The game will check for the presence of this file. Included in the files for the devbranch is a file we leave out of the other versions. The room editor makes it easier to edit the room's shape. You can also look at rooms by opening them in a text editor, and it's easy to change their script points this way. The best way to figure out the room editor is to look at the game's examples. Start checking out the different rooms in the farm's duodenum.txt room file. Try not to use this too much because it will start to break the maps.Ī through H are to set spawn/script points in your room for anything you'd like.ġ and 2 to scroll through the rooms in your file. The X after that is a tile you can put on any side of your room to prevent a door from ever spawning there. The first tile is a blank tile, followed by the red floor tile, followed by walls and south-walls. Below that is the drawing area.īelow the tiles are a picker for what you're painting if you hit the left mouse button. THIS IS PLAYGROUND is just a scratchpad that you can't save. The name matters, as it's how the game knows what rooms to pick. Top of the editor is the name of the room you're in. Do this after you go into a location, so the room editor will load that location's map file. You can change what file is load and what is add, to change which file you're editing. $load-rooms are the ones that get accessed by the room editor, $add-rooms are extra files that do not get opened up by the room editor. Note that at the top of farm.df, it loads up two room files. You can go into a farm location by typing road or one of the other ones. This will post all words with farm in it. In your text editor, open deathforth\events\exterior\farm.df Let's use the new farm location for an example. Here's a quick guide for starting to mess with rooms.
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