Free Hero Mesh

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This is a mirror of the main repository for Free Hero Mesh. New tickets and changes will not be accepted at this mirror.

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To Artifact [5d5430cc4e]:


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This file describes the Free Hero Mesh level editor. This file describes
them in terms of the default key/mouse bindings; if they have been changed,
then some things mentioned in this file might not apply.

Each level consists of the following:

* Level title: Push CTRL+T to edit it. It may contain one or more lines of
text and may contain formatting codes too. During the game, CTRL+T will
display this text (which you can use for whatever purposes you want to:
the author's name, commentary, hints, etc).


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This file describes the Free Hero Mesh level editor. This file describes
them in terms of the default key/mouse bindings; if they have been changed,
then some of the things mentioned in this file might not apply.

Each level consists of the following:

* Level title: Push CTRL+T to edit it. It may contain one or more lines of
text and may contain formatting codes too. During the game, CTRL+T will
display this text (which you can use for whatever purposes you want to:
the author's name, commentary, hints, etc).
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the Density variable of the class; see class.doc for details).

* Objects: The level contains objects, each of which is at a specific
position in either of the two worlds; see below for more about objects.

Of the above, the level title, order number, ID number, and version number
have no effect on the game rules; class codes cannot access them.






=== Object placement/MRU ===

On the left side of the screen is the MRU list. Each MRU consists of a
class, image of that class, Misc values, and Dir value. If the Misc values
are not all zero, then * is displayed next to the MRU icon.







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the Density variable of the class; see class.doc for details).

* Objects: The level contains objects, each of which is at a specific
position in either of the two worlds; see below for more about objects.

Of the above, the level title, order number, ID number, and version number
have no effect on the game rules; class codes cannot access them.

IMPORTANT NOTE: Saving the levels here will only save them in the user
cache database, not to the puzzle set file. To save them to the puzzle
set file, you must invoke heromesh -f to flush the user cache.


=== Object placement/MRU ===

On the left side of the screen is the MRU list. Each MRU consists of a
class, image of that class, Misc values, and Dir value. If the Misc values
are not all zero, then * is displayed next to the MRU icon.
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* Push numbers on number pad to set direction. You can also push the +
and - on number pad to adjust direction.

* Push F1 or G to display the (Help) text for this class.

* Push F2 or H to display the (EditorHelp) text for this class.



















=== Summary of default key/mouse bindings ===

Keyboard:

  CTRL+G    Go to level (won't auto save)
  CTRL+N    Add new level (after last one)







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* Push numbers on number pad to set direction. You can also push the +
and - on number pad to adjust direction.

* Push F1 or G to display the (Help) text for this class.

* Push F2 or H to display the (EditorHelp) text for this class.


=== Import/export ===

You can import/export levels.

Push F1 to import, and then at the prompt, type a operating system shell
command which produces the level text in the exported format (in X window
system, type "xclip -o" to import from the primary selection; you will
need to install xclip to use this).

Push F2 to export, and then at the prompt, type a operating system shell
command which will accept the level text as input (in X window system,
type "xclip" to export to the primary selection; you will need to install
xclip to use this).

See export.doc for the file format.


=== Summary of default key/mouse bindings ===

Keyboard:

  CTRL+G    Go to level (won't auto save)
  CTRL+N    Add new level (after last one)