//main world maps:
RegisterMap( 0, 0, 0, 7168, 4096, 4, "Felucca", MapRules.FeluccaRules );
RegisterMap( 1, 1, 1, 7168, 4096, 0, "Trammel", MapRules.TrammelRules );
RegisterMap( 2, 2, 2, 2304, 1600, 1, "Ilshenar", MapRules.TrammelRules );
RegisterMap( 3, 3, 3, 2560, 2048, 1, "Malas", MapRules.TrammelRules );
RegisterMap( 4, 4, 4, 1448, 1448, 1, "Tokuno", MapRules.TrammelRules );
RegisterMap( 5, 5, 5, 1280, 4096, 1, "Termur", MapRules.TrammelRules );
//custom replicas:
RegisterMap( 64, 3, 3, 2560, 2048, 1, "Malasspec", MapRules.FeluccaRules );
RegisterMap( 65, 1, 1, 7168, 4096, 0, "Trammelspec", MapRules.FeluccaRules );
RegisterMap( 66, 2, 2, 2304, 1600, 1, "Ilshenarspec", MapRules.FeluccaRules );
RegisterMap( 67, 4, 4, 1448, 1448, 1, "Tokunospec", MapRules.FeluccaRules );
RegisterMap( 68, 5, 5, 1280, 4096, 1, "TerMurspec", MapRules.FeluccaRules );
//internal:
RegisterMap( 0x7F, 0x7F, 0x7F, Map.SectorSize, Map.SectorSize, 1, "Internal", MapRules.Internal );
Actually my bad, did not have the code in front of me. Basically this is what you want to do:
Code://main world maps: RegisterMap( 0, 0, 0, 7168, 4096, 4, "Felucca", MapRules.FeluccaRules ); RegisterMap( 1, 1, 1, 7168, 4096, 0, "Trammel", MapRules.TrammelRules ); RegisterMap( 2, 2, 2, 2304, 1600, 1, "Ilshenar", MapRules.TrammelRules ); RegisterMap( 3, 3, 3, 2560, 2048, 1, "Malas", MapRules.TrammelRules ); RegisterMap( 4, 4, 4, 1448, 1448, 1, "Tokuno", MapRules.TrammelRules ); RegisterMap( 5, 5, 5, 1280, 4096, 1, "Termur", MapRules.TrammelRules ); //custom replicas: RegisterMap( 64, 3, 3, 2560, 2048, 1, "Malasspec", MapRules.FeluccaRules ); RegisterMap( 65, 1, 1, 7168, 4096, 0, "Trammelspec", MapRules.FeluccaRules ); RegisterMap( 66, 2, 2, 2304, 1600, 1, "Ilshenarspec", MapRules.FeluccaRules ); RegisterMap( 67, 4, 4, 1448, 1448, 1, "Tokunospec", MapRules.FeluccaRules ); RegisterMap( 68, 5, 5, 1280, 4096, 1, "TerMurspec", MapRules.FeluccaRules ); //internal: RegisterMap( 0x7F, 0x7F, 0x7F, Map.SectorSize, Map.SectorSize, 1, "Internal", MapRules.Internal );
I chose to start at 64 but you don't have to. Just keep room for expansion for when EA decides to add more maps over time.
The first argument needs to be unique but the second and 3rd are the actual map file to use, in simple terms. You can also change the season, rules and stuff.
ya, you have to add them manually man. Any script that deals with going to new facets (like the moongate) you have to code your new maps into.
Everything compiles file. I realize I now need to add code to my teleporters, portals, however I wish to give access to the new maps. However when I do so, I get compiling errors that no map "Char" exsits.
public static Map Felucca { get { return m_Maps[0]; } }
public static Map Trammel { get { return m_Maps[1]; } }
public static Map Ilshenar { get { return m_Maps[2]; } }
public static Map Malas { get { return m_Maps[3]; } }
public static Map Tokuno { get { return m_Maps[4]; } }
public static Map TerMur { get { return m_Maps[5]; } }
public static Map Internal { get { return m_Maps[0x7F]; } }
// Lines bellow added for custom maps:
public static Map IlshenarDupe { get { return m_Maps[40]; } }
public static Map Char { get { return m_Maps[41]; } }