|[P] MAPEDIT UNOFFICIAL BETA3 for Blood 1.21 [Aug 15 2018]|
Download PMAPEDIT BETA3 FileSize: 37KB
Current update is intended to fix some vanilla's mapedit errors and reorganize Misc sprites menu, thus the patch is fully compatible with vanilla mapedit. It also changes colors for some markers and defines auto-sprites for some generators.
Changes in "Misc" menu in 3D Mode (ALT+S -> Misc):
There is also changes in strings of loading process, so you can easy determine what MAPEDIT do you use. Watch for loading and end screens. To apply this update, select "Apply basic MAPEDIT patch" in the menu by keypress.
This patch unlocks several features, such as hidden commands, types and allows to apply palettes on monsters and things. It also adds active unused items in sprites menu list and new traps in hazard menu if hidden types was selected to unlock.
The patch changes several bytes to remove some checkings in AutoAdjustSprites() function that called by MAPEDIT every time you change something in map (for example if you put tagged sprite or decoration sprite using one of reserved picnums that uses for ammo or monsters). The function works as database; it contains pre-defined info such as statnum, size, type, picnum and palette for each tagged sprite. Once sprite from database inserted in map, function will set all necessary info for it.
Please see PMAPEDIT.TXT as it contains important information and examples of usage!
Most of new types (lo-tags) working just like their named counterparts, so you probably wont messed up with setting them properly. You basically only need to know Types and Status number lists. See them in PMAPEDIT.TXT. New types also fully accesible for RX\TX system - this means you can send and get commands.
You still not able to select new Types from sprite properties dialog in 2D mode as they have no name, however you can set it by pressing ALT+T on sprite. See examples in right panel of this site or in PMAPEDIT.TXT.
If you apply palette to monsters, that palette will be inherited in burning and electrocuting animations. Let's say you apply palette 5 to axe zombie to make it look like stone, when zombie will burn, you will got grey flame. To fix it you have to edit SEQ files of monsters in SEQEDIT (you will need to set neutral palette such as 3 or 13).
To have ability to make enemies that have different sizes you also need edit it's sequence files using SEQEDIT: you will need set XR and YR to 0. Use numpad 4,6,2 and 8. Dont forget rest XR and YR in each frame of sequence.
Exceptions: Tchernobog - it already have X and Y size equal to 0.
The unlocked commands between 12 and 64 mostly useless to use them in map, altrough you can force some items to beign pickuped remotelly.
Any suggestions and comments are welcome in Blood related Discord channel: https://discord.gg/a84k4wQ
You may also send e-mail to the author: email@example.com
SIMPLE EXAMPLE #1
In Blood you will got monster with selected palette.
SIMPLE EXAMPLE #2
In Blood you will got painted 1-dead head cerberus that can drop items and keys after death. To make it not ignore the world, just set it's State in mapedit to 1, or enable him via remote control as he fully accessible for RX\TX system.
SIMPLE EXAMPLE #3
In game you will got dropped life leech turret that fires in monsters and sometimes can even fire in you. If you marked "Push" flag it will able to pickup via key press.
SIMPLE EXAMPLE #4
In game you will get armed spary can bomb. Once damaged it will explode. If you want it explode via remote control, you probably want add RX\TX values. You may also set "Proximity" flag and it will explode when you or monster get close enough. Mark "Push" to make it explode via key press on it.
Changed colors for invisible sprites and markers
Added unused active items to Items sprites menu
Reorganized Misc sprites menu