Map Editor instructions - OUTDATED

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compbatant
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Map Editor instructions - OUTDATED

Post by compbatant »

This editor is no longer supported. Check this post instead:
viewtopic.php?f=10&t=17343

Download and unzip Editor http://dmgamestudio.com/files/forgotten_tales_editor.zip then run start.bat on windows or start.sh on other systems. You need java installed on your system.
Check out example video: http://www.youtube.com/watch?v=bPRMo9w9aSs
This map editor can be used to make maps for Forgotten Tales RPG and Forgotten Tales MMORPG.
The map format is the same for both games. When you finish please send me all files to dm.game.studio@gmail.com
If you have problems or don't understand how make some things (like portals, chests, etc) you can send my just map and description what else is needed and I will add this manually.

Maps
To create new map click new map then choose map size. Common map size is 10x10 however dungeons can be smaller. Don't make bigger maps because some devices may have not enough memory.
Map name indicates its position in the world. Initial map has name 0.0, the map on the right has name 0.1, on the left 0.-1, etc.
Image
Dungeons maps have names greater than 100.
To put tile on the map choose tiles category (SAND, ROAD, etc) then click on certain tile. You can rotate this tile by clicking on transformation button (rotate, flip).
To erase tile click right button. To erase all tiles in current grid field click button "Clear tiles". Tile can't intersects grid.
To change background click on background button.
You can scroll map using middle mouse button.
Simulation
To start simulation click Scenario button then click Start.
Simulation parameters are loaded from file test_run_file.
This file shoud be self explanatory. Avialable FIGHT_WEAPONs are: SWORD=0, BOW=1, AXE=2, CLUB=3, WAND=4

To add new enemy, npc, chest or bulding click on chosen unit. To remove building or chest click with pressed shift.
To remove enemy click Clear NPC.

Tiles
If you want to add new tiles you can extend existing tiles located in directory tiles or you can create completly new tiles set.
To create new tiles set put your new file into tiles directory with number greater than last tile set.
Next open file terrain.list. Add new line:

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2 2.2 1 3 2
The first number is tileset unique id, next tile size (width.height where 1 equals 32pixels), next terrain type (0 - obstacle, 1 - ground, 2 - water) next walking cost (only for tiles which are not obstacles) and finally terrain sub type ( 1 for tree, 2 for road, empty for other).
If walking cost is small characters prefer to walk by this tile and walk faster.

Chests are defined in chests.list file.
To add new chest first put chosen chest on the map, remember its position then
open chest.list file and add new line. For example:

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107.107.38.74 82
First is map name (107.107.), then chests position (38.74) and next item id.

Items are defined in items.list file.
Example line from that file:

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10 10 WEAPON Axe DAMAGE:7 SPEED:7 SUBTYPE:AXE LEVEL:2 PRICE:100
First field is item id it must be unique then item's icon position from items files from directory textures/items/.
In file 1.jpg there are items from 0 to 99. In file 2.jpg are items from 100 to 199, in 3.jpg items 200 to 299, and in 4.jpg items from 300.

Next field is item type, item name, item parameters. All fields are separated by tabulators except
for item parameters which are separated by space.
You can also add item description as the last not mandatory field.

Drops are defined in drop.list file.
Example line from that file:

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20 100:4 30:2
First is enemy id(20), tabulator, probability(10%) of finding item with id 4, then space and next item definition.
Probability 1000 equals 100%, 100 equals 10%, 10 is 1% and 1 is for 0.1%.

Portals
When your character reach edge of the current map then it is automatically moved to next map.
There is one more method of moving beetwen maps - portals.
Portals are defined in portals.list file. Example line:

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0.0.107.22 100.100.49.53
0.0 (starting map name) 107.22 (starting portal position) tabulator 100.100 (target map) and 49.53 (target portal)

You can add also needed level to enter the portal as the last parameter.

Each shop is defined in its own file in shops directory.
The file name indicates shop position. File content:

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0.9
0.7
3 6 60 61 8 9 10 11 12 23 24 25 50 51 52 53 54 55 56 57 58 59
First line is sell ratio, then buy ratio and then available items in the shop.

Quests
Quests are associated with npcs. Each npc has it own file. The name of the file is the npc id.
Example file:

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id 13

chat_npc Help! Help!
chat_me Calm down lad, tell me what happened.
chat_npc Those bandits assulted and robbed me, I hardly survived...
chat_me Where did they go?
chat_npc They went south. They stole my emerald jewel, a gift for my fiancée. I will pay you, if you retrieve it. It is a price less heirloom to me, it has been in my family for generations... 
quest_log Retrieve an emerald jewel from the bandits and bring it to the owner near the road sign


id 14

finish 13
needed_item 72

xp 50
gold 40
chat_npc Blessed be the spirits, you made it. I knew you would manage! Please take this.
First is unique quest id.
Then quest dialog and quest log.
Then next quest id and requirements for the that quest.
To start quest 14 you need first finish quest 13 and you must have item with id 72.
The prize for completing this quest is 50 experience points and 40 pieces of gold.
Look also at other quests to learn how to create your own.

