MAP

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The MAP lump holds general info about every map. The size of the records is stored in BINSIZE.BIN. The number of records equals the number of maps.

Formal Specs[edit]

About Formal Specs

0 INT default map tileset
1 INT ambient music (-1 = same as last map, 0 = off, or music_num + 1)
2 INT minimap availiable (0 = off)
3 INT save anywhere
4 INT display map name for (n) ticks (0= don't display)
5 INT map edge mode (0=Crop,1=wrap,2=use default edge tile)
6 INT default edge tile
7 INT autorun Plotscript Trigger
8 INT script argument
9 INT harm-tile damage
10 INT harm-tile flash (0=none)
11 INT foot offset. +n = down n pixels. -n = up n pixels
12 INT after-battle Plotscript Trigger
13 INT instead-of-battle Plotscript Trigger
14 INT each-step Plotscript Trigger
15 INT on-keypress Plotscript Trigger
16 INT Hero/npc draw order:

0=Heroes over NPCs
1=NPCs over Heroes
2=Together (reccomended)

17 INT .N and .D lump loading:

0=load from state file if available
1=load+save state file when leaving
2=ignore state files

18 INT .T and .P lump loading:

0=load from state file if available
1=load+save state file when leaving
2=ignore state files

19 INT Bitsets:

0-6 - Layers 1-7 enabled

20 INT SAV x offset
21 INT SAV y offset
22-24 INT * 3 Layers 0-2 tilesets: 0=use default, x > 0 = tileset x - 1
25 INT Number of NPC instances in L lump
26-30 INT * 5 Layers 3-7 tilesets: 0=use default, x > 0 = tileset x - 1
31 INT Number of map layers drawn below NPCs and heroes, 0 means default to 2
32 INT Default NPC movement zone
33 INT Default NPC avoidance zone
34-201 VSTR(1i+40b=21i) * 8 Map layer names