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_« shout »_

WinMo yay (2009-10-02):
Please tell you have not abandoned this project? It was so cool!

Tim (2008-09-08):
Hey Komax, how are you? Can you please make the map scroll the other way round?

KoMaXX (2008-05-24):
By the way, it's "butt crack" ;)

KoMaXX (2008-05-23):
I'm working as fast as I can ;)
Tanks coming soon!

Flo (2008-04-22):
any screenshots of the hopefully nearly finished tank campaign?

Flo (2008-04-22):
whats "Arschritze" in English? Anyway, I saw the tomato-guy's one ;)
And yes, I kicked his ass ...

KoMaXX (2008-04-13):
Thanks for the feedback!

I'll try to figure something out!

kendars (2008-04-13):
No bug here either!! But here's a feature request: I can't see, where the units are looking on the screen. That makes attacking from behind hard! Could you do something there?

TazMan (2008-03-26):
I'm seriously famous now, am I?

kenders (2008-03-25):
Ok, I take it back =)

kendars (2008-03-24):
Nice, you point out the bugs. Of an unpublished version. Clever!!

kendars (2007-11-23):
Finally, a beta! Runs smoothly over here ;)

tom (from PpcDev) (2007-08-24):
Hey, what's up? I saw your pre-alpha and can't wait for a beta. Please keep working!!

KoMaXX (2007-07-02):
- just a test -

KoMaXX (2007-06-30):
Yes, it works :) SHOOOUUUT!

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last update: 2008-01-30

editor: use it

This is where it gets awkward. The editor was never meant to become what it is now. In the beginning, this program was meant as tester to produce files to test the PoRoBa-code with. Now, it is so large that I don't want to restart from scratch, so we will have to live with it.
That said, you might understand, why the workflows are sometimes somewhat strange, the usability could be way better und you are going to have some trouble getting some things done. Sorry.



Play the game

There is no chance to understand the editor, if you don't know the game. So play first some other campaign, understand the connections and then fire up the editor. If you don't understand some editor-widgets, it may be very helpful to just play around with it and see the result in the game.


Libraries contain a collection stuff you have created with the editor, such as tiles, actions or maps - so basically anything you do in the editor is stored in here. Library-files also contain references to image-files. This is important: It's only full-path references. This means, that the library-file stores images as "C:\poroba_editor\default_library\your_face.jpg". This causes some considerations: In theory, you can store your image-files wherever you want - but, by doing that you can't share your library with anybody else, since they would need to recreate exactly your file-positions. So here is my recommendation: Follow this generic directory-scheme:


In this way, anybody uses the same structure and library-files can be shared. Everybody wins. It may be tiresome, but make sure that all files are there! All material and libraries you get here will follow this scheme.

General workflow

The editor is dominated by four elements:

So, what you do is to create instances. Therefore you select one of the tabs (as "Map" or "Actions") play around with the controls and store the changes afterwards either as new instance or by modification of the old one. Not until you hit one of the blue buttons do any of the changes you made count! Then you create the next intance - possibly one that already incorporates the instance you created before (e.g., you create a TileType first and then us it in a map). The order of the tabs resembles roughly the order in which you create the instances. However, you will switch a lot between these tabs, so this is just a suggestion.

Save often

You changed something? Store the now altered library to the disk! Mistakes happen often and the program isn't too stable :/ Just use your gaming instincts.

common dialogs

You will encounter the following dialogs quite often - so a good explanation of them can't hurt:

GAPI image creator

Screenshot of the GAPIimageCreator

With this, you give the game its face ;) Select an image in the selection-list on the right. When you've found it, double-click it to add it to the animation. When you want to create a static image (perhaps for character faces) you are done already; press [return] to accept it and close the dialog. If you want to create an animation just doubleclick on another image! On the left, you see all images in the animation. If you mistakenly one image, just doubleclick it in the left list and it's removed from the animation. By hitting "animate preview", you can see, how the animation will look later.

RichText creator

... coming soon ...

SplitImage creator

... coming soon ...

Tiles / GraphicObjects / DecoLivings

In this tab you roughly create the background and the visuals of a map

Screenshot of the Tiles-tab


TileTypes define how a tile affects character-movements and actions:
Trespass Cost controls, how many AP a character loses when he walks over the tile
Attack Modifier influence the probability with which a action hits. If a character stands on a field with a high AttackModifier, he is more likely to land a hit and less likely to suffer from a blow.
Effect Modifier influences the damage done. A high value gives the character, who stands there, a stronger attack - or a stronger armor when defending.
Below that, you can set the color of the TileType in the mini-map. Sensible colors are encouraged.
A TileType can look in different ways. To give it a texture, hit "add Image(s)" on the bottom of the left side. There is an explanation of how to use the "GAPIiamgeCreator" above on this page. "Add splits" lets you create several tiles out of one image. More details should be somewhere above on this page. You can guess yourself, what "delect Select" and "delete ALL" do. And that's it for TileTypes. Do not forget to hit one of the BlueButtons to apply your changes!


This area lets you create obstacles on the map, like trees or walls or ... suicide-booths. Just use the buttons "add Image(s)" to "delete images" to create GraphicObjects. I explained before on this page how to use the dialogs "GAPIimageCreator" and "SplitImageCreator". Please go there for more information


DecoLivings are meant to add some live to the maps. They don't actually do anything besides roaming around. You create them by assigning animations to them - one for each direction and standing/moving - and storing them with one of the blue buttons.


In this tab you create all charakters: Your companions, enemies, monsters, what you want.

basic stats

Screenshot of the Charakter-tab: basic stats

These controls and values define the strength and possibilities of the charakter. Playing around with them makes most of the balancing!


