Raid: Adventure Maps

Section 7.C.4.1

An Adventure Map is the map the player traverses on during a Raid Adventure. There can be multiple different maps that the player can explore, each with different backgrounds, layouts, and tiles. In this section, I'll cover everything related to Adventure Maps and the different tiles that may be found on them.


Adventure Maps

Each Adventure Map is comprised of two things - a background image and PBS data. The data for an Adventure Map is defined and stored in the AdventureMap class in the GameData module. Below, I'll describe everything related to the structure and creation of Adventure Maps.

Map Background

The backgrounds used for Adventure Maps are all stored in the file Graphics/Plugins/Raid Battles/Adventures/Maps. By default, three background styles are provided.

Adventure Maps can technically be any size you want the background image to be, though the width and height of the image should always be a multiple of 32. I wouldn't recommend making a map that exceeds 1024x1024 pixels however, as anything larger than that may potentially start to break certain visuals on the map.

Map Properties

All of the data related to a map, such as its name and what tiles appear on it are saved to a PBS file named adventure_maps.txt. This is a unique PBS file added by this plugin, and contains with it the data for three demo maps included with this plugin. I'll briefly cover the properties an Adventure Map may have stored in this PBS file:

  • ID This is simply a number that acts as the ID for this map. No two maps can share the same ID number.

  • Name This is a string that acts as the display name for this map. A map's name is displayed when beginning an Adventure on that map, and may appear in other UI's or choice selections.

  • Filename This is the filename of the background image this map should use. Refer to the "Map Background" section above for the location and specifications of map background images.

  • Description This is a brief bit of flavor text describing the characteristics of this map. This isn't displayed anywhere by default, so what you enter here doesn't really matter. But, it's there in case you want to display this text somewhere.

  • DarknessChance This determines the odds of this map randomly forcing the player to explore it in Darkness Mode. For example, entering 10 here will make it 10% likely that each time the player begins an Adventure on this map, it will be in Darkness Mode. If you want a map to always be played in Darkness Mode, set this to 100. If you want a map to never randomly trigger Darkness Mode, set this to 0.

  • Dimensions This determines the width and height of the map, in tiles. Each tile is 32 pixels, so a map 10 tiles wide would translate to 360 pixels.

  • PlayerStart This determines the tile coordinates that the player is standing on when beginning an Adventure on this map. This is entered as a string of four digits. The first two digits determine the player's coordinates on the X-axis, while the last two digits determine the player's coordinates on the Y-axis. So for example, an entry of 0826 would mean the player begins an Adventure on this map on tile that is 8 tiles to the right, and 26 tiles down, starting from the top-left corner of the map.

  • Pathways This is an array of tile coordinates that designate where every Pathway tile on the map is placed. There is no limit to how many Pathway tiles can be entered here.

  • Battles This is an array of tile coordinates that designate where every Battle tile on the map is placed. There must always be exactly 11 Battle tiles per map. The final coordinates entered in this array designates the coordinates of the Adventure's boss Battle tile.

  • Tile This determines data for all other tiles on the map that aren't a Pathway or Battle tile. You can have as many Tile lines as you'd like. Each Tile line is an array that must contain the ID of the specific tile this should be, followed by the coordinates for this tile to occupy. You may also include true as an optional third entry in this array if you'd like this tile to be affected by Switch tiles (note that not every tile may be eligible for this). Otherwise, leave this blank. For Warp tiles specifically, a fourth entry must be entered that designates the coordinates of another Warp tile on this map that this tile will send the player to.

Creating or Editing a Map

If you'd like to create your own custom Adventure map, you may do so by opening the debug menu and locating the Adventure Map Editor. This can be found by navigating to "Deluxe plugin settings...", followed by "Raid settings..." and then select "Edit Adventure maps".

The Adventure Map editor is quite robust, and will allow you to select an ID, name, background, and other information for your map, as well as manually placing tiles down. Once you've completed your map, you must playtest it to ensure that it's clearable before it can be saved.


Adventure Map Tiles

Adventure Maps are broken up into 32x32 pixel squares called "tiles". Each tile the player lands on has its own properties, and may trigger something when stepped on. These tiles can be broken up into several categories. Below, I'll outline each category of tile, and describe all of the tiles of those type.

Landmark Tiles

These are tiles that are integral to the functionality of an Adventure, and will likely always be present, regardless of map.

  • Pathway These are plain while squares that designate a walkable path for the player to follow. The player can continue moving in any direction, as long as there is a pathway tile for them to continue on. If the player ever reaches a dead end pathway, they will immediately turn around and begin traveling in the opposite direction that they came from.

