Jump to content
Eternal Lands Official Forums
Sign in to follow this  
Wytter

Def files

Recommended Posts

Hey all,

 

Due to programming concerns we had to change the map.def format a little. This will affect you and your map making, but hopefully it'll also make it easier for you to write and read .def files.

 

The new .def format uses start and ending tags like the following:

 

[general]
allow_combat: 0
allow_rain: 1
map_name: `Snow Isla Prima`
[/general]

 

This is the entire list of options you can put in the different tags. It also includes the new area attributes.

 

For many of the cases, 1 means Yes, 0 means No (as usual), so assume that's the case unless I specify differently.

[general]
map_name: <The name of the map>

#If you just want the default attribute you don't have to write it here...

allow_rain: <If it's going to rain on the map or not - default: 1>
allow_combat: <Is it a PK map? Default: 0>
allow_multicombat: <Allow multi-combat? Default: 0>
allow_beam: <Max level allowed to beam from this map Default: 0 (means every player can beam)>
allow_tport: <Is teleporting allowed on this map? Default: 1>
allow_harvesting: <Is harvesting allowed? Default: 1>
allow_manufacturing: <Is manufacturing allowed? Default: 1>
allow_summoning: <Is summoning allowed? Default: 1>
allow_spellcasting: <Can you use magic on this map? Default: 1>
allow_potions: <Can you do potions on this map? Default: 1>
timed_heat: <Heat damage per minute - between 0 and 100 - Default: 0>
timed_cold: <Cold damage per minute - between 0 and 100 - Default: 0>
timed_poison: <Poison damage per minute - between 0 and 100 - Default: 0>
timed_corrosion: <Corrosion damage per minute - between 0 and 100 - Default: 0>
timed_damage: <Damage per minute - between 0 and 100 - Default: 0>
timed_radiation: <Damage per minute - between 0 and 100 - Default: 0>
walk_heat: <Per step heat damage - between 0 and 100 - Default: 0>
walk_cold: <Per step cold damage - between 0 and 100 - Default: 0>
walk_poison: <Per step poison damage - between 0 and 100 - Default: 0>
walk_corrosion: <Per step corrosion damage - between 0 and 100 - Default: 0>
[/general]

The teleport point is activated when you step on it - for instance when stepping on a teleporter
[teleport_point]
teleport_src_x: <The x coordinate the player needs to step on>
teleport_src_y: <The y coordinate the player needs to step on>
teleport_dst_x: <The x coordinate where you want the player to be send>
teleport_dst_y: <The y coordinate where you want the player to be send>
teleport_map: <The map where the player will be teleported to>
type: <Is it going to sparkle when you teleport? Default: 0>
[/teleport_point]


The interdiction area creates a square where you have to specify the coordinates of the corners:

y
|
y2	   _____ 
|	   |	 |
|	   |	 |
y1	  |_____|
| 
|______________ x
	x1	 x2

The above coordinate system is the same for every other area-based definition, so remember it :) 

The interdiction is being out-fased, so use the [attributes] instead - it's just here to reference how the .def files for the older maps are going to be rewritten.
[interdiction_area]
min_x: <The smallest x coordinate (X1)>
min_y: <The smallest y coordinate (Y1)>
max_x: <The largest x coordinate (X2)>
max_y: <The largest y coordinate (Y2)>
can_manufacture: <Is it possible to manufacture here?>
[/interdiction_area]

[text_area]
min_x: <The smallest x coordinate (X1)>
min_y: <The smallest y coordinate (Y1)>
max_x: <The largest x coordinate (X2)>
max_y: <The largest y coordinate (Y2)>
call_small: <If it's going to call small - used for quests and other things (if you want a special effect such as a character suddenly showing up or something), but it's really nothing you should worry about as map makers, so just leave it out and speak with us if you want to use it>
text: <The text that's going to appear on the players screen - max 250 characters>
[/text_area]

This is used to specify a special text that's going to be seen when the player clicks on the item with the eye icon.
[object_name]
object_id: <The object ID>
object_name: <The text that'll appear - max 49 characters>
[/object_name]

This is used when you want to give an area a special name - it's the text appearing when you click on the compass.
[location_info]
min_x: <The smallest x coordinate (X1)>
min_y: <The smallest y coordinate (Y1)>
max_x: <The largest x coordinate (X2)>
max_y: <The largest y coordinate (Y2)>
text: <The name of the location>
[/location_info]

