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Post by cajones on Nov 12, 2006 5:44:21 GMT -5
Hello everyone! Ur... Hello Wolfstar! So this is the thread where, if by some chance people want to help with the mapping of the Jeqo RPG, they can post the code that results. And hey, the mapmaker is open for other uses as well, so do whatever thou wouldst! So explanations are in order! gloc=area of the map. Basically a name for the map, since doing maps for the entire universe in one setting is ridiculous. Lighting: I don't even know how to set that up. The way it is done in the mapmaker adds a number to the pose index. So basically, 0=full lighting, and so on until 3=dark. The whos and whats (inventory and the "who's here?" prompts) are based on a list of IDs for items. This makes it a lot easier to include a lot of items in one area through a string. So to use these you'll need the lists, which are available here. I think.There are other features that the mapmaker isn't set up to work with. The most important of these are the talk/attack settings. Ok, so maybe we'll add this to the sequence, since it'd be hard to do without knowing coordinates and such gibberish. Basically, these are what let you interact with people and animals and such. There's a basic syntax for these, but... why memorize all of that? Ok, maybe we will add them... Ok, so ... there you go. =P. Note that the range in this RPG is sort of "room" based... more like, a 20x20 area, although that doesn't always have to be the case (and there is a grouping feature that should shorten some distance.s... ur... we'll get back to you on those). Wow, I think I just confused myself! Ahoy!
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Post by cajones on Nov 12, 2006 9:54:30 GMT -5
Update! Talk and attack engine added to the map maker, and the help page updated to reflect this. Though I'm sure there's something that's confusing, so... yeah. Oh yeah... list of enviro values... I guess I'll add those here! - "forsell" - allows the buying and selling of all items in the area.
- "wet" - there is water in the area, but it's not enough to use directly. (Moisture?)
- "water" - water that could be anywhere from a few millimeters to waist deep. Characterized by being mostly inactive. This kind of water is vulnerable to cold.
- "river" . there's deep water alright, but it's flowing pretty quickly.
- "sea" . Ocean water, salt and all. By default this water has some kind of current and waves and can be affected by many factors.
- "flood" . The place is filling up with rushing water. This is a time-based aspect of the environment; the level of danger is dependent on the time of day.
- "quake" . The area is on a faultline and doesn't fit into any other category. Random Earthquakes are possible.
- "desert" . The area is dry (though not necessarily hot). Tends to affect player energy as well as various actions.
- "space" . used for a place that would be classified as either a vacuum or otherwise ridiculously unsafe to travel in unprotected. I.E, if you aren't in a ship or a suit or have crazy powers, your head asplode.
- "cave" . Used for any underground area that doesn't fit any other category.
- "evil" . the place holds dark power.
- "holy" . there is something holy about the place.
- "windy" . the place is consistently windy. Usually best for areas that are above the ground.
- "tropical" . a place that is usually unaffected by snow, quakes, etc, and is rather warm and reasonably moist.
- "coastal" . a coastal region. Temperatures aren't important so much as the effect on the environment and weather.
- "hot" . any area that is safe to travel in, but is too hot to stay in for long.
- "fire" . An area that is burning with fire! Like... a volcano... or a firepit... or Hell...
- "toxic" . a place that could leave you poisoned.
- "sun" . Think the part of a star that you don't want to fly a spaceship through. ... the part of a star that Superman hesitates to fly through, only not always red.
- "gravity" . A place like near a black hole where all objects are pulled toward the center of mass. This will always pull things in one direction, which should be specified at the end of the tag, like so: "gravityd" "gravityu" "gravityn" "gravityw" "gravitys" "gravitye" "gravityne", etc.
- "singular" . a stellar singularity. AKA, a spot where physics breaks down and everything dies.
- "storm" . a place that is perpetually stormy. Could be used on Earth in some cases, but is usually better for stormy planets or gasgiants.
- "cold" . a place that is very cold by default. Not the arctic, but still tundra-ish.
- "arctic" . Some place that is perpetually icy.
- "air" . some place where it is hard to breath, but everything else is safe.
- Else (anything besides undefined, null, or "") will probably be a specific action or something, but those are hard to figure out...
Wow, that was bigger than I expected. Urm... Inside! Oh yeah, I forgot to mention indoors Vs. Outdoors. I guess is you're under something that counts as indoors. . Oh, and since posting maps on the board might qualify for some as spoilers... umm... feel free to change the color of your text when posting (or send it as a PM or something). And...now... I think I shall work on one!
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Post by Wolfstar on Nov 13, 2006 1:33:51 GMT -5
Wooo! I'll have to look at this in greater detail later... and maybe start mapping stuff after November!
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Post by cajones on Nov 13, 2006 2:30:43 GMT -5
I need to deal with much class stuff! But this doesn't want to happen!
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Post by cajones on Nov 17, 2006 7:08:21 GMT -5
I decided that there are way too many things that you should be able to do that aren't standard, so I've decided to add another feature to the options that you have when asked for the environment.
If you enter a value for hte environment that isn't like the value in the list in the second post on this thread, the game will check to see if a : is in the string. If it is, it will split the string into sections divided by all : that appear. If the player enters the action to the left of the : (even-numbered slots in the list), the results on the right side occur. For example, if you have a place with a tree that has a secret tunnel in it, but you don't want the player to see it without looking at the tree, you could enter htis when asked about the environment:
LOOK TREE:You notice a small hole at the base of the tree that leads into a narrow tunnel that you might be able to climb through.
It's important to make the action all caps, because the string is converted to the same case after the player does something. You can have many of these in one area if necessary, for example, if we have a place that has a table and a box:
LOOK TABLE: The table is cleanly polished, though you notice a few cracks in its surface. :LOOK BOX:giv6
If you look at the table by typing "look table", you will read the description of the table. If you look at the box ("look box"), you will receive a flashlight. I think We'll use a four-character line or something for the results if we want special things to happen (in which case you'd use the same options as with talking/attacking people).
I hope that wasn't confusing. I decided I wanted to put a mailbox in one area, so I added this...
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Post by cajones on Nov 19, 2006 5:14:48 GMT -5
The mapmaker ate my (18x11) map! *dies from loss of 200 spaces*.
I don't know why, but that's clearly a problem worth fixing. And heck, if you lose that much data... the project is slowed down.
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Post by Wolfstar on Nov 27, 2006 19:17:38 GMT -5
Yeah... that's crap.
November is almost over (although I am currently behind on wordcount after being ahead the whole freakin' month... guh...), so soon I shall make a few maps... or something.
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