A Development Tutorial
A Development Tutorial | |
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Get the developer tools and try building new content for this game! | |
Season | {{{season}}} |
Status | wip |
Completion | 75% |
Authors | Slowhand |
This Chapter | Title Page |
More Chapters | Title Page Development Kit Setup Mapper World Editor NPC Dialogues Create a 2-Map Zone Monsters, Loot, and Scripts Tracking Quest Progress Scenery Scripts Dialogue to Quest Location Locations: Public to Private Setup of Scripting Environment Understanding a Quest Script A Simple Quest Dialogue: The "SAY" Menu Modifying Some Basic Mechanics |
Notes | {{{notes}}} |
This is a brief development tutorial for developing FOnline. In this tutorial I use the FOnline: Reloaded version of the SDK, but it should be fully compatible with the original SDK. (Note: As we found out, everything is not compatible, especially scripts. If you plan to follow this tutorial, make it easier on yourself and use the Reloaded version, see first step for install instructions)
Copies of this tutorial can be found at both [url=http://forum.fonline-reloaded.net/index.php?topic=9735.0 the game forum[/url] and at [url=http://fodev.net/forum/index.php/topic,29789.0.html]FoDev.net[/url] as well.
Contents
- Downloading and setting up the FOnline: Reloaded Development Kit
- Modifying existing maps with the Mapper
- Adding new locations to the world, using the World editor
- Adding dialogues for NPC's
- Creating a two map zone
- Adding monsters, loot and using some basic scripts
- More on dialogs: Tracking quest progress
- Creating and using some basic scripts: Scenery scripts
- Creating new quest location from dialog
- Accessing a private location from a public location scenery (Ladder)
- Setting up the scripting environment
- Understanding a full quest script (LA Boneyard dog quest)
- A simple kill target critter quest
- Using the "Say" menu from dialogues (Riddle mini quest)
- Modifying base mechanics - Only the easy parts - unavailable yet -
- Modifying lock pick cooldown mechanic
Still Planned
- Separate advanced stuff and add it to a new thread, advanced tutorials. Everything that is not step by step should be advanced, as most people get lost too easy. (Pepe)
- Add a small simple quest, step by step style, where the objectives is to kill a nearby critter for the quest giver. (no need to generate a new private map for it) (Pepe)
- Add a guessing game, step by step style, where the player has to guess riddles, using the "Say" menu to give the answer, instead of selecting from possible dialogue options. (Coro)