Map Editor instructions - OUTDATED

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blitzcraig
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Re: Map Editor instructions [updated editor 01.04.2014]

Post by blitzcraig »

I think anybody can work on making a map... if its really good, maybe the creator will use it in game sometime :) ... it takes some time though to build maps ;)
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Re: Map Editor instructions [updated editor 01.04.2014]

Post by Gandalf »

and for sure, if a map can be used, there is some reward too! same as with the quests :)
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blitzcraig
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Re: Map Editor instructions [updated editor 01.04.2014]

Post by blitzcraig »

oh yeah, I forgot to mention that ;)

as info for anybody working on maps: I submitted map 151.151. also, I am working on (rough draft so far) maps -1.-3, Map 0.-3, and dungeons 148.148, 149.149, and 150.150
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Re: Map Editor instructions [updated editor 01.04.2014]

Post by toad »

i can work for map 2.-2??or it's already a guy work?
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Re: Map Editor instructions [updated editor 01.04.2014]

Post by blitzcraig »

nobody has posted anything that I can see... I'd say , yes, go for it ;) ... (2.-3)
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Re: Map Editor instructions [updated editor 01.04.2014]

Post by toad »

and map 2.2??
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Re: Map Editor instructions [updated editor 01.04.2014]

Post by blitzcraig »

I haven't seen anybody say they are working on 2.-3 or on 2.2 :)
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Re: Map Editor instructions [updated editor 01.04.2014]

Post by toad »

cool just for me 2map :D
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Re: Map Editor instructions [updated editor 01.04.2014]

Post by Trusted »

compbatant wrote:Download and unzip Editor Link removed by MadMikael according to forum rule #8
then run start.bat on windows or start.sh on other systems. You need java installed on your system.
Check out example video: Link removed by MadMikael according to forum rule #8

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.
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.
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
Simulator doesn't support moving through maps and auto moving current map with main character (yet). You can scroll
map using middle mouse button.

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 or create if it doesn't exist file terrain.list. Add new line:

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61 TEST 2 5 0
The first number is tile set id, next there is tile set name, next tile size, next walking cost and finally terrain type.
If walking cost is small characters prefer to walk by this tile and walk faster.
Usually paths/roads have value 3, other grounds 5 and for obstacles put 2147483647.
There are three terrain types at this moment:

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OBSTACLE=0
GROUND=1
WATER=2
Chests are defined in chests.list file.
To add new chest first put choosen chest on the map, remember its position then
open chest.list file and add new line. For example:

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107.107.38.74 100:82
First is map name (107.107.), then chests position (38.74) then probability of finding
something inside chest (100 - always) 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 textures/items.png file,
then item type, item name, item parameters. All fields are separated by tabulators except
for item parameters which are separated by space.

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

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20 20:4 30:2
First is enemy id(20), tabulator, probability(20%) of finding item with id 4, then space and next item definition.

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)

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.


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.
You can't add at this moment new units. Unfortunatelly it is hardcoded. I will change this
in the future. If you need new unit contact with me and I will add new unit.
You will find units ids in units.list file.


New graphics
You can download new graphic from this website:Link removed by MadMikael according to forum rule #8

You can also add your own created graphics or graphics with proper license.

If you are working on  new map please post on game forum your map name(location), new items ids,
quest ids, tiles, etc to avoid duplication of unique ids.
Hi compbatant,
file endomaged.
I don´t extract this file.
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toad
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Re: Map Editor instructions [updated editor 01.04.2014]

Post by toad »

i've downald it it's no endomaged...u need just god system for downald and java for open
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