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Upload 1. Map generator book by IceFog72.json
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Lorebooks/1. Map generator book by IceFog72.json
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{"description":"","entries":{"1":{"addMemo":true,"case_sensitive":false,"characterFilter":null,"comment":"Rules","constant":true,"content":"### MAP Rules:\nTo create an accurate ASCII retro style game map from a top view using the provided symbols, follow these guidelines:\n- Decide on the size of the map you want to create (e.g., 20x20, 30x40, etc.).\n- Use a grid or a spreadsheet to plan the layout of your map.\n- Walls: Use the symbols `β` for horizontal walls and `β` for vertical walls.\n- Corners: Use `β` for the top-left corner, `β` for the top-right corner, `β` for the bottom-left corner, and `β` for the bottom-right corner.\n- Intersections: Use `β¬` for a four-way intersection, `β ` for a top T-intersection, `β©` for a bottom T-intersection, `β¦` for a left T-intersection, and `β£` for a right T-intersection.\n- Doors: Use `|` for vertical doors and `-` for horizontal doors.\n- Start by drawing the outer walls of the map using the appropriate corner symbols (e.g., `ββββ...ββββ`).\n- Fill in the horizontal and vertical walls using `β` and `β` symbols, respectively.\n- Divide the map into rooms or sections by adding inner walls using the appropriate symbols (e.g., `β`, `β`).\n- Use the intersection symbols (e.g., `β¬`, `β `, `β©`, `β¦`, `β£`) to connect walls at corners and intersections.\n- Decide where you want to place doors between rooms or sections.\n- Use the `|` symbol for vertical doors and the `-` symbol for horizontal doors.\n- Once you have the basic structure in place, fill in the remaining areas with appropriate symbols (e.g., walls, doors, corners, intersections).\n- If desired, you can add additional details to your map, such as symbols representing objects, characters, or other elements relevant to your game.\n- Review your map and ensure that all connections are logical and that the layout makes sense.\n- Make any necessary adjustments or corrections to ensure accuracy and clarity.\n- When asked for a map, you will generate and display a detailed ASCII floor plan map, following these strict rules:\n- If the user (`<user>`) is present in the location, their location will be shown on the map using the `@` symbol.\n- Rooms-house is a closed space with walls on all 4 slides, that can be uniform but fully closed.\n- If the user is outside the map area, their location will not be shown.\n- The map will always include connected walls and clear doorways/paths.\n- You prioritize precise detailing over clarity of map.\n- Walls will not be broken unless necessary. There are no open-concept rooms or lofts.\n- Map is top view, eliminate any visual discrepancies that might have occurred due to other perspective.\n- Depending on the situation, necessary details like monsters, items, chests, etc. will be added to the map.\n- Various symbols will be used to enhance visualization and add details to the map.\n- Different floor symbols (e.g., `~` for water, `#` for rough terrain) can be used to represent different types of open spaces.\n- Location names will be represented using a tag, such as one letter in square brackets (e.g., `[A]`), instead of real names.\n- Real names and their corresponding tags will be provided in the key information section.\n- Corridors or roads don't need to be tagged or ther name depicted on the map.\n- Rooms can have only one area name tag, and have enough free space to hold in inside.\n- Rooms have solid boundaries, reflecting the convention of real-world buildings.\n- No full-length naming of anything on the map.\n- Key information will be provided, including the meanings of the tags for location names, monsters, items, etc.\n- A legend will be included that explains all symbols and room labels used in the map, especially if custom or non-standard symbols are used.\n- The map must be well-thought-out using the roleplay description and not a copy of the examples.\n- The map will always be inside a codeblock.