ascii maps in dungeon.lua
Posted: Thu Nov 05, 2015 12:27 am
I just thought of something.
if I wanted to remake my mod from scratch, redoing all the item placements and scripts but I don't want to redraw all the maps.
could I therotically open up my dungeon.lua file
then copy paste all the dungeon ascii(or hexadecimal or whatever those numbers mean) maps into the new dungeon.lua?
what I am referring to is this
if I wanted to remake my mod from scratch, redoing all the item placements and scripts but I don't want to redraw all the maps.
could I therotically open up my dungeon.lua file
then copy paste all the dungeon ascii(or hexadecimal or whatever those numbers mean) maps into the new dungeon.lua?
what I am referring to is this
Code: Select all
--- level 1 ---
newMap{
name = "North West",
width = 32,
height = 32,
levelCoord = {1,0,0},
ambientTrack = "forest_night",
tiles = {
"castle_arena_floor",
"forest_ground",
"forest_hedge",
"forest_trail",
"forest_trees",
"forest_wall",
}
}
loadLayer("tiles", {
6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,
6,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,3,
6,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,3,
6,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,3,
6,5,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,3,
6,5,2,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
6,5,2,4,2,2,2,2,2,2,2,2,2,2,2,2,4,2,2,2,2,2,2,2,2,2,2,2,2,2,2,3,
6,5,2,4,2,5,5,5,5,5,2,2,2,2,2,2,4,2,2,2,2,2,2,2,5,5,5,5,5,5,5,3,
6,5,2,4,2,5,5,5,5,5,2,1,1,1,1,1,1,1,1,1,1,1,1,2,5,5,5,5,5,5,5,3,
6,5,2,4,2,5,5,5,5,5,2,1,1,1,1,1,1,1,1,1,1,1,1,2,5,5,5,5,5,5,5,3,
6,5,2,4,2,5,5,5,5,5,2,1,1,1,1,1,1,1,1,1,1,1,1,2,5,5,5,5,5,5,5,3,
6,5,2,4,2,5,5,5,5,5,2,1,1,1,1,1,1,1,1,1,1,1,1,2,5,2,2,2,2,2,2,3,
6,5,2,4,2,5,5,5,5,5,2,1,1,1,1,1,1,1,1,1,1,1,1,2,5,2,1,1,1,1,2,3,
6,5,2,4,2,5,5,5,5,5,2,1,1,1,1,2,2,2,2,2,2,2,2,2,5,2,1,1,1,1,2,3,
6,5,2,4,2,5,5,5,5,5,2,1,1,1,1,2,2,2,2,2,2,2,2,2,5,2,1,1,1,1,2,3,
6,5,2,4,2,5,5,5,5,5,2,1,1,1,1,2,2,5,5,5,5,5,5,5,5,2,1,1,1,1,2,3,
6,5,2,4,2,5,5,5,5,5,2,1,1,1,1,2,2,5,5,5,5,5,5,5,5,2,1,1,1,1,2,3,
6,5,2,4,2,5,5,5,5,5,2,1,1,1,1,2,2,5,5,5,5,2,2,2,2,2,2,2,4,2,2,3,
6,5,2,4,2,5,5,5,5,5,2,2,2,2,2,2,2,5,5,5,5,2,4,4,4,4,4,4,4,4,2,3,
6,5,2,4,2,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,2,4,2,2,2,2,2,2,4,2,3,
6,5,2,4,2,5,5,5,5,5,5,5,2,2,2,2,2,2,2,2,2,2,4,2,5,5,5,5,2,4,2,3,
6,5,2,4,2,2,2,2,2,2,2,5,2,4,4,4,4,4,4,4,4,4,4,2,5,5,5,5,2,4,2,3,
6,5,2,4,2,2,1,1,1,1,2,5,2,4,2,2,2,2,2,2,2,2,2,2,2,2,2,5,2,4,2,3,
6,5,2,4,2,2,1,1,1,1,2,5,2,4,2,1,1,1,1,1,1,1,1,1,1,1,2,5,2,4,2,3,
6,5,2,4,4,4,1,1,1,1,2,5,2,4,2,1,1,1,1,1,1,1,1,1,1,1,2,5,2,4,2,3,
6,5,2,4,2,2,1,1,1,1,2,5,2,4,4,1,1,1,1,1,1,1,1,1,1,1,2,5,2,4,2,3,
6,5,2,4,2,2,1,1,1,1,2,5,2,4,2,1,1,1,1,1,1,1,1,1,1,1,2,5,2,4,2,3,
6,5,2,4,2,2,2,2,2,2,2,5,2,4,2,1,1,1,1,1,1,1,1,1,1,1,2,5,2,4,2,3,