The use area is used to specify a special action that's going to happen when you click on an item. You can only click on the item from within the specified area.
[use_area]
min_x: <The smallest x coordinate (X1)>
min_y: <The smallest y coordinate (Y1)>
max_x: <The largest x coordinate (X2)>
max_y: <The largest y coordinate (Y2)>
teleport_x: <The x location the player is going to be teleported to on click - if he isn't going to be teleported, just leave this out>
teleport_y: <The y location the player is going to be teleported to on click - if he isn't going to be teleported, just leave this out>
teleport_map: <The map the player is going to be teleported to on click - if he isn't going to be teleported, just leave this out.>
map_object_id: <The ID of the object the player has to click>
inv_object_id: <The ID of an object the player clicks on the map object with>
send_sparks: <Specifies if the teleport is going to send sparks when it's activated>
too_far_text: <The text that's shown when you're too far away>
wrong_object_text: <The text that's going to be shown when the use_area is activated, but the player uses the wrong object>
use_text: <The text that's going to be shown when the item is used>
open_book: <The book ID that's going to be opened when the use area is activated - you cannot teleport a person and have a book opened at the same time (the book will close if the player moves outside the area, so..)>
[/use_area]

[sound_area]
min_x: <The smallest x coordinate (X1)>
min_y: <The smallest y coordinate (Y1)>
max_x: <The largest x coordinate (X2)>
max_y: <The largest y coordinate (Y2)>
min_minute: <The min minute the song will play>
max_minute: <The max minute the song will play>
min_hour: <The min hour the song will play>
max_hour: <The max hour the song will play>
positional: <If it's positional>
radius: <The radius, where it's possible to hear the song>
frequency: <The frequency - how many seconds that should go between trying to send the song to the different players - if 0, it will be random>
chance: <The chance the for song to play - between 0 and 1000 - used when frequency is 0>
loops: <The number of loops the song is going to play for>
sound_name: <The filename of the sound>
[/sound_area]

For the attributes the syntax is a bit different, as it's a newer addition. The following tags are available:

(<tag name> - <Description>)
allow_combat - Is it a PK area? Default: 0
allow_multicombat - Allow multi-combat? Default: 0
allow_beam - Max level allowed to beam from this area. Default: 0 (means every player can beam)
allow_tport - Is teleporting allowed on this map? Default: 1
allow_harvesting - Is harvesting allowed? Default: 1
allow_manufacturing - Is manufacturing allowed? Default: 1
allow_summoning - Is summoning allowed? Default: 1
allow_spellcasting - Can you use magic on this map? Default: 1
allow_potions - Can you do potions on this map? Default: 1
timed_heat - Heat damage per minute - between 0 and 100 - Default: 0
timed_cold - Cold damage per minute - between 0 and 100 - Default: 0
timed_poison - Poison damage per minute - between 0 and 100 - Default: 0
timed_corrosion - Corrosion damage per minute - between 0 and 100 - Default: 0
timed_damage - Damage per minute - between 0 and 100 - Default: 0
walk_heat - Per step heat damage - between 0 and 100 - Default: 0
walk_cold - Per step cold damage - between 0 and 100 - Default: 0
walk_poison - Per step poison damage - between 0 and 100 - Default: 0
walk_corrosion - Per step corrosion damage - between 0 and 100 - Default: 0


[attributes]
[<tag name>]
min_x: <The smallest x coordinate (X1)>
min_y: <The smallest y coordinate (Y1)>
max_x: <The largest x coordinate (X2)>
max_y: <The largest y coordinate (Y2)>
value: The value of the attribute
text: The text that's going to be shown when the attribute is activated
[/<tag name>]
[/attributes]

Example:
[attributes]
[allow_multicombat]
min_x: 22
min_y: 44
max_x: 33
max_y: 55
value: 1
text: You enter a multicombat zone
[/allow_multicombat]
[allow_harvesting]
min_x: 3
min_y: 4
max_x: 33
max_y: 44
value: 0
text: What? Trying to pick flowers from graves? You sick smeg!
[/allow_harvesting]
[rain_start_chance]
min_x: 22
min_y: 4
max_x: 32
max_y: 14
value: 100
text: It's raining, as always...
[/rain_start_chance]
[/attributes]

 

Here's an example - I rewrote the Isla Prima .def-file :

[general]
allow_combat: 0
allow_rain: 1
map_name: `Snow Isla Prima`
[/general]

ship "banner2"
[use_area]
min_x: 12
min_y: 18
max_x: 29
max_y: 29
teleport_x: -1
teleport_y: -1
teleport_map: -1
map_object_id: 441
inv_object_id: -1
send_sparks: 0
too_far_text: `You are too far away`
use_text: `You've opened a secret scroll!`
wrong_object_text: `Nothing happens.`
open_book: 2 
The above uses the new feature that lets the client open a book window on click.
[/use_area]

