons, etc. eliteMobs = # True bosses like the Wither would go here -bossMobs = \ No newline at end of file +bossMobs = +>>>>>>> origin/master diff --git a/resources/jaredbgreat/dldungeons/res/themes/urban.cfg b/resources/jaredbgreat/dldungeons/res/themes/urban.cfg index 4f337c6..83c0495 100644 --- a/resources/jaredbgreat/dldungeons/res/themes/urban.cfg +++ b/resources/jaredbgreat/dldungeons/res/themes/urban.cfg @@ -1,3 +1,14 @@ +<<<<<<< HEAD +Version 1.5 +# Biome types to use this theme in +# Valid types are: FOREST, PLAINS, MOUNTAIN, HILLS, SWAMP, WATER, DESERT, FROZEN, JUNGLE, WASTELAND, NETHER, END, MUSHROOM, and MAGICAL +# (BEACH is consider the same as WATER here.) +# +# Biomes types where it should be used +biomes: PLAINS, DESERT +# Biome types where it should never appear, even if the biome also fit one of the above types +NotInBiomes: NETHER, END, WASTELAND +======= Version 1.7 # Biome types to use this theme in # Valid types are = FOREST, PLAINS, MOUNTAIN, HILLS, SWAMP, WATER, DESERT, FROZEN, JUNGLE, WASTELAND, NETHER, END, MUSHROOM, and MAGICAL @@ -7,18 +18,36 @@ Version 1.7 biomes = PLAINS, DRY, SPARSE # Biome types where it should never appear, even if the biome also fit one of the above types NotInBiomes = NETHER, END, WASTELAND, MESA, SWAMP, WET +>>>>>>> origin/master # This determines the type of dungeon this should be, for the purpose of adding mobs through the API; # Its basically like a biome dictionary for dungeons. Valid values includ DUNGEON, NECRO, URBAN, FOREST, # PLAINS, MOUNTAIN, SWAMP, WATER, DESERT, WASTELAND, JUNGLE, FROZEN, FIERY, NETHER, END, MUSHROOM, MAGICAL, # SHADOW, and PARADISE. Most should have one or two types, not more than 3 or (very rarely) 4; API user # should be more liberal with there assigning mosters to types, not the other way around. +<<<<<<< HEAD +Type: URBAN, DUNGEON +======= Type = URBAN, DUNGEON +>>>>>>> origin/master # # Altitude ranges # # Lowest level a floor can be at +<<<<<<< HEAD +minY: 30 +# Highest level a floor can be at +maxY: 50 + +# +# Size ranges: This should contain 5 numbers, at least one of which must not be 0. +# These are relative probabilities for a tiny, small, medium, large, and huge dungeon (in that oreder) +sizes: 2, 5, 10, 5, 1 + +# +# Style elements: These must each contain 6 numbers +======= minY = 30 # Highest level a floor can be at maxY = 50 @@ -30,10 +59,36 @@ sizes = 2, 5, 10, 5, 1 # # Style elements = These must each contain 6 numbers +>>>>>>> origin/master # in order they must be for none, few, some, plenty, heaps, and always (not literally) # They are relative probabilites, as before # # Roofless, wall-less rooms; mostly for surface dungeons +<<<<<<< HEAD +outside: 25, 0, 0, 0, 0, 0 +# Amount of liquid blocks (pools) on the floor +liquids: 10, 30, 50, 20, 1, 0 +# Number of extra doors which may lead to rooms off the main route +subrooms: 0, 0, 0, 25, 50, 25 +# Frequency of trying to place a mini-room inside a larger room +islands; 0, 0, 0, 10, 90, 0 +# How many pillars to use +pillars: 5, 30, 60, 40, 20, 0 +# Not used, but will be the number of fences around outdoor rooms +fences: 5, 15, 30, 75, 25, 0 +# How generally semetric and organized roosm appear +symmetry: 0, 5, 15, 75, 25, 5 +# How much variability in the blocks to be used +variability: 5, 10, 25, 75, 50, 25 +# Idea borrowed from Greymerk's Roguelike dungeons; chance of not building over airblocks +degeneracy: 50, 5, 15, 50, 10, 0 +# How many feature to add to rooms +complexity: 5, 10, 25, 75, 15, 0 +# How much variation in the Y should be found +verticle: 15, 25, 20, 10, 0, 0 +# How many entrances to place +entrances: 2, 5, 25, 50, 15, 3 +======= outside = 25, 0, 0, 0, 0, 0 # Amount of liquid blocks (pools) on the floor liquids = 10, 30, 50, 20, 1, 0 @@ -59,16 +114,34 @@ verticle = 15, 25, 20, 10, 0, 0 entrances = 2, 5, 25, 50, 15, 3 # Frequency of cave-like areas naturals = 50, 0, 0, 0, 0, 0 +>>>>>>> origin/master # # Block elements # Thes are just lists of blocks to uses in building rooms +<<<<<<< HEAD +# Warning: Versions for version fo Minecraft before 1.7 are not compatible with 1.7+ +======= # Warning = Versions for version fo Minecraft before 1.7 are not compatible with 1.7+ +>>>>>>> origin/master # For 1.5.2 or 1.6.4 these must be block ids # for version 1.7+ these are the proper, in-code names for the blocks # Each of these must contain at least one block, but can contain as many as you like # # The main block for building walls +<<<<<<< HEAD +walls: 45, 98, 45, 5, 45 +# The main block for building floors +floors: 98, 4, 45, 43 +# The main block for lining ceilings +ceilings: 98, 4, 5, 43 +# Blocks to be used as outdoor fences (not yet used) +fencing: 139, 85 +# Block to represent liquids; fill pools +liquid: 9, 11 +# Block from which to build pillars +pillarBlock: 98, 4, 24, 43 +======= walls = minecraft:brick_block, minecraft:stonebrick, minecraft:brick_block, minecraft:sandstone, minecraft:brick_block # The main block for building floors floors = minecraft:stonebrick, minecraft:cobblestone, minecraft:brick_block, minecraft:double_stone_slab @@ -82,6 +155,7 @@ liquid = minecraft:water, minecraft:lava pillarBlock = minecraft:stonebrick, minecraft:cobblestone, minecraft:sandstone, minecraft:double_stone_slab # Block found in cave-like areas caveblock = minecraft:stone +>>>>>>> origin/master # # Mob fields @@ -89,6 +163,16 @@ caveblock = minecraft:stone # These are lists of mobs, and most be in their officialm, in code names # # Weak, basic mobs; by default +<<<<<<< HEAD +commonMobs: Zombie, Skeleton, Spider +# Tougher mobs everyday mobs +hardMobs: Creeper, Enderman, CaveSpider +# Really tough mobs, Minefantasy brutes, mid-level Dungeons Mobs, and many of Lycanite's mobs go here +bruteMobs: Witch +# The baddest of the bad, Minefantasy dragon, Dungeon Mobs rakshasa, and all bosses go here; empty by default in the overworld +# but for The Nether this has Wither Boss. +eliteMobs: +======= commonMobs = Zombie, Skeleton, Spider # Tougher mobs everyday mobs hardMobs = Creeper, Enderman, CaveSpider @@ -96,4 +180,5 @@ hardMobs = Creeper, Enderman, CaveSpider bruteMobs = Witch # The baddest of the bad, Minefantasy dragon, Dungeon Mobs rakshasa, and all bosses go here; empty by default in the overworld # but for The Nether this has Wither Boss. -eliteMobs = \ No newline at end of file +eliteMobs = +>>>>>>> origin/master diff --git a/resources/jaredbgreat/dldungeons/res/themes/villagelike.cfg b/resources/jaredbgreat/dldungeons/res/themes/villagelike.cfg index 1ad020a..77e692d 100644 --- a/resources/jaredbgreat/dldungeons/res/themes/villagelike.cfg +++ b/resources/jaredbgreat/dldungeons/res/themes/villagelike.cfg @@ -1,3 +1,21 @@ +<<<<<<< HEAD +Version 1.5 +# Biome types to use this theme in +# Valid types are: FOREST, PLAINS, MOUNTAIN, HILLS, SWAMP, WATER, DESERT, FROZEN, JUNGLE, WASTELAND, NETHER, END, MUSHROOM, and MAGICAL +# (BEACH is consider the same as WATER here.) +# +# Biomes types where it should be used +biomes: FOREST, PLAINS +# Biome types where it should never appear, even if the biome also fit one of the above types +NotInBiomes: NETHER, END + +# This determines the type of dungeon this should be, for the purpose of adding mobs through the API; +# Its basically like a biome dictionary for dungeons. Valid values includ DUNGEON, NECRO, URBAN, FOREST, +# PLAINS, MOUNTAIN, SWAMP, WATER, DESERT, WASTELAND, JUNGLE, FROZEN, FIERY, NETHER, END, MUSHROOM, MAGICAL, +# SHADOW, and PARADISE. Most should have one or two types, not more than 3 or (very rarely) 4; API user +# should be more liberal with there assigning mosters to types, not the other way around. +Type: URBAN, PLAINS, FOREST +======= Version 1.8 # Biome types to use this theme in # Valid types are = FOREST, PLAINS, MOUNTAIN, HILLS, SWAMP, WATER, DESERT, FROZEN, JUNGLE, WASTELAND, NETHER, END, MUSHROOM, and MAGICAL @@ -9,11 +27,25 @@ biomes = FOREST, PLAINS, SAVANNA NotInBiomes = NETHER, END, WASTELAND, SPOOKY, DEAD Type = URBAN, PLAINS, FOREST +>>>>>>> origin/master # # Altitude ranges # # Lowest level a floor can be at +<<<<<<< HEAD +minY: 30 +# Highest level a floor can be at +maxY: 50 + +# +# Size ranges: This should contain 5 numbers, at least one of which must not be 0. +# These are relative probabilities for a tiny, small, medium, large, and huge dungeon (in that oreder) +sizes: 2, 5, 10, 5, 1 + +# +# Style elements: These must each contain 6 numbers +======= minY = 30 # Highest level a floor can be at maxY = 50 @@ -25,10 +57,36 @@ sizes = 2, 5, 10, 5, 1 # # Style elements = These must each contain 6 numbers +>>>>>>> origin/master # in order they must be for none, few, some, plenty, heaps, and always (not literally) # They are relative probabilites, as before # # Roofless, wall-less rooms; mostly for surface dungeons +<<<<<<< HEAD +outside: 25, 0, 0, 0, 0, 0 +# Amount of liquid blocks (pools) on the floor +liquids: 10, 30, 50, 20, 0, 0 +# Number of extra doors which may lead to rooms off the main route +subrooms: 5, 20, 50, 45, 5, 0 +# Frequency of trying to place a mini-room inside a larger room +islands; 0, 5, 50, 50, 20, 5 +# How many pillars to use +pillars: 30, 60, 40, 20, 5, 0 +# Not used, but will be the number of fences around outdoor rooms +fences: 5, 15, 30, 75, 25, 0 +# How generally semetric and organized roosm appear +symmetry: 5, 15, 30, 75, 25, 0 +# How much variability in the blocks to be used +variability: 5, 10, 25, 75, 50, 25 +# Idea borrowed from Greymerk's Roguelike dungeons; chance of not building over airblocks +degeneracy: 50, 5, 15, 50, 10, 0 +# How many feature to add to rooms +complexity: 5, 10, 25, 75, 15, 0 +# How much variation in the Y should be found +verticle: 15, 25, 20, 10, 0, 0 +# How many entrances to place +entrances: 2, 5, 25, 50, 15, 3 +======= outside = 25, 0, 0, 0, 0, 0 # Amount of liquid blocks (pools) on