Quests objects
Similar to quest but not associated with npcs. This objects have exactly specified position.
Look for example at file assets/quests/111.111.12.56 (door to the crypt in the pyramid)

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id 38

needed_item 112
teleport 112.112.13.6

id 39
notification You need a key to open the door.
If we have item 122 which is a key then teleport action to map 112.112 and location 13.6 is triggered.

Available quest commands:
xp - xp added after finishing quest
gold - gold added after finishing quest
item - item added after finishing quest
needed_gold - minimum gold needed to start quest ( it will be taken by NPC)
needed_item - item needed to start quest ( it will be taken by NPC)
needed_item_return - item needed to start quest ( you don't loose it)
quest_log - specify message added to quest log
teleport - teleport player to specified destination
notification - display notification message
needed_level - specify minimum required level to start quest
finish - specify quest needed to be finished before starting this quest
follow - create pet with specified id
needed_follower - you need to have pet with specified id to start quest
kill - kill all units with the specified id on this map ( with death animation)
remove - remove all units with specified id (disappear immediately)
create - create unit with specified id
jointeam - the NPC will join you as pet
leaveteam - detach pet with specified id
repeatable - after finishing quest don't add this quest id to the list of finished quest so you can trigger it again

Signs are defined in files in directory signs. When you click on sign text from that file is displayed.

Units
You can edit units parameters by click edit factor from main editor menu.
To add new units put their gfx to assets/textures/units
Edit file spec.txt

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weapon axe
attack 96 9
walk 96 8
death 96 10
First line defines used by unit weapon ( this line is not needed for monsters without weapons like wolves, lions, etc )
The next lines defines animation frame size and numbers of animation frames.

You can use existing animations and modify them to create new monster.
Remember to put proper monster definition in units.list

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87 com.rts.game.model.entities.EnemyUnit Green+Spider
First is unique id, next monster class and monster name (spaces replaced by '+'). The name must be the same
as directory with graphics animations for this monster.

Adding new NPC
Add new NPC gfx to assets/textures/npc3.jpg file in the fist empty slot.
Image
Next add NPC specification line in assets/units.list file:
248 com.rts.game.model.entities.units.Npc
Next run editor and open "Edit factors".
Then click "Save".
Now you can use this new NPC and add it to any map.



New graphics
You can download new graphic from this website: http://www.reinerstilesets.de/
You can also add your own created graphics or graphics with proper license.

Creating new content tips
Reward after finishing quest should match the level required to accomplish it.
If the quest require to kill some monsters then check the approximate monster levels here:
{Axe Stan=1, Wasp=1, Wolf=1, Bow Skeleton=1, Bow Stan=1, Sword Stan=1, Red Pirate=1, Sword Skeleton=1, Red Spider=1, Pirate=2, Orc=2, Hunter=3, Axe Vlad=3, Lava Troll=4, Lion=4, Green Gnome=5, Ogre=5, Barbar=5, Black Knight=6, Dragon=7, King=10, Brown Wolf=10, Green Dwarf=10, Ice Monster=11, Amazon=11, Viking=12, Grey Troll=13, Mushyman=13, Giant Lizard=13, Mummy=14, Spider=14, Crocy=14, Ghost=14, Green Monster=15, Red Zombie=15, Yellow Archer=15, Red Dragon=17, Devil=18, Ice Troll=18, War Dog=19, Catapult=19, Sword Vlad=20, Blood Mummy=20, Black Mage=20, Glowing Spider=20, Glowing Sword Skeleton=20, Blue Vlad=30, Trapper=37, Red Crocy=41, Warlock=50, Vampire Sword=50, Green Spider=56, Saphire Dragon=57, Club Stan=61, Crazed Lion=66, Staff Stan=68, Pharaoh Spider=70, Skeleton=71, BlitzBee=75, Flash Ghost=76, Rat=78, Pink Wizard=78, Bat=94, Red Monster=100, Snow Dragon=146, Ghost Archer=150, Spectre Wizard=175, Knight=178, SouthernSun Mushyman=180, Caveman=183, Magier=189, Blinking Mage=193, Ghost Dwarf=200, Fire Archer=210, Ninja=221, Dinosaur=228, Blue Devil=266, Boss Dragon=353, Worm=409, Dark Devil=467}
To define the XP reward check the XP formula:
XP to gain level L is calculated with L^3 times 15 XP until you reach level 150.
From level 150, the XP increases by a linear rate and you need (50m XP + 650k times n) XP to reach level (100+n).
Or use already calculated XP for levels from 1 to 200:

