HowToAddMapsServerStendhal: Difference between revisions

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<pre>
<pre>
<zone-group uri="zones/<area>.xml"/>
<group uri="zones/<area>.xml"/>
</pre>
</pre>


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<source lang="xml">
<source lang="xml">
<zone name="int_myarea_mylocation" file="interiors/myarea/mylocation.tmx"/>
<zone name="int_myarea_mylocation" file="interiors/myarea/mylocation.tmx"/>
<zone name="0_myarea_mylocation" level="0" x="100000" y="200000" file="Level 0/myarea/mylocation.tmx">
<zone name="0_myarea_mylocation" level="0" x="100000" y="200000" file="Level 0/myarea/mylocation.tmx"/>
</source>
</source>


In the case of non-interior zones, the level and x/y coordinate should also be included in the <zone> element (setting them in the tmx file has been deprecated). For interior zones, the level xml attribute should '''not''' be set (for now). The coordinate starts at the top-left corner, and should align against (but never overlap) other zones in the same level.
In the case of non-interior zones, the level and x/y coordinate should also be included in the <zone> element (setting them in the tmx file has been deprecated). For interior zones, the level xml attribute should '''not''' be set (for now). The coordinate starts at the top-left corner, and should align against (but never overlap) other zones in the same level.

If the new zone is outside, or otherwise should follow the normal daylight cycle, add a coloring method definition to it, like this:

<source lang="xml">
<zone name="0_myarea_mylocation" level="0" x="100000" y="200000" file="Level 0/myarea/mylocation.tmx">
<attributes>
<parameter name="color_method">time</parameter>
</attributes>
</zone>
</source>

About other possible coloring methods for maps, see [[LightsAndColor | Lights and Color]].


Most zones can be configured just using this xml file. However, there are currently some things, such as NPC's that need special handling. If you need to do custom zone configuration, create one or more new java source file(s) at '''src/games/stendhal/server/maps/<area>/<base-location>/<entity>.java'''. The '''<area>/<base-location>''' path would essentially be the same as your '''.tmx''' file uses. In case where locations have been split due to size (like _nw, _ne, _s, _n, etc), only the base location name is used.
Most zones can be configured just using this xml file. However, there are currently some things, such as NPC's that need special handling. If you need to do custom zone configuration, create one or more new java source file(s) at '''src/games/stendhal/server/maps/<area>/<base-location>/<entity>.java'''. The '''<area>/<base-location>''' path would essentially be the same as your '''.tmx''' file uses. In case where locations have been split due to size (like _nw, _ne, _s, _n, etc), only the base location name is used.
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There are several types of portals:
There are several types of portals:
* Portal
* Portal ''added using xml''
* One way portal
* One way portal ''added using xml''
* Stairs portals
* Stairs portals ''added using tiled''
* House Door portals.
* House Door portals ''added using tiled''


A portal is just the generic portal. It works for almost everything you can imagine.
A portal is just the generic portal. It works for almost everything you can imagine.


Portals are created by adding a entries to your zone in '''zones.xml'''. For example creating a portal to an internal building entrance which is at 1 12 inside the building (and the outer entrance to go in is at 10 15) might look like:
Portals are created by adding a entries to your zone in '''zones.xml'''. For example creating a portal to an internal building entrance which is at 1 12 inside the building (and the outer entrance to go in is at 10 15) might look like:
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</source>
</source>


The House door portal is a special type of portal that automatically creates all the portals and areas needed to add a house to that zone with its entrance on point where the portal is.
The House door portal is a special type of portal that automatically creates all the portals and areas needed to add a house to that zone with its entrance on point where the portal is. In tiled/tileset/logic/portals.png it's the one with the door on it. Add it to the 'city' type map where you want the house entrance. Please see [[HowToUseTiledToCreateStendhalMaps2#Objects_revisited|the tiled tutorial]].


