fixed readme references
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@ -9,7 +9,7 @@ When creating a Map, two files are required:
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- `Maps/MapName.xml`: This is a file containing information about the map, like which tile is which, where items can spawn, where players can spawn and so on.
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- `Maps/MapName.xml`: This is a file containing information about the map, like which tile is which, where items can spawn, where players can spawn and so on.
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Note that the example file included has some more comments inside of it that explain what the different parts of the file do.
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Note that the example file included has some more comments inside of it that explain what the different parts of the file do.
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- `Maps/Textures/MapName.png`: This file represents the actual layout of the map. You can edit it in an image editor of your choice. Each pixel represents one tile on the map, and the colors of the pixels represent what tiles should be placed there. The size of the image is the same as the size of the finished map.
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- `Maps/Textures/MapName.png`: This file represents the actual layout of the map. You can edit it in an image editor of your choice. Each pixel represents one tile on the map, and the colors of the pixels represent what tiles should be placed there. The size of the image is the same as the size of the finished map.
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Note that, further down in this README, there is some information about which colors the game's default tiles have in the map image.
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Note that, further down on this page, there is some information about which colors the game's default tiles have in the map image.
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Below is the file as well as the image for an example map with some comments that explain the structure in greater detail. To get started making your own map, it would be easiest to copy this information.
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Below is the file as well as the image for an example map with some comments that explain the structure in greater detail. To get started making your own map, it would be easiest to copy this information.
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```xml
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```xml
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@ -22,7 +22,7 @@ Below is the file as well as the image for an example map with some comments tha
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<ItemSpawnerDelay>5</ItemSpawnerDelay>
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<ItemSpawnerDelay>5</ItemSpawnerDelay>
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<!-- The weather effect that is displayed on the map. Possible values are Snow and Rain -->
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<!-- The weather effect that is displayed on the map. Possible values are Snow and Rain -->
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<WeatherEffect>Snow</WeatherEffect>
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<WeatherEffect>Snow</WeatherEffect>
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<!-- The type of music that should be displayed on the map. Check the README for reference on all types -->
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<!-- The type of music that should be displayed on the map. Scroll down for reference on all types -->
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<MusicTheme>Lava</MusicTheme>
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<MusicTheme>Lava</MusicTheme>
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<!-- The map's global light modifier. This is the amount of "sunlight" that the map has, where 255 for each R, G, B value means "full light" and 0 means "no light". -->
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<!-- The map's global light modifier. This is the amount of "sunlight" that the map has, where 255 for each R, G, B value means "full light" and 0 means "no light". -->
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<LightModifier>
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<LightModifier>
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@ -51,7 +51,7 @@ Below is the file as well as the image for an example map with some comments tha
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<Structure>Vine</Structure>
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<Structure>Vine</Structure>
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</RawTileProperty>
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</RawTileProperty>
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</TileProperties>
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</TileProperties>
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<!-- This is the list of item spawners, their locations and the spawn pools they spawn from. Check the README for reference on spawn pools. -->
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<!-- This is the list of item spawners, their locations and the spawn pools they spawn from. Scroll down for reference on spawn pools. -->
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<ItemSpawners>
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<ItemSpawners>
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<RawItemSpawner>
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<RawItemSpawner>
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<Location>
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<Location>
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@ -112,7 +112,7 @@ Below is the file as well as the image for an example map with some comments tha
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## Creating a Spawn Pool
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## Creating a Spawn Pool
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When creating a map, the items that can spawn at any given spawn point are referenced by their Spawn Pool. A spawn pool is basically just a list of items mapped to weights, where a higher weight means that the item will spawn more often, and a lower weight means that the item will spawn less often.
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When creating a map, the items that can spawn at any given spawn point are referenced by their Spawn Pool. A spawn pool is basically just a list of items mapped to weights, where a higher weight means that the item will spawn more often, and a lower weight means that the item will spawn less often.
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Spawn pools are stored in `SpawnPools/PoolName.xml`. Note that the example file included has some more comments inside of it that explain what the different parts of the file do. Also note that, further down in this README, there is a list of the game's default spawn pools.
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Spawn pools are stored in `SpawnPools/PoolName.xml`. Note that the example file included has some more comments inside of it that explain what the different parts of the file do. Also note that, further down on this page, there is a list of the game's default spawn pools.
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Below is the file for an example spawn pool with some comments that explain the structure in greater detail. To get started making your own spawn pool, it would be easiest to copy this information.
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Below is the file for an example spawn pool with some comments that explain the structure in greater detail. To get started making your own spawn pool, it would be easiest to copy this information.
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```xml
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```xml
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@ -121,7 +121,7 @@ Below is the file for an example spawn pool with some comments that explain the
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<RawPool xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
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<RawPool xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
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<!-- These are the entries that this spawn pool has -->
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<!-- These are the entries that this spawn pool has -->
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<Entries>
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<Entries>
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<!-- Each entry contains the name of an item that should be spawned, as well as the weight that item should have. Check the README for information on what the weight value means. -->
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<!-- Each entry contains the name of an item that should be spawned, as well as the weight that item should have. Scroll down for information on what the weight value means. -->
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<RawPoolEntry>
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<RawPoolEntry>
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<Item>Arrow</Item>
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<Item>Arrow</Item>
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<Weight>10</Weight>
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<Weight>10</Weight>
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