Map Editor instructions [updated editor 17.05.2019]

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blitzcraig
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Re: Map Editor instructions [updated editor 20.09.2017]

Post by blitzcraig » Fri Dec 01, 2017 9:50 pm

Did you change the character in the test_run_file, or just the graphics?

Alternatively, can you just rename all the spell.pngs to the appropriate directional attack.pngs in the unit file you're wanting to look at, so that when it attacks, it actually shows the spell animations instead?
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MadMagus
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Re: Map Editor instructions [updated editor 20.09.2017]

Post by MadMagus » Fri Dec 01, 2017 10:37 pm

blitzcraig wrote:Did you change the character in the test_run_file, or just the graphics?

Alternatively, can you just rename all the spell.pngs to the appropriate directional attack.pngs in the unit file you're wanting to look at, so that when it attacks, it actually shows the spell animations instead?
I've tried to edit the test_run_file many times.
I look like a mage, I'm equipped like a mage, but I can't attack... can't figure it out.
I've cut out some extra lines.
This is the current not working version:

Code: Select all

80 80    #position
100           #gold
1930 #finished quests
176 203 94 92 #backpack items
19 #427 19 14 7
MAX_LIFE:400 LIFE:400 SPEED:9 DAMAGE:0 MAX_MANA:24 MANA:24 DEXTERITY:15 RANGE:10 ARMOR:20 FIGHT_WEAPON:4 JOINED:1 XP:5 LEVEL:1 LEVEL_POINTS:2 #character factors
161 85          #character armor/weapon
the 19 is the set character, right? I think it's just changing the skin
I have the weapon set at 4 (mage) but it's not working
and in my pack, there is no mana stat
so somewhere, I missed some toggle that actually changes class?

but even when I used the default setup, and had the mage as an added follower
I could not choose spells
You called me strong, you called me weak
But still your secrets I will keep
You took for granted all the times I
Never let you down
You stumbled in and bumped your head, if
Not for me then you'd be dead
I picked you up and put you back
On solid ground
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MadMagus
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Re: Map Editor instructions [updated editor 20.09.2017]

Post by MadMagus » Fri Dec 01, 2017 10:50 pm

This is the setup that half works with the swordsman and mage

Code: Select all

80 80    #position
100           #gold
1930 #finished quests
176 203 94 92 #backpack items
13 19 #427 19 14 7
MAX_LIFE:110000 LIFE:110000 LEVEL_POINTS:2 SPEED:9 DAMAGE:1 DEXTERITY:10 RANGE:1 ARMOR:10 FIGHT_WEAPON:0 JOINED:1 XP:1 LEVEL:25 #character factors
42 141 231 245 247 277 13       #character armor/weapon
MAX_LIFE:400 LIFE:400 SPEED:9 DAMAGE:0 MAX_MANA:24 MANA:24 DEXTERITY:15 RANGE:10 ARMOR:20 FIGHT_WEAPON:4 JOINED:2 XP:5 LEVEL:1 LEVEL_POINTS:2 #character factors
161 85          #character armor/weapon
but, the mage only attacks with wand + yellow flow
I click on the mage, I can move him around by himself...
but if I try to choose spells, it says "only mage"

how do you change your pack to show your other characters?
how do you change the active character?
I don't play the RPG
I thought it was simple, click on him, he's selected, you can move him, spawn with him, and he auto attacks
but if I click on the bottle icon to bring up spells, it tells me "only mage"
if I click the shield, that selects both characters
clicking on the pack shows me the swordsman pack and stats (I guess packs are shared like pets, as the spells are there?)
clicking the disk brings up the save screen
clicking zoom buttons crashes the program
the scenario freezes anyway after a couple of minutes (I can still stop/start again though)

sure, I could just rename the anim files (and the spec)
that is looking to have been the fastest and easiest method in the first place
but in theory, it should not have been

I'd rather know how to do it the "correct" way
You called me strong, you called me weak
But still your secrets I will keep
You took for granted all the times I
Never let you down
You stumbled in and bumped your head, if
Not for me then you'd be dead
I picked you up and put you back
On solid ground
blitzcraig
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Location: United States of America

Re: Map Editor instructions [updated editor 20.09.2017]

Post by blitzcraig » Fri Dec 01, 2017 11:28 pm

yes, everything you said looks right - I ever paid any attention to see if the mage does spell animations in rpg, I may don't know - I do know that you do not have to have him selected to cast the spells... he does not even have to be in range to heal the main lol (I used to use that to my advantage way back when) - also, in the editor, I always just used the Swordsman to test, sorry...

you did say that you changed a config file somewhere to mmo? that may affect the spells, though that's purely speculation on my part :p

anyway, I simply don't remember how I tested the blinking mage graphics when I was making those... but I think with the fairy, I may have swapped spell graphics for attack, but I'm not certain of that either lol
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MadMagus
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Re: Map Editor instructions [updated editor 20.09.2017]

Post by MadMagus » Fri Dec 01, 2017 11:32 pm

ugh
it's not really an option I want to do...
thing is, the frames are different from the attacks
so, if I don't rename all 8, then adjust the spec file, I'd likely get a crash or freeze

on that note
the spec file
it's just [type] [size] [frames], right?

in theory, it should work :lol:
maybe, I'll just submit it as is, and see what he says :lol:
You called me strong, you called me weak
But still your secrets I will keep
You took for granted all the times I
Never let you down
You stumbled in and bumped your head, if
Not for me then you'd be dead
I picked you up and put you back
On solid ground
blitzcraig
Posts: 3030
Joined: Fri Oct 18, 2013 12:00 am
Location: United States of America

Re: Map Editor instructions [updated editor 20.09.2017]

Post by blitzcraig » Sat Dec 02, 2017 12:15 am

lol, ok... good luck ;)
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LostKnight
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Re: Map Editor instructions [updated editor 20.09.2017]

Post by LostKnight » Sun May 13, 2018 3:18 pm

Map Editor instructions [updated editor 20.09.2017]

Is it really that old?
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My successes are theirs, my failures are mine alone.
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Play smart, play safe, play honestly,
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madmaniacal1
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Re: Map Editor instructions [updated editor 20.09.2017]

Post by madmaniacal1 » Sun May 13, 2018 4:20 pm

The editor is a publicly accessible application that regular players can use to design (and then submit) new content for the game (I'm sure you know that, LK, but many may not). It has been around a long time, but hasn't been updated in a while. Lots going on, new content that would need added, and that recently completed bug investigation. I'm sure they'll get to it at some point.
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LostKnight
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Re: Map Editor instructions [updated editor 20.09.2017]

Post by LostKnight » Sun May 13, 2018 4:32 pm

What I am looking for is a monsters text file that lists all monsters in game with their stats.

I had one but lost it.
Was hoping it was in the zip file. Nope.

Yes I can well understand that a LOT is being held up because of the mega investigation.
Which just adds that much more "GRRRRRR!" to the not so nice people that have caused it's necessity.
And my KUDOS for the work the GMs are doing.

Just that September 2017 seemed a bit old so I was just curious.
Thanks to the generosity of many, I grow.
My successes are theirs, my failures are mine alone.
Code of Chivalry for Knights Without a Clan
Play smart, play safe, play honestly,
or The GM's Creed will get you!
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madmaniacal1
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Re: Map Editor instructions [updated editor 20.09.2017]

Post by madmaniacal1 » Sun May 13, 2018 4:41 pm

I don't know of any file like that currently existing, due to new content. Content up to the Ardesia/HGM update is on forum (I think MadMikael had a post with a PDF).
Omnes Autem Uri
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