the floor liquids = 10, 30, 50, 20, 0, 0 @@ -54,16 +112,34 @@ verticle = 15, 25, 20, 10, 0, 0 entrances = 2, 5, 25, 50, 15, 3 # Frequency of cave-like areas naturals = 50, 5, 0, 0, 0, 0 +>>>>>>> origin/master # # Block elements # Thes are just lists of blocks to uses in building rooms +<<<<<<< HEAD +# Warning: Versions for version fo Minecraft before 1.7 are not compatible with 1.7+ +======= # Warning = Versions for version fo Minecraft before 1.7 are not compatible with 1.7+ +>>>>>>> origin/master # For 1.5.2 or 1.6.4 these must be block ids # for version 1.7+ these are the proper, in-code names for the blocks # Each of these must contain at least one block, but can contain as many as you like # # The main block for building walls +<<<<<<< HEAD +walls: 4, 5 +# The main block for building floors +floors: 4, 3, 5 +# The main block for lining ceilings +ceilings: 5, 43 +# Blocks to be used as outdoor fences (not yet used) +fencing: 139, 85 +# Block to represent liquids; fill pools +liquid: 9 +# Block from which to build pillars +pillarBlock: 5, 17, 17 +======= walls = minecraft:cobblestone, minecraft:planks # The main block for building floors floors = minecraft:cobblestone, minecraft:dirt, minecraft:cobblestone, minecraft:dirt, minecraft:planks @@ -77,6 +153,7 @@ liquid = minecraft:water pillarBlock = minecraft:planks, minecraft:cobblestone, minecraft:log, minecraft:log, minecraft:log # Block found in cave-like areas caveblock = minecraft:stone +>>>>>>> origin/master # # Mob fields @@ -84,6 +161,16 @@ caveblock = minecraft:stone # These are lists of mobs, and most be in their officialm, in code names # # Weak, basic mobs; by default +<<<<<<< HEAD +commonMobs: Zombie, Skeleton, Spider +# Tougher mobs everyday mobs +hardMobs: Creeper, Enderman, CaveSpider +# Really tough mobs, Minefantasy brutes, mid-level Dungeons Mobs, and many of Lycanite's mobs go here +bruteMobs: Witch +# The baddest of the bad, Minefantasy dragon, Dungeon Mobs rakshasa, and all bosses go here; empty by default in the overworld +# but for The Nether this has Wither Boss. +eliteMobs: +======= commonMobs = Zombie, Skeleton, Spider # Tougher mobs everyday mobs hardMobs = Creeper, Enderman, CaveSpider @@ -92,4 +179,5 @@ bruteMobs = Witch # The baddest of the bad, Minefantasy dragon, Dungeon Mobs rakshasa, and all bosses go here; empty by default in the overworld # but for The Nether this has Wither Boss. eliteMobs = -bossMobs = \ No newline at end of file +bossMobs = +>>>>>>> origin/master diff --git a/resources/jaredbgreat/dldungeons/res/themes/volcanic.cfg b/resources/jaredbgreat/dldungeons/res/themes/volcanic.cfg index c724009..bd23a2b 100644 --- a/resources/jaredbgreat/dldungeons/res/themes/volcanic.cfg +++ b/resources/jaredbgreat/dldungeons/res/themes/volcanic.cfg @@ -1,3 +1,14 @@ +<<<<<<< HEAD +Version 1.5 +# Biome types to use this theme in +# Valid types are: FOREST, PLAINS, MOUNTAIN, HILLS, SWAMP, WATER, DESERT, FROZEN, JUNGLE, WASTELAND, NETHER, END, MUSHROOM, and MAGICAL +# (BEACH is consider the same as WATER here.) +# +# Biomes types where it should be used +biomes: MOUNTAIN, HILLS, WASTELAND +# Biome types where it should never appear, even if the biome also fit one of the above types +NotInBiomes: NETHER, END, SWAMP +======= Version 1.8 # Biome