Difference between revisions of "Maps"
| Line 65: | Line 65: | ||
== Types of Entities == | == Types of Entities == | ||
A list of the possibilities for the "EntityID" Tag above. | A list of the possibilities for the "EntityID" Tag above. | ||
Defining the "Action" tag as 1 for Water, Waterfall, and Whirlpool prevents the HM from activating when coming into contact with them. | |||
{| class="wikitable" | {| class="wikitable" | ||
| Line 70: | Line 72: | ||
! Entity ID | ! Entity ID | ||
! Description | ! Description | ||
! | ! "AdditionalValue" tag | ||
|- | |- | ||
| AllSidesObject or Cube | | AllSidesObject or Cube | ||
| Renders sides from all directions. | |||
| None | |||
|- | |- | ||
| ApricornPlant | | ApricornPlant | ||
| Creates an Apricorn Plant. | |||
| An integer defining which Apricorn is used. | |||
* 1 - | |||
|- | |- | ||
| BerryPlant | | BerryPlant | ||
| | |||
|- | |- | ||
| CutTree | | CutTree | ||
| Allows the player to use cut on the Entity. | |||
|- | |- | ||
| Floor | | Floor | ||
|- | |- | ||
| Grass | | Grass | ||
| Creates long grass where the player may run into wild pokemon. | |||
| None | |||
|- | |- | ||
| HeadbuttTree | | HeadbuttTree | ||
| Allows the player to use headbutt on the Entity. | |||
| None | |||
|- | |- | ||
| ItemObject | | ItemObject | ||
| Creates an item, if the "Action" tag = 1 then it is a "hidden" item. | |||
| int,int - the first value is the ID for the item on that map(each item should have a unique ID) The second is the item's ID. | |||
|- | |- | ||
| LoamySoil | | LoamySoil | ||
| Creates a spot to grow a berry in. | |||
| None | |||
|- | |- | ||
| NPC | | NPC | ||
| Line 99: | Line 116: | ||
|- | |- | ||
| SmashRock | | SmashRock | ||
| Allows the player to use rock smash on the Entity. | |||
| None | |||
|- | |- | ||
| Step | | Step | ||
|- | |- | ||
| StrengthRock | | StrengthRock | ||
| Allows the player to use strength on the Entity. | |||
| None | |||
|- | |- | ||
| StrengthTrigger | | StrengthTrigger | ||
| Line 115: | Line 136: | ||
|- | |- | ||
| Water | | Water | ||
| Creates a Whirlpool, ignores texture(s) given. | |||
| | |||
|- | |- | ||
| Waterfall | | Waterfall | ||
| Creates a Waterfall, ignores texture(s) given. | |||
|- | |- | ||
| Whirlpool | | Whirlpool | ||
| Creates a Whirlpool, ignores texture(s) given. | |||
|} | |} | ||
Revision as of 12:51, 17 August 2013
The maps folder holds most of the maps used to run the games. It is located in the Pokemon Folder and contains many folders and files.
Each major map for the game is contained in the maps folder and named for their location.
The files contain many lines of code describing the many different parts of the map. Each line contains a myriad of details used to create each portion of the map.
Map Objects
Objects are defined by a line of code in each map file.
{"Object"{CAT[TAGS]}}
There are 8 Objects split into 5 categories(CAT):
- LEV
- Level - Defines the map
- Actions - Defines map conditions(ie. weather, lighting, etc)
- ENT
- Floor - Can be walked upon, produces a flat surface.
- Entity - Produces one block.
- Entity Field - Produces multiple blocks.
- NPC
- NPC - Produces an interactive NPC.
- SHA
- Shader - Darkens an area of tiles.
- MAP
- OffsetMap - Loads an offset map.
Each Object has many different tags that can be used with them.
Tags
This is a full list of the tags for each Object.
The full tag with either the default value or a general value will be in the tag column. If there is not a default value then the tag must be given for that object.
| Tag | Description |
|---|---|
|
Level: | |
|
Actions: | |
|
Floor: | |
|
Entity: | |
|
EntityField: | |
|
NPC: | |
|
Shader: | |
|
OffsetMap: | |
Types of Entities
A list of the possibilities for the "EntityID" Tag above.
