v0.8.12.1 ("Towards Feygard" or "Of kobolds, fae, witch and troll", including bugfix) released to Google Play!
Useful links
Source code of the game - Contribution guide - ATCS Editor - Translate the game on Weblate - Example walkthrough - Andor's Trail Directory - Join the Discord
Get the game (v0.8.12.1) from Google, F-Droid, our server, or itch.io
Useful links
Source code of the game - Contribution guide - ATCS Editor - Translate the game on Weblate - Example walkthrough - Andor's Trail Directory - Join the Discord
Get the game (v0.8.12.1) from Google, F-Droid, our server, or itch.io
Content format reference
- Zukero
- Lead Developer
- Posts: 2028
- Joined: Thu Jul 21, 2011 9:56 am
- android_version: 8.0
- Location: Eclipse
Re: Content format reference
No problem at all. Thanks for reading it thoroughly and reporting the issues.
Lvl: 78, XP: 8622632, Gold: 271542, RoLS: 1, ElyR: -, RoL: -, ChaR: 1, GoLF: 1, ShaF: 1, SRoV: 1, VSH: 1, WMC: 1, GoW: 1
HP: 71, AC: 301%, AD: 38-47, AP: 3, ECC: 50%, CM: 3.75, BC: 101%, DR: 2
HP: 71, AC: 301%, AD: 38-47, AP: 3, ECC: 50%, CM: 3.75, BC: 101%, DR: 2
Re: Content format reference
Here, viewtopic.php?f=6&t=5825#p57706, regarding the IconID field, it says:
How do you know what the sprite square's dimensions are? Is there a separate list of sprite dimensions somewhere I can reference? Or is this hard-coded for the few sprites that exceed the typical 32x32px square?
I guess the ideal situation would be to have a new field, something like 'IconSize', that defaults to '32x32' but, for example, for the Hira'zinn would be '64x64'.
But what happens when it's not? E.g. https://github.com/Zukero/andors-trail/ ... demon2.pngOne sprite is generally defined as a 32x32px square within a spritesheet.
How do you know what the sprite square's dimensions are? Is there a separate list of sprite dimensions somewhere I can reference? Or is this hard-coded for the few sprites that exceed the typical 32x32px square?
I guess the ideal situation would be to have a new field, something like 'IconSize', that defaults to '32x32' but, for example, for the Hira'zinn would be '64x64'.
- rijackson741
- Posts: 4498
- Joined: Tue Aug 20, 2013 2:04 am
- android_version: 10 - Android 10
- Location: Somewhere in Dhayavar
- Contact:
Re: Content format reference
The information about sprite sizes is held in two places, one for AT, and one for ATCS. What are you trying to do?
Level:75, XP:7656192, PV:866, FQ:105
HP:226, AC:255, AD:47-61, AP:3, ECC:23%, CM:3.0, BC:192, DR:3
Gold: 241432 | RoLS:1, RoL:1, GoW:1, VSH:1, RoFLS:1, WoB:1
HH:1, WA:1, D:1, CS:2, Cl:1, IF:4, Ev:3, Re:2, WP:DA:1, WP:1S:1, WP:B:1, AP:L:1, FS:DW:2, S:DW:1
HP:226, AC:255, AD:47-61, AP:3, ECC:23%, CM:3.0, BC:192, DR:3
Gold: 241432 | RoLS:1, RoL:1, GoW:1, VSH:1, RoFLS:1, WoB:1
HH:1, WA:1, D:1, CS:2, Cl:1, IF:4, Ev:3, Re:2, WP:DA:1, WP:1S:1, WP:B:1, AP:L:1, FS:DW:2, S:DW:1
Re: Content format reference
I'm trying to automatically parse the source code and generate an online database of items, monsters, etc. So I'm trying to create an HTML IMG tag showing each individual sprite/icon.
