Index


NAME

  gde - gtk deliantra (map) editor

SYNOPSIS

  gde [<map-filename>...]

FEATURES

gde is a map editor for deliantra.

Its main features are:

   - higher map editing comfort
   - intelligent placement tool
   - intelligent connection tool
   - intelligent erase tool
   - map normalizing (removal of old deprecated attributes)
   - exit following
   - world map navigation
   - easy installation (on windows)
   - auto joining of walls (see Placement tool -> auto setting)

DESCRIPTION

THE TOOLBOX WINDOW

The toolbox window is the main window of gde. It provides the display of the currently selected object and the tools. The buttons select of the editing tool:

* Pick

This tool is the simplest of all. It lets the user select the topmost object of a map cell in the map window and updates the stack view for the current space.

Shortcut-key in map editor: i

* Place

This is the intelligent placement tool. It has many modes:

auto

This mode implements DWIM (do-what-I-mean) by trying to do the the right thing(tm) with the selected object:

If you place a floor arch, it will try to replace the existing floor or set the floor below all items. If you place a monster or other arch, it will place it on top. If you place a wall, it will put the wall above the floor and propably replace other walls.

Autojoin also works only in this mode. To draw an wall with autojoining pick the wall arch which name looks like: <wallname>_0. It's the single point wall tile which has no connections. When you place this arch now, it will autoconnect the walls you are drawing.

top

Places the arch on the top of the stack of the map cell.

above floor

Places the arch just right above the floor (or the bottom of the stack).

below floor

Places the arch just right below the floor (or the bottom of the stack).

bottom

Places the arch on the bottom of the stack.

Shortcut-key in map editor: p

* Erase

This is the tool that lets you erase an arch.

It has following modes:

top

Erases the topmost object on the stack.

walls

Erases all walls in the stack (and only walls).

above floor

Erases the first object above the floor.

floor

Erases all floor from the stack (and only the floor).

below floor

Erases the first object below the floor.

bottom

Erases the first object on the bottom of the stack.

pick match

This erases all objects from the stack that match the currently selected object.

protect walls (checkbox)

This protects walls from being erased (except when erasing walls).

protect monsters (checkbox)

This protects monsters from being erased.

Shortcut-key in map editor: e

* Select

This is the selection tool. It can be used to select rectangular areas and operate on that area in various ways:

copy

This just copies all objects from the selected area into an internal buffer for later paste operations.

Shortcut-key in map editor: c

paste

This function pastes the internal buffer into the map, beginning in the top left corner of the selected area. The size of the selection has no relevance to the result: IT always places the whole internal buffer onto the map.

Shortcut-key in map editor: p

invoke

This function is a very powerful one. It can apply another tool (such as the place tool) on all spaces of the selected area.

It can, for example, be used to fill a map with floor tiles or erase everything.

Shortcut-key in map editor: n

Shortcut-key in map editor: s

* Eval

This is a very special tool which isn't finished yet. It lets you specify a perl snippet that can manipulate the stack.

Shortcut-key in map editor: l

* Connect

This tool connects two exits, teleporters or adds the configures connection value to the connectors.

This tool has 3 modes:

auto

The auto mode tries to find exits first, and if it found one, it will go into the exit connect mode. If no exit is found but a connectable object is found, it will just add the connection value to the object. (Note: This maybe gets in the way if you want to connect teleporters. The auto mode will only connect teleporters as if they are exits and not touch the connection value).

exit

This mode wont set any connection values.

connect

In this mode the connect tool will only set connection values and not try to connect exits.

You can either connect two exits to each other, or just point an exit to a certain location on a map.

After clicking on an exit the first time you will see a string like this in the tool dialoge in the main window: 'src: (12,9) teleporter'. It tells you that you selected a source destination and that the next click will connect the exit with another exit or just let it point where you clicked (if there is no connectable object (in auto mode)).

To connect two exits, just click at the first and then at the second, and the editor will try to find a path (map path) that fits the deliantra conventions. It will also adjust the (x,y) coords so that the exits point at each other.

If something doesn't work as expected make sure you saved both maps in a subdirectory of the deliantra map path (which you configured via File->Preferences in the main window).

If the tile you edited with the connect tool contained a connectable object, the currently configured connect value (set by the spin buttons in the main window) will be set on them.

Shortcut-key in map editor: t

* Follow Exit

With this tool you can follow exits and teleporters by opening the target map in a new window (or presents an existing window).

Shortcut-key in map editor: f

THE STACK VIEW

This window displays the stack of a map space/coordinate.

You can swap two objects on the stack and delete a object from the stack by dragging one object over another.

By clicking on an item on the stack you can make it the currently selected object.

