The Map Maker
Home : Game : Map Maker : Sprite Maker : Enemies : NPC Script

Like in Photoshop, this program has a side panel with icons to click on to do various things:
| Icon | Function | What Does It Do? |
| NPC Script Menu | Takes you to the NPC Script Menu. | |
| Place Mode | Takes you to placing mode. You can also right-click anywhere to do this. | |
| Boundaries Menu | Takes you to the Boundaries Menu. | |
| Colission Mode | Takes you to colission mode where you can place walls within the map. | |
| Dimensions Menu | Takes you to the Dimensions Menu. WARNING: Use this with extreme caution, or for experimentation. | |
| New File | Generates a new map based on dimensions entered later. | |
| Open File | Loads a previously saved map. | |
| Save File | Saves a map to work on later. | |
| Enemy Menu | Takes you to the Enemies Menu, to place random battle enemies. | |
| Music Menu | Takes you to the Music Menu, to set a background song for the map. |
Sprite Codes
| Icon | Name | Sprite Code |
| Blank | 100-131 | |
| Battle | 132-163 | |
| Wall | 200-231 |
To change sprites in the palette, right click on any sprite in the palette and follow the instructions. Type "back" to return to the previous menu.
To pinpoint each NPC Script (up to 9) that can be used in each map:
Move your mouse to where you want the NPC Script to appear.
The NPC Code is formatted as follows (NOTE: The spaces between the digits are required!)
## ## # file.npc
The first two digits represent the x-sprite location value. The second two digits represent the y-sprite location value. The third digit is the NPC Script mode, which tells the program what part of the script to run. The last piece of information is the filename (and this time type in the .npc). If you mess up, don't worry; you can always change it again by repeating these steps. Here's an example:
09 17 1 wtchecker.npc
This means that there is an NPC script called wtchecker.npc starting in Mode 1 nine sprites to the right, and 17 sprites down.
| You are presented with a list of options. Press the number followed by ENTER to edit that variable. The north, south, east, and west names are simply the names of the map files. Don't enter the extension. The x and y start variables of each direction are how many sprite lengths the "camera" starts at. For example, if x and y start are respectively, 3 and 4, the "camera" will shift the map three sprite-lengths to the right and four sprite-lengths down when you arrive at the new map. |
I won't discuss this in much detail, since it's rarely used, and can be dangerous if you use it incorrectly. Basically, what this does is allows you to change the dimensions of the map in sprite-lengths. But watch out, because the results are pretty unpredictable. But if you like it that way, be my guest.
The Enemies menu allows you to choose nine enemies for the random battles. When a random battle occurs, the program will randomly choose between the nine you've chosen. Be sure to fill every space with an enemy, or there might be times you would have a battle with nothing. LOL.
To adjust an enemy:
Each of these options are similar in menu style. To open and save a file, click on the appropriate icon, and type in a filename. Save your work often by typing in the same filename (I know, I need to work on that one.) The New Map menu simply asks for the number of columns (sprite-lengths to the right), and rows (sprite-lengths down) to work with.