Text object"sign-to docks"
[use_area]
min_x: 28
min_y: 57
max_x: 36
max_y: 69
teleport_x: -1
teleport_y: -1
teleport_map: -1
map_object_id: 525
inv_object_id: -1
send_sparks: 0
too_far_text: `You can't read the sign from THAT far away!`
use_text: `South- to the Docks`
wrong_object_text: `Nothing happens.`
[/use_area]

[location_info]
min_x: 11
min_y: 15
max_x: 36
max_y: 39
text: `- The docks`
[/location_info]

[location_info]
min_x: 123
min_y: 96
max_x: 163
max_y: 163
text: `- The Woods`
[/location_info]

[location_info]
min_x: 157
min_y: 33
max_x: 180
max_y: 67
text: `- A Sandy Beach`
[/location_info]

[location_info]
min_x: 139
min_y: 70
max_x: 141
max_y: 84
text: `- A Bridge Over Nice Water`
[/location_info]

[text_area]
min_x: 152
min_y: 114
max_x: 152
max_y: 116
text: `Get off my bones you stupid 3D model!`
[/text_area]

[text_area]
min_x: 147
min_y: 127
max_x: 149
max_y: 130
text: `Have you no respect for the dead!?`
[/text_area]

Locked house "house3"
[use_area]
min_x: 81
min_y: 118
max_x: 81
max_y: 120
teleport_x: -1
teleport_y: -1
teleport_map: -1
map_object_id: 187
inv_object_id: -1
send_sparks: 0
too_far_text: `You are too far away from the door`
use_text: `The door is locked`
wrong_object_text: `Nothing happens.`
[/use_area]

"Tavern"
[use_area]
min_x: 63
max_x: 68
min_y: 132
max_y: 135
teleport_x: 20
teleport_y: 12
teleport_map: 2
map_object_id: 71
inv_object_id: -1
send_sparks: 0
too_far_text: `You are too far away from the door`
use_text: `Welcome to Pula's Tavern`
wrong_object_text: `Nothing happens.`
[/use_area]

"House5"
[use_area]
min_x: 89
min_y: 102
max_x: 91
max_y: 109
teleport_x: 53
teleport_y: 48
teleport_map: 2
map_object_id: 96
inv_object_id: -1
send_sparks: 0
too_far_text: `You are too far away from the door`
use_text: ``
wrong_object_text: `Nothing happens.`
[/use_area]

"House4"
[use_area]
min_x: 94
min_y: 161
max_x: 103
max_y: 163
teleport_x: 57
teleport_y: 13
teleport_map: 2
map_object_id: 72
inv_object_id: -1
send_sparks: 0
too_far_text: `You are too far away from the door`
use_text: ``
wrong_object_text: `Nothing happens.`
[/use_area]

"House2"
[use_area]
min_x: 72
min_y: 148
max_x: 76
max_y: 150
teleport_x: 17
teleport_y: 54
teleport_map: 2
map_object_id: 63
inv_object_id: -1
send_sparks: 0
too_far_text: `You are too far away from the door`
use_text: ``
wrong_object_text: `Nothing happens.`
[/use_area]

"white tower door"
[use_area]
min_x: 117
min_y: 151
max_x: 123
max_y: 156
teleport_x: 19
teleport_y: 66
teleport_map: 32
map_object_id: 797
inv_object_id: -1
send_sparks: 0
too_far_text: `You are too far away from the door`
use_text: ``
wrong_object_text: `Nothing happens.`
[/use_area]

boat north->south
[teleport_point]
teleport_src_x: 177
teleport_src_y: 141
teleport_dst_x: 78
teleport_dst_y: 57
type: 0
teleport_map: 0
[/teleport_point]

boat south->north
[teleport_point]
teleport_src_x: 80
teleport_src_y: 58
teleport_dst_x: 176
teleport_dst_y: 139
type: 0
teleport_map: 0
[/teleport_point]

secret room (map6nf_cave)
[teleport_point]
teleport_src_x: 166
teleport_src_y: 73
teleport_dst_x: 62
teleport_dst_y: 38
type: 0
teleport_map: 17
[/teleport_point]


"newbie cave"
[use_area]
min_x: 35
min_y: 67
max_x: 42
max_y: 74
teleport_x: 60
teleport_y: 138
teleport_map: 43
map_object_id: 1348
inv_object_id: -1
send_sparks: 0
too_far_text: `Go into the cave, then click the rock above you again to enter the cave`
use_text: ``
wrong_object_text: `Nothing happens.`
[/use_area]

 

Making a needed level of attack to enter a map(please do not use this without asking Roja first!!)

