&Ben.Boeckel; &Ben.Boeckel.mail; 2009-08-08 Sigmod Description The top-level data structure keeps information about the &sigmod; for the engine as well as kendling interconnections between the other data structures that do not (or cannot) be handled elsewhere. The type effectiveness chart controls how effective types are against one another in battle and the world map editor describes how maps are positioned in the world relative to each other. General Information General tab in &sigmod; editing General tab in &sigmod; editing In the General tab, there are the following values: Title The title of the &sigmod;. Anything after a : is understood to be a subtitle, so that a single &sigmod; may have different flavors, ⪚ Ice Cream: Vanilla Flavor or Ice Cream: Chocolate Flavor. Version The version number of the &sigmod;. This is used to check whether the &sigmod; is newer than another of the same Title. Description Short text describing the &sigmod;. A sentence or two. Don't stress yourself out. Single player If checked, the &sigmod; will not be allowed to serve as a multi-user dungeon game. Start Script This is a script that is executed upon the game loading. It should handle a main menu as well as loading saved games and connecting to servers for online games. Scripting is described in its Chapter. Typechart Typechart editing Typechart editing The typechart is a matrix of multipliers related to how effective one type is against another. To interpret the typechart, the type that is on the offense is on the left. Across the top is the defending type for each defense type. By multiplying the factors together, the overall type effectiveness multipler is found. In the typechar, the cells are colored to help find particularly effective or ineffective type matches. Above 2, the cell is colored positively according to the color scheme and below ½, the cell is colored negatively. In order to edit a multiplier, use the &LMB; to activate the appropriate cell. The fraction editor at the bottom will then start editing that cell. The fraction editor also displays the type matchup that is currently being edited above it. World Map The world map editor is incomplete. This will become a higher priority when the RPG elements of the game engine are further along. Validation for world map placement is not in place yet. This means that maps may have gaps between them and players can reach an edge which does not go anywhere. All that is currently done is making sure that maps do not overlap each other (though this is not 100% working either). World map editing World map editing Editing the world map involves moving the maps that are marked as being on the world map in positions relative to each other. There are a few things shown in the screenshot above. The smaller boxes are maps (without any visible tiles). Gray bordered maps may be moved around and red bordered maps are locked. Maps can be locked and unlocked with Space. When hovered or focused, maps will be tinted. Grid viewing in world map editor Grid viewing in world map editor In this screenshot, there are a couple of things displayed: Grid The light gray lines are a grid for alignment. There is no snapping to the grid lines. Zoom There is also a zoom slider for the world map so that a wider view of the entire world can be seen. Show walkable area This turns the map into a monochrome image. Black areas are opaque to players on the map. Other areas my have effects limiting player access, but there is no map geometry obstructing the player. When moving maps around, they will collide with any maps that have been locked into position. While dragging over an area that is completely locked down, the editor will try to determine the closest available position to the cursor. It currently is buggy and incomplete.