#Mapping basics: #Do the actual tiling in the Map Editor. That's what it's there for. #Use this file and the provided maps for help. #The outside "border" tiles also determine the tiles used for out-of-map areas, #ie a tile at xy (4, 0) also affects the "tile" at (4, -1), (4, -2); and so on. #Example map #comments are marked with #, spaces/caps don't matter in the def section. #This is the actual map. Use a fixed-width font to display/edit correctly. #"a" should be used as rock or whatever your border will be, but any letters, #numbers, or symbols can be used. Case matters here. There must be *exactly* #one space between each symbol. A "symbol" is whatever appears delimited by #the spaces, so you could, for example, substiture "hi" instead of "h" below. #It is suggested that you use the provided map editor for this part. a a a a a a a a 2 a a a a a a 0 0 0 0 h a a 0 0 0 a a a a 0 0 0 3 5 a a a a a a a a #After the map comes the definitions section. :def #This gives the monsters that inhabit the area. They are defined in #monster.txt monster=Ant monster=Rat #This gives the picture used as a background in battles. This must be a #file in images/backgrounds/. battle_bg=underground.png #This defines what the '0' character meant when used in the map. :0 #Use the grass.png picture when displaying. Take a look at the #images/tiles directory for the list of usable pictures. pix("grass.png") #Yes, you can walk on it. Use either 1 (grass) or 0 (rock). walk(1) :a pix("rock.png") walk(0) :2 #Example of stairs. pix("mine.png") walk(1) #the word action gives the commands that occur upon stepping on the tile. Action #This does the work, moving the player to map2.txt, xy coord. 5, 7 move("map2.txt", 5, 7) :3 pix("town.png") #if you have already attacked, let the player through. if(var("have_attacked"), "=", 1)    walk(0) else    walk(1) endif Action #If you have already attacked, stop the script if(var("have_attacked"), "=", 1)    end() endif #A dialog box will display this. info("Looks interesting.") #Ask the player to enter the hole. If they answer no, the script ends #(without allowing them to move). If they answer yes, the script continues. if(question("Enter this hole?"), "=", 0)    end() endif #Attack the player with an Ant. If they run, the script ends. If they die, #endgame.txt is processed. If they win, the script continues. if(attack("Ant"), "=", 0)    end() endif #set have_attacked, so it will only work once. set("have_attacked", "=", 1) #allow movement over this square after attacking. walk(1) :h pix("grass.png") walk(1) Action if(var("get_gold"), "=", 1)    info("You find an empty chest") else    info("You find some gold.")    give("gold", 50)    set("get_gold", "=", 1) endif :5 pix("exit.png") walk(1) Action #Note the \. That continues the line. Rephased, it would be: #info("You Win") info(\ "You Win") #Call wingame.txt. win()