 

[general]

allow_combat: 1

allow_rain: 1

allow_multicombat: 1

allow_beam: 0

min_level: 30

map_name: `Kilaran Field`

[/general]

 

A new summon area that decreases mana needed to summon:

[attributes]

[bonus_summoning_area]

min_x: 90

min_y: 130

max_x: 100

max_y: 150

value: 1

[/bonus_summoning_area]

[/attributes]

 

USE WITH ID list: The first number here: http://el.other-life.com/downloads/item_info.txt

Share this post


Link to post
Share on other sites

I'm only going to explain what I need too. I feel I shouldn't have to explain how to find an object's ID # and such. So anyways, just copy and paste the regular font...anything in bold is explanations.

 

If it's in regular font, DON'T CHANGE IT!

 

 

Anything in general (except Map_name) needs a value of 1 or 0 after it. [example = allow_rain: 0 means it cannot rain on the map ever.]

1 means on or yes, 0 means off or no] And the general always goes first!

[general]

map_name: `Cool Map Name Here.`

allow_multicombat:

allow_harvesting:

allow_rain:

allow_combat:

[/general]

 

 

 

If you need to teleport by stepping on a spot

"Teleport to Some Map"

[teleport_point]

teleport_src_x:

teleport_src_y:

teleport_dst_x:

teleport_dst_y:

type: 1

teleport_map:

[/teleport_point]

The src is the source, which means the spot you have to stand on to teleport. The dst is the destination, the spot where you will appear

 

 

The following is use_area, any 3d object that you have to click on to teleport or change maps or to bring a message up will use this.

"Signpost to map8"

[use_area]

min_x:

min_y:

max_x:

max_y:

teleport_x:

teleport_y:

teleport_map:

map_object_id:

inv_object_id: -1

send_sparks: 0

too_far_text: `Get closer.`

use_text: `If you want a message to appear, put it here.`

wrong_object_text: `Nothing happens.`

[/use_area]

With the 4 min's and max's you create an area that the player must be in for them to use whatever object you have listed. Make sure NONE of your different areas you will create overlap each other.

 

The following is used if you want the player to see an added place text when they click the compass.

 

For example:

If map_name: is `Typing` and they click the compass it will say "You are in Typing" If you have a location_info that says `alot` and they click the compass it will say "You are in Typing alot"

 

[location_info]

min_x:

min_y:

max_x:

max_y:

text: `Particular place goes here.`

[/location_info]

 

 

Ever seen those 'Warning! This map is a PK map!' message? You can have your own message if you put this in your def

[text_area]

min_x:

min_y:

max_x:

max_y:

text: `Put your cool message here`

[/text_area]

 

---------------------------

 

That is not all of the possible things that can go in a def. Oh no, there are alot more things. But it would take me too long to write it all out. Perhaps I will get to it soon though, but if you have in your def what I've already explained, then you'll be just fine. :-)

 

Feel free to ask questions of course.

 

Hope this helps you all

Share this post


Link to post
Share on other sites

***IMPORTANT****

 

When you make [use_area]'s on your map, be sure to label what they are very clearly!!

 

Examples, (highlighted in bold):

"WSC Blacksmith -> Outside"

[use_area]

min_x:

min_y:

max_x:

max_y:

teleport_x:

teleport_y:

teleport_map:

map_object_id:

inv_object_id: -1

send_sparks: 0

too_far_text: `Get closer.`

use_text: `If you want a message to appear, put it here.`

wrong_object_text: `Nothing happens.`

[/use_area]

 

 

"WSC-> blacksmith inside"

[use_area]

min_x:

min_y:

max_x:

max_y:

teleport_x:

teleport_y:

teleport_map:

map_object_id:

inv_object_id: -1

send_sparks: 0

too_far_text: `Get closer.`

use_text: `If you want a message to appear, put it here.`

wrong_object_text: `Nothing happens.`

[/use_area]

 

 

"WSC Blacksmith inside ->backroom of blacksmith"

[use_area]

min_x:

min_y:

max_x:

max_y:

teleport_x:

teleport_y:

teleport_map:

map_object_id:

inv_object_id: -1

send_sparks: 0

too_far_text: `Get closer.`

use_text: `If you want a message to appear, put it here.`

wrong_object_text: `Nothing happens.`

[/use_area]

Share this post


Link to post
Share on other sites

A sample .def file:

Isla Prima outside

 

[general]

allow_combat: 0

allow_rain: 0

map_name: `Isla Prima`

[/general]

 

[attributes]

[timed_heal]

min_x: 12

min_y: 124

max_x: 24

max_y: 138

value: 5

[/timed_heal]

[walk_corrosion]

min_x: 120

min_y: 58

max_x: 133

max_y: 68

value: 3

[/walk_corrosion]

[/attributes]

 

 

ship "banner2"

