[Script][Learning]World Editor Tools V

Format: Numeric list
Font: Font Face
Colors: limegreen, teal, orange, red, blue
Language: AE

Parts Index

  1. World Editor Tools I
  2. World Editor Tools II
  3. World Editor Tools III
  4. World Editor Tools IV
  5. World Editor Tools V
  6. World Editor Tools VI

Index

1.0 Editor Mode
1.1 Preparation
1.2 Placement Tool
1.3 Group Link Tool

1.3.1 Respawns

1.3.2 Unified Entities

1.3.3 ProxyPatrollers

1.3.4 Unique Entities

1.3.5 Inverse Unique Entities

1.3.6 Any Entity

1.3.7 Decorations

1.3.8 Patrol Points

1.3.9 Monsters And Weapons

1.3.10 Patrollers

1.3.11 Wander Points

1.3.12 Npc Wanderers

1.3.13 Riftgates

1.3.14 Dungeon Entrances

1.3.15 Devotion Shrines

1.4 Hill (Raise/Lower) Tool
1.5 Noise Tool
1.6 Smooth Tool
1.7 Plateau Tool
1.8 Raise Plateau Tool
1.9 Copy Terrain Tool
1.10 Ramp Tool
1.11 Brush Tool
1.12 No Pathing Tool
1.13 Sector Paint Tool

1.13.1 Fog/Lightning Layer

1.13.2 Name Layer

1.13.3 Sound Layer

1.13.4 Boss Layer

1.13.5 Day/Night Cycle Layer

1.13.6 Bloom Layer

1.13.7 Climate Layer

1.13.8 Damage Layer

1.13.9 Adjustment Layer

1.13.10 Level Limit Layer

1.13.11 Riftgate Disable Layer

1.13.12 View Distance Layer

1.13.13 PvP Layer

1.14 Water Tool
1.15 River Tool
1.16 Wave Tool
1.17 Zoom Tool
1.18 Undo/Redo Tool
1.19 Ingame Zoom
1.20 Ingame Camera Angle
1.21 Map Selecting Tool

1.13.2 Name Layer

Name Layers will give region names.

To create a new name layer, click “New” and select the newly created style. As before, you can rename it now and choose whether you want it to be visible on the ground.

There are now 3 options in the Name Options window:

Options:

  • Cinematic Display determines whether the name of the region will be displayed in the center of the screen when the player enters this name layer for the first time.
  • Display Once will make Cinematic Display only display when the player discovers a new name layer for the first time. If disabled, it will always be displayed when entering a namelayer.
  • Localization Tag is as the name says a tagbased name which means that the tag put in here needs to get a text related through the localization (text) files in the mod. Otherwise the game will show Tag not found: tagname in the game.

1.13.3 Sound Layer

Sound layers are responsible for music and ambient sounds that are not related to soundobjects that can be placed using the Placement Tool.

Creating a new layer of this type works as usually.

There are 3 options in the Ambient Options window:

Options:

  • Ambient Music DBR determines which music is played in this area.
  • Ambient Sound DBR determines which ambient sound gets randomly played in this sector.
  • Event Music DBR determines which music will be played when a special event is triggered.

When clicking the […] buttons a Database Picker window will open:

As you can see, it only shows dbr paths from the folder records/sounds/ which means that if you want to add a new sound or music so that you can use it with this layer type, you’ll have to put the corresponding record into that folder as it otherwise won’t find the sound / music.

Ambient Music DBR and Event Music DBR will only work with a record of the type “MusicSession” which can be found in “records/sounds/soundpak_musicambient/”.

Ambient Sound DBR will only work with a record of the type “AmbientSession” which can be found in “records/sounds/soundpak_ambient/”.

1.13.4 Boss Layer

The layer of the type “Boss Layer” comes without proper options: It marks the area in which bossmusic will be played when the player enters a layer of this type and a bossmonster that has a music assigned to it is in the same layer.

Bossmusic can be assigned in the corresponding boss dbr file in monster Parameters -> Music -> MonsterMusic:

1.13.5 Day/Night Cycle Layer

The Day/Night Cycle layer sets, as the name says, the cyrcle that the artificial sun does. This also can be set to things like all time day or all time night, as it is done in caves.

When selecting the Day/Night Cycle Layer type and creating a new style, this window will open:

If you want to save a day/night cycle, you can do so by clicking “Export”. This will enable you to save cycles as .DNC (Day Night Cycle) file. You also can import them by clicking “Import”.

When clicking “Open Editor”, this window will open:

You can change it’s size, when you release the left mouse button, it will adjust the window’s content to the new size.

Now there are a bunch of options again.

To edit the cycle, you can either select one of the existing circles (that have times beneath them) or click “Add Setup” which will add a new circle in the middle of the currently shown part of the window.

