Guides of RPGWO Part 14


Understanding RPGWOEDIT

RpgwoEdit is a powerful tool if you know how to use it.

Triggers:
A good use of triggers can make a quest more exciting and challenging.
In the editor.  You will notice that there is a textbox which you can enter the trigger number.

Lets test triggers.

First place a Quick Invisible Trigger Trap item on the map editor.  Give it a unique trigger number.

Next Place an EW Wall near by.  Give it the same trigger number as the Quick Invisible Trap.
Data1 for the EW Wall. Is the item that it will transform to once someone walks on the Quick Invisible Trap.

One more important thing to remember is that they need a reset value.  Otherwise they would just always stay the thing they transformed into.  So make each item have a reset value of 5 to 10.

Extra information for Rpgwo Edit.

Warps  Data1 = xpos Data2 = ypos
Bonuses or +s  Data1= skillid Data2 = bonus amount
Traps  Data1 = the amount the effect has
Locks  Data1 =keycode1 Data2= keycode2 Data3=keycode3 Data4=keycode4

The import function is to load Maps made in TownEdit which was the previous version of the map editor made by UF.  The two types of files it will load are cbt (compact binary town) and btm (binary town map)

Dumping Script.
If you want to use the map you made in the map editor.  Open up the map editor then go to File then dump script.  It will create a file called mapname.rsf.
Once you have the rsf file copy it to the client that you use to go on to rpgwo.  Once in Rpgwo (you have to be a @@ or higher) type /open mapname   This will load your map where you are standing at.

The .rsf file contains commands to make the map.  Such as /SURFACEIXY and /ITEMXY.
But you can also add you own commands to the .rsf file.  You can use .rsf like batch files for dos.  Just store the commands in a text file rename .rsf then load in Rpgwo.
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