[use_area]

min_x: 12

min_y: 18

max_x: 29

max_y: 29

teleport_x: 707

teleport_y: 162

teleport_map: 1

map_object_id: 520

inv_object_id: -1

send_sparks: 1

too_far_text: `You are too far away`

use_text: `Welcome to White Stone, Lakeside Village`

wrong_object_text: `Nothing happens.`

[/use_area]

 

Text object"sign-to docks"

[use_area]

min_x: 28

min_y: 57

max_x: 36

max_y: 69

teleport_x: -1

teleport_y: -1

teleport_map: -1

map_object_id: 525

inv_object_id: -1

send_sparks: 0

too_far_text: `You can't read the sign from THAT far away!`

use_text: `South- to the Docks`

wrong_object_text: `Nothing happens.`

[/use_area]

 

SCROLL (at beam) bagatbeam.xml

[use_area]

min_x: 102

min_y: 143

max_x: 103

max_y: 147

teleport_x: -1

teleport_y: -1

teleport_map: -1

map_object_id: 553

inv_object_id: -1

send_sparks: 0

open_book: 7

too_far_text: `You try using telekinesis powers to unroll and read the scroll from here. Nope, doesn't work.`

use_text: ``

wrong_object_text: `Nothing happens.`

[/use_area]

 

[location_info]

min_x: 11

min_y: 15

max_x: 36

max_y: 39

text: `- The docks`

[/location_info]

 

[location_info]

min_x: 123

min_y: 96

max_x: 163

max_y: 163

text: `- The Woods`

[/location_info]

 

[location_info]

min_x: 157

min_y: 33

max_x: 180

max_y: 67

text: `- A Sandy Beach`

[/location_info]

 

[location_info]

min_x: 139

min_y: 70

max_x: 141

max_y: 84

text: `- A Bridge Over Nice Water`

[/location_info]

 

 

[text_area]

min_x: 152

min_y: 114

max_x: 152

max_y: 116

text: `Get off my bones you stupid 3D model!`

[/text_area]

 

 

[text_area]

min_x: 147

min_y: 127

max_x: 149

max_y: 130

text: `Have you no respect for the dead!?`

[/text_area]

 

Locked house "house3"

[use_area]

min_x: 81

min_y: 118

max_x: 81

max_y: 120

teleport_x: -1

teleport_y: -1

teleport_map: -1

map_object_id: 193

inv_object_id: -1

send_sparks: 0

too_far_text: `You are too far away from the door`

use_text: `The door is locked`

wrong_object_text: `Nothing happens.`

[/use_area]

 

 

"Tavern"

[use_area]

min_x: 63

max_x: 68

min_y: 132

max_y: 135

teleport_x: 20

teleport_y: 12

teleport_map: 2

map_object_id: 72

inv_object_id: -1

send_sparks: 0

too_far_text: `You are too far away from the door`

use_text: `Welcome to Pula's Tavern`

wrong_object_text: `Nothing happens.`

[/use_area]

 

 

"House5 - rat house"

[use_area]

min_x: 89

min_y: 102

max_x: 91

max_y: 109

teleport_x: 53

teleport_y: 48

teleport_map: 2

map_object_id: 97

inv_object_id: -1

send_sparks: 0

too_far_text: `You are too far away from the door`

use_text: ``

wrong_object_text: `Nothing happens.`

[/use_area]

 

"House4"

[use_area]

min_x: 94

min_y: 161

max_x: 103

max_y: 163

teleport_x: 57

teleport_y: 13

teleport_map: 2

map_object_id: 73

inv_object_id: -1

send_sparks: 0

too_far_text: `You are too far away from the door`

use_text: ``

wrong_object_text: `Nothing happens.`

[/use_area]

 

"House2"

[use_area]

min_x: 72

min_y: 148

max_x: 76

max_y: 150

teleport_x: 17

teleport_y: 54

teleport_map: 2

map_object_id: 63

inv_object_id: -1

send_sparks: 0

too_far_text: `You are too far away from the door`

use_text: ``

wrong_object_text: `Nothing happens.`

[/use_area]

 

 

"white tower door"

[use_area]

min_x: 117

min_y: 151

max_x: 123

max_y: 156

teleport_x: 19

teleport_y: 66

teleport_map: 32

map_object_id: 1023

inv_object_id: -1

send_sparks: 0

too_far_text: `You are too far away from the door`

use_text: ``

wrong_object_text: `Nothing happens.`

[/use_area]

 

boat north->south

[teleport_point]

teleport_src_x: 177

teleport_src_y: 141

teleport_dst_x: 78

teleport_dst_y: 57

type: 0

teleport_map: 0

[/teleport_point]

 

boat south->north

[teleport_point]

teleport_src_x: 80

teleport_src_y: 58

teleport_dst_x: 176

teleport_dst_y: 139

type: 0

teleport_map: 0

[/teleport_point]

