Map

The size of the map that can be created is as follows.

Quantity of floors included in one map data: 1 to 30.
One floor size: from 1 * 1 to 100 * 100.

The setting when "Graph paper" is started for the first time is floor quantity: 10. Floor size: 20 * 20.
You can change the floor quantity and map size from [Settings]-[Map Settings] on the menu bar.

NoticeIn the Wizardry # 5 dedicated version, the initial value is floor quantity: 10, floor size: 250 * 250, and the maximum value is floor quantity: 10, floor size: 300 * 300.

Map Settings

The map has the following items.

1.Map size
2.Basis point type
3.Loop
4.Floor maximum
5.Map frame size
6.Map screen margins
6.Rename parts
7.Parts settings

Map size

The size of the floors that make up the map. All floors will be unified to this size.
You can set the size from 1 * 1 to 100 * 100 for the normal version and 250 * 250 for the Wizardry # 5 dedicated version.

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Basis point type

There are five types of map base points: "Bottom left", "Upper left", "Bottom right", "Upper right", and "Map center". And the base point coordinates become 0,0.

If the base point is set to "Bottom left", the bottom left is 0, 0. If the coordinates move one to the right, it will be 0, 1. If you move it one step further up, it becomes 1, 1.
If the base point is set to "Upper left", the upper left is 0, 0. If the coordinates move one to the right, it will be 0, 1. If you move it down one step, it becomes 1, 1.
If the base point is set to "Bottom right", the lower right is 0, 0. If the coordinates move one to the left, it will be 0, 1. If you move it one step further up, it becomes 1, 1.
If the base point is set to "Upper right", the upper right is 0, 0. If the coordinates move one to the left, it will be 0, 1. If you move it down one step, it becomes 1, 1.

A special case is the "Map center".

The center point of the entire map is 0,0. If you move one to the right, it will be 0, 1. If you move one further up, it will be 1, 1. Up to this point, it is the same as for "Bottom left".
In "Map center", the coordinates of 0,0 are written as [E: 0, N: 0]. Abbreviation for [East: 0, North: 0].
If you move one up from [E: 0, N: 0], it becomes [E: 0, N: 1], but if you move one down from [E: 0, N: 0], it becomes [E: 0, S: 1]. Of course, it stands for [East: 0, South: 0].

Similarly, if you move from [E: 0, N: 0] to the right by one, you can move to the east or west [E: 1, N: 0]. If you move one to the left from [E: 0, N: 0], it becomes [W: 1, N: 0].

The coordinates start at 0, so if the map size is 20 * 20, the coordinates will be 0, 0 to 19,19.

For Wizardry # 1 to # 4, the base point is "Bottom left". For Wizardry # 5, this is "Map center".

NoticeThe default value is "Bottom left" in the normal version, and "Map center" in the Wizardry # 5 dedicated version.

If you want to map Wizardry # 5 in the regular version, you need to use "Center bias" to shift the base point from the center.

Center bias

If you select "Map center" as the base point type, "Center bias" will be displayed at the bottom of the map screen.
To change the Center bias, click on the "x:" and "y:" numbers. A window for changing the value opens.

"Center bias" is used to shift the base point from the center of the map.

For example, if the size of the map is 51 * 51 and the center of the map is the base point, only numbers from 1 to 25 can be used for the coordinates in each of the four directions.
Then, the map may not fit within that range. Also, a map that uses one direction heavily and the other direction less will leave most of the map's area unused. This would be too wasteful and the created map would be hard to see.

In such a case, you can shift the base point from the center of the map so that you can get a large coordinate in the direction you want to use widely.

When 20 is set for x and 20 is set for y in "Center bias", the base point shifts 20 to the left and 20 to the bottom from the center of the map. As a result, you can create a map that spreads widely to the northeast of the map.
If x is set to -20 and y is set to -20, the base point shifts to the upper right, so you can create a map that spreads widely in the southwest direction.

Since "Center bias" only changes the numerical value of the coordinates, you need to use [shift] or [Specify the base point and move the map data] to shift the map and adjust it to the coordinates.

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Loop

Sets whether to loop from the edge of the map.

In the "Loop: On" setting, moving from the leftmost coordinate of the map to the left moves to the rightmost coordinate of the map.
With the "Loop: Off" setting, you cannot move from the leftmost coordinate to the left.

The default setting is "Loop: On".

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Floor maximum

Sets the quantity of floors that make up the map.
1 to 30 in the normal version. Wizardry # 5 dedicated version can be set from 1 to 10.

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Map frame size

Specifies the size of the map to display on the screen.
If the map size is 30 * 30 and the Map frame size is 20 * 20, there will be an area that cannot be displayed on the screen.
If there is an area that cannot be displayed, scroll bars are displayed at the side and bottom of the map screen, and you can scroll them to see the whole area.

The number that can be set varies depending on the resolution of the display.

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Map screen margins

Sets the size of the margin around the map screen.

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Rename parts

Rename the parts.
If you created and added the part yourself, you can also name the part here.

Left-click the mouse button where the part name is displayed.
The name change input screen is displayed.

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Parts settings

Right-click the mouse button where the name is displayed.
The part setting change screen is displayed.

1. Passability setting

When you move the current location marker one by one using the cursor keys, you can make a judgment like in the game.
Here, you can set attributes for each part to make a game-like judgment.

The items that can be set are the following 6 types.

Passable
Passable.
Impassable
Impassable.
one-way(East to west and south to north)
Passage from east to west and south to north is possible.
one-way(West to east and north to south)
Passage from west to east and north to south is possible.
Climbing stairs(Move to the upper floor)
Climbing stairs. It will automatically move up one floor.
Down stairs(Move to the lower floor)
Down stairs. It will automatically move to the next floor below.

However, one-way settings can only be made for wall-type parts, and stairs can be set for parts other than wall-type parts.
NoticeBy default, all parts except stairs and wall types are set to "passable".

The passability setting is recorded in the [Traffic_YorN Kabe], [Traffic_YorN Yuka], [Traffic_YorN Space], and [Traffic_YorN Object] items in the paper.ini file.
"Traffic_YorN Kabe" is a wall type.
"Traffic_YorN Yuka" is a flooring type.
"Traffic_YorN Space" is an air space type.
"Traffic_YorN Object" is the object type setting.

The meanings of the setting values are as follows.

0:Passable
1:Impassable
2:one-way(East to west and south to north)
3:one-way(West to east and north to south)
4:Climbing stairs(Move to the upper floor)
5Down stairs(Move to the lower floor)


2.Single-sided display settings for 3D screens

Set the display method for signs, switches, etc. when displaying parts on the 3D screen.

Look at the parts displayed in the parts list.
If the part has a sign displayed only on the right side, set it to "Right side only". If the part has a sign on the left side only, select "Left side only". If not, set it to "Normal".

This is reflected in the display on the 3D screen.

The single-sided display setting is recorded in the [FeatureOnlyOfOneSide_Kabe] item in the paper.ini file.
The meanings of the setting values are as follows.

0:Normal
1:Right side only
2:Left side only

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