  • Start Point This tile is a star icon which indicates the direction the player will begin moving in when the Adventure begins. Wherever this tile is on the map, the player's icon will pick the direction that brings it the closest to this icon, and begin traveling in that direction. Each map must have exactly one Start Point tile.

  • Battle This tile is a Poke Ball icon which indicates that passing over this tile will initiate a raid battle with a Pokemon. During gameplay, the actual Pokemon found will be represented by a silhouette of the Pokemon found on this tile. Each map must have exactly 11 Battle tiles, with the first one being the weakest Pokemon found in the lair, and the eleventh being the boss Pokemon of the lair.

  • Crossroad This tile is a blue circle with paths for each cardinal direction cut out, forming an intersection. Passing over this tile will halt the player's movement, and give the player the chance to select a new direction to move in. The directions the player is given to select from are determined by the walkable paths available to the player. During the selection process, the player also has the options to check their party, scan the map to plan out their route, or prematurely end their Adventure.

Directional Tiles

These are tiles that are directly related to altering the player's movement while navigating the map.

  • Turn North These are up-pointing arrows that indicate that the player will automatically be forced to travel north when passed over, regardless of whatever direction they were moving in previously.

  • Turn South These are down-pointing arrows that indicate that the player will automatically be forced to travel south when passed over, regardless of whatever direction they were moving in previously.

  • Turn West These are left-pointing arrows that indicate that the player will automatically be forced to travel west when passed over, regardless of whatever direction they were moving in previously.

  • Turn East These are right-pointing arrows that indicate that the player will automatically be forced to travel east when passed over, regardless of whatever direction they were moving in previously.

  • Random Turn These are question marks with arrows pointed in each cardinal direction. These indicate that the player will automatically be forced to travel in a random direction when passed over, regardless of whatever direction they were moving in previously. Note that the dirction that the player was already moving in can never be one of the randomly chosen directions.

  • Reverse Turn These are two arrows pointing back at each other, which indicate that the player will automatically be forced to travel in the opposite direction from the one they were just move in.

Object Tiles

These are tiles containing some kind of object or obstacle that the player must interact with when passed over.

  • Door These are locked doors which prevent further movement on this path, unless the player has acquired a Key that can be used to unlock it. Unlocking a Door tile consumes one of the player's total Key count. If the player cannot unlock the door, they will be forced to turn around and return in the direction they came from. Once a Door is cleared however, it will be removed from the map and the player will be able to travel freely on that tile from then on.

  • Switch These are levers that can be toggled ON or OFF whenever passed over by the player. By default, all Switch tiles are set to the OFF position. When set to the ON position, there may be hidden tiles on the map that are revealed. However, toggling a Switch back to the OFF position will make these revealed tiles hidden again.

  • Warp These are warp points that will teleport the player to a linked warp point elsewhere on the map. Every warp point is linked to another warp point, so these can be used to fast travel to different locations.

  • Portal These are a type of warp point that can only ever teleport the player back to the initial starting point of a lair. These essentially reset the player back to the very beginning of the Adventure, but without resetting any of the map progress.

  • Teleporter These are another type of fast travel tile that allows the player to teleport back to a previously visited Crossroad tile. Unlike with Warp or Portal tiles, the player has full control in selecting where a Teleporter tile may send them. Note that if the player hasn't visited any Crossroad tiles yet, a Teleporter tile cannot be used.

  • Roadblock These are tiles represented with a yellow caution logo, which indicate a hazardous route or obstacle in the player's path. There are many different varieties of roadblocks the player may encounter; such as a deep chasm that requires a Flying-type Pokemon to lift the player across, or a massive boulder that only a Pokemon with heightened Attack can move aside. The type of challenge presented by each Roadblock is randomized, but can be overcome if a Pokemon in the player's Adventure party meets certain needed requirements. If the player doesn't have any Pokemon that can overcome the Roadblock, the player will be forced to turn around and travel back in the direction they came from. Once a Roadblock is cleared however, it will be removed from the map and the player will be able to travel freely on that tile from then on.

  • Hidden Trap These tiles a completely invisible to the player during normal gameplay, and will appear as if they are just normal Pathway tiles. While in debug mode, however, Hidden Traps will be visible, and be represented by opaque purple caution logos. When the player passes over a Hidden Trap, a random hazardous event may trigger that puts the player in harm's way. A random Pokemon in their Adventure party will spring forth to try and protect them, and may take damage or be inflicted with a status condition as a result. Sometimes you may luck out, however, and the Pokemon may be completely immune or avoid the effects of the trap. Once a Hidden Trap is cleared however, it will be removed from the map and the player will be able to travel freely on that tile from then on.