 

secret room (map6nf_cave)

[teleport_point]

teleport_src_x: 166

teleport_src_y: 73

teleport_dst_x: 62

teleport_dst_y: 38

type: 0

teleport_map: 17

[/teleport_point]

 

 

"newbie cave"

[use_area]

min_x: 35

min_y: 67

max_x: 42

max_y: 74

teleport_x: 60

teleport_y: 138

teleport_map: 43

map_object_id: 1137

inv_object_id: -1

send_sparks: 0

too_far_text: `Go into the cave, then click the rock above you again to enter the cave`

use_text: ``

wrong_object_text: `Nothing happens.`

[/use_area]

Share this post


Link to post
Share on other sites

How to get coordinates in the map editor:

 

1.open map in editor. move around with arrow keys, pageup/down=zoom, home/end=rotate, m =minimap that you can click to move to spot.

 

2. Get coords using height map. Click the icon that looks like steps. Click the icon that looks like an arrow with a star behind it. click ANY one of the colored squares. Press g for a grid(those squares represent the coordinates). hover your mouse-with the colored square under it, over one of those squares. The x,y values are in the box in the corner.

 

 

Coordinates represent a rectangle with x1,y1 being the MINIMUM values, and x2,y2 being the MAXIMUM.

 

***Please remember that the xmin ymin MUST always be the minimum, and xmax ymax the maximums!! If they are not, the .def file will not work!

 

Example:

 

Correct:

"white tower door"

[use_area]

min_x: 117

min_y: 151

max_x: 123

max_y: 156

teleport_x: 19

teleport_y: 66

teleport_map: 32

map_object_id: 1023

inv_object_id: -1

send_sparks: 0

too_far_text: `You are too far away from the door`

use_text: ``

wrong_object_t

ext: `Nothing happens.`

[/use_area]

 

 

Incorrect:

"white tower door"

[use_area]

min_x: 123

min_y: 151

max_x: 117

max_y: 156

teleport_x: 19

teleport_y: 66

teleport_map: 32

map_object_id: 1023

inv_object_id: -1

send_sparks: 0

too_far_text: `You are too far away from the door`

use_text: ``

wrong_object_text: `Nothing happens.`

[/use_area]

Share this post


Link to post
Share on other sites

 

2. Get coords using height map. Click the icon that looks like steps. Click the icon that looks like an arrow with a star behind it. click ANY one of the colored squares. Press g for a grid(those squares represent the coordinates). hover your mouse-with the colored square under it, over one of those squares. The x,y values are in the box in the corner.

 

 

Great, that helped. :)

Share this post


Link to post
Share on other sites

Some new Instructions!!

 

1. You can NOT put comments inside [attribute] tags! This sucks, but unfortunetly the server will not start if you put them there. They are the description lines you put above the different flags inside the attributes tags. Do NOT place them! I have to delete them all the time.

It is ok to put comments on top of other tags outside the [attributes][/attributes] tags however, keep doing that.

 

2. When making ADDITIONS to your def file, please just put them in a .txt file, do not name it with a .def extension. I will add them to the proper def file.

 

3. If you want to make CHANGES to your def files OR maps, ask/tell me first! I will send you the most up to date maps you need to use! If you make modifications to old maps then we can't use them and we all wasted our time.

Edited by Roja

Share this post


Link to post
Share on other sites

Some new Instructions!!

 

1. You can NOT put comments inside [attribute] tags! This sucks, but unfortunetly the server will not start if you put them there. They are the description lines you put above the different flags inside the attributes tags. Do NOT place them! I have to delete them all the time.

It is ok to put comments on top of other tags outside the [attributes][/attributes] tags however, keep doing that.

 

Is it possible to make more [attributes] fields? Like this:

Comment 1
[attributes]
...
[/attributes]

Comment 2
[attributes]
...
[/attributes]
...

Share this post


Link to post
Share on other sites

It is NOT possible. Only ONE attributes flag is able to be used/def. If you have more than 1, the others will NOT WORK!

Edited by Roja

Share this post


Link to post
Share on other sites

What is "value" and how is it used? I've read the explanation, but a little more detail would be nice =)

 

And, ...why at the beginning of some of the blocks are the names like this:

 

ship "banner2"

 

Text object"sign-to docks"

 

Locked house "house3"

 

While other times, they're like this:

 

"Tavern"

 

"House5 - rat house"

 

"House4"

 

What's the difference for those?

