<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE studiodoc SYSTEM "docs.dtd">
<studiodoc title="Exult" changed="20 February 2021 (GMT)">
	<section title="Introduction">
		<sub name="whatis_studio">
			<header>What is <Studio/>?</header>
			<body>
				<para>
					<Exult/> is not only capable of playing Ultima VII but it is also intended as
					an engine in the style of the one used by Ultima VII. <Studio/> started it's life
					as a simple map editor but it is slowly developing into a full fledged editor
					enabling users to create a new game. Tristan came up with the cool name!
				</para>
				<para>
					The main purpose of <Studio/> is the ability to create an entirely original
					game world without using the original Ultima VII data files. Its semi-possible
					already but still requires a lot of work. Not the least of which is that an entire
					games worth of art needs to be created.
				</para>
				<para>
					Editing a copyrighted game may or may not be allowed. Please exercise caution especially
					if you want to distribute your changes.
				</para>
			</body>
		</sub>
		<sub name="about_doc">
			<header>About this Documentation.</header>
			<body>
				<para>
					<Studio/> is work in progress. How things work may change and new features are
					added very frequently. Due to that the maintainers (Jeffrey, Dominus) of this
					documentation may not have been able to update it. As we do not have an official
					release yet this documentation refers to recent snapshots.
				</para>
				<para>
					This guide is what we hope will be an ongoing effort to provide up to date and
					in-depth information on how to get the most out of <Studio/>. Accuracy is an
					essential part of this guide. If you find something that could be clearer or doesn't
					seem worded properly please tell us, we will be happy to change this guide. Tips and
					tricks by other users will be appreciated as well and will of course be credited.
				</para>
			</body>
		</sub>
		<sub name="studio_terms">
			<header>Terms we use in regard to Exult and Ultima VII</header>
			<body>
				<para>
					Of course the terms explained in <extref doc="docs" target="terms"/> are
					also used in this Documentation but we will list them along with the terms
					that additionally need to be explained for the usage of <Studio/>.
				</para>
				<ul>
					<li><strong>tile</strong>:<br/>
						8x8 pixels</li>
					<li><strong>chunk</strong>:<br/>
						16x16 tiles</li>
					<li><strong>superchunk</strong>:<br/>
						16x16 chunks</li>
					<li><strong>world</strong>:<br/>
						12x12 superchunks</li>
					<li><strong>NPC schedules</strong>:<br/>
						NPCs can have schedules which make them do things at certain times and locations.</li>
					<li><strong>BG</strong>, <strong>SI</strong>, <strong>FoV</strong>
					or <strong>SS</strong>:<br/>
						we refer to "Ultima VII: The Black Gate" as BG and to "Ultima VII - Part 2: Serpent Isle"
						as SI. The add-ons "Forge of Virtue" and "Silver Seed" are called FoV and SS.</li>
					<li><strong>eggs</strong>:<br/>
						these are trip-wires that can cause monsters to spawn, execute scripts, play
						music, change weather, trigger traps or teleport when you get near them.</li>
					<li><strong>flex files</strong>:<br/>
						also known as flexes, these are used by the original to store the data files.
						Also when you choose to not use compressed save games (see save_compression_level in
						<extref doc="docs" target="exult_config"/>) our save games are also "flexed".</li>
					<li><strong>gumps</strong>:<br/>
						the windows used in the game interface for containers, characters, menus, etc..</li>
					<li><strong>paperdoll</strong>:<br/>
						when pressing <key>i</key> you get the inventory display. It's the picture of your
						characters body (or the bodies of your party members) onto which you can drag all
						kinds of equipment. The way this is displayed in SI is what we call
						<strong>paperdoll</strong>. We integrated this for BG as well.
