Sunday, May 1, 2011

Explorer - Map - Tutorial



Maps are the second tier in the three tier Dungeon->Maps->Square. Which means that a map can overwrite all the general setting set by the Dungeon. There are also a few specific things that are required for a Maps to work. Easiest way to do this is once again just look at the XML variables.

info - The name of the level... it is displayed under the map name.

width - Number of tiles left and right defaults to dungeon if not set

height - Number of tiles up and down defaults to dungeon if not set

random - IMPORTANT - true = random map (recursion) - False you have to add your own map

floor - The actual floor you are on. Starts with 0.

startx - starting X (top tile is 0,0) tile of the player. Default is 1.

starty - starting Y (top tile is 0,0) tile of the player. Default is 1.

endx - end X (top tile is 0,0) tile of the player. Default is set by the game if random or needs to be hard set if not random.

endy - end Y (top tile is 0,0) tile of the player. Default is set by the game if random or needs to be hard set if not random.

tiles - if you turned random false this is where you put the list of tiles comma separated. "-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,3,1,1,4,-1,1,1,1,-1,1,-1,-1,1," etc.

exchange - if a tile changes, change to this type used for treasure chests right now.

scale - height and width of the tiles. Defaults to Dungeon which defaults to 38.

next - The next floor after this one.

previous - The floor before this one.

treasureodd - Odds of a treasure chest in a random map default is 1/25

trapodd - Odds of a trap in a random map default is 1/25

enemysafe - number of safe moves after an enemy encounter defaults up to dungeon setting

enemyrandom - random chance of getting enemy attacks after the enemysafe

The following can be added multiple times:

Square - will be talked about tomorrow.

tile - type - number. The tiles that are added to the dungeon. This is basically a list of all the tiles that are displayed normally. The game knows if there walls or not. So make sure though that you had at least one negative and one positive item. Though you can add as many of each type as you want.



enemy - acts the exact same as dungeon level enemies but they supersede dungeon level and are map specific.

overlay - will be talked about later. Large items on the screen.

loot - acts the exact same as dungeon level loot but they supersede dungeon level and are map specific.

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