Collectable Tiles

These are tiles that contain some kind of content that the player can pick up and utilize to assist them during the Adventure. Once a collectable tile has been used or consumed, it will be removed from the map and the player will not be able to collect it again.

  • Berries These tiles contain a pile of berries that, when passed over by the player, can be fed to the player's Adventure party to restore up to 50% of the max HP of each party member. If the player's party are all already at full HP, the player will not consume the berries on this tile.

  • Flare These tiles contain a flare that, when passed over by the player, can be lit to increase visibility within a Dark Mode lair. Flare tiles are only available during Dark Mode Adventures, and will not appear on a map otherwise.

  • Key These tiles contain a key that, when passed over by the player, will increase the player's total key count. Keys can be used to unlock Door and Chest tiles located elsewhere on the map.

  • Chest When passed over by a player, the player may use a collected key to unlock the chest to reveal the contents hidden inside. Chests may contain a variety of items such as Exp. Candies and other useful items that will be rewarded to the player upon completing the Adventure. Unlocking a Chest requires the player have at least one Key, but it does not consume the key. If the player doesn't have any keys to unlock the chest, they will leave the chest behind and continue on their path.

Character Tiles

These are tiles occupied by an NPC that may offer you a variety of services during your Adventure. Most of these tiles may be revisited over and over to re-utilize these services if necessary.

  • Assistant Assistants will help you by offering a new, randomized Rental Pokemon to add to your party in exchange for one of your existing Pokemon. This service can be useful when you need to change up your party before facing the next battle. The Rental Pokemon offered by Assistants are often of higher quality than those offered to you at the start of the Adventure.

  • Item Vendor Item Vendors have a stock of items to share with you and equip to your Adventure party. These items can power up your party to make the battles you encounter a little easier, or to help in keeping your party healthy. The pool of items offered by Item Vendors will often be catered to the kind of Pokemon you have in your party. Note that Item Vendors may not appear in Ultra Raids specifically, due to all Pokemon in an Ultra Adventure already holding Z-Crystals.

  • Stat Trainer Stat Trainers offer EV-training services that allows you to alter the EV spreads of the Pokemon in your Adventure party. This can help you fine-tune your Pokemon to suit your strategy and optimize them for the battles ahead.

  • Move Tutor Move Tutors offer you move learning services that allows you to adjust the movesets of the Pokemon in your Adventure party. The tutor will offer 3 random moves that may be learned by each Pokemon in the party, and you can select one out of those three moves to teach.

  • Nurse Nurses will offer to fully heal the HP/PP and status condition of all Pokemon in your Adventure party. Unlike most Character tiles, Nurses will leave the map once encountered, and may not be interacted with again.

  • Mystic Mystics will offer to fully heal the player's heart counter, which will allow you to survive in the lair for longer. If the player's heart counter is already full, the Mystic will remain on the map while the player continues onwards. If the Mystic's services are utilized, however, they will leave the map and may not be interacted with again.

  • Mystery NPC Mystery NPC's, when encountered, will randomly offer the services of either an Assistant, Item Vendor, Stat Trainer, Move Tutor, Nurse, or Mystic. Regardless of which service is provided, the Mystery NPC will leave the map afterwards, and may not be interacted with again.

  • Researcher Researchers may only be found during Ultra, Dynamax, or Terastal Adventures. If so, they will offer you a service specific to the type of Adventure you're in. In Ultra Adventures, Researchers will offer you new Z-Crystals to attach to your party. In Dynamax Adventures, Researchers will randomly boost the Dynamax Levels of your party by 2-4 levels. In Terastal Adventures, Researchers will offer to change the Tera types of the party.

  • Partner A Partner trainer are fellow Pokemon trainers who offer to accompany you in battle during the Adventure. When a Partner trainer is with you, this will make all raid battles be fought in a 2v1 format, rather than a 3v1. The difficulty of the raid battles will be scaled down slightly to accommodate the smaller battle size, and the player's total heart counter will increase to accommodate for the AI's Pokemon. Having a Partner with you may help reduce the overall difficulty of the raid in some circumstances; especially if the player has an underwhelming party for the Adventure. The player may only have one Partner with them at a time. If another Partner is encountered, the player will be asked to choose which Partner they'd like to accompany them. By default, there are two varieties of Partner trainers available - Brendan (:PartnerA) and May (:PartnerB).

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