 

Some other things are:

 

boat north->south (and it's other version)

 

secret room (map6nf_cave)

--------------------------------------------------

 

I think that's about it for now, if I think of some other questions, I'll post them too. I want to make sure I'm absolutely clear on how things are in them, before I start one to save lots of time and headaches =) Also, is Notepad++ good to use when you make a def file? And to make it a def, do you just type like... "mymap.def" in the save as field, then hit save?

 

Also, is it possible to make it so that they have to... say... use an object on the map, or in their inv, and make a particle bridge appear, or something like that?

Edited by Drain

Share this post


Link to post
Share on other sites

What is "value" and how is it used? I've read the explanation, but a little more detail would be nice =)

 

And, ...why at the beginning of some of the blocks are the names like this:

 

ship "banner2"

 

Text object"sign-to docks"

 

Locked house "house3"

 

While other times, they're like this:

 

"Tavern"

 

"House5 - rat house"

 

"House4"

 

What's the difference for those?

 

Some other things are:

 

boat north->south (and it's other version)

 

secret room (map6nf_cave)

--------------------------------------------------

 

I think that's about it for now, if I think of some other questions, I'll post them too. I want to make sure I'm absolutely clear on how things are in them, before I start one to save lots of time and headaches =) Also, is Notepad++ good to use when you make a def file? And to make it a def, do you just type like... "mymap.def" in the save as field, then hit save?

Anything not in a [] ...[/] block is a comment added to help make sure people know what it is for.

Share this post


Link to post
Share on other sites

What is "value" and how is it used? I've read the explanation, but a little more detail would be nice =)

 

value makes certain tags do different things. For instance in many cases a 0 value = no, and 1=yes.

 

Also, is Notepad++ good to use when you make a def file? And to make it a def, do you just type like... "mymap.def" in the save as field, then hit save?

Please use Textpad like I told you already ;) You can download/use it for free.

And yes when you go to save the file just type it like that.

 

Also, is it possible to make it so that they have to... say... use an object on the map, or in their inv, and make a particle bridge appear, or something like that?

I don't know what you mean by particle bridge, but you can have a object use with another object to enter your map.

Share this post


Link to post
Share on other sites

Ah, okay, ty... Cleared up a lot for me =)

 

What I mean by a particle bridge is to have them, say.. pull a lever, or use an item, which would start a particle emitter, which was set to emit horizontally, making a sort of... "magical bridge" It's already in the map, but what I mean is like having a secret entrance like that into the castle area.

 

And I asked about value, because there was an option for "value:" with a 0 or 1, so that's why I asked. If it was just like the other 0 and 1, where you turn things on or off, or if it had some other meaning. Like if it enables that set or not, like allow or disallow harvest while still displaying the text, like it has in that one example about picking flowers from graves i think it was.

Edited by Drain

Share this post


Link to post
Share on other sites

if you do not see such a thing in the game currently, then it is not possible for you to do ;)

 

 

The values can be other than 0 or 1, but just take the examples you see above and use them as they are if they are other than 0/1. Or about a specific one.

Share this post


Link to post
Share on other sites

Here is an example of a piece of a def file that is not working as I expect in the [attributes] section of our guild map:

 

[allow_multicombat]

min_x: 90

min_y: 271

max_x: 118

max_y: 286

value: 1

text: 'You Entered a multi Combat Combat Area, Let the Games Begin :D'

[/allow_multicombat]

 

everything works except for the text does not display

 

I have several of these in the [attributes] section, for different attributes of course, and in all instances the text does not display. This is as per the example of the IP def file given in earlier posts but, I also understand that things have changed. Do I need to create a separate [text_area] instead?

Share this post


Link to post
Share on other sites

The text function was planned for them, but never added, which is why it doesn't work, and I doubt it ever will work :laugh:

Share this post


Link to post
Share on other sites

If you wanted the text in that area, could you not do this?

 

[text_area]

min_x: 152

min_y: 114

max_x: 152

max_y: 116

text: `Get off my bones you stupid 3D model!`

[/text_area]

 

Thats a sample from IP, when u enter a certain part of the map, it shows that text

Share this post


Link to post
Share on other sites

If you wanted the text in that area, could you not do this?

 

[text_area]

min_x: 152

min_y: 114

max_x: 152

max_y: 116

text: `Get off my bones you stupid 3D model!`

[/text_area]

 

Thats a sample from IP, when u enter a certain part of the map, it shows that text

 

 

Thats what I will do where I really need it pk warnings and such, thanks

Share this post


Link to post
Share on other sites

Hi

 

I have created a guild map for LA guild and I am working on improving the map. I have 3 questions relating to the def file.

 

1. Is it possible to turn rain off in the map in certain areas I have tried using the allow_rain attribute but it doesnt seem to work

 

2. Can you make areas no drop and how would u do it

 

3. Can you make areas cause damage and how would u do it

 

Thanks

Share this post


Link to post
Share on other sites

Hi

 

I have created a guild map for LA guild and I am working on improving the map. I have 3 questions relating to the def file.

