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Karta
Karta is the map component of GoNorth. It allows you to manage the different maps of your game and mark the positions of npcs, items, wiki pages, map changes and markers for quests on it.
Please note: While a user edits a map this map will be readonly for other users to prevent them from overwriting each others changes.
In the map form you will see the map as the main part. You can navigate the map with the mouse and the mouse wheel or using touch input. On the top right you will find drop down list to be able to switch the chapter for which you are editing the markers (see more below) and a drop down list to switch the current map.
On top of the map a bunch of checkboxes exist that allow you to hide / show different marker types and the labels.
On the left of the map the different types of markers that a user can add to the map are shown. You can select an object there and then click in the map to add a new marker to the map. The following types of markers can be selected:
- Wiki: By using the search box you can search for the page you want to add to the map. You can also select <New Page>. If you select <New Page> a new window will be opened on placing the marker that allows you to create a new wiki page. Upon saving the new page a new marker will be added to the mark. This can be used to add more information to a location on the map (like explaining a ruin, the backstory of a tavern and much more)
- Kortisto: You can use the search box to search for an npc you want to place on the map. You can place an npc more than one time on the map. This way you can add a character on the map or add multiple enemies on the map.
- Styr: You can use the search box to search for an item you want to place on the map. You can place an item more than one time on the map. This way you can place items on the map that the user can find.
- Aika: You can use th search box to search for a quest to which you wand to add markers. If you select a quest the already existing markers for this quest will be shown. So if you want to see the markers of a quest you will have to first select the quest. If you place a new marker a dialog will open where you can add a name to the quest marker.
- Karta: You can select a map to which you want to add a map switch. After selecting a map you can add a marker for this map by clicking on the map.
- Notes: If you select <New Note> a dialog will open where you can add a name, description and color for the note. By using note markers you can mark certain areas as dangerous, magic blocked and so on.
In addition you will find a button to export the map to JSON at the top right of the map form.
You can edit markers by simply dragging them. After releasing the marker it will be saved. By clicking on a marker a popup will be shown. At the bottom right of the popup you will find icons for editing the marker:
- Hourglass: This button will only show up for npc markers. By clicking this button you can enter the edit mode of the daily routine for the selected npc (see below)
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Arrow with square: By clicking this button you can specify an export name for the marker. This is required if you want to use an action to teleport an npc to the marker or have the npc walk to it.
If the marker already has an export name specified, this button will turn green and show the export name on hover. - Link: By clicking this link icon you can copy a link to the marker. Upon opening the link the map will zoom on the selected marker and open the popup.
- Circle: By clicking this circle you can edit additional geometry for the marker. This geometry can be a line, polygon, rectangle or circle. You can find more info below, see Editing marker geometry.
- Pencil: The pencil will only be available for quest markers, notes and daily routine events. By clicking on this icon you can rename the marker, change the description or change details of the daily routine event.
- Cross: If you are in the Implementation Status Tracker role you will see a cross if the marker is not implemented. By clicking on the cross a dialog will open that allows you to flag the marker as implemented. If the marker is already implemented a check marker will be shown instead that is not clickable.
- Trash bin: By clicking this icon you can delete the marker.
If you got redirected to Karta using the "New movement target" button in Kortisto or pressed the hourglass (see above) you will enter the daily routine editing event. To leave this mode simply select a marker in the list to the left.
Once the daily routine editing mode is activated you will see the movement targets of the npc as markers and an arrow between them that shows the movement of the npc during the day.
You can add a new movement target simply by clicking on the map. You will have to specify the following values in the dialog that opens:
- The name of the movement target. This is used to help you keep track of the routine. If you want to use a different name for exporting you can specify an export name (see above)
- The earliest and latest time at which the npc starts to walk towards the target. If your project is not using a 24 hour day, you can change this in the Project Config.
- The optional target state. By specifying a target state you can have the npc walk to a field and change the npc to a harvesting state for example.
- If you need to do something more sophisticated than just changing the npc to a state, you can specify an optional script that will be run when the npc arrives at the target (see below)
- If this event is activated by default or not (you can activate the daily routine later on using an "enable daily routine event" action in a node system for example.)
You can also drag and drop markers to change the position and edit them by pressing the pencil button in the marker popup. You can also delete them using the trash bin button the popup.
Apart from adding new markers and seeing the markers, you can press the big hourglass at the top next to the chapter switch dropdown to show all events that were created for the npc. This way you can figure out if a script event is run at a certain time to not have conflicts between movement targets and pure script events.
If you create a script for a movement target you will have to choose if you want to add a node system script or a code script. Please note: This can not be changed later on.
If you choose to create a node system as script you can use condition and action nodes to specify the action that should be run. You can find more details on building a script using a node system in the Tale wiki page.
You will also have to specify a name for better usability.
If you create a code script an editor will open where you can enter an arbitrary script that should be run. This gives you maximal flexibility, but will require coding skills and might be harder to maintain later on because you can not simply change a template.
You will also have to specify a name for better usability.
When entering the geometry edit mode, using the circle icon in a marker popup, new toolbar buttons will be shown on the left side of the map. You can find the following buttons there:
- Line: Allows you to draw a line. By clicking you add a new vertex to the line. By clicking on the last vertex again you finish the line.
- Polygon: Allows you to draw a polygon. By clicking you add a new vertex to the polygon. By clicking on the first vertex again you finish the polygon.
- Rectangle: Allows you to draw a rectangle by dragging.
- Circle: Allows you to draw a circle by dragging.
- Edit icon: Allows you to pick the color for the next geometry object you draw.
When in edit mode you can also edit the existing geometry of the marker by simply dragging the highlighted white rectangles. By clicking and dragging on the translucent rectangles between line vertices you can add a new vertex between. Double clicking on an existing vertex will remove it.
By clicking on the an existing geometry object the edit dialog will open. In this dialog you can change the color of the geometry.
In the bottom left of the edit dialog a delete button will be shown.
After creating chapters in Aika you will be able to select a chapter at the top right. If you dont have the first chapter selected a clock will be shown to remind you that you are not editing the default values for the marker.
So if you select chapter two for example all changes you are doing will only be valid from chapter two onwards. This means if you add a new marker and you have chapter two selected this marker will only appear after selecting chapter two or any later chapter. The same applies if you change the position or delete a marker. This means you can add a marker in chapter two, move the marker in chapter three and delete the marker in chapter four again. Afterwards the marker will change when changing from chapter one to two, three and four.
By clicking on "Switch map" at the top right you can select "Manage maps" to be redirected to the Manage Maps page.
On the top you can click on "Create map" to create a new map. After pressing this button a new dialog will open where you can provide a name for the map and upload a high resolution map image. The upload can be done by simply clicking on the image icon below or dropping an image there. After pressing save the image will be uploaded and processed on the server. Afterwards you can select the map in the map form.
Below of the Create map button you will find a list of maps. By clicking on a map name you can open the map.
On the right of each map you will find two icons. These icons are:
- Pencil: By clicking on this icon you can edit the name. You can either just rename the map and press save without uploading a new image. You can also upload a new map image. GoNorth will keep the position of the markers by adjusting them based on the resolution of the old and new image. This means you can upload a higher resolution of the map image later on if you want to.
- Trash bin: By clicking on this icon you can delete the map. Please note: You can only delete a map if its not marked for a map change in a different map.
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