\n- If the narrative doesn't have a description of the surroundings, a list of KEY INFORMATION will be generated based on the available information without using the examples.\n- Room and open space sizes will vary for realism.\n- Map only for depicting current or asked floor.\n- Buildings don't need to have windows on the map.\n- Drawing buildings will favor a structured and rigid layout, promoting privacy, uniform square rooms, emphasizing symmetry and regular shapes.\n- Hallways must be wider and extend further into the house-streets.\n- The size and proportions of rooms will be kept consistent, unless there's a specific reason for a room to be larger or smaller.\n- A consistent width and height will be used for corridors, unless they need to be wider or narrower for a specific purpose.\n- Doors (horizontal or vertical) will be aligned with corridors or other rooms whenever possible.\n- Room labels will be placed consistently, either centered within the room or on the top or bottom row.\n- A consistent format will be used for room labels (e.g., all uppercase, all lowercase, or a specific naming convention).\n- Consistent spacing will be maintained between rooms, walls, corridors, and other elements.\n- Forbidden to draw parallel walls next to each other without free space like corridor or road between each other!\n- Rooms and corridors will be aligned vertically and horizontally whenever possible, creating an organized and visually appealing layout.\n- Ensure that all rooms and corridors are logically connected to each other with doors.\n- Avoid creating isolated or disconnected areas unless intentional (e.g., separate buildings).\n- When generating the map, consider the logical flow of paths and corridors.\n- Paths should lead to important locations or connect different areas seamlessly.\n- Avoid creating confusing or illogical paths that lead nowhere or double back unnecessarily.\n- Strive for a balanced and visually appealing layout when arranging rooms and corridors.\n- Use symmetry where appropriate, especially for larger or more complex structures.\n- Avoid overcrowding or leaving large empty spaces unless intentional.\n- Ensure that the map is easily readable and understandable at a glance.\n- Avoid cluttering the map with too many symbols or unnecessary details.\n- Use appropriate spacing and alignment to improve readability.\n- Consider the context and purpose of the map when generating it.\n- Avoid creating unrealistic or implausible layouts unless intentional (e.g., a fantasy or surreal setting).\n- Design the map generation process to be flexible and modular.\n- Implement error handling and validation mechanisms to ensure the generated map is consistent and free from logical or visual errors.\n- Check for issues such as disconnected areas-walls, overlapping elements, or inconsistent symbol usage.\n\n## Example map of modern house with long hallway-coridor\n\nKEY INFORMATION:\n- [A]: Living room\n- [B]: Kitchen\n- [C]: Bedroom\n- [D]: Courtyard\n- [E]: Entrance\n- [F]: Hallway-coridor\n- [G]: Study room\n- [H]: Bathroom\n- [J]: Library\n- [K]: Storage room\n- [M]: Empty room\n- [Q]: Empty room\n\n```\nβββββββ¦βββ¦ββββββββ¦ββββ¦ββββββββ¦ββββ¦ββββββ\nβ [A] β β [C] β β [B] β β [H] β \nβ β βββββββββ ββββ-ββββ ββ-ββββ©ββββββββββββββββ\nβββ¦β-ββ β\n β ββ-βββ [F] βββββββ£\n β β β ββββ βββββββ¦ββββββ¦ββ-ββββββββββ£ [J] β\n ββ-βββ β[M]| | [M] | [M] β | β\n [E] ββ-ββ©ββββββββ©ββββββ£ β [M] β ββ-βββ£\n ββββ¦β-β©ββ-ββ¦ββββββββ£ β\n β β β [K] β\n [D] β [G] β β β\n βββββββββ βββββββ\n```\n\n## Example town map \n\nKEY INFORMATION:\n- [1] is park entrance, 200m away\n- \"@\" is your location\n- [D] is Docks and harbor\n- [C] is Cafe\n- [B] is Bar\n- [A] is Bakery\n- [T] is Tailor\n- [$] is Bank\n- [b] is Blacksmith\n- [J] is Jeweller\n- [L] is Library\n- [S] is School\n- [H] is Hospital\n- [V] is Tavern\n- [I] is Inn\n- [c] leads to castle, 600m away\n- [3] leads to residential, 1.2km away\n- [4] leads to marketplace, 800m away\n- [5] leads to docks/harbor, 400m away\n```\n βββββββββββββββββ βββββββββββββββββ\n β β β β\n β [D] | | β [c]\n β | β β\n β ββββββββ βββββ£ β ββββββββ βββββ£\n β [C] | β[B]| | β | β\n β | β β β [$] β |[T]β\n | | β β | @ β | β\n β ββββββββ£ β ββββ£ β ββββββββ£ β ββββ£\n β [b] | |[L]β β [A] | |[J]β\n βββββββββ βββββ βββββββββ©---β©ββββ\n[4] [3]\n \n βββββββββββββββββ βββββββββββββββββ\n β | | | \n β | | | \n β ββββββββ βββββ£ β ββββββββ βββββ£\n β [S] | β[H]| β [V] | β[I]β\n β | β | | β | β\n βββββββββ βββββ βββββββββ βββββ\n [1] [5]\n```\n\n## Example of office map with user in corridor\n\nKEY INFORMATION:\n- [L] is lobby\n- [C] is conference room\n- [M] is meeting room\n- [O] is open office space\n- [B] is break room\n- [E] is elevator\n```\n βββ-ββββ¦βββββββ¦βββ¦βββββββ\n β β β β β\n β [L] β [C] β β [M] β\n β β β β β\n β ββ-ββββ¬ββ-ββββ£ β βββ-βββ£\n β β β β β\n β | β β β\n β [B] β [E] | | β\n β β β β β\n β β-βββββ¬βββββββ@ ββββββββ£\n β | β\n β β-βββββ©βββββββββββββββββ£\n β β\n β [O] β\n β β\n βββββββββββββββββββββββββ\n```\n\n## Drawing map guidelines\n\n- For a room of size 5x2, with one door, use:\n```\nβββββββ\nβ β\nβ β\nββ-ββββ\n```\n\n- For a vertical door, use:\n```\n|\n```\n\n- For a horizontal door, use:\n```\nβ-β\n```\n\n- For corners, use:\n```\nβ β β β\n```\n\n- For wall intersections, use this walls:\n```\nβ¬ - top left right bottom\nβ£ - top left bottom\nβ - top right bottom\nβ© - top left right\nβ¦ - left right bottom\n```\n\n- For a solid wall segment, use walls intersections and corners:\n```\nββ¦ββ\n β\nββ\n```\n\n- For an up staircase, use:\n```\nβ²\n```\n\n- For a down staircase, use:\n```\nβ\n```\n- For a plant or tree, use:\n```\nβ£\n```\n\n- For the player character, use:\n```\n@\n```\n\n- For a friendly NPC, use:\n```\n&\n```\n\n- For a hostile NPC or enemy, use:\n```\nβ»\n```\n- For a simple rectangular room, use:\n```\nβββββ\nβ β\nβ β\nββ-ββ\n```\n\n- For a larger room, extend the top, bottom, and side walls as needed:\n```\nβββββββββ\nβ β\nβ |\nβ β\nβββββββββ\n```\n- For a larger semi open spaces like city square, no need to have walls or doors on all sides:\n```\nβββββββββ\nβ \nβ \nβ \nβββββββββ\n```\n\n- For rooms with alcoves or indentations, use appropriate corners:\n```\nβββββββ¦ββ\nβ | |\nββββ-ββ©ββ\n```\n\n- For a straight horizontal corridors, use free space to separate paralel walls:\n```\nβββββββββ\n \nβββββββββ\n```\n\n- For a straight vertical corridors, use free space to separate paralel walls:\n```\nβ β\nβ β\nβ β\nβ β\n```\n\n- For a corner or bend in a corridor, use corner walls:\n```\nβββββ\n β\n```\n\n- Place room labels inside the room, centered if possible:\n```\nβββββββ\nβ [L] β\nββββ-ββ\n```\n\n- For larger rooms, you can place the label on the top or bottom row:\n```\nβββββββββββββ\nβ [A] β\nβ β\nββ-ββββββββββ\n```\n\n- Leave at least one space between rooms and corridors for better readability:\n```\nβββββββ βββββββ\nβ β | β\nββββ-ββ βββββββ\n```\n\n- Align room entrances (doors) with corridors or other rooms for a cleaner look:\n```\nβββββββ¦ββββ\nβ | |\nβββββββ©ββββ\n```\n\n- Use vertical and horizontal alignment when possible, especially for larger structures, like this 4 rooms house:\n```\nKEY INFORMATION:\n- [R] Hall\n- [E] Entrance \n- [B] Bedroom\n\n βββββββ¦ββββββββ\n β β [R] β \n β ββ-ββ |[E]\n β β β\n βββ¦β-ββ¦ββββ©ββββ\n β β\n βββ©β-ββ©ββββββββ\n β [B] β\n βββββββββββββββ\n\n```\n\n\n\n","depth":4,"disable":false,"displayIndex":0,"enabled":true,"excludeRecursion":true,"extensions":{"addMemo":true,"characterFilter":null,"depth":4,"displayIndex":0,"excludeRecursion":true,"useProbability":true,"weight":10},"id":1,"insertion_order":100,"key":["Map","map"],"keys":["Map"],"keysecondary":[],"name":"","order":1,"position":1,"priority":100,"probability":100,"secondary_keys":[],"selective":true,"selectiveLogic":0,"uid":1,"useProbability":true,"group":"","preventRecursion":false,"scanDepth":null,"caseSensitive":null,"matchWholeWords":null,"role":null,"automationId":"","groupOverride":false,"vectorized":false}},"extensions":{"chub":{"alt_expressions":{},"expressions":null,"full_path":"lorebooks/karukaru/map-generator","id":111077,"related_lorebooks":[]}},"is_creation":false,"name":"Exported","recursive_scanning":false,"scan_depth":50,"token_budget":500}
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