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At startup the H-World engine reads the file ./data/custom/things.sects
There you can configure your own items and monsters. I.e. to configure a new monster you need to add a description section there, and supply the monster gfx as PNG file. The PNG file must go in the data/custom directory, too.
The config section:
begin section grass_bug name = scale ident = grass bug alive = true image = ./data/custom/grass_bug.png width = 3 height = 2 image.inventory = -1 love = 0 hate = 8 fear = 8 type = body vital = true HPmax = 10 HPcurr = 10 cp = 15 bp = 30 hitchance = 100 direction = 0 attacks = 1 attack[0].name = Pinch attack[0].verb = pinch attack[0].delay = 6 attack[0].pierce = 50 attack[0].damages = 2 attack[0].damage[0].type = cut attack[0].damage[0].damage = %1d2 attack[0].damage[1].type = blunt attack[0].damage[1].damage = %1d1 end section
The important line is this one:
image = ./data/custom/grass_bug.png
It defines which image to load. The image must be a 128x128 pixel sized PNG file. (H-World 1.1.5 and older used 64x64 pixel images.) H-World uses chroma keying. The transparency color is RGB:128,128,136 (hex: 80,80,88). Transparency information from the PNG header is ignored.
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| grass_bug.png |
That's all you need to do. For more information about item/monster configuration see: Item configuration
The H-World/The Jungle downlaod contain this example and some more, so you can start experimenting by modifying the supllied examples which is probably easier than working from scratch.
The config section:
begin section torso_plate name = Torso plate ident = Torso plate type = torso_plate width = 5 height = 5 weight = 10000 bulk = 5 value = 2000 Bprotection = 40 Cprotection = 40 HPmax = 900 HPcurr = 900 image = ./data/custom/torso_plate.png image.inventory = ./data/custom/torso_plate_inv.png overlay.hum_f = ./data/custom/torso_plate_ovl_f.png overlay.hum_m = ./data/custom/torso_plate_ovl_m.png throw.cut = %1d1 throw.blunt = %1d5 throw.pierce = 0 desc = Iron makes wimps to heroes end section
A wearable item needs at least three or four images:
If the overlays for female/male characters do not differ you can use the same image for both properties:
overlay.hum_f = ./data/custom/overlay.png overlay.hum_m = ./data/custom/overlay.png
In case of the torso plate these are the four images (H-World 1.1.6 and newer use 128x128 pixel images):
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| torso_plate.png | torso_plate_inv.png | torso_plate_ovl_f.png | torso_plate_ovl_m.png |
The graphics subsystem used in the H-World CRPG engine can recolor items on the fly. This feature uses chroma keying. There are 8 distinct shades of a blueish color that will be recognized as colors to be replaced:
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| Chroma keys for recoloring |
There are 15 replacement color sets. They are defined as RGB triplets in ./data/colorshades.pal. This is a text file that can be edited with a text editor. The first line is the total number of colors defined in this file. Then following in groups of 8 lines, the color sets are defined. The first set cannot be used due to some restructions of the graphics engine. The following 15 sets are used by the engine. The entries 128 to 255 are unused currently. Colors are specified as RGB triplets, the value range for each color component is 0..255. The numbers are given in decimal notation.
You can use the recoloring feature in two ways:
see: ./data/potions.sects for examples how to use kind and flavor properties.
Because items and monsters are actually the same data structure in H-World, the recoloring feature works with both equally well.
You can use this example to derive the colors for your own recolorable items.
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| potion.png | potion_inv.png |
In the game the potions might look like this (recolored potions among other items from a traders offer):
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Recolored potions from inventory. |
All available color shades |