Menu:Main Menu/Edit Map Data/Edit Map/Edit General Map Data

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Contents

[edit] Previous Menu

Takes you back to the Edit Map menu

[edit] Map Tileset

Choose which set of map tile graphics this map will be constructed from.

[edit] Ambient Music

Choose which music will play on the map

[edit] Minimap Available

Determines whether or not the player can view a miniature overview of the map from the in-game menu.

[edit] Save Anywhere

Enables the Save option in the in-game menu. The player will be able to save anywhere on the map without needing a Save Point

[edit] Display Map Name

If this is turned ON, the map's name will appear briefly at the bottom of the screen whenever the map is loaded.

[edit] Map Edge Mode

This option determines what happens when you walk to the edge of a map.

  • crop - Causes the camera to stop at the edge of the map.
  • wrap - Connects the edges of the map so that walking off the edge takes you to the other side. The camera remains focused on the hero, so the player will not even realize where the edge of the map is. Can be used to create the illusion of an infinite map.
  • use default edge tile - The player is not allowed to walk past the edge of the map, but the camera can scroll past the edge. The default edge tile will be shown off the edges of the map.

[edit] Default Edge Tile

Only applies if you have chosen use default edge tile for the Map Edge Mode. This lets you choose one tile from the current tileset to display off the edge of the map. usually this is void or grass or sand or water.

[edit] Autorun Script

Allows you to choose a plotscript that will be run automatically when the player enters the map.

[edit] Script Argument

If you are using an autorun script, you can specify a number that will be passed to the first argument of the script

[edit] Harm-Tile Damage

Allows you to chose the number of health points that will be subtracted from a hero that steps on a Harm Tile. (Harm tiles are marked with an H in passability-mode in the Map Editor. You can input a positive number to to harm heroes, or a negative number to cure them.

[edit] Harm-Tile Flash

Allows you to choose a color which will be flashed on the screen whenever a harm tile is activated.

[edit] Foot Offset

Specify a number of pixels that will be added to the hero's Y position on the map. Negative numbers move the hero up on the screen, and positive numbers move the hero down.

[edit] After-Battle Script

Choose a plotscript that will be run automatically after each random battle. The script's first argument will be set to true of you win the battle, or false if you run away or die. For an example script, see: Is it possible for the game to know if you ran from the last battle and do something about it?

[edit] Instead-of-Battle Script

Choose a plotscript that will be run instead of a random battle. The first script argument will be filled with the formation number of the random battle you would have fought, and the second script argument will be filled with the formation set from which the random battle was chosen. Selecting an Instead-of-Battle script effectively disables random battles for the whole map unless your script manually triggers the battle. An example script is available at: How do I run a plotscript before a battle?

[edit] Each-Step Script

Choose a plotscript that will be run each time the player takes a step (Moves one full tile). The first script argument will be the hero's X position, the second argument will be the hero's Y position, and the third argument will be the direction the hero is facing.

[edit] On-Keypress Script

Choose a script that will be run each time the player presses any key. You can use the key is pressed command inside the script to find out which key was pressed.

[edit] Walkabout Layering

Determines whether Heroes are drawn over NPCs or NPC are drawn over heroes.

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