Monster creation in dungeons
#20
That would work if each specific combination had the same probabilty to be generated no matter the path. Due to the way the game untilizes monster sizes, however, this is not the case. For instance, let's look at dlvl 14 where two witch type monsters spawn with lava maws.

One way to get there is in this (random) order: Lava Maw, Witch1, Witch2
Another way to get to that combination is: Witch1, Witch2, Lava Maw

Using monster sizes, we can determine the number of possible selections available after each monster spawns:

1: 1/15 (lava maw) 1/14 (witch1) 1/5 (witch2)

2: 1/15 (witch1) 1/14 (witch2) 1/4 (lava maw)

As you can see, when two witch type enemies spawn first there is a greater probability for the combination to be maw/witch/witch than the first. The reason is because two witch types take a larger chunk out of the total size for a level than do a witch and maw type (980 and 980 v. 980 and 716). This small difference determines whether or not Maelstorms are able to spawn or not as the third and final monster type.

This has given me an idea though. Basically, the program works by first randomly producing a combination. Every time it generates a combination it adds one to a counter for the monster which spawned in an array called spawnCount. sCount that matches the size of mSize where spawnCount[i] = the number of times the monster of size mSize[i] has spawned. When you divide sCount[i] by the number of iterations for every monster type, it gives you the probability for that monster to spawn.

Right now my first program generates all monster combinations INCLUDING all paths to get to a specific monster combination using for loops. What if I ditched the unique combination array altogether. Everytime a combination is generated, unique or not, it will increment the counter for the monsters that spawn in that combination just like it does for the other program. It will do this for all non-unique combinations then go through sCount element by element dividing by the total number all combinations. I think it will work. I'll try that tonight and see what happens.
--Lang

Diabolic Psyche - the site with Diablo on the Brain!
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Messages In This Thread
Monster creation in dungeons - by the Langolier - 06-22-2003, 10:30 PM
Monster creation in dungeons - by --Pete - 06-23-2003, 01:03 AM
Monster creation in dungeons - by Jane - 06-23-2003, 06:56 AM
Monster creation in dungeons - by the Langolier - 06-23-2003, 07:13 AM
Monster creation in dungeons - by Yogi_Baar - 06-23-2003, 08:05 AM
Monster creation in dungeons - by Yogi_Baar - 06-23-2003, 08:53 AM
Monster creation in dungeons - by dfn - 06-23-2003, 09:09 AM
Monster creation in dungeons - by hell-bringer - 06-23-2003, 05:32 PM
Monster creation in dungeons - by Yogi_Baar - 06-23-2003, 05:59 PM
Monster creation in dungeons - by dfn - 06-24-2003, 06:34 AM
Monster creation in dungeons - by Jarulf - 07-10-2003, 08:01 PM
Monster creation in dungeons - by Zenda - 07-11-2003, 04:42 PM
Monster creation in dungeons - by Jarulf - 07-17-2003, 12:44 PM
Monster creation in dungeons - by the Langolier - 07-22-2003, 09:22 PM
Monster creation in dungeons - by Jarulf - 07-23-2003, 09:38 AM
Monster creation in dungeons - by the Langolier - 07-24-2003, 08:20 AM
Monster creation in dungeons - by Jarulf - 07-24-2003, 11:14 AM
Monster creation in dungeons - by --Pete - 07-24-2003, 04:02 PM
Monster creation in dungeons - by the Langolier - 07-28-2003, 07:29 PM
Monster creation in dungeons - by the Langolier - 07-28-2003, 07:59 PM

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