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Maps
Maps are used to load a series of tiles. You can have many, and switch between them. For example you might have a world map, that connects to a dungeon map when you enter a crypt. Fernweh
has world culling, so you can easily load maps containing more than a million tiles, just be aware you will get higher loading times for such large maps.
{
"name": "testMap",
"explorable": true,
"tilePositions": {
"0": {
"0": {
"name": "grass",
"firstEnterState": "first_enter_grass",
"enterState": "enter_grass",
"leaveState": "leave_grass",
"lastLeaveState": "last_leave_grass"
}
}
}
}
A way to reference the map from lua scripts.
Defines whether or not the world renderer will show a Fog of War for unexplored areas. Might be unchecked for towns, or for story related purposes.
A list of every single tile in the map... Hopefully this will be made easier for editing in the future 😬.
position
- can be edited by changing the 0's, the first which is X and second Yname
- the name of the tile to be usedfirstEnterState
- the lua state to be called when you enter this tile from another (different)enterState
- the lua state to be called every time you enter this tile except the firstleaveState
the lua state to be called every time you leave this tile except the lastlastLeaveState
the lua state to be called when when you enter another tile from this one (different)
You can leave a state variable blank, then the game will ignore it.
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Conclusion
Now you should be able to load your mod into the game and create a new game on it. If you copied the code from our examples, youll see youself standing on a large map consisting of exactly one grass tile 😛.
Now it's time to start creating some lua scripts in order to add functionaility to these tiles and add an objective to your game!