m (correcting category) |
m (Move page script moved page Dev:TmwAthena Scripting Standards/Warp Details to Development:TmwAthena Scripting Standards/Warp Details: Rename Dev: to Development: so the miraheze import works) |
(No difference)
|
Latest revision as of 03:56, 27 March 2024
This subpage details information on warp usage.
Warp Sizes
Warp sizes are nonintuitive. This article aims to help describe them.
Width and height work basically the same, so only one will be described here. What applies to west, applies to north. What applies to east, applies to south. Here is an overview of how it works:
West | East | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Tiles | ... | 4 | 3 | 2 | 1 | 0 | 1 | 2 | 3 | 4 | ... |
Width | ... | 6 | 4 | 2 | 0 | -1 | 1 | 3 | 5 | 7 | ... |
So, a width of negative one restricts the warp to the column of tiles specified by it's location, while a width of four extends it three tiles west, and two tiles east. A width less than negative one makes the warp disappear.
Placing warps
To place warps on maps in a way that the player notices the least hopping during the map transfer the source and the target area of a warp have to be in the same (visual) location. The two warps have to be placed in a way that the outgoing warp is right behind the incomming one. The outgoing warp may not be blocked but the blocked area has to start right behind it.
MAP A MAP B XXXXXXX X X XOOOOOX X i X X i X XOOOOOX X X XXXXXXX X: Blocked O: Outgoing warp i: Incomming warp