You can change the currently shown part of the window by dragging the scroll bar beneath the visual cycle right or left.

If “Add Setup” doesn’t add a new circle, you’ll have to change the currently shown part a bit to make space for a new circle.

Options

  • Remove Setup will remove the currently selected circle
  • Clone Setup will clone the currently selected circle
  • Light Color will change the color of the light that the artificial sun will have when the time of day reaches this time.
  • Sky Color will result in a different color of reflected artificial sky.
  • Ground Color will result in a different color of reflected light from the ground on objects.
  • Sun min angle is the angle at which the sun will raise / go down at least. It can’t go deeper.
  • Sun azimuth angle is the horizontal angle between the point where the player looks and where the sun line goes round
  • Moon min angle is the angle at which the moon will raise / go down at least. It can’t go deeper.
  • Moon azimuth angle is the horizontal angle between the point where he player looks and where the moon line goes round.

Sun and Moon rise

If you look close at the coloured field that contains the circles and times, you’ll notice a vertical line with two times.

There are 4 of these, a black and a yellow one at the beginning of the day (on top of each other) and the same at the end of the day.

When moving the black one, the line that indicates how the sun or moon is rising and sinking will change. This is usefull for regulating at which point moon or sun may rise or sink.

Usually the black and the yellow line at the beginning should be at the same place, as the both in the ending of the day too.

Before:

After:

1.13.6 Bloom Layer

The Bloom layer can be used to adjust the Brightness, Contrast and Saturation in a certain area.

When creating a new style, this window should get enabled:

There are 3 options.

Options

  • Brightness will change how bright it will be in this area.
  • Contrast will change the contrast in this area.
  • Saturation will change the saturation in this area.

1.13.7 Climate Layer

The Climate Layer is used to set additional weather effects for a certain are such as dense fog, rain, wind, thunderstorms etc.

Before getting frustrated because the preview does not work, go to View -> check Weather:

to make the editor preview climate layers.

When creating a new style, this window should get enabled:

When you click the […] button, a Database Picker window will open:

As you can see, only records inside records/fx/climate/ and records/fx/climate_weather/ are being shown here.

Usually you take a climate for this which means that you might want to use a file inide records/fx/climate/ here. They manage the files inside records/fx/climate_weather/.

1.13.8 Damage Layer

The Damage Layer is used for areas in which the player is supposed to recive damage when entering it.

When creating a new style, this window should get enabled:

There are 3 options in this window.

Options

  • Damage Per Second (% of Health) is the amount of damage in percent of the maximum health of the player that the player will recive every second when staying inside this layer.
  • Damage Type is a drop down list and will, as the name says, set the type of damage the player will recive.
  • Damage Effect is as the name says, the effect that will be attached to the player upon reciving damage. When clicking the […] button, a Database Picker window will open that will only look inside records/fx/ for effects.

1.13.9 Adjustment Layer

The Adjustment Layer is particular a more advanced bloom layer as it allows to pick a hue additionally to changing the brightness, contrast and saturation. The only difference is, that Adjustment Layers also will have an effect in dark areas.

When creating a new style, this window will open:

There are 6 options.

Options:

  • Brightness will change how bright the light in this area will be.
  • Contrast will change the contrast of this area.
  • Saturation will change the saturation in this area.
  • R will change the amount of red in the overall light in this area.
  • G will change the amount of green in the overall light in this area.
  • B will change the amount of blue in the overall light in this area.

1.13.10 Level Limit Layer

The Level Limit Layer is used to create a range of level in which monster levels will scale with the player level.

When creating a new style, this window should get enabled:

As you can see, there are 3 options for each difficulty (Normal = Normal, Epic = Elite, Legendary = Ultimate).

Each of these have 3 values:

  • Min is the minimum level that the monsters in this area will have.
  • Max is the maximum level that the monster in this area will have.
  • Offset is how many levels highter a monster is to the player level. If the playerlevel exceedes or is equal to the maximum level, the offset will be ignored and the maximum level will be used.

1.13.11 Riftgate Disable Layer

As the name says, in area drawn by this type of layer, opening portals will be impossible.

The window “View Distance Options” is not used here.

1.13.12 View Distance Layer

This type of layer is used to regulate the loading of objects as it determines how far objects may be away from the player to get loaded.

Overrides Loaddistance in records/game/gameengine.dbr.

When creating a new style, this window should get enabled:

Changing the View Distance will determine how far objects may be away to get loaded. This can be used to improve loading speed. Suggested for flat area are about 80 m while for very high places, up to 300 m could be needed.

1.13.13 PvP Layer

The PvP Layer is used to mark zones in which PvP is disabled to enable creating save zones.

The window “View Distance Options” is not used here.

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