THE MAP EDITOR

This window just displays the map and lets you use the tools. The shortcuts are documented above in the tool descriptions.

You can pan the map using the middle mouse button (or Alt + left-mouse-button) and use the tool with the left mouse button.

There exists a context menu on right click:

Follow

This context menu entry lets you follow an exit. It will open a new map editor with the map. See Follow Exit tool.

object stack

Below the context menu entrys that are documented above there is a seperator that seperates the object stack menu items.

Each object stack item is a submenu that offers following functionality:

Add inventory

It allows you to add the current arch in the attribute editor (a copy of it) to the object as inventory item.

Find in picker

This function tries to determine the picker group that this object is in and opens a new picker pointing at that group.

THE ATTRIBUTE EDITOR

The attribute editor display the archetype name followed by the object name and the type of the object in parentheses.

The 'reset to defaults' button erases all changes on the object and resets it's value to the values of the archetype.

Since there are often many attributes for a given object, they are sorted into different categories/tabs.

The lore and msg tabs let you edit the text attributes of the object.

Both field labels and value widgets have tool tips enabled. Tool tips on the labels explain the attribute in more detail. The tool tips on the value widgets show the default value from the archetype.

On the right side of the attribute editor you will find the inventory, you can drag stuff there or just use the context menu von the pick window (see below) to add inventory.

THE PICK WINDOW

Pick windows are used to quickly pick archetypes from specific categories.

Left click creates an object from the archetype and makes it the currently selected object for the tools and the attribute editor.

You can change the attributes of the currently selected object in the attribute editor.

Right click opens the context menu, where you can add the selected arch as inventory to the object which is currently visible in the attribute editor.

You can open multiple pick windows.

MAP EDITING

SHOP PROPERTIES

There are 5 map properties related to shops that can be present in a map. Any given map may have some, all or none of them (although in the later case, it isn't considered to be a shop).

Music

This field constains a list of comma seperated music paths. <path> will become /music/<path>.ogg. Example:

   km/piece1,km/piece2

Shopmin

This is an integer value. It is the minimum value that the object must have in order to be considered by purchase for a shop. This is not the same as the price offered, which can be substantially below shopmin.

Shopmax

This is an integer value. It uses value like shopmin does, however it is not a fixed upper limit.

The value is adjusted downwards if it is in excess of one half of shopmax. The output value is the minimum of shopmax and one half of shopmax plus the square root of one half of shopmax

Note that the value is only an aspect of the final price, and the actual price offered for an item can be substantially less than shopmax, even when the item's value in in excess of that.

Shoprace

if the player matches shoprace, this has no effect, if they do not, the price offered is only 80% of what it would otherwise be.

Shopgreed

This is a multiplier on all prices offered, items bought from the player are done so at a price divided by the greed, items sold to a player are overcharged by a factor of shopgreed.

Shopitems

This is a semi-colon deliminated list of item types and values. each entry is a name of an item type (from the array in common/item.c) followed by an optional colon then a value in the range -100 to 100. (if this is missing, the default value of 0 is used. This value is a measure of how much items of that type are preffered. Neutrality is represented by 0 (so a theoretical 'general' store would have 0 for everything), a positive preference for certain item types is a positive value, and negative preference for item types is a negative value.

As a special note, the character * may be used once to set a preference for everything not explicitly listed otherwise (this value would in most cases be negative)

for example, a typical magic shop might have the string:

   shopitems amulet:25;ring:40;potion:40;book:35;scroll:40;spellbook:40;skillscroll:50;wand:40;*:-50

and an armour shop might have the string:

   shopitems armour:50;shield:50;helmet:40;cloak:40;boots:40;gloves:40;bracers:50;girdle:50;*:-50

all possible name values for items are listed in common/item.c, however there are only some that are likely to be used (doors are not sold very often....) this list is not definitive or neccesarily up-to-date, but is a reasonable starting point for constructing a new shop.

   rod
   book
   horn
   amulet
   potion
   ring
   inorganic
   spellbook
   wand
   scroll
   power_crystal

   arrow
   bow
   weapon

   armour
   shield
   helmet
   cloak
   boots
   gloves
   bracers
   girdle

   flesh
   food
   drink
   treasure
   gem
   skill tool
   lighter
   light source
   lamp
   tool
   container
   item_transformer

   armour improver
   weapon improver
   skillscroll

   building material

AUTHOR

 All of the editor GUI:

 Robin Redeker <elmex@ta-sa.org>
 http://www.ta-sa.org/

 The Deliantra map handling module and map widget:

 Marc Lehmann <schmorp@schmorp.de>
 http://home.schmorp.de/