Finally the stairs portals also automate the creation of stairs between two areas. It is very important that the portals ( both ends ) are exactly on the same position but on different levels. Position means absolute position. Also, due to current implementation, be careful '''not''' to place omni-directional stair portals at the same exact location between adjacent levels if they're not meant to be linked, as they might inadvertantly be linked. Directional stairs are safer and only link with the level they go toward.
Finally the stairs portals also automate the creation of stairs between two areas. It is very important that the portals ( both ends ) are exactly on the same position but on different levels. Position means absolute position. Also, due to current implementation, be careful '''not''' to place omni-directional stair portals at the same exact location between adjacent levels if they're not meant to be linked, as they might inadvertantly be linked. Directional stairs are safer and only link with the level they go toward. The [[HowToUseTiledToCreateStendhalMaps2#Objects_revisited|the tiled tutorial]] covers this in more detail.


=== Condition and Action Portals ===
=== Condition and Action Portals ===
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The destination settings and references are all as normal. You can still set other attributes like a reject message and hidden from minimap, as in some of the examples above.
The destination settings and references are all as normal. You can still set other attributes like a reject message and hidden from minimap, as in some of the examples above.


== Adding NPCs ==
== Adding NPCs==
See [[Stendhal NPC Coding]]
Usually we add NPCs (non-player characters) to make world more alive and to use them in Quests. It is because of that reason, that is so important that you add NPC on the zone they are.

=== The java way ===

This is how NPCs should be added to the world. The downside of this is that you need a lot of Java code. But at least all the NPC-specific stuff is in one file. And the java is not so hard, as you'll see.

''SpeakerNPC npc = new SpeakerNPC() { ... }'' creates a new NPC. When added to a zone, NPCs are added it to a global list so next time you need to get the NPC for participating in a quest, or if you want to teleportto it, you can call it by its ''name'' using ''NPCList.get().get(name)''.
<source lang="java">
SpeakerNPC npc = new SpeakerNPC("name") {
/...
});
</source>

An example is:

<source lang="java">
SpeakerNPC npc = new SpeakerNPC("Mr Healer") {
protected void createPath() {
List<Node> nodes=new LinkedList<Node>();
nodes.add(new Path.Node(9,5));
nodes.add(new Path.Node(14,5));
setPath(nodes,true);
}

protected void createDialog() {
// Lets the NPC reply with "Hallo" when a player greets him
addGreeting();
// Lets the NPC reply when a player says "job"
addJob("I have healing abilities and I heal wounded players. I also sell potions and antidotes.");
// Lets the NPC reply when a player asks for help
addHelp("Ask me to #heal you and I will help you or ask me #offer and I will show my shop's stuff.");
// Makes the NPC sell potions and antidote
addSeller(new SellerBehaviour(shops.get("healing")));
// Lets the NPC heal players for free
addHealer(0);
addGoodbye();
}
});

zone.assignRPObjectID(npc);
// This determines how the NPC will look like.
npc.setEntityClass("welcomernpc");
// Set the initial position to be the first node on the Path you defined above.
npc.setPosition(9, 5);
npc.initHP(100);

zone.add(npc);
</source>

The NPC is added to a list of NPC from where you can later obtain it for adding more dialogues for quests. So, it is very important to make sure the name you give to your NPC is unique.

It is a good idea to create a path that the NPC will follow on that area. Just used your tiled map or walk around in game and check coordinates to choose your nodes. You can also make the NPC stand still by using this instead:

<source lang="java">
protected void createPath() {
// NPC does not move
setPath(null);
}
</source>

Your NPC will stand still at whatever point you set as the initial position with <code>npc.setPosition(x, y);</code>.

And then create a dialog. Dialogs and such are explained in Quest sections, but you should find the exmaple above covers most options and the options like addHelp are quite self-explanatory.

We set its outfit either by:
* setting its class to a PNG image that exists at ''data/sprites/npc''
* setting its outfit with setOutfit method.
See [[StendhalOpenTasks#Player's outfits| How to know player's outfits specifications]]

Finally set its initial position and its HP. Don't worry for your NPC. It can't be attacked nor killed.

Once that is done add the NPC to zone using ''zone.add()'' method.

