Sprawls are effects that spread over the game world and can manipulate affected Tiles. Examples are fires that spread and turn the burnt tiles into scorched earth, floods that turn tiles into water or the aftermaths of looted shrines that create huge bottomless pits or even the world devouring nothingness.
Most of the game's standard sprawls are defined in sprawls.hjson.
Attributes[]
Attribute | Type | Description |
---|---|---|
defaultLifeTime | number | How many days does the effect stay on a tile |
defaultChance | number |
The chance for the sprawl to spread to a new tile |
removeFixture | bool | Can the sprawl destroy fixtures? |
particle | particle id | the particle effect to show on affected tiles |
viewCost | number | How much does this sprawl block vision |
blockZone | bool | Should zones move over this tile |
camShake | How much this sprawl shakes the screen | |
defaultBurnedTile | tile id | The tile that replaces the current tile when the sprawl is over |
forceOuter | bool | If the sprawl is completely surrounded should it be removed? |
partyEvents | events | Events that should trigger when the party moves onto a tile affected by the sprawl |
Example[]
{ id: spr-flood defaultLifeTime: 3 defaultChance: 0.35 defaultBurnedTile: tl-river removeFixture: true particle: pt-flood blockZone: true camShake: {power:2, length:1.2} }
Sprawls entry in Tiles[]
It is important to note that Tiles have the ability to tell what kind of Tile they will be turned into when affected by a Sprawl. This can be defined by a sprawls entry in the Tile definition.