Code: Select all

1	15
2	120
3	405
4	960
5	1875
6	3240
7	5145
8	7680
9	10935
10	15000
11	19965
12	25920
13	32955
14	41160
15	50625
16	61440
17	73695
18	87480
19	102885
20	120000
21	138915
22	159720
23	182505
24	207360
25	234375
26	263640
27	295245
28	329280
29	365835
30	405000
31	446865
32	491520
33	539055
34	589560
35	643125
36	699840
37	759795
38	823080
39	889785
40	960000
41	1033815
42	1111320
43	1192605
44	1277760
45	1366875
46	1460040
47	1557345
48	1658880
49	1764735
50	1875000
51	1989765
52	2109120
53	2233155
54	2361960
55	2495625
56	2634240
57	2777895
58	2926680
59	3080685
60	3240000
61	3404715
62	3574920
63	3750705
64	3932160
65	4119375
66	4312440
67	4511445
68	4716480
69	4927635
70	5145000
71	5368665
72	5598720
73	5835255
74	6078360
75	6328125
76	6584640
77	6847995
78	7118280
79	7395585
80	7680000
81	7971615
82	8270520
83	8576805
84	8890560
85	9211875
86	9540840
87	9877545
88	10222080
89	10574535
90	10935000
91	11303565
92	11680320
93	12065355
94	12458760
95	12860625
96	13271040
97	13690095
98	14117880
99	14554485
100	15000000
101	15454515
102	15918120
103	16390905
104	16872960
105	17364375
106	17865240
107	18375645
108	18895680
109	19425435
110	19965000
111	20514465
112	21073920
113	21643455
114	22223160
115	22813125
116	23413440
117	24024195
118	24645480
119	25277385
120	25920000
121	26573415
122	27237720
123	27913005
124	28599360
125	29296875
126	30005640
127	30725745
128	31457280
129	32200335
130	32955000
131	33721365
132	34499520
133	35289555
134	36091560
135	36905625
136	37731840
137	38570295
138	39421080
139	40284285
140	41160000
141	42048315
142	42949320
143	43863105
144	44789760
145	45729375
146	46682040
147	47647845
148	48626880
149	49619235
150	50000000
151	50650000
152	51300000
153	51950000
154	52600000
155	53250000
156	53900000
157	54550000
158	55200000
159	55850000
160	56500000
161	57150000
162	57800000
163	58450000
164	59100000
165	59750000
166	60400000
167	61050000
168	61700000
169	62350000
170	63000000
171	63650000
172	64300000
173	64950000
174	65600000
175	66250000
176	66900000
177	67550000
178	68200000
179	68850000
180	69500000
181	70150000
182	70800000
183	71450000
184	72100000
185	72750000
186	73400000
187	74050000
188	74700000
189	75350000
190	76000000
191	76650000
192	77300000
193	77950000
194	78600000
195	79250000
196	79900000
197	80550000
198	81200000
199	81850000
200	82500000
To define the gold amount reward check the items prices on the specified level.

To not mess up with spaces and tabulators in config files use file editor which can show them.
On Windows you can use for example: notepad++, on Linux: Scite. Turn on displaying invisible characters in program settings.

Here you can find availability (chest, drop, quest, shop, craft) of all game items:
http://dmgamestudio.com/files/items_availability.txt
Last edited by Anonymous on Tue Feb 04, 2014 2:53 pm, edited 21 times in total.
Lyllee
Posts: 1
Joined: Fri Jun 15, 2012 12:00 am

Re: Map Editor instructions [updated editor 04.02.2014]

Post by Lyllee »

Thank you!
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compbatant
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Posts: 1931
Joined: Fri Jun 15, 2012 12:00 am
Location: Warsaw, Poland
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Re: Map Editor instructions [updated editor 04.02.2014]

Post by compbatant »

I am curious if anyone is working on new map?
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compbatant
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Posts: 1931
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Re: Map Editor instructions [updated editor 04.02.2014]

Post by compbatant »

I updated editor with new enemies, items, map tiles, etc.
Fred Bloggs
Posts: 3
Joined: Sat Jun 16, 2012 12:00 am

Re: Map Editor instructions [updated editor 04.02.2014]

Post by Fred Bloggs »

The link to the map editor doesn't seem to work any more. Has it changed since you updated the editor?
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compbatant
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Re: Map Editor instructions [updated editor 04.02.2014]

Post by compbatant »

try now. I had problems with me internet connection
Fred Bloggs
Posts: 3
Joined: Sat Jun 16, 2012 12:00 am

Re: Map Editor instructions [updated editor 04.02.2014]

Post by Fred Bloggs »

Still timing out if I try to download the map editor.
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compbatant
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Re: Map Editor instructions [updated editor 04.02.2014]

Post by compbatant »

I increased timeout. It was only 30sec before. Please try again.
Fred Bloggs
Posts: 3
Joined: Sat Jun 16, 2012 12:00 am

Re: Map Editor instructions [updated editor 04.02.2014]

Post by Fred Bloggs »

Thanks - it downloaded this time!

Is the teleporter graphic in there? I couldn't find it.
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compbatant
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Re: Map Editor instructions [updated editor 04.02.2014]

Post by compbatant »

Yes it is. Open scenario window and you will find it. Fourth line from the bottom
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