Difference between revisions of "Maps"
Line 81: | Line 81: | ||
| Creates an Apricorn Plant. | | Creates an Apricorn Plant. | ||
| An integer defining which Apricorn is used. | | An integer defining which Apricorn is used. | ||
* 1 - | * 0 - White | ||
* 1 - Black | |||
* 2 - Pink | |||
* 3 - Blue | |||
* 4 - Red | |||
* 5 - Green | |||
* 6 - Yellow | |||
|- | |- | ||
| CutTree | | CutTree | ||
| Allows the player to use cut on the Entity. | | Allows the player to use cut on the Entity. | ||
| | | None | ||
|- | |- | ||
| Grass | | Grass | ||
Line 106: | Line 108: | ||
| Creates a spot to grow a berry in. | | Creates a spot to grow a berry in. | ||
| None | | None | ||
|- | |- | ||
| ScriptBlock | | ScriptBlock | ||
| Creates a block to trigger a script when it is either walked on or clicked on. | |||
| Depending on the "Action" tag the way the "AdditionalValue" tag is interpreted is changed | |||
* 0 - Activates the given script when walked on. Automatically invisible. | |||
* 1 - Activates the given script when clicked on. | |||
* 2 - Displays the given text when clicked on. | |||
* 3 - Interprets the given text as a script. | |||
* 4 - Activates the given script when walked on. | |||
|- | |- | ||
| SignBlock | | SignBlock | ||
| Creates an entity that either displays text or activates a script when the player "talks" to it. | |||
| Based on the "Action" tag the "AdditionalValue" tag is interpreted differently: | |||
* 0 - Displays the given text as text. | |||
* 1 - Activates the given script. | |||
* 2 - Converts the given text to a script. | |||
|- | |- | ||
| SlideBlock | | SlideBlock | ||
| Creates a stairway. | |||
| None | |||
|- | |- | ||
| SmashRock | | SmashRock | ||
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|- | |- | ||
| Step | | Step | ||
| Creates a ledge the player can lead down. | |||
| None | |||
|- | |- | ||
| StrengthRock | | StrengthRock | ||
Line 126: | Line 142: | ||
|- | |- | ||
| StrengthTrigger | | StrengthTrigger | ||
| Creates a Trigger that activates when a "StrengthRock" is pushed onto it. | |||
| bool,bool,str - the bools are for if the rock is removed immediately, and if the rock is nolonger loaded with the map, the string is the script activated when the trigger is activated. | |||
|- | |- | ||
| TurningSign | | TurningSign | ||
| A sign that spins at the center. | |||
| An int defining what texture is used for the sign. | |||
* 0 - PokeCenter | |||
* 1 - Mart | |||
* 2 - Gym Sign | |||
|- | |- | ||
| WallBill | | WallBill | ||
| An entity that always shows the same face to the player(spins on the center. | |||
| None | |||
|- | |- | ||
| WallBlock | | WallBlock | ||
| Basic Entity. | |||
| None | |||
|- | |- | ||
| WarpBlock | | WarpBlock | ||
| Creates a warp. | |||
| mapfilepath,X,Y,Z,R,E - The mapfile, position, number of 1/4 turns to warp, and directions from which it can be accessed separated by "|". | |||
|- | |- | ||
| Water | | Water | ||
| Creates a | | Creates a surf spot, ignores texture(s) given. | ||
| | | None | ||
|- | |- | ||
| Waterfall | | Waterfall | ||
| Creates a Waterfall, ignores texture(s) given. | | Creates a Waterfall, ignores texture(s) given. | ||
| None | |||
|- | |- | ||
| Whirlpool | | Whirlpool | ||
| Creates a Whirlpool, ignores texture(s) given. | | Creates a Whirlpool, ignores texture(s) given. | ||
| None | |||
|} | |} | ||
Revision as of 13:22, 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.
|
CutTree | Allows the player to use cut on the Entity. | None |
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 |
ScriptBlock | Creates a block to trigger a script when it is either walked on or clicked on. | Depending on the "Action" tag the way the "AdditionalValue" tag is interpreted is changed
|
SignBlock | Creates an entity that either displays text or activates a script when the player "talks" to it. | Based on the "Action" tag the "AdditionalValue" tag is interpreted differently:
|
SlideBlock | Creates a stairway. | None |
SmashRock | Allows the player to use rock smash on the Entity. | None |
Step | Creates a ledge the player can lead down. | None |
StrengthRock | Allows the player to use strength on the Entity. | None |
StrengthTrigger | Creates a Trigger that activates when a "StrengthRock" is pushed onto it. | bool,bool,str - the bools are for if the rock is removed immediately, and if the rock is nolonger loaded with the map, the string is the script activated when the trigger is activated. |
TurningSign | A sign that spins at the center. | An int defining what texture is used for the sign.
|
WallBill | An entity that always shows the same face to the player(spins on the center. | None |
WallBlock | Basic Entity. | None |
WarpBlock | Creates a warp. | ". |
Water | Creates a surf spot, ignores texture(s) given. | None |
Waterfall | Creates a Waterfall, ignores texture(s) given. | None |
Whirlpool | Creates a Whirlpool, ignores texture(s) given. | None |
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 |