Modmakers Guide to Worldmap v6 Compatibility (by Erebusant)

 

The following instruction will assist Modmakers in their efforts to produce and release mods that are compatible with Worldmap v6.4 and upward, whether it be a modification for Tutu or a modification for use with BGT or BP or to be used with the Mega-Modification.

 

The Worldmap functions by processing 3 primary files. These files are located in the BGII – SoA\Worldmap directory and are named (1) map_mods_areas.tbl, (2) map_mods_links.tbl, and

(3) map_mods_trans.tra respectively. There should be no circumstances when in the normal course of installing a BGII game with modifications that the player/end user should need to even open this directory. The 3 files themselves are editable using any text editor, such as “notepad” or “WordPad”.

 

The following code should be used within the body of the .tp2 of the mod you are working on:

 

ACTION_IF FILE_EXISTS_IN_GAME ~FW0100.are~ THEN BEGIN

  ACTION_IF FILE_EXISTS ~Worldmap/map_mods_areas.tbl~ THEN BEGIN

    COPY ~Worldmap/map_mods_areas.tbl~  ~Worldmap~

     APPEND_FILE ~name_of_mod_folder/Worldmap/tutu_areas.tbl~

    COPY ~Worldmap/map_mods_links.tbl~  ~Worldmap~

     APPEND_FILE ~name_of_mod_folder/Worldmap/tutu_links.tbl~

    COPY ~Worldmap/map_mods_trans.tra~  ~Worldmap~

     APPEND_FILE_EVALUATE ~name_of_mod_folder/Worldmap/%LANGUAGE%/worldmap.tra~

  END

  ELSE BEGIN

    MKDIR ~Worldmap~

    COPY ~name_of_mod_folder/Worldmap/tutu_areas.tbl~ ~Worldmap/map_mods_areas.tbl~

    COPY ~name_of_mod_folder/Worldmap/tutu_links.tbl~ ~Worldmap/map_mods_links.tbl~

    COPY ~name_of_mod_folder/Worldmap/%LANGUAGE%/worldmap.tra~ ~Worldmap/map_mods_trans.tra~

  END

ELSE BEGIN

  ACTION_IF FILE_EXISTS ~Worldmap/map_mods_areas.tbl~ THEN BEGIN

    COPY ~Worldmap/map_mods_areas.tbl~  ~Worldmap~

     APPEND_FILE ~name_of_mod_folder/Worldmap/areas.tbl~

    COPY ~Worldmap/map_mods_links.tbl~  ~Worldmap~

     APPEND_FILE ~name_of_mod_folder/Worldmap/links.tbl~

    COPY ~Worldmap/map_mods_trans.tra~  ~Worldmap~

     APPEND_FILE_EVALUATE ~name_of_mod_folder/Worldmap/%LANGUAGE%/worldmap.tra~

  END

  ELSE BEGIN

    MKDIR ~Worldmap~

    COPY ~name_of_mod_folder/Worldmap/areas.tbl~ ~Worldmap/map_mods_areas.tbl~

    COPY ~name_of_mod_folder/Worldmap/links.tbl~ ~Worldmap/map_mods_links.tbl~

    COPY ~name_of_mod_folder/Worldmap/%LANGUAGE%/worldmap.tra~ ~Worldmap/map_mods_trans.tra~

  END

END

1.                  Place ALL of the code above in your .tp2, however only the portion in red will actually be used to append your BGII-SoA\Worldmap files for Tutu mods, and the portion in blue will be used to append your BGII-SoA\Worldmap files for all other mods.

2.                  For ALL mods you will need a Worldmap folder with a Language (or multiple languages) sub-folder. (MyMod\Worldmap\%Language%).

3.                  The format for the 3 respective files is as follows:

a.   areas.tbl is laid out this way (using Region of Terror as an example)

//ROT New Areas Table

SHORT_NAME  CONTENT  LONG_NAME  FLAGS  BAM_ANIM  X_POS   Y_POS  NAME         TOOLTIP  LOAD_IM

 

RR3100      RR3100   RR3100     0      19        2900    2300   @ROT_785001  N        N        //Arlax

 

(Separate all in-line columns in the header row and the contents rows with spaces not tabs)

 

b.      links.tbl is laid out this way (using Region of Terror as an example)

//ROT Area Links Table

SRC_AREA  SRC_NWSE  TARGET_ARE  ENTRY_NAME  TRV_TIME  DEF_ENTRY  ENC1     ENC2     ENC3     ENC4     ENC5     ENC_PROB

 

AR1100    N         RR3450      ExitSE      3         1          N        N        N        N        N        0

(Separate all in-line columns in the header row and the contents rows with spaces not tabs)

 

c.       worldmap.tra is laid out this way (using Region of Terror as an example)

 

@ROT_785001 =  "Arlax"

@ROT_785002 =  "Monzuma's###Cave"

@ROT_785003 =  "Westchar"

@ROT_785004 =  "Olmar's###Castle"

@ROT_785005 =  "Talavan's###Castle"

@ROT_785006 =  "Maribur"

@ROT_785007 =  "Mysterious###Cave"

@ROT_785008 =  "Forest"

@ROT_785009 =  "The###Arena"

@ROT_785010 =  "Farms"

@ROT_785011 =  "Gaidan's###Castle"

@ROT_785012 =  "Cave"

@ROT_785013 =  "Razor's###Hideout"

@ROT_785014 =  "Slave###Route"

 

(All text for area names begins with “and if multiple words are used in the name the words are separated with (3) ###’s and then the area name ends with “)

 

4.                  For a Tutu mod the 3 files need to be named (1) tutu_areas.tbl, (2) tutu_links.tbl, and (3) worldmap.tra.
The tutu_areas.tbl & tutu_links.tbl will both be placed in the MyMod\Worldmap folder. The worldmap.tra file will be placed in the MyMod\Worldmap\%Language% folder.

5.                  For any other mod the 3 files need to be named (1) areas.tbl, (2) links.tbl, and (3) worldmap.tra.
The areas.tbl & links.tbl will both be placed in the MyMod\Worldmap folder. The worldmap.tra file will be placed in the MyMod\Worldmap\%Language% folder.

6.                  If you are creating a mod that may be installed in either Tutu or a BGT/Mega-Mod environment you will need to create both sets of files.  The code above in your tp2 will select the proper set of files to append the BGII-SoA\Worldmap files with so the Worldmap v6.4 tp2 can process the map properly.

7.                  If you want to change existing links content create the links_patch.tbl file in MyMod\Worldmap folder and use following format:

 

links_patch.tbl is laid  this way (using Check the Bodies as an example)

 

//CtB Existing Links Patching Table

//1st line contains original contents - to serach for

//next line contains new contents - to replace with

SRC_AREA  SRC_NWSE  TARGET_ARE  ENTRY_NAME  TRV_TIME  DEF_ENTRY  ENC1     ENC2     ENC3     ENC4     ENC5     ENC_PROB  NN

 

AR0400    N         AR0800      EXITS       0         1          AR0045   N        N        N        N        100       1

AR0400    N         AR0800      EXITS       0         1          AR3526   N        N        N        N        100       1

 

AR0400    E         AR0800      EXITS       0         4          AR0045   N        N        N        N        100       2

AR0400    E         AR0800      EXITS       0         4          AR3526   N        N        N        N        100       2

 

AR0400    S         AR0800      EXITS       0         2          AR0045   N        N        N        N        102       3

AR0400    S         AR0800      EXITS       0         2          AR3526   N        N        N        N        102       3