6,5,2,4,2,5,5,5,5,5,5,5,2,4,2,2,2,2,2,2,2,2,2,2,2,2,2,5,2,4,2,3,
6,5,2,4,2,5,5,5,5,5,5,5,2,4,2,5,5,5,5,5,5,5,5,5,5,5,5,5,5,4,2,3,
6,5,2,4,2,5,5,5,5,5,5,5,2,4,2,5,5,5,5,5,5,5,5,5,5,5,5,5,5,4,2,3,
6,6,6,4,6,6,6,6,6,6,6,6,6,4,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,4,6,3,
})
spawn("forest_heightmap",1,0,3,0,"forest_heightmap_1")
spawn("forest_day_sky",0,0,2,0,"forest_day_sky_4")
spawn("beach_rock_2x1",31,1,0,0,"beach_rock_2x1_2")
spawn("beach_rock_2x1",30,31,1,0,"beach_rock_2x1_3")
spawn("forest_exit",31,5,1,0,"forest_exit_21")
spawn("forest_exit_rock_tunnel",3,31,2,0,"forest_exit_rock_tunnel_2")
spawn("forest_exit_rock_tunnel",13,31,2,0,"forest_exit_rock_tunnel_3")
spawn("forest_exit_rock_tunnel",29,31,2,0,"forest_exit_rock_tunnel_4")
spawn("beach_rock_3x1",2,31,3,0,"beach_rock_3x1_26")
spawn("beach_rock_3x1",6,31,3,0,"beach_rock_3x1_31")
spawn("beach_rock_3x1",12,31,3,0,"beach_rock_3x1_32")
spawn("beach_rock_3x1",16,31,3,0,"beach_rock_3x1_33")
spawn("beach_rock_3x1",28,31,3,0,"beach_rock_3x1_34")
spawn("forest_wall_text_short",16,6,3,0,"forest_wall_text_short_4")
forest_wall_text_short_4.walltext:setWallText("Lending Library")
spawn("forest_wall_text_long",4,24,0,0,"forest_wall_text_long_8")
forest_wall_text_long_8.walltext:setWallText("Head counselor's Office")
spawn("forest_wall_text_long",13,24,1,0,"forest_wall_text_long_9")
forest_wall_text_long_9.walltext:setWallText("Greeting and Assembly Hall")
spawn("forest_wall_text_long",27,18,0,0,"forest_wall_text_long_10")
forest_wall_text_long_10.walltext:setWallText("Maintenance and Storage")
spawn("dungeon_door_wooden_double",28,16,2,0,"dungeon_door_wooden_double_14")
spawn("dungeon_door_wooden_double",14,25,1,0,"dungeon_door_wooden_double_18")
spawn("dungeon_door_wooden_double",16,7,2,0,"dungeon_door_wooden_double_19")
spawn("dungeon_door_wooden_double",6,24,3,0,"dungeon_door_wooden_double_20")
spawn("barrel_crate_block",26,12,2,0,"barrel_crate_block_1")
spawn("barrel_crate_block",27,12,2,0,"barrel_crate_block_2")
spawn("barrel_crate_block",28,12,2,0,"barrel_crate_block_3")
spawn("barrel_crate_block",29,12,2,0,"barrel_crate_block_4")
spawn("barrel_crate_block",29,13,3,0,"barrel_crate_block_5")
spawn("barrel_crate_block",26,13,1,0,"barrel_crate_block_6")
spawn("barrel_crate_block",26,14,1,0,"barrel_crate_block_7")
spawn("barrel_crate_block",29,14,3,0,"barrel_crate_block_8")
spawn("claw_hammer",26,12,0,0,"claw_hammer_1")
spawn("medicine_healing",27,12,0,0,"medicine_healing_4")
spawn("medicine_healing",26,13,3,0,"medicine_healing_5")
spawn("medicine_healing",28,12,0,0,"medicine_healing_6")
spawn("throwing_axe",29,13,1,0,"throwing_axe_2")
spawn("throwing_axe",29,14,1,0,"throwing_axe_3")
spawn("throwing_axe",26,14,3,0,"throwing_axe_4")
spawn("mole_jerky",29,12,0,0,"mole_jerky_8")
spawn("mole_jerky",29,12,1,0,"mole_jerky_9")