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Kernelmethod (talk | contribs) m (Fix typo) |
Kernelmethod (talk | contribs) m (Use hills instead of jungle since RoadNorthMouth / RoadSouthMouth won't really have any effect on the latter) |
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# (Optional) If you want to make the secret findable while traversing the world map, get the <code>TerrainTravel</code> part on the block of terrain that you popped and add a new <code>EncounterEntry</code> to it. | # (Optional) If you want to make the secret findable while traversing the world map, get the <code>TerrainTravel</code> part on the block of terrain that you popped and add a new <code>EncounterEntry</code> to it. | ||
The code example below demonstrates how we would go through these steps to add a secret creature to a random | The code example below demonstrates how we would go through these steps to add a secret creature to a random hills tile. | ||
<syntaxhighlight lang="csharp"> | <syntaxhighlight lang="csharp"> | ||
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public override void OnAfterBuild(JoppaWorldBuilder builder) | public override void OnAfterBuild(JoppaWorldBuilder builder) | ||
{ | { | ||
var location = builder.popMutableLocationOfTerrain(" | var location = builder.popMutableLocationOfTerrain("Hills", centerOnly: false); | ||
var zoneID = builder.ZoneIDFromXY("JoppaWorld", location.X, location.Y); | var zoneID = builder.ZoneIDFromXY("JoppaWorld", location.X, location.Y); | ||