Difference between revisions of "Maps"
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== Types of Entities == | == Types of Entities == | ||
A list of the possibilities for the "EntityID" Tag above. | |||
{| class="wikitable" | |||
|- | |||
! Entity ID | |||
! Description | |||
! "Action" and "AdditionalValue" tags | |||
|- | |||
| AllSidesObject or Cube | |||
|- | |||
| ApricornPlant | |||
|- | |||
| BerryPlant | |||
|- | |||
| CutTree | |||
|- | |||
| Floor | |||
|- | |||
| Grass | |||
|- | |||
| HeadbuttTree | |||
|- | |||
| ItemObject | |||
|- | |||
| LoamySoil | |||
|- | |||
| NPC | |||
|- | |||
| ScriptBlock | |||
|- | |||
| SignBlock | |||
|- | |||
| SlideBlock | |||
|- | |||
| SmashRock | |||
|- | |||
| Step | |||
|- | |||
| StrengthRock | |||
|- | |||
| StrengthTrigger | |||
|- | |||
| TurningSign | |||
|- | |||
| WallBill | |||
|- | |||
| WallBlock | |||
|- | |||
| WarpBlock | |||
|- | |||
| Water | |||
|- | |||
| Waterfall | |||
|- | |||
| Whirlpool | |||
|} | |||
== Additional Data == | == Additional Data == | ||
Revision as of 12:26, 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.
| Entity ID | Description | "Action" and "AdditionalValue" tags |
|---|---|---|
| AllSidesObject or Cube | ||
| ApricornPlant | ||
| BerryPlant | ||
| CutTree | ||
| Floor | ||
| Grass | ||
| HeadbuttTree | ||
| ItemObject | ||
| LoamySoil | ||
| NPC | ||
| ScriptBlock | ||
| SignBlock | ||
| SlideBlock | ||
| SmashRock | ||
| Step | ||
| StrengthRock | ||
| StrengthTrigger | ||
| TurningSign | ||
| WallBill | ||
| WallBlock | ||
| WarpBlock | ||
| Water | ||
| Waterfall | ||
| Whirlpool |
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
| 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
- 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 | |||||||||||