** Ignore this page for now
Seems the curse markup is not letting me do what I want easily. I put in a ticket about it, vote on it to help, lol. In any case, I wanted to save this information somewhere for now and will clean it up later.
-------
-- The template for Adding new Instance Maps with Text and Information
The fields name, type, filename, location, levels, and players are Mandatory
All other fields are optional and can be deleted or left blank
Fields can contain multiple co-ordinates up to a maximum of AM_MAX_MULT_COORDS which is set to 8 by default
- Different symbols can be used at each coordinate, or just 1
As long as a blp/tga exists with the given filename, then nothing else needs to be
done to see notes on the map
Use 'lootid = ""' where a link to Atlas Loot information exists - must be the same as the id used in that AddOn to identify the mob/set
Use 'toMap = ""' to place a link to a different map, e.g. links between DM West and North, so that when the user clicks on the button, the map changes to the other
* Use 'special = ' to add information such as Rare/Wanders, etc to the Key in a different colour
-- Use 'leaveGap = x' where 'x' is a number specifying the size of the gap to ap
pear AFTER the
-- current Map Key entry
-- A symbol of "" will be blank on the map and the key. A symbol of " " will use
the default
-- After 32 dtl_ fields, there will be a page break on the Map Key with arrows t
o show the
-- the other fields. You can control where the page break appears amongst your
notes by
-- padding with extra blank dtl_ records as per Alterac Valley above
** COORDINATE MAPPING **
* wmData and amData are used to translate WorldMap coordinates in to coordinates on the Instance style map. Obviously this won't help in an Instance as player coordi
nates are not given, but plotting player positions is possible in BattleGrounds and in 'external' dungeons/raid maps - The basic process for calculating these figures is as follows :
-- First create your map to be displayed in AlphaMap so you can see it in game and it is possible to mark down mouse coordinates
Then move to the Far West of the dungeon/location and record your Player coordinates as
-- they would be calculated by GetPlayerMapPosition("player") - In caves like
Gnomeregan and Maraudon
-- the player coordinates are actually your coords on the Continent. For Azuregos and other maps,
-- the player coordinates are normal map coords - call the West most 'X' coor
dinate wmData.minX
-- Then display the AlphaMap of the area, and move your mouse to the point wher
e your player
-- is and mark down the cursor coords - call the mouse's 'X' coordinate amDat
a.minX
-- Basically, the furthest West point of the AlphaMap is the Minimum X value wh
ere a player
-- can be displayed on the map and wmData.minX on the WorldMap is equivalent
to amData.minX on the
-- AlphaMap
-- Then repeat this process for the furthest Eastern point and wmData.maxX = am
Data.maxX
-- Then repeat for Northern and Southern most points, .minY and maxY
-- AlphaMap should then use these comparitive coordinate systems to plot your p
layer positions
-- on the AlphaMap based on World Map coordinates
-- This process can take a lot of fine tuning. I found 5 decimal places was ac
curate enough when
-- dealing with Continent based player coords for cave systems. Also be very
wary of the fact
-- that some maps are slightly rotated in game, which can make your coordinat
e system accurate
in the middle, but with increasing variance toward the edges of the map. Also, if you make
-- any errors when you create the map, by overlapping tiles or stretching one
to make it fit,
-- or whatever, then these kinds of issues can result in strange coordinate
problems too.
--
<code>
--------------------------------------------------------------------------------
------
--------------------------------------------------------------------------------
-------
-- { name = "",
-- type = AM_TYP_INSTANCE,
-- displayname = "",
-- filename = "",
-- location = "",
-- levels = "",
-- players = "",
-- prereq = "",
-- general = "",
-- dtl1 = { text = AM_INSTANCE_ENTRANCES, colour = AM_GREE
N, coords = { {0, 0} }, symbol = { AM_ENTRANCE_SYMBOL },
-- tooltiptxt = "" },
-- dtl2 = { text = AM_INSTANCE_EXITS, colour = AM_GREEN, c
oords = { {0, 0} }, symbol = { AM_EXIT_SYMBOL },
-- tooltiptxt = "" },
-- dtl3 = { text = AM_INSTANCE_CHESTS, colour = AM_GOLD, c
oords = { {0, 0} }, symbol = { AM_CHEST_SYMBOL },
-- tooltiptxt = "" },
-- dtl4 = { text = AM_INSTANCE_STAIRS, colour = AM_GREEN,
coords = { {0, 0} }, symbol = { AM_STAIRS_SYMBOL },
-- tooltiptxt = "", toMap = "", leaveGap =
1, },
-- dtl5 = { text = "", colour = AM_RED, coords = { {0, 0}
}, symbol = { "0" },
-- tooltiptxt = "", special = AM_RARE..AM_W
ANDERS, leaveGap = 2 },
-- dtl6 = { text = "", colour = AM_RED, coords = { {0, 0}
}, symbol = { "0" },
-- tooltiptxt = "" },
-- dtl7 = { text = "", colour = AM_RED, coords = { {0, 0}
}, symbol = { "0" },
-- tooltiptxt = "" },
-- ...............
-- }
--
--------------------------------------------------------------------------------
-------
</code>
Facts
- Date created
- 18 Jan 2009