Dungeon Editor Code for begginers.

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Eleven Warrior
Posts: 752
Joined: Thu Apr 18, 2013 2:32 pm
Location: Australia

Dungeon Editor Code for begginers.

Post by Eleven Warrior »

Ok then the theme for this. Dungeon Editor files. (code) here.

What imam asking if you have a cod(ing) that's not understandable to beginners then post a Dungeon Editor file here yeah. It's that simple. We have over the year encountered code we don't understand or how to implement. This blog will help all I hope.

If you have a new coding system that you want to display or anything else like: Shop system etc..... The please put it here as a Dungeon Editor File. When I say Editor File that is, A full demo of your you code in a Editor File so everyone can see how it works.

This will benefit all of the community yeah :)


EDIT: This should have been brought up before not like question and answers.

Ok then i'll start if of. Give me 1 day and ill give you the best alcove,altar system money can buy. The system was written by my best friend ArdTru awesome man I tells yah. Minmay cry after seeing this code..........I still loves Minmay though at least he honest :)

This code can do what ever you want it to do trust me :)

EDIT2: Guys who cares about secrets...er some aleast..Good mods are made from good coders like ArdTru and many more :) It's time to break the chains and let it loose yeah are you guys with me?? Come one and all and give to the community Editor Files on how things work.

Please reply:

EDIT 3: No Scritps here just Editor Files only thank you guys>>>>> :) Please make sure that all scripts are explained in terms that beginners can understand yeah and intermediate :)

EDIT 4: Please make the installations file(s) easy or you be asked questions on how to add these file(s) to existing init.lua files :O
Just remember this is for beginners not pros so please make it easy :)

EDIT 5: Ok then as promised this is the Editor File for using the Altar and Alcove system that ArdTru wrote. You will find a Script Entity called (Read_Me_Document) within the Editor File.

This is just a small sample of what you can do with this system. I will update it asap and add more to the functions. If you have any problems, PM me :)

File Name: using_altars_and_alcoves_system_1.zip
Dropbox Link: https://www.dropbox.com/sh/tx8r8dwlz9ibfj8/ppISEmYxel

Enjoy :)
Last edited by Eleven Warrior on Sun Jul 12, 2015 8:47 am, edited 6 times in total.
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AndakRainor
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Re: Dungeon Editor Code for begginers.

Post by AndakRainor »

I have dungeons editor files for my spells pack (http://ge.tt/9HPTdWE2). Does it fit in your thread ?
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Eleven Warrior
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Joined: Thu Apr 18, 2013 2:32 pm
Location: Australia

Re: Dungeon Editor Code for begginers.

Post by Eleven Warrior »

Awesome what a start is it a full Dungeon Editor file though?
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AndakRainor
Posts: 674
Joined: Thu Nov 20, 2014 5:18 pm

Re: Dungeon Editor Code for begginers.

Post by AndakRainor »

Yes it is a demo dungeon where you can test all spells with a few monsters. Here is the thread :)
viewtopic.php?f=22&t=9579
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Eleven Warrior
Posts: 752
Joined: Thu Apr 18, 2013 2:32 pm
Location: Australia

Re: Dungeon Editor Code for begginers.

Post by Eleven Warrior »

AndakRainor my man you are awesome :) Thank you for this. It's a start for beginners and intermediate :) All just rem: Editor File(s) Only and a please explain file to compliment :)

Also when it comes to party hooks eg: GTK - Jkos hooks etc... Make sure that the modder understands how to add these things together and your stuff as well yeah. :)

Some questions may be asked on how to add Party hooks etc.. together in their init.lua file rem this guys yeah :)
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AndakRainor
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Joined: Thu Nov 20, 2014 5:18 pm

Re: Dungeon Editor Code for begginers.

Post by AndakRainor »

I will add an explanation of the files in the original thread if you like.
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Eleven Warrior
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Joined: Thu Apr 18, 2013 2:32 pm
Location: Australia

Re: Dungeon Editor Code for begginers.

Post by Eleven Warrior »

Thxs mate that would help beginners out awesome :) and who ever else is willing thxs :)
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Eleven Warrior
Posts: 752
Joined: Thu Apr 18, 2013 2:32 pm
Location: Australia

Re: Dungeon Editor Code for begginers.

Post by Eleven Warrior »

Sooner or later those mystic men will come.............................Min...............Komag................The Others...................Mysblade....Antte.......... :_: The eyes see all lol .....................Skuggs...............Leki................Odin......................Akroam...........................errr ME!!....................Cromcrom....................Lios...............Ardtru.......Jkos...........bongo........Drakkan.........Thom........Shiittttt there are just to many to name here dammm :)

Hey man you forgot me!!!!! Who are you?? You dickhead!! Hey man dude?? that's a notsa nice thing to say! Well you always forget me. Yea so like get it over dude! Ok THATS IT I PUNCH YOU FACE!!!!....... WHOAH DUDE WE ARE ON LINE RIGHT NOW!! UHHHHH???? Err yeah I love you eleven.....
Azel
Posts: 808
Joined: Thu Nov 06, 2014 10:40 pm

Re: Dungeon Editor Code for begginers.

Post by Azel »

Hooray! I mentioned this a few months back, that we need a forum for us "lesser mortals." But a thread dedicated to it works just fine too!

I will contribute regularly, both Dungeon Project files via ZIP file, and a pure text Dungeon.ini

Hmm, I wonder, is there a limit on how much code can be copy/pasted in to the forum code snipped? Anyway, below is the Dungeon.INI for the 1 room Spiral Staircase I made. It only elevates within a single room. I am going to try to draft up a spiral staircase that can move between 2 entirely different levels.

