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MM8LevelEditor 3.40 released 04/06/2005, 10:20:53 |
I've released v3.40 yesterday. This release goes a long way to being able to change how an outdoor level looks and works. I think there's some issues that probably prevent the outdoor map files from being understood for MM7 and MM8, so it's probably safest to use it on MM6 levels. I could use a lot of help with decoding parts of the outdoor level and event files. This mostly involves choosing a spot on the map, a map object, or an event, and changing the data slightly to see what happens differently, and repeating the process. Think of it as "Enchant Item" on the level itself. For example, I'd love to know which skill levels are represented by which numbers in the event file, but I only had time to spot check them and determine that 56-86 represent the various skills. (I modified an apple tree to add "Stuff" rather than just food to determine which values represented which "stuff" (hps, food, gold, resistance, items, skill points, etc) Other things I could use help on are guessing what various event script commands do. This involves taking an event (like pulling the sword out of the new sorpigal rock) and listing out what happens. Ie, there's a check based against might 25 to determine if you get the sword. If you don't get the sword, the failure message is shown and the "straining" icon is shown for the selected character. If you do the get sword, the sword is put into your inventory, the picture of the sword-in-rock sprite changes to the empty-rock sprite, and the "quest" is marked solved. Even if you can't follow the assembly-like event language, generating reports of how events work allow others to decode them by knowing what to expect. On the other hand, it can be a lot of fun to guess that a certain command does something (like changes a sprite picture to a new sprite picture), and then modifying the command to do something different (ie, pulling the sword out of the rock turns it into a red tree and gives you Mordred instead). Less involved work might be playing with the outdoor level tiles map and seeing what happens as you change various tile values. But there's plenty of interesting things out there for anyone who's interested in lending a helping hand. If the editor is too confusing, then perhaps you're just the person to help design a better interface or write some documentation on how to use it once it's been explained Do note that you should make a backup of your original files. events (evt) are stored in icons.lod while outdoor levels (odm) are stored in games.lod. You should probably also mark the backups as read-only to insure they don't get changed by accident. Also, many of the events reference other files found in icons.lod, particularly 2dEvents.txt for locations, items.txt for item numbers, and quests.txt for quests. Also, each level has a "str" file containing text to show for events in that level. So New Sorpigal's map (OutE3.odm) has an OutE3.evt file and an OutE3.str file. You can get the engine-name for each area by looking up the name in the mapstats.txt file. Well, that's enough for now. -Mike Related link: MM8LevelEditor home page |
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