						(see <extref doc="faq" target="improvements"/>).</li>
					<li><strong>shapes</strong>:<br/>
						shape files are the format used for storage of all graphics elements (from UI buttons
						to terrain features) of the games Exult supports. Shapes may contain one or more
						frames (a frame is a single image).</li>
					<li><strong>snapshot</strong>:<br/>
						see <extref doc="faq" target="whatis_snapshot"/>.<br/>
						Please note that our documentation usually refers to the latest snapshot.</li>
					<li><strong>usecode</strong>:<br/>
						that's the scripting language that drives all of U7 (conversations, objects...).</li>
					<li><strong>Exult data folder</strong>:<br/>
						that's the folder where Exult stores its data files (exult.flx, exult_bg.flx and
						exult_si.flx).</li>
				</ul>
			</body>
		</sub>
	</section>
	<section title="Configurations">
		<sub name="installation">
			<header>Installation</header>
			<body>
				<ul>
					<li>You need <Exult/> and you need to install it properly
						(see <extref doc="docs" target="installation"/>). Also make sure that
						you are using the <strong>latest snapshot</strong> of <Exult/>.<br/>
						<Studio/> <strong>only</strong> works with the latest snapshot, not the latest release.</li>
					<li>For U*ix platforms you need to build <Studio/> from the source available from our
						source snapshot at <extref target="https://exult.info/download.php"/>.</li>
					<li>For Windows platforms (XP,Vista,7,8,10) you need to download <Studio/> from our
						<extref target="https://exult.info/download.php">download page</extref>
						and install it in the same folder where you installed <Exult/>.</li>
					<li>For macOS we also provide a snapshot on our
						<extref target="https://exult.info/download.php">download page</extref>. Download the disk image
						and move the app to the Applications.</li>
				</ul>
			</body>
		</sub>
		<sub name="studio_run">
			<header>Running <Studio/></header>
			<body>
				<para>
					You can run <Studio/> all by itself, but it isn't useful that way,
					as it uses <Exult/> as a server. What you really want to do is:
				</para>
				<ul>
					<li>Put 'exult_studio.glade' in the <Exult/> 'data' folder (not needed if you use the
						snapshot for Windows or macOS).</li>
					<li>Be sure 'exult_studio' is in your path. (on Windows
						'exult_studio.exe' needs to be in the same folder as exult.exe)</li>
					<li>Run <Exult/> in <strong>windowed mode</strong> (not fullscreen).</li>
					<li>Enable the <Exult/> cheat mode (see <extref doc="docs" target="gameplay_gump"/>).</li>
					<li>Press 'alt+ctrl+m' to go into 'map-editor' mode. If all is set
						up correctly, exult_studio will start up, and will have a list of files
						on the left side of its window.</li>
				</ul>
				<para>
					Starting up one or the other separately will reconnect them:
				</para>
				<ul>
					<li>If <Exult/> isn't running, start it up. Then, in <Studio/>,
						use the 'File' menu to choose the static folder (for the game you're
						playing).</li>
					<li>If <Studio/> isn't running start it up and select the game to edit in the
						"File-Open Game" dialog.</li>
				</ul>
				<para>
					You can also reconnect by selecting "File-Connect" in <Studio/>'s
					menu.
				</para>
			</body>
		</sub>
		<sub name="run_steps">
			<header>Step-by-step instructions to run <Studio/></header>
			<body>
				<para>
					The above instructions may still be too technical for everybody.
					You have to make sure all these steps are taken care of before you're going to get
					very far with your world building.
				</para>
				<ol>
					<li>While it is not explicitly needed it is useful to have a working copy of either
						BG or SI properly installed onto your computer.</li>
					<li>Next, you need to have the latest <Exult/> snapshot installed properly
						onto your computer and working correctly. If you are currently playing either BG or SI
						on your machine this is probably done right. To make sure you have the correct version,
						ensure that it says X.XX GIT (X.XX stands for some version number) during <Exult/>'s
						start-up screen (for example see
						<extref target="https://exult.info/images/screenshots/mainmenu.png"/>).</li>
					<li>You need to make sure the newest version of <Studio/> is installed properly onto your
						computer as well. <Studio/> should be installed in the same folder as the <Exult/>
						snapshot.</li>
					<li>The patch folder <strong>needs</strong> to be in folder which you are allowed to write,
						so <Studio/> can save any changes to existing games. See <ref1 target="can_do_atm"/> on
						how to change exult.cfg accordingly.</li>
					<li>In order for <Studio/> to work properly, you need to have <Exult/> running in windowed mode.
						If you can see your desktop while playing, then you're doing it right.</li>
					<li>Make sure you have Cheats enabled. This can be enabled in the Gameplay options of the Game
						see (see <extref doc="docs" target="gameplay_gump"/>).</li>
					<li>While running <Exult/> in windowed mode, hit <key>ctrl+alt+m</key> to enter map-editing mode.
						<Studio/> should open up if you did everything correctly. In map-editing mode the world is
						frozen, but you are still able to move your characters around in order to place objects.
						You're now ready to start your world editing. You should be seeing something like this:</li>
				</ol>
				<para>
					<img alt="game window with red grid" src="images/studio01.png"/>
				</para>
			</body>
		</sub>
		<sub name="can_do_atm">
			<header>What you can do at the moment</header>
			<body>
				<ul>
					<li>browse shapes in the main window.</li>
					<li>drag a shape from the shape browser to <Exult/>, and that
						object will be placed in the game.</li>
					<li>edit an 'egg' by double-clicking on it. An edit box
						should appear.</li>
					<li>create a new 'egg' using the pull-down menu in <Studio/>.
