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Locations are one of the most important elements of the map gameplay as they are the most central aspect of how Players are interacting with the world. Some examples include stone circles, waterfalls, villages or the golden pyramid. Which locations are spawned is defined in the world generation layers of Pockets and Biomes.

Initially Locations are not visible and only marked with a ?. Once uncovered, Players will get XP and can interact with the location, which in most cases will lead to an event with an event image. The ability to have have dayEvents, checks for their surroundings or be hidden from players allows locations to be used in many ways.

Location 01

PropertiesEdit

Name Type Description
id string prefix loc id: loc-village-1
name string The name that is shown when hovering over the Location with the mouse name: txt-fxt-village-1-name
debugCategory string The category that the location will show under in the DebugBar
flags string The types of flags set for this Biome flags: +village +villageType_1 +settlement +inhabited
sprite string The sprite to show on the world map for this location  sprite: res_fxt_village_2.png

Fixtures

showHint bool Determines wether the Location shows an info box when hovering over (default:true) showHint: false
hintCompass bool Defines if the compass should point towards this location. Typically used for goal locations (default:false) hintCompass: true
hintBiome bool
hintBiome: false
reqBiomeFlags flags The flags that have to be matched in order for the Location to spawn in a Biome reqBiomeFlags: -desert -arctic
mapScore integer How much XP do Players receive for uncovering the location (default:1) mapScore: 0
setTile string Specifies a Tile that replaces the Tile the Location is spawned on setTile: [
 {ref: tl-grass, reqBiomeFlags: +grass}
 {ref: tl-dry, reqBiomeFlags: +dry | +desert}
]
setNeighbours string Specifies how many of the neighbouring Tiles should be replaced and with what setNeighbors: [
  {count: 2, ref: tl-jungle-thick, reqBiomeFlags: +grass}
  {count: 2, ref: tl-dry-jungle-thick, reqBiomeFlags: +dry}
  {count: 3, ref: tl-mountain}
  {ref: tl-river-shallow}
]
subLocations string Specifies Locations that should spawn in relation to this Location. For exmaple this can be used for Locations that need to have a sprite larger than one Tile (golden pyramid) or spawn surrounding Locations that hint at the existance of the main Location (villages) subLocations: {
  ref: loc-subLocation-village-1 loc-subLocation-village-2
  offsets: 4n 4sw 4se
  chance: 0.75
 }
actions string Allows Player to interact with the Location when located nearby and trigger an Event actions: evt-village-init
spawnEvents event An event that takes place when the Location is spawned spawnEvents: [
  {setLocationFlags: +tribeWarriors}
  {setLocationFlags: +tribeScouts}
  {setLocationFlags: +tribeShamans}
]
dayEvents event An event that is triggered every time a day in the game passes dayEvents: [
  {
    reqAge: 7..
    replaceLocations: {new: loc-volcano-inactive}
  }
]
revealEvents event An event that is triggered when the Location is discovered revealEvents: {
  chat: cl-location-found
}
particle particle id The particle effect that this spawned by this Location particle: pt-village-1
hasStash bool Defines if the Location have a Stash in which Players can store Items (default:false) hasStash: true
keepReachable bool Toggles if the game should sure that this Location can always be reached when Tiles are affected during gameplay, for example through Sprawls (default:false) keepReachable: true
isRemovable bool Toggles if effects in the game can remove or replace this Location, for example Sprawls (default:true) isRemovable: false
eventImg string The [[#Location Event Image|]] this Location will show when events are triggered
hideParty bool Toggles if the party Minisprites should be visible while standing on this Location (default:false)
maximizeDistance bool Toggles if the game should try to put this Location as far away from other Locations as possible
linked bool If this is a subLocation, visibility depends on parent visibility

Location Event ImageEdit

Typically a location will have a unique location event image that is shown as soon as the Location is explored or interacted with by Players. The final image is usually composed of 3 layers: the Biome event image, the Tile event image and the Location event image. One thing that is special about Location Event Images is that they typically have slots on that that can be used to position characters. For mor detailed information, see the documentation for event images.
LocationEventImage 01
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