Code: Select all

-- This file has been generated by Dungeon Editor 2.2.4

--- level 1 ---

newMap{
	name = "Unnamed",
	width = 32,
	height = 32,
	levelCoord = {0,0,0},
	ambientTrack = "dungeon",
	tiles = {
		"dungeon_floor",
		"dungeon_wall",
	}
}

loadLayer("floor_elevation", {
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})

loadLayer("ceiling_elevation", {
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})

loadLayer("tiles", {
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	2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
	2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
	2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
	2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
})

spawn("starting_location",21,15,3,0,"starting_location")
spawn("torch_holder",15,11,0,0,"torch_holder_1")
torch_holder_1.controller:setHasTorch(true)
spawn("torch_holder",15,19,2,0,"torch_holder_2")
torch_holder_2.controller:setHasTorch(true)
spawn("torch_holder",8,15,3,0,"torch_holder_3")
torch_holder_3.controller:setHasTorch(true)
spawn("torch_holder",22,15,1,0,"torch_holder_4")
torch_holder_4.controller:setHasTorch(true)
spawn("torch_holder",11,11,0,3,"torch_holder_5")
torch_holder_5.controller:setHasTorch(true)
spawn("torch_holder",18,11,0,3,"torch_holder_6")
torch_holder_6.controller:setHasTorch(true)
spawn("torch_holder",18,19,2,3,"torch_holder_7")
torch_holder_7.controller:setHasTorch(true)
spawn("torch_holder",11,19,2,3,"torch_holder_8")
torch_holder_8.controller:setHasTorch(true)
spawn("torch_holder",8,17,3,3,"torch_holder_9")
torch_holder_9.controller:setHasTorch(true)
spawn("torch_holder",8,13,3,3,"torch_holder_10")
torch_holder_10.controller:setHasTorch(true)
spawn("torch_holder",22,13,1,3,"torch_holder_11")
torch_holder_11.controller:setHasTorch(true)
spawn("torch_holder",22,17,1,4,"torch_holder_12")
torch_holder_12.controller:setHasTorch(true)
spawn("mine_bridge_01",17,14,3,4,"stairs_1")
spawn("mine_bridge_01",18,14,3,4,"stairs_2")
spawn("mine_bridge_01",19,14,2,4,"stairs_3")
spawn("mine_bridge_01",19,15,2,4,"stairs_4")
spawn("mine_bridge_01",19,16,2,4,"stairs_5")
spawn("mine_bridge_01",19,17,3,4,"stairs_6")
spawn("mine_bridge_01",18,17,3,4,"stairs_7")
spawn("mine_bridge_01",17,17,3,4,"stairs_8")
spawn("mine_bridge_01",16,17,2,4,"stairs_9")
spawn("mine_bridge_01",16,16,2,4,"stairs_10")
spawn("mine_bridge_01",16,15,2,4,"stairs_11")
spawn("mine_bridge_01",16,14,2,4,"stairs_12")
spawn("script_entity",19,9,2,0,"script_entity_1")
script_entity_1.script:setSource("function CreateStairs()\
\
\9local startPos = 16.0; -- this is the top staircase\
\
\9for stairCounter = 1,13 do\
\9  local stair = findEntity(\"stairs_\" .. stairCounter);\
\9  \
\9  -- this will help it spiral down, with proper spacing\
\9  if stair ~= nil then\
\9\9 local pos = stair:getWorldPosition();\
\9\9 startPos = startPos - 1;\
\9\9 pos[2] = startPos;\
\9\9 \
\9\9 stair:setWorldPosition(pos);\
\9  end\
\9end\
end\
\
\
-- Call the function when the level Loads\
CreateStairs()")
spawn("mine_bridge_01",16,13,0,4,"stairs_13")
spawn("ladder",22,13,0,0,"ladder_1")
spawn("mine_support_pillar_01",16,13,0,0,"mine_support_pillar_01_1")
spawn("mine_support_pillar_01",17,13,0,0,"mine_support_pillar_01_2")
spawn("dungeon_secret_button_large",22,12,1,1,"dungeon_secret_button_large_1")
dungeon_secret_button_large_1.button:setDisableSelf(false)
dungeon_secret_button_large_1.button:addConnector("onActivate", "teleporter_1", "toggle")
spawn("teleporter",21,12,0,1,"teleporter_1")
teleporter_1.teleporter:setTeleportTarget(1,16,13,1)
teleporter_1.teleporter:setSpin("south")
teleporter_1.teleporter:setTriggeredByParty(true)
teleporter_1.teleporter:setTriggeredByMonster(true)
teleporter_1.teleporter:setTriggeredByItem(true)
teleporter_1.teleporter:setTriggeredBySpell(true)
teleporter_1.controller:setInitialState("deactivate")
spawn("teleporter",19,18,2,-1,"teleporter_2")
teleporter_2.teleporter:setTeleportTarget(1,21,16,0)
teleporter_2.teleporter:setSpin("west")
teleporter_2.teleporter:setTriggeredByParty(true)
teleporter_2.teleporter:setTriggeredByMonster(true)
teleporter_2.teleporter:setTriggeredByItem(true)
teleporter_2.teleporter:setTriggeredBySpell(true)
teleporter_2.controller:setInitialState("activate")
spawn("invisible_wall",16,13,0,0,"invisible_wall_1")

User avatar
Eleven Warrior
Posts: 752
Joined: Thu Apr 18, 2013 2:32 pm
Location: Australia

Re: Dungeon Editor Code for begginers.

Post by Eleven Warrior »

Thank you Azel awesome matey :)
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