User:Datiswous

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https://www.mediawiki.org/wiki/Help:Templates

Secrets of Waterdeep

  • Former author(s): none
  • Current author(s): Free for adaption
  • Status: -
  • Type: -
  • Theme: -
  • Progress: -
  • Campaign: -



Bla Bla Bla


Table test

An alternative way to create and edit tables via use of a template.

 {|class="wikitable sortable" border=1 style="" cellspacing=0 cellpadding=2 width=100%
 |-
 !bgcolor=#d0d0e0 width="7%"|Subfolder(s)
 !bgcolor=#d0d0e0 width="11%"|Entity image
 !bgcolor=#d0d0e0 width="8%"|Entity file name
 !bgcolor=#d0d0e0 width="11%"|Entity description
 !bgcolor=#d0d0e0 width="11%"|Notes
 |-
 {{TableRow|'''kitchen'''|<gallery>File:Jug01.png</gallery>|atdm:jug01|N/A|}}
 {{TableRow||<gallery>File:Wine bottle02 standing01.png</gallery>|atdm:wine_bottle02_standing01|N/A|}}
 {{TableRow||<gallery>File:Wine bottle02 standing02.png</gallery>|atdm:wine_bottle02_standing02|N/A|}}
 |}
 


Subfolder(s) Entity image Entity file name Entity description Notes
kitchen atdm:jug01 N/A
atdm:wine_bottle02_standing01 N/A
atdm:wine_bottle02_standing02 N/A

"Items" subfolder

Subfolder(s) Entity image Entity file name Entity description Notes
None N/A atdm:item_base Don't use. The base class for items the player can pick up. Not for mapper use.
TBA atdm:item_book_red1 A red Book
N/A atdm:item_book_t1 Book
N/A atdm:item_paper1 Paper
N/A atdm:item_scroll1 Scroll
N/A atdm:map_base Don't use - base class for all map items. Not for mapper use.
Custom N/A atdm:grabable_custom_item A customisable, grabable and/or pushable object. Almost any model can be selected and other displayed properties easily modified. The model must have a collision model or the map will not run. If you want it to go in the inventory use atdm:moveable_custom_item.
N/A atdm:moveable_custom_item A customisable, moveable object that can go in the inventory and optionally dropped. It can also optionally trigger a target from the inventory. Almost any model can be selected and other displayed properties easily modified. The model must have a collision model or the map will not run. Alternatively, use the 'atdm:static_custom_item' which can still be picked up but is non-droppable and does not need a collision model. For a non-inventory grabable use 'atdm:grabable_custom_item'.
N/A atdm:static_custom_item A customisable, static object that can be picked up but not dropped. Almost any model can be selected and other displayed properties easily modified. It can optionally trigger a target from the inventory. Alternatively, use the 'atdm:moveable_custom_item', which can optionally be dropped but the model must have a collision model or the map won't run.


Controlling Where the Player Starts

The "Controlling Where the Player Starts" functionality is broken in TDM 2.10 and 2.11 and got working again since 2.12 dev. The example gui file is also missing, but a new version is being worked on.


Beginning with TDM 1.08, map authors can offer more than one start point to players. This could increase re-playability of a map, allowing the player to replay the map with a different starting point.


The following text is originally written in 2011 by Grayman and is now outdated:


This is an extension to the Button-Controlled Menu Briefing, so you should first obtain and install that package (see above) and become familiar with how it works.

mainmenu_briefing.gui

Obtain a new version of mainmenu_briefing.gui from this location:

This version of mainmenu_briefing.gui adds new definitions to the final briefing screen (screen 6), two for each optional start point.

In the sample gui, you'll see these new definitions:

  • windowDef StartPointBox1
  • windowDef StartPointBox2
  • windowDef StartPointBox3
  • windowDef StartPointText1
  • windowDef StartPointText2
  • windowDef StartPointText3

StartPointTextN defines the starting point text for point N and handles highlighting and mouse events.

StartPointBoxN defines a checkbox to the left of the text describing starting point N.

Though the template provides three starting points, you can change it to offer any number you wish. They don't need to appear on the last briefing screen, either, though you may find that's the most logical place to offer them.

What the Player Sees

When the player hovers the mouse over either the checkbox or text for a starting point, the text highlights.

When the player clicks on either the checkbox or text, a checkmark appears in the box and the text remains highlighted. Selecting a different starting position will unhighlight the previous selection and highlight the new one.

When the player starts the mission, he'll start at the selected location.

If the player makes no selection, he'll start at the info_player_start in the map that has the lowest entity number.

Making It Your Own

Three sample starting point descriptions are provided. Change these to match the briefing and starting points for your map. Look for and change these lines:

text "Scale the north wall and enter through an attic window."
.
.
.
text "Use the secret tunnel into the cellar."
.
.
.
text "Slide down the coal chute."

Each selection is tied to a specific info_player_start in your map. Look for these lines and change them to match the names of your info_player_starts:

set "gui::startSelect" "PlayerStart1";
.
.
.
set "gui::startSelect" "PlayerStart2";
.
.
.
set "gui::startSelect" "PlayerStart3";

That's all you need to do to offer three starting points.

If you want to offer only two starting points, comment out the third checkbox and text windowDef definitions, as well as any other lines that reference those definitions.

If you want to offer four starting points, copy/paste the StartPointBox3 and StartPointText3 definitions, rename the copies as StartPointBox4 and StartPointText4, adjust (x,y) locations on the screen, and extend the first three box/text definitions so they know about the new definitions.

For example, in the StartPointBox1 definition, you'll see these lines in the onAction() event:

set "background"			"guis/assets/objectives/box_checked";
set "StartPointBox2::background"	"guis/assets/objectives/box_default";
set "StartPointBox3::background"	"guis/assets/objectives/box_default";
set "StartPointText1::forecolor" 	HIGHLIGHTED_TEXT_COLOR;
set "StartPointText2::forecolor" 	DEFAULT_TEXT_COLOR;
set "StartPointText3::forecolor" 	DEFAULT_TEXT_COLOR;

If you add a fourth starting point, these lines would change to include knowledge of the new starting point box/text definitions:

set "background"			"guis/assets/objectives/box_checked";
set "StartPointBox2::background"	"guis/assets/objectives/box_default";
set "StartPointBox3::background"	"guis/assets/objectives/box_default";
set "StartPointBox4::background"	"guis/assets/objectives/box_default";
set "StartPointText1::forecolor" 	HIGHLIGHTED_TEXT_COLOR;
set "StartPointText2::forecolor" 	DEFAULT_TEXT_COLOR;
set "StartPointText3::forecolor" 	DEFAULT_TEXT_COLOR;
set "StartPointText4::forecolor" 	DEFAULT_TEXT_COLOR;

Make similar changes where needed by searching the file for StartPointBox3 and StartPointText3 to find all the places where box/text definitions are referenced.

Also look for references to "selectionIndex", see how it's used, and adjust its setting in your new definitions accordingly.

If you have questions, you can contact grayman on the TDM forums by either sending a PM or posting to this thread: Controlling where the player starts a mission