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  #1  
Old 06-24-2006, 06:37 PM
excaliber7388 excaliber7388 is offline
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Question understanding .nw files

I'm making a program that will create an automaticaly detailed level.
(You'll still have to do the fine details, but this will make level making a bit quicker and easier)
Anyway, I'm having trouble reading and understanding a .nw file (in text format). Could someone better explain them?
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  #2  
Old 06-24-2006, 06:40 PM
calani calani is offline
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Its actually quite simple.
I'd love to explain it for you, but instead, I'll point Yen in your direction, since he has a bit more experience with the format than I do.
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Old 06-25-2006, 04:59 PM
excaliber7388 excaliber7388 is offline
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Okay, um...thanks? XD
(BUMP!)
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  #4  
Old 06-26-2006, 01:17 AM
ApothiX ApothiX is offline
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read the newfeatures, it tells you all you need to know.

Quote:
Originally Posted by newfeatures2001.txt
- new file format (exists since beginning of 2000 but was
only available for newworld team):
The new level format is text based. If you want to edit it
outside of Graal, use a text editor which doesn't wrap lines.
You automatically produce a file in the new format when you
save to a file with ending .nw
Those files are bigger than .graal files, but because it is
text-based it is easier to edit parts of it (e.g. ncp script)
without opening the game, or to write tools that
do changes to the levels, like adding npcs to levels. The
graal servers support that file format too, the data sent to
the player is the same size like when using .graal files, so it
will not make the game laggier

Format:
It begins with the signature GLEVNW01.
It can contain following data types:

- board lines:

BOARD x y width layerindex <tilesdata>

This is one line of the background layer. 'tilesdata' has a length if w*2
characters; each tile is a 12bit-index into the tile list (pics1.png) and is
encoded in two base64 characters (upper 6 bit first)
base64: String = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvw xyz0123456789+/'
so AA is tile 0, AB is tile 1, AC is tile 2, // is tile 4095 (=0xFFF)

- level links:

LINK <destination-level> x y width height newx newy

The link attributes are the same like in the link options window in Graal.
destination-level, newx and newy must not contain spaces.

- signs:

SIGN x y
text
...
SIGNEND

Signs may be empty, but SIGNEND must always be there.

- npcs:

NPC imagefilename x y
script
...
NPCEND

If the npc doesn't have a filename (invisible npc), then write '-' for imagefilename.
x and y may be floating point values. The npc script may be empty, but NPCEND
must always be there

- baddies:

BADDY x y type
attackverse
hurtverse
winverse
BADDYEND

'type' is the baddy name (graysoldier ... dragon ) or index (0...9). You don't need
to write all 3 verses, it's also possible to only write attackverse+hurtverse or only
attackverse, but BADDYEND must always be there.

- chests:

CHEST x y item signindex

item is the item name (greenrupee ... spinattack) or item index (0...24)
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  #5  
Old 06-26-2006, 04:42 AM
calani calani is offline
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That works too
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  #6  
Old 06-26-2006, 07:10 AM
Malinko Malinko is offline
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Edit NPCs!
Attached Files
File Type: txt editnpcAuto-Detail-Grass.txt (634 Bytes, 160 views)
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