Screenshot of the Charakter-tab: visuals

Define here, how your charakter should look. The "detail-pic" is the image displayed in menus, the other images define the looks on the map. To set pictures just klick in the fitting frame. Now define the picture or animation in the up-popping "GAPI image creator" (see above!). "Got-hurt-pix" are siplayed, when a charakter was damaged.


Your charakter can move and pose now, but not fight or heal or whatever he's supposed to do. Therefore you have to give him two actions. To do that, select an action (of course, you need to create actions first in the "Actions"-tab) in the list box on the right (and check the action's stats in the box below). If you've found the right action press one of the two "c----" buttons to assign the action to the charakter. That's all. Don't forget to press a BlueButton!


Not implemented yet. But you can expect this to change soon!


Define, what charakters can do on the map in here.

General valuesscreenshot of the actions tag: group general

Define anything regarding the action, but the actual effect, with these values:

Graphic Effex

Set the way, the action is displayed with these controls. You can click on the frames beside the buttons to see a preview of the effect. To assign any effects, just press on the according buttons and create the desired animation in the up-popping GAPI image creator (see above on how to use that dialog). The "projectile"-effect will be rotated to face in the attack-direction. Specify the effect as if shooting straight north!


screenshot of the actions-tab: attack-frame

Define orinary attacks with these controls. Actually, you just have to enter values for the min- and max-damage the action is supposed to cause for every type of damage. In the picture above, the action would cause 6 to 10 points "sharp"-damage and a little "blunt"-damage, but no "elemental" or "magic"-damage.
Make sure, that the "does attack-damage"-box is checked! Otherwise, the action won't cause any damage!
And as always: Don't forget to press a BlueButton ;)


screenshot of the actions-tab: heal-frame

Use the controls in this frame to make the action heal the targets. Similar to the attack-frame you specify min- and max-healings for both, hp and sp. If the "removes temp-effex"-checkbox is checked, any target of the action is freed from all temporary effex, but map-temp-effex(they are not removable!).
Again, make sure, that the "heals targets"-checkbox is checked - otherwise any other entry in the frame will have no effect and the action won't heal! Even, if you can't hear it anymore: Don't forget to press a BlueButton, when you're content with your achievements ;)

Temporary Effectsscreenshot action-tab: tempeffex

Temporary effects stick with charakters and alter their values for a longer period of time. Charakters can get temp effex by being attacked with an action causing a temp-effect or by (non-removable) map-effects. Use the large frame on the right of the tab to create and modify Temporary effects.

The several controls should be easy to understand: name and description identify and explain the effect. Duration determines, after how many turns of the victim the effect wears out. Roundly HP-change / SP-change: The victim wins (or looses, when a negative value) this amount of hp / sp.
basic-armor change -- SP-regeneration change: These attributes of the victim are changed by the specified amount for the duration of the effect.
assimilating: The target of this tempEffect changes team for the duration of the effect ande fights with the caster against his own teammates (mighty!).

If you want an action to affect a target with a temporary effect, select the temp-effect in the right listbox (make sure every change made before was set permanently through one of the BlueButtons) and press the "c- set"-button. Make sure, that the "affects with temporary Effect"-checkbox is activated and chose the damage-type of the effect. Resistencies of targets alter also the effect of temporary effects!

MapEvents / HeroAbilities

Sorry, as long as more crucial topics are not dealt with, I won't write a detailed explanation of these topics.


MapEvents are happenings linked to a tile of a map. There are three kinds: The workflow is like this: Select the type of MapEvent you want to create by selecting one of the radio-buttons. Then define how often the event should occur. Finally, specify what actualy should happen! If "showArea", define the visible range. Otherwise, decide, if an action should be executed or a charakter should be summoned. When executing an action, select the action and the range (same widget as vision-range!). When summoning a charakter, decide for which team the summoned charakter should fight. Finally, you can modify the strength of the action or charakter by changing the "relative level"-control.
... and BlueButton.


HeroAbilities are quite similar to MapEvents: Three radio-buttons define what should happen: Make a wide area visible, unleash an action or summon charakters. One thing is new, though: Summoned charakters don't live forever, but die after some time. Define that time with the "vision- / summoning-duration"-control. I hope, everything else is self-explanatory.


Now, we are getting somewhere. Create maps!

Peripheral stuff

There are some basics besides the name you should decide before actually painting the map (now, the caption "peripheral stuff" seems stupid - this is central! :/ ). Firstly, you should decide, how big your map is going to be by setting the "# Tiles horizontal/vertical"-controls. There is no rule for good sizes here, but since your players don't have forever don't make them too big.
Then, another important decision: Do you want to use "FogOfWar"? If turned off, everyone can see everything! Usually, switching the FoW on causes the difficulty of the map a little.
Then: Do you want a map-tempEffect (TempEffects were explained above in the "actions"-chapter)? map-TempEffecs are not removable and can change the gaming-experience a lot!
Now, you should decide, how many optional charakters are allowed in the map. For the team that is intended to be played in a campaign this number should at least be 1 to make sure, that the hero is allowed on the field, too. The hero is always the first optional charakter!
Briefing and Debriefing, which are settable by using the up-popping RichText-Creator, can usually wait till later, when you assemble a campaign.


In this frame, you can alter the rules regarding "critical hits" for this map. This is advanced stuff, and can be safely ignored. But if you want to add some extra spice to the map, here you go:

The MapCreator: General

augmented screenshot of the mapcreator

The MapCreator consists mainly of six areas (see also picture above):

The MapCreator: Painting the world

... to be filled soon ...

The MapCreator: Populate it

... to be filled soon ...

The MapCreator: Assign objectives

... to be filled soon ...

Give rewards

... to be filled soon ...

Test it!

... to be filled soon ...