types to use this theme in # Valid types are = FOREST, PLAINS, MOUNTAIN, HILLS, SWAMP, WATER, DESERT, FROZEN, JUNGLE, WASTELAND, NETHER, END, MUSHROOM, and MAGICAL @@ -7,21 +18,41 @@ Version 1.8 biomes = MOUNTAIN, HILLS, WASTELAND # Biome types where it should never appear, even if the biome also fit one of the above types NotInBiomes = NETHER, END, SWAMP, WATER, MESA +>>>>>>> origin/master # This determines the type of dungeon this should be, for the purpose of adding mobs through the API; # Its basically like a biome dictionary for dungeons. Valid values includ DUNGEON, NECRO, URBAN, FOREST, # PLAINS, MOUNTAIN, SWAMP, WATER, DESERT, WASTELAND, JUNGLE, FROZEN, FIERY, NETHER, END, MUSHROOM, MAGICAL, # SHADOW, and PARADISE. Most should have one or two types, not more than 3 or (very rarely) 4; API user # should be more liberal with there assigning mosters to types, not the other way around. +<<<<<<< HEAD +Type: FIERY, MOUNTAIN +# Not sure mountains should be there... +#Type: FIERY +======= Type = FIERY, MOUNTAIN # Not sure mountains should be there... #Type = FIERY +>>>>>>> origin/master # # Altitude ranges # # Lowest level a floor can be at +<<<<<<< HEAD +minY: 10 +# Highest level a floor can be at +maxY: 25 + +# +# Size ranges: This should contain 5 numbers, at least one of which must not be 0. +# These are relative probabilities for a tiny, small, medium, large, and huge dungeon (in that oreder) +sizes: 0, 15, 30, 5, 0 + +# +# Style elements: These must each contain 6 numbers +======= minY = 10 # Highest level a floor can be at maxY = 25 @@ -33,10 +64,36 @@ sizes = 0, 15, 30, 5, 0 # # Style elements = These must each contain 6 numbers +>>>>>>> origin/master # in order they must be for none, few, some, plenty, heaps, and always (not literally) # They are relative probabilites, as before # # Roofless, wall-less rooms; mostly for surface dungeons +<<<<<<< HEAD +outside: 25, 0, 0, 0, 0, 0 +# Amount of liquid blocks (pools) on the floor +liquids: 0, 0, 5, 85, 10, 0 +# Number of extra doors which may lead to rooms off the main route +subrooms: 5, 20, 50, 45, 5, 0 +# Frequency of trying to place a mini-room inside a larger room +islands; 5, 50, 10, 50, 20, 0 +# How many pillars to use +pillars: 5, 30, 60, 40, 20, 0 +# Not used, but will be the number of fences around outdoor rooms +fences: 5, 15, 30, 75, 25, 0 +# How generally semetric and organized roosm appear +symmetry: 20, 30, 75, 25, 0, 0 +# How much variability in the blocks to be used +variability: 5, 10, 25, 75, 50, 25 +# Idea borrowed from Greymerk's Roguelike dungeons; chance of not building over airblocks +degeneracy: 0, 5, 15, 50, 50, 10 +# How many feature to add to rooms +complexity: 5, 10, 25, 75, 15, 0 +# How much variation in the Y should be found +verticle: 0, 0, 5, 55, 15, 0 +# How many entrances to place +entrances: 5, 25, 50, 15, 0, 0 +======= outside = 25, 0, 0, 0, 0, 0 # Amount of liquid blocks (pools) on the floor liquids = 0, 0, 5, 85, 10, 0 @@ -62,16 +119,34 @@ verticle = 0, 0, 5, 55, 15, 0 entrances = 50, 25, 15, 5, 0, 0 # Frequency of cave-like areas naturals = 0, 0, 10, 25, 15, +>>>>>>> origin/master # # Block elements # Thes are just lists of blocks to uses in building rooms +<<<<<<< HEAD +# Warning: Versions for version fo Minecraft before 1.7 