felipepepe
Codex's Heretic
We now have the editor in our hands, it's time to make some modules and try to figure out how this editor works.
This thread is for that, and I also began making a Google Docs file to serve as tutorial & to keep all the tips we collect: https://docs.google.com/document/d/16LKjIU2l-f5nVIqpxypGE3egq9iOO75PoFgm32CNqEQ/edit?usp=sharing
Feel free to leave a comment or suggestion in this thread or in the document itself.
So far all the modules and mods are being hosted here: https://www.nexusmods.com/knightsofthechalice2
Finally, some starter tips:
This thread is for that, and I also began making a Google Docs file to serve as tutorial & to keep all the tips we collect: https://docs.google.com/document/d/16LKjIU2l-f5nVIqpxypGE3egq9iOO75PoFgm32CNqEQ/edit?usp=sharing
Feel free to leave a comment or suggestion in this thread or in the document itself.
So far all the modules and mods are being hosted here: https://www.nexusmods.com/knightsofthechalice2
Finally, some starter tips:
- Left-mouse click adds, right-mouse click removes. There's only ONE CTRL+Z level, be careful.
- KotC2 maps use a grid of squares, each 64x64 pixels. Your maps can have sizes from 1x1 squares to over 100x100 (don’t do this, it’s VERY heavy and unstable), but their height and width must always be a multiple of 64. E.g., a 16x16 square grid would be 1024x1024 pixels.
- You can plan your map layout in the editor, then use 'Extract Tilemaps to JPEG' to export the layout and use it as foundation for a custom-made map on photoshop or whatever other software.
- To add loot to a container or activable zone, you must use the 'Add items' or 'Add weapons & armor' tool, select what you want to add on the left-side list, hold CTRL and click on the container/activable zone. Then add a new script to it, using script #17.
- If you edit an NPC and go to the 'Intelligence' tab, you can set its behavior towards the party and various scripts.
- Dialogue Script is for when dialogue starts,
- Death Script for when that NPC dies,
- End of Fight Script for when a fight with it ends (including if he's an ally)
- Tactics Script is what the NPC will try to do when combat starts (still respecting rules like initiative, spell slots and actions per turn)
- Scene Scripts will play continuously DURING COMBAT, even if the NPC is dead. Things like every character taking damage per turn, or reinforcements appearing after X number of rounds.
- Non-Combat Scripts will play continuously OUTSIDE COMBAT. Things like the NPC shouting stuff outside dialog, or patrolling.
- You can use Activable zones to add new custom art/props into the map, then use scripts to hide or show it at a certain moment. E.g., a rock falling down and blocking a passage. Note that the art asset can and should be much bigger than the activable zone.