We need to tell the zone to load this configuration class file. The NPC in the example lives in the ados area, so the information is stored in data/conf/zones/ados.xml. The map she's on is called int_ados_magician_house, so the information is inside the <zone name="int_ados_magician_house" file="interiors/ados/magician_house.tmx"> </zone> section.
To load the java class file you created just add the line
<source lang="xml">
<configurator class-name="games.stendhal.server.maps.ados.magician_house.WizardNPC" />
</source>
right after the <zone ... tmx">
Check the location of the file matches the path set in the class name!

=== The mixed xml-java way ===
'''If you're editing files for use in Stendhal, please don't use this. Use the all java way above. This way you have to edit two files to keep track of your NPC! We don't want that. For your own game, do as you like :)'''
This is another way of adding NPCs. It requires less Java coding skills; Java code is only required for the dialog and for special behaviour, everything else is defined in XML. But it's messy as you end up with half of the NPC information in one file and half in another.

First, you need to create a Java file for the dialog. You should put it in a subpackage of <code>games.stendhal.server.maps</code>; the package describes where NPC is located.

For example, here is the Java code for a simple NPC on Athor island:

<source lang="java">
package games.stendhal.server.maps.athor.holiday_area;

import games.stendhal.server.entity.npc.SpeakerNPC;
import games.stendhal.server.entity.npc.SpeakerNPCFactory;


public class SwimmerNPC extends SpeakerNPCFactory {

@Override
protected void createDialog(SpeakerNPC npc) {
npc.addGreeting("Don't disturb me, I'm trying to establish a record!");
npc.addQuest("I don't have a task for you, I'm too busy.");
npc.addJob("I am a swimmer!");
npc.addHelp("Try the diving board! It's fun!");
npc.addGoodbye("Bye!");
};
}
</source>

This will make the NPC react to typical words that players might say to him, e.g. "hi", "help", and "bye". This Java class is stored in the file <code>/src/games/stendhal/server/maps/athor/holiday_area/SwimmerNPC.java</code>. Of course this is just a simple example, and more sophisticated dialogs and behaviours are possible with more complex Java code.

Next, we need place the NPC and set the name and some other attributes. The NPC in the example lives on Athor island, so the information is stored in <code>data/conf/zones/athor.xml</code>. The map he's on is called 0_athor_island, so the information is inside the <code><zone name="0_athor_island"...> ... </zone></code> tag:

<source lang="xml">
<entity x="67" y="63">
<implementation class-name="games.stendhal.server.maps.athor.holiday_area.SwimmerNPC">
<parameter name="name">Enrique</parameter>
<parameter name="node0">67,68</parameter>
<parameter name="node1">67,63</parameter>
</implementation>
<attribute name="class">swimmer3npc</attribute>
</entity>
</source>

* The first line says that the NPC should initially be placed at the point (67, 63).
* The second line tells the server where we stored our Java file with the dialog.
* The third line says that our NPC should be called Enrique.
* The fourth and fifth lines define the path along which Enrique should walk/swim. He will first visit the point (67, 68), then return to his start position (67, 63), and continue like this infinitely. You can of course create NPCs with more than 2 nodes, but:
** keep in mind that counting starts with 0
** make sure that you don't forget a node number, e.g. if you have node6, you must also have node5, node4 etc.

* The 'class' attribute defines how the NPC should look like. In this case, the graphics from the file <code>data/sprites/npc/swimmer3npc.png</code> will be used.

If you don't want your NPC to walk around, just leave out the node parameters. Instead, you should add a parameter that defines in which direction the NPC should look on server startup (left, right, up, down), e.g.:

<source lang="xml">
<parameter name="direction">down</parameter>
</source>

Other attributes you can use:

<source lang="xml">
<attribute name="hp">50</attribute>
</source>

This will make the NPC look wounded (the health bar will be at the middle). Note that, as NPCs cannot be killed, this is only for decoration. If you leave this parameter out, the hitpoints will be set to 100, which means full health.

<source lang="xml">
<attribute name="level">10</attribute>
</source>

This sets the NPC's level of experience. Again, this is only for decoration, as NPCs don't fight or die.