Difference between revisions of "Maps"

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===Entity:===
===Entity:===
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| <code>{"EntityID"{str[listed below]}}</code>
| <code>{"EntityID"{str[[[Maps#Types of Entities|see below]]]}}</code>
|  
|  
|-
|-

Revision as of 21:53, 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:

{"Name"{str[Name]}} The map name, displays in the upper left corner of the screen when first arriving at the place. Used to determine if a Pokemon evolves there.
{"MusicLoop"{str[MusicFile]}} The song to loop while on the map.
{"WildPokemon"{bool[0]}} If true, Wild Pokemon can be found every step you take and not just in grass.
{"OverwolrdPokemon"{bool[1]}} Allows the following pokemon to show.
{"CurrentRegion"{str[Johto]}} Contains a list of all of the Maps seperated by commas that can be seen when flying from or viewing the town map in the PokeGear while on this map.

Actions:

{"CanTeleport"{bool[0]}} Allows Teleporting.
{"CanDig"{bool[0]}} Allows Digging.
{"CanFly"{bool[0]}} Allows Flying
{"RideType"{int[0]}} Allows Riding
  • 0 - If both CanDig and CanFly = false then Cannot ride.
  • 1 - Can Ride.
  • 2 - Cannot Ride.
{"EnviromentType"{int[0]}} Determines the Environment(the background).
  • 0 - Day/Night cycle
  • 1 - Day
  • 2 - Cave
  • 3 - Night
  • 4 - UnderWater

Anything not listed defaults to 0.

{"Weather"{int[0]}} Determines the weather.
  • 0 - Random
  • 1 - Normal
  • 2 - Rain
  • 3 - Snow
  • 4 - Bubbles
  • 5 -
  • 6 -
  • 7 - Sandstorm
{"Lightning"{int[1]}} A variety(0-3) of different lighting effects.
{"IsDark"{bool[0]}} Makes the cave dark to use flash for.
{"MapScript"{str[]}} A script to run upon entering the map(after landing if flying).

Floor:

{"Size"{intArr[x,z]}}
{"Position"{intArr[x,y,z]}}
{"TexturePath"{str[texture]}}
{"Texture"{rec[xstart,ystart,xlen,ylen]}}
{"Visible"{bool[1]}}
{"Shader"{sngArr[1,1,1]}}
{"Remove"{bool[0]}}
{"hasSnow"{bool[1]}}
{"hasSand"{bool[1]}}
{"isIce"{bool[0]}}
{"Rotation"{int[0]}}
{"SeasonTexture"{str[]}}

Entity:

{"EntityID"{str[[[Maps#Types of Entities|see below]]]}}
{"ID"{int[-1]}}
{"Position"{sngArr[x,y,z]}}
{"Textures"{recArr[[xstart,ystart,xlen,ylen]]}}
{"TexturePath"{str[texture]}}
{"TextureIndex"{intArr[# of faces * 2]}}
{"Scale"{sngArr[1,1,1]}}
{"Collision"{bool[]}}
{"ModelID"{int[see below]}}
{"Action"{int[see below]}}
{"AdditionalValue"{str[see below]}}
{"Visible"{bool[1]}}
{"Rotation"{int[r]}}
{"Shader"{sngArr[]}}
{"RotationXYZ"{sngArr[]}}
{"UseSeasonColors"{bool[]}}
{"SeasonTexture"{str[]}}
{"SeasonToggle"{str[]}}

EntityField:

*Any tags used for Entity apply here*

{"Size"{intArr[x,(y,)z]}}
{"Fill"{bool[0]}}
{"Steps"{sngArr[1,(1,)1]}}

NPC:

{"Position"{sngArr[x,y,z]}}
{"Scale"{sngArr[x,y,z]}}
{"TextureID"{str[texturename]}}
{"Rotation"{int[0-3]}}
{"Action"{sngArr[0-2]}}
{"AdditionalValue"{str[script]}}
{"Name"{str[name]}}
{"ID"{int[ID]}}
{"Movement"{str[movement type]}}
{"MoveRectangles"{recArr[xstart,ystart,xpaces,ypaces]}}
{"Shader"{sngArr[1,1,1]}}
{"AnimateIdle"{bool[0]}}

Shader:

{"Position"{intArr[x,y,z]}}
{"Size"{intArr[x,y,z]}}
{"Shader"{sngArr[1,1,1]}}
{"StopOnContact"{bool[0]}}
{"DayTime"{intArr[timeIDs]}}

OffsetMap:

{"Map"{str[mapfile]}} Map to load as the offset.
{"Offset"{intArr[x,y,z]}} Position for the offset map to treat as 0,0,0.

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.
  • 0 - White
  • 1 - Black
  • 2 - Pink
  • 3 - Blue
  • 4 - Red
  • 5 - Green
  • 6 - Yellow
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
  • 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 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 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.
  • 0 - PokeCenter
  • 1 - Mart
  • 2 - Gym 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. 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 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

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)

.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