I can't wait any longer for the Level Editor!
So, I started by setting up my story
After doing some *cough*researching*cough* on the executable, I found out what was needed for custom stories to appear in the list.
Note, I'm using Windows, but I guess the structure is the same on Mac/Linux (At least after you find the custom_stories folder)
- Create a folder inside the custom_stories folder. This could be anything, and is not the name used in the list, etc. If your story is called "My Super Original Story", you could simply call the folder "MSOS".
- Then go inside the folder you just created, and create a new text file called custom_story_settings.cfg
- Inside this file, you put:
Name = "My Super Original Story"
Author = "MulleDK19"
ImgFile = "story.png"
Description = "I have yet to find the tag used for the description."
MapsFolder = "maps/ch01/"
StartMap = "00_study.map"
StartPos = "PlayerStartArea_1"
is the actual name to show in the Custom Story list.
is whoever made it.
is the filename of an image in your story folder. When someone selects your story, this image will be used as background.
... Well... Not working, and I have no idea what else it's called, or where to define it if not there.
is the location of the maps. I don't know if it's needed or not.
is the map to load when players select your story and clicks "Start".
is the area defined in the level file, that the player should start at. a.k.a. the starting spawn point.
My file layout.
resources.cfg does not appear to be needed. It looks like the engine includes all subfolders in the story.
So, now I'm gonna rescript the Study level, until I get my hands on the Level Editor
As your story is independent from the rest of the game, you will spawn with no lantern, etc., because this is the first level of the story.
So, open the .hps (script) file, and search for "ScriptDebugOn" (without the quotes), and then comment it out, so it looks like this:
//---- DEBUG ----//
for(int i=0;i<10;i++) GiveItemFromFile("tinderbox_"+i, "tinderbox.ent");