Defining the "Action" tag as 1 for Water, Waterfall, and Whirlpool prevents the HM from activating when coming into contact with them.
| Entity ID | Description | "AdditionalValue" tag |
|---|---|---|
| AllSidesObject or Cube | Renders sides from all directions. | None |
| ApricornPlant | Creates an Apricorn Plant. | An integer defining which Apricorn is used.
|
| BerryPlant | ||
| CutTree | Allows the player to use cut on the Entity. | |
| Floor | ||
| Grass | Creates long grass where the player may run into wild pokemon. | None |
| HeadbuttTree | Allows the player to use headbutt on the Entity. | None |
| ItemObject | Creates an item, if the "Action" tag = 1 then it is a "hidden" item. | int,int - the first value is the ID for the item on that map(each item should have a unique ID) The second is the item's ID. |
| LoamySoil | Creates a spot to grow a berry in. | None |
| NPC | ||
| ScriptBlock | ||
| SignBlock | ||
| SlideBlock | ||
| SmashRock | Allows the player to use rock smash on the Entity. | None |
| Step | ||
| StrengthRock | Allows the player to use strength on the Entity. | None |
| StrengthTrigger | ||
| TurningSign | ||
| WallBill | ||
| WallBlock | ||
| WarpBlock | ||
| Water | Creates a Whirlpool, ignores texture(s) given. | |
| Waterfall | Creates a Waterfall, ignores texture(s) given. | |
| Whirlpool | Creates a Whirlpool, ignores texture(s) given. |
Additional Data
Additional Data takes in different parameters depending on what type of entity it is associated with.
| Entity Type | Example | Description |
|---|---|---|
| WarpBlock | [Mapname.dat,X,Y,Z,R] |
|
| Script Block | [Script] | File path of a script. |
| ApricornPlant | [#] | Number of an Apricorn. |
| SignBlock | [text] | Contents of the sign. |
| TurningSign | [#] | Contents |
| ItemObject | [#,#] | ?, Item ID |
Model ID
This is a list of the different models available to be used for entities. Any number not listed here becomes 0.
| ID. | Model description. |
|---|---|
| 0 | Flat surface. |
| 1 | Box(five sides) |
| 2 | 45 degree slant. |
| 3 | Flat vertical surface |
| 4 | Thin block. 4 Pixels wide. |
| 5 | "Out" corner. |
| 6 | "In" corner. |
| 7 | Ledge. |
| 8 | Ledge Corner. |
| 9 | Water's edge. |
| 10 | Water's edge "in" corner. |
| 11 | Water's edge "out" corner. |
| 12 | Box (Six Sides). |
| 13 | Two Flat pieces intersecting in their centers at 90 degree angles. |
| 14 | Double floor (a floor with a floor above it) |
Offset Maps
The use of offset maps allows players to see maps they are not yet on as they approach them.
Offset maps need a map to load and a position to start loading at.
.poke files
The .poke files contain the wild Pokemon data for each location.
Each Pokemon is represented by a line of code like this:
{#|PKMN#|%|TIME|Lv1,Lv2}
- # - Type of encounter.
- 0 - Grass/Floor.
- 1 - Headbutt trees.
- 2 - Surf
- 3 - Old Rod
- 31 - Good Rod
- 32 - Super Rod
- 5 - Rock Smash
- PKMN# - National dex number of the pokemon.
- % - Possibility that the pokemon will be encountered.
- TIME - time of day
- -1 - All times
- 0 - Night
- 1 - Morning
- 2 - Day
- 3 - Evening
- Lv1 - Min Level
- Lv2 - Max Level
| Game Folder | |||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Content | ContentPacks | GameModes | Saves | Screenshots | Game Executable | ||||||||||||
| Pokemon | Data | ContentPack Folder | GameMode folder | Savegame folder | Version History | ||||||||||||
| Data | Maps | Moves | Scripts | Control Files | Content | GameMode.dat | Party.dat | Player.dat | Options.dat | ||||||||
| poke | battle | structures | V1 | V2 | trainer | worldmap | |||||||||||