are not compatible with 1.7+ +======= # Warning = Versions for version fo Minecraft before 1.7 are not compatible with 1.7+ +>>>>>>> origin/master # For 1.5.2 or 1.6.4 these must be block ids # for version 1.7+ these are the proper, in-code names for the blocks # Each of these must contain at least one block, but can contain as many as you like # # The main block for building walls +<<<<<<< HEAD +walls: 4, 1, 98 +# The main block for building floors +floors: 98, 1, 49, 3 +# The main block for lining ceilings +ceilings: 98, 1 +# Blocks to be used as outdoor fences (not yet used) +fencing: 139, 85 +# Block to represent liquids; fill pools +liquid: 11 +# Block from which to build pillars +pillarBlock: 4, 98, 1 +======= walls = minecraft:cobblestone, minecraft:stone, minecraft:stone, minecraft:stonebrick(2) # The main block for building floors floors = minecraft:stonebrick(2), minecraft:stone, minecraft:stone, minecraft:obsidian, minecraft:dirt @@ -85,6 +160,7 @@ liquid = minecraft:lava pillarBlock = minecraft:stonebrick(2), minecraft:stonebrick, minecraft:stone # Block found in cave-like areas caveblock = minecraft:stone,minecraft:stone, minecraft:stone, minecraft:obsidian +>>>>>>> origin/master # # Mob fields @@ -92,6 +168,16 @@ caveblock = minecraft:stone,minecraft:stone, minecraft:stone, minecraft:obsidian # These are lists of mobs, and most be in their officialm, in code names # # Weak, basic mobs; by default +<<<<<<< HEAD +commonMobs: Zombie, Skeleton, Spider +# Tougher mobs everyday mobs +hardMobs: Creeper, Enderman, CaveSpider, Blaze +# Really tough mobs, Minefantasy brutes, mid-level Dungeons Mobs, and many of Lycanite's mobs go here +bruteMobs: +# The baddest of the bad, Minefantasy dragon, Dungeon Mobs rakshasa, and all bosses go here; empty by default in the overworld +# but for The Nether this has Wither Boss. +eliteMobs: +======= commonMobs = Zombie, Skeleton, Spider # Tougher mobs everyday mobs hardMobs = Creeper, Enderman, CaveSpider, Blaze @@ -100,4 +186,5 @@ bruteMobs = # The baddest of the bad, Minefantasy dragon, Dungeon Mobs rakshasa, and all bosses go here; empty by default in the overworld # but for The Nether this has Wither Boss. eliteMobs = -bossMobs = \ No newline at end of file +bossMobs = +>>>>>>> origin/master diff --git a/resources/mcmod.info b/resources/mcmod.info index f480667..0f814c9 100644 --- a/resources/mcmod.info +++ b/resources/mcmod.info @@ -1,16 +1,16 @@ [ { - "modid": "examplemod", - "name": "Example Mod", - "description": "Example placeholder mod.", - "version": "${version}", - "mcversion": "${mcversion}", - "url": "", + "modid": "dldungeonjbg", + "name": "Doomlike Dungeons", + "description": "Algorithmically generates multiroom dungeons resembling Doom levels into the world.", + "version": "1.8.2", + "mcversion": "1.7.10", + "url": "http://www.minecraftforum.net/topic/2382396-152164172-doomlike-dungeons-124-sspsmp/", "updateUrl": "", - "authorList": ["ExampleDude"], - "credits": "The Forge and FML guys, for making this example", - "logoFile": "", + "authors": ["Jared Blackburn (JaredBGreat)"], + "credits": "Andrew J. Apted for creating the Oblige Level Maker which inspired this.", + "logoFile": "DLDLogo2.png", "screenshots": [], "dependencies": [] } -] +] \ No newline at end of file