 

1. Is it possible to turn rain off in the map in certain areas I have tried using the allow_rain attribute but it doesnt seem to work

 

2. Can you make areas no drop and how would u do it

 

3. Can you make areas cause damage and how would u do it

 

Thanks

 

1. You can turn the rain off/on for the entire map only.

2. No

3. That would look something like this and be put inside the attributes tags:

[walk_heat]

min_x: 250

min_y: 271

max_x: 275

max_y: 272

value: 10

[/walk_heat]

 

Check the main def how-to post for the exact tags.

Share this post


Link to post
Share on other sites

Thank you for that Roja

 

To stop me asking many more questions on attributes could someone tell me which of the following work on guild maps and which dont.

 

need_p2p - If it's a p2p area - default: no

min_level - The minimum level to enter the area - default: 0 (none)

max_level - The max level to enter the area - default: 0 (none)

min_combat - The minimum combat level to enter the area ((att+def)/2) - default: 0 (none)

max_combat - The maximum combat level to enter the area ((att+def)/2) - default: 0 (none)

death_loss_chance - Chance to lose the item when you die (calculated once per item) - between 0 and 1000 - default: 500

allow_beam - Max level allowed to beam from this area. Default: 0 (means every player can beam)

allow_tport - Is teleporting allowed on this map? Default: 1

allow_manufacturing - Is manufacturing allowed? Default: 1

allow_summoning - Is summoning allowed? Default: 1

allow_spellcasting - Can you use magic on this map? Default: 1

allow_potions - Can you do potions on this map? Default: 1

timed_heat - Heat damage per minute - between 0 and 100 - Default: 0

timed_cold - Cold damage per minute - between 0 and 100 - Default: 0

timed_poison - Poison damage per minute - between 0 and 100 - Default: 0

timed_corrosion - Corrosion damage per minute - between 0 and 100 - Default: 0

timed_damage - Damage per minute - between 0 and 100 - Default: 0

walk_cold - Per step cold damage - between 0 and 100 - Default: 0

walk_poison - Per step poison damage - between 0 and 100 - Default: 0

walk_corrosion - Per step corrosion damage - between 0 and 100 - Default: 0

timed_heal - Material points restored per minute - between -5 and 5 - Default: 1

timed_mana - Ethereal points restored per minute - between -5 and 5 - Default: 1

timed_food - Food used per minute - between -5 and 5 - Default: 1

research_rate - The research speed - between 0 and 500 - Default: 100

Edited by FarStar

Share this post


Link to post
Share on other sites
Thank you for that Roja

 

To stop me asking many more questions on attributes could someone tell me which of the following work on guild maps and which dont.

 

need_p2p - If it's a p2p area - default: no

min_level - The minimum level to enter the area - default: 0 (none)

max_level - The max level to enter the area - default: 0 (none)

min_combat - The minimum combat level to enter the area ((att+def)/2) - default: 0 (none)

max_combat - The maximum combat level to enter the area ((att+def)/2) - default: 0 (none)

death_loss_chance - Chance to lose the item when you die (calculated once per item) - between 0 and 1000 - default: 500

allow_beam - Max level allowed to beam from this area. Default: 0 (means every player can beam)

allow_tport - Is teleporting allowed on this map? Default: 1

allow_manufacturing - Is manufacturing allowed? Default: 1

allow_summoning - Is summoning allowed? Default: 1

allow_spellcasting - Can you use magic on this map? Default: 1

allow_potions - Can you do potions on this map? Default: 1

timed_heat - Heat damage per minute - between 0 and 100 - Default: 0

timed_cold - Cold damage per minute - between 0 and 100 - Default: 0

timed_poison - Poison damage per minute - between 0 and 100 - Default: 0

timed_corrosion - Corrosion damage per minute - between 0 and 100 - Default: 0

timed_damage - Damage per minute - between 0 and 100 - Default: 0

walk_cold - Per step cold damage - between 0 and 100 - Default: 0

walk_poison - Per step poison damage - between 0 and 100 - Default: 0

walk_corrosion - Per step corrosion damage - between 0 and 100 - Default: 0

timed_heal - Material points restored per minute - between -5 and 5 - Default: 1

timed_mana - Ethereal points restored per minute - between -5 and 5 - Default: 1

timed_food - Food used per minute - between -5 and 5 - Default: 1

research_rate - The research speed - between 0 and 500 - Default: 100

 

The ones that are in bold can't be used on guild maps.

The ones that are bold and italic don't even work with .def files as far as I know.

Edited by Acelon

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

×