- rijackson741
- Posts: 4498
- Joined: Tue Aug 20, 2013 2:04 am
- android_version: 10 - Android 10
- Location: Somewhere in Dhayavar
- Contact:
Re: Content format reference
Look in ...\AndorsTrail\src\com\gpl\rpg\AndorsTrail\resource\ResourceLoader.java
Level:75, XP:7656192, PV:866, FQ:105
HP:226, AC:255, AD:47-61, AP:3, ECC:23%, CM:3.0, BC:192, DR:3
Gold: 241432 | RoLS:1, RoL:1, GoW:1, VSH:1, RoFLS:1, WoB:1
HH:1, WA:1, D:1, CS:2, Cl:1, IF:4, Ev:3, Re:2, WP:DA:1, WP:1S:1, WP:B:1, AP:L:1, FS:DW:2, S:DW:1
HP:226, AC:255, AD:47-61, AP:3, ECC:23%, CM:3.0, BC:192, DR:3
Gold: 241432 | RoLS:1, RoL:1, GoW:1, VSH:1, RoFLS:1, WoB:1
HH:1, WA:1, D:1, CS:2, Cl:1, IF:4, Ev:3, Re:2, WP:DA:1, WP:1S:1, WP:B:1, AP:L:1, FS:DW:2, S:DW:1
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- Posts: 65
- Joined: Sat Dec 21, 2019 4:33 am
- android_version: 10 - Android 10
Re: Content format reference
Is there a surefire way of sorting entities of monsterlist into those that can be fought versus those that cannot? It seems like I get most of the way there by checking if attackDamage is set, but some entities have other combat stats defined without an attackDamage (e.g. id = "prisoner").
The existence of MonsterType::hasCombatStats makes me think I have to check all of them, but hasCombatStats also seems to be unused - not sure if I'm just overcomplicating things.
The existence of MonsterType::hasCombatStats makes me think I have to check all of them, but hasCombatStats also seems to be unused - not sure if I'm just overcomplicating things.
- Nut
- Posts: 1745
- Joined: Mon Oct 27, 2014 12:14 pm
- android_version: 8.0
- Location: Glade
Re: Content format reference
No, there is no 100% sure check.
If monsters have no dialogue, then they can be fought.
But if they have a dialogue, the fight could be triggered later (like the bandits on the road)
If monsters have no dialogue, then they can be fought.
But if they have a dialogue, the fight could be triggered later (like the bandits on the road)
Nut
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- Posts: 20
- Joined: Thu Nov 14, 2019 11:47 pm
- android_version: 4.4 - Kitkat
- Location: Brasil (Brazil)
Re: Content format reference
I think I've read a similar question to this forum, but I can't find the original post. As I recall, they concluded that a non compatible NPC has max HP = 1, maybe something related to AD too.
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- Posts: 192
- Joined: Mon Mar 04, 2019 8:45 pm
- android_version: 8.1 - Oreo
Re: Content format reference
Like Nut said there are different cases why and when a monster/NPC will fight. As far as I could see from the code it does not depend on the stats. But the stats might be a good indicator: If the creator of an NPC wants you to fight it then he will in most cases give him attack damage, HP greater 1, etc.
Reasons for a monster to fight: No Dialogue (phraseId) or fight starts from dialogue or faction got negative (this depends on the players actions).
The prisoner you mentioned seems to be an edgecase. It has no dialogue but also no real combat stats. So this would be a boring fight. But it looks like you can never get close enough to him to fight him.
As a rule of thumb all monsters with a phrase and without combat stats (or only 1 HP) are very unlikely to be fought. Monsters without a phrase and combat stats will surely be fought. You could check the rest manually or chose a default or list them twice (as monster and as NPC).
Reasons for a monster to fight: No Dialogue (phraseId) or fight starts from dialogue or faction got negative (this depends on the players actions).
The prisoner you mentioned seems to be an edgecase. It has no dialogue but also no real combat stats. So this would be a boring fight. But it looks like you can never get close enough to him to fight him.
As a rule of thumb all monsters with a phrase and without combat stats (or only 1 HP) are very unlikely to be fought. Monsters without a phrase and combat stats will surely be fought. You could check the rest manually or chose a default or list them twice (as monster and as NPC).
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- Posts: 1
- Joined: Fri Jan 28, 2022 3:11 pm
- android_version: 11 - Android 11
Re: Content format reference
Got to learn about a little bit about the XML and JSON formats