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FLARE

Modding/Mapping for FLARE?

MCMic
Friday, February 17, 2012 - 08:26
MCMic's picture

Hello!

I love the game, really, I played it for the first time recently, and it was awesome.

I finished the 3 quests, I want more!

 

So I was wondering how does mapping/modding for FLARE works?

I just found out about this page : https://github.com/clintbellanger/flare/wiki/Mapmaking

But it claims to be outdated.

That kind of things should be keep up to date and linked from the main website.

 

But before even thinking of doing new maps, the simplest way to extend flare would be to add quests to the existing maps and npcs. Is quest writing supposed to be done directly in the txt files or is there some kind of interface for this kind of things?

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Clint Bellanger
Friday, February 17, 2012 - 09:38
Clint Bellanger's picture

I use Tiled to edit maps. The quest dialog files are edited in any plain-text editor.

Basically I need to carve out some time and create tutorials for all of this. Otherwise you can try looking at existing files to see how they work. Feel free to ask me any questions about what you see.

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MCMic
Saturday, February 18, 2012 - 06:37
MCMic's picture

Yeah, I managed to add a quest by doing a new mod.

But in order to add a character on a frontier map, I had to copy the whole map. It would be great if map and enemies on it would be on separate files.

My quest is really small, I just added a necromancer hard to beat that the first npc ask us to kill if we come back to see him after averguard. Please look at http://mcmic.haxx.es/necromancy.tar.gz

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pennomi
Thursday, February 23, 2012 - 15:13
pennomi's picture

Congratulations, you've made a good first step towards modding FLARE! I just played through your new quest. It worked great for me, though that graveyard could be a serious deathtrap for unsuspecting 1st-level players on their way to the goblin encampment.

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makrohn
Thursday, May 3, 2012 - 20:41

Blergabeeble.  I have a VERY small (20x20) test map going, and I can get the chest to open it if I walk over it.  I corrected the collision layer, but now I can't open the chest!  The hotspot attribute appears to be necessary, but I can't for the life of me figure out what it's calling for.

I agree with McMic that it'd be nice not to have to copy the whole map file - I also had to just in order to create the teleport point.

Also, for anyone following in my footsteps, the documentation at https://github.com/clintbellanger/flare/wiki/Mapmaking appears to be outdated in the following way:

 

[layer] id=background format=dec data=

 

should be:

 

[layer] type=background data=

 

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Clint Bellanger
Thursday, May 3, 2012 - 20:48
Clint Bellanger's picture

makrohn, there are two ways to make chest events work.

1. Make it so the chest opens when you walk next to it. Instead of the event location being the 1x1 tile the chest is on, make it the 3x3 area surrounding the chest.

2. Hotspots are screen offsets and width/height for the mouse-clickable area to activate an event. If you're using a regular chest I suggest taking the hotspot info from an existing chest on a current map.

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makrohn
Friday, May 4, 2012 - 01:09

Is there a defeat_unset_status?  I'm trying a classic "kill 3 goblins" quest, and I've gotten as far as kill the first one to get defeat_status=1_dead_gob.  I somehow need, however, a prerequisite requires_status=kill_gobs, and then further down requires_status=1_dead_gob, defeat_status=2_dead_gobs, defeat_unset_status=1_dead_gob, so on, and so forth.  Unless you already have some sort of incremental tracker built into the engine?

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Clint Bellanger
Friday, May 4, 2012 - 02:43
Clint Bellanger's picture

There is no defeat_unset_status, though if there's enough case for one I'll add it. Quest counters are something I can add later, and make the most sense for this kind of quest.

Until then, perhaps do a more interesting quest :)

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makrohn
Friday, May 4, 2012 - 02:52

Ahaha.  Good answer.

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