						In the Egg edit box, after you hit 'Apply', you'll be prompted to
						click in <Exult/> where you want the egg to appear.</li>
					<li>if editing a 'monster' egg, you can set the monster by dragging
						the shape from the browser to the area that displays the monster.</li>
					<li>edit an NPC by double-clicking on it, and also create a new
						NPC using the pull-down menu. Attributes, flags, and schedules can
						all be viewed and modified.</li>
					<li>edit other objects' position and quality by double-clicking on them.</li>
					<li>browse the 'u7chunks' file, and drag them into <Exult/> to change
						the terrain. In this browser, you can also create new terrains and
						modify their order.</li>
					<li>select a chunk, choose 'Paint with chunks' from the 'Mode' menu, and then
						paint terrain with that whole chunk.</li>
					<li>edit a 'terrain' (stored in 'u7chunks') by clicking the "Edit
						terrain" checkbox in <Studio/>. This is a special mode where
						dragging with the left mouse button 'paints' the currently-selected
						shape (generally one of the flat tiles near the top of the shapes
						browser). Note that a 'terrain' is generally used in multiple places
						in the map and changing it in one place changes it in all the others as well.</li>
					<li>save the map using <Studio/>'s "File-Save map" pulldown menu.
						In order to avoid writing over files inadvertently, the files that
						would normally go into the 'static' folder, will, instead, go into
						a 'patch' folder that you specify in your 'exult.cfg' file. Here's
						an example for editing BG:</li>
				</ul>
				<configdesc>
					<configtag name="game" closing-tag="no">
						<configtag name="blackgate">
							<configtag name="title">
							blackgate
							</configtag>
							<configtag name="path">
							./blackgate
							</configtag>
							<configtag name="patch">
							./blackgate/patch
							</configtag>
						</configtag>
					</configtag>
				</configdesc>
				<para>
					<em>IMPORTANT:</em> <Studio/> requires the "patch" folder to be writeable. If you don't have write access
					you need to place it somewhere you are allowed to write to and change the path accordingly in exult.cfg.
				</para>
				<para>
					<Exult/> will also read files from 'patch' if it exists on starting a new game. The patch
					folder is expected to be within the main game folder, parallel to the static folder.
				</para>
				<para>
					In any mode, you can add the currently selected shape by shift-clicking.
				</para>
			</body>
		</sub>
		<sub name="studio_cfg">
			<header>Settings in exult.cfg.</header>
			<body>
				<para>
					You can change the settings of <Studio/> either with the preferences dialog or
					via exult.cfg. Those settings are:
				</para>
				<configdesc>
					<configtag name="config" closing-tag="no">
						<configtag name="estudio">
							<configtag name="main">
								<configtag name="width">
								640
								<comment>** width of the program window</comment>
								</configtag>
								<configtag name="height">
								400
								<comment>** height of the program window</comment>
								</configtag>
							</configtag>
							<configtag name="default_game">
							gamename
							<comment>** default game to edit (games must be specified in</comment>
							<comment>&lt;game&gt; part of exult.cfg)</comment>
							</configtag>
							<configtag name="image_editor">
							gimp-remote -n
							<comment>** command that calls the image editor.</comment>
							</configtag>
							<configtag name="background_color">
							0
							<comment>** background color for the shape-chooser. Use the preference</comment>
							<comment>dialog of Exult Studio for this.</comment>
							</configtag>
						</configtag>
					</configtag>
				</configdesc>
			</body>
		</sub>
		<sub name="command_line">
			<header>Command line options</header>
			<body>
				<para>
					<Studio/> offers some "hidden" command line options:
				</para>
				<ul>
					<li>(--help) -h<br/>
						Shows these command line options.</li>
					<li>(--silent) -s<br/>
						Do not display the state of the games.</li>
					<li>(--config) -c configfile<br/>
						Specify alternate config file (relative or absolute paths work).</li>
					<li>(--portable) -p<br/>
						Portable option for Windows only. <Studio/> will read cfg file from the folder <Exult/> got
						installed to.</li>
					<li>(--game) -g GAMENAME<br/>
						specifies GAMENAME and <Studio/> will read the game base folder from exult.cfg.
						GAMENAME can be chosen from the games specified in &lt;game&gt; part of exult.cfg.</li>
					<li>(--mod) -m modname<br/>
						Must be used together with '-g gamename'; runs the specified
						game using the mod with title equal to 'modname'. 'modname' is the name of the mod
						cfg file (e.g. keyring.cfg means 'modname' 'keyring'.</li>
					<li>(--xmldir) -x FOLDER<br/>
						tells exult_studio to look in FOLDER for its user-interface specification
						(exult_studio.glade).<br/>
						You can enter the full path (e.g. "exult_studio -xc:\exult\data") to the glade file
						or you can use the relative path (e.g. exult_studio -x./data).<br/>
						This option is only useful to developers who want to edit exult_studio.glade
						themselves.</li>
					<li>(--cssdir) -y FOLDER<br/>
						tells exult_studio to look in FOLDER for css file that customizes the look of <Studio/>
						(exult_studio.css).</li>
				</ul>
			</body>
		</sub>
	</section>
	<section title="Exult Studio basics">
		<sub name="basics">
			<header>Description</header>
			<body>
				<para>
					Once <Studio/> runs correctly , a tree of game files is displayed to the left of
					the main window, while the currently selected file is viewed in detail to the right.<br/>
					<img alt="Exult Studio default view" src="images/studio02.png"/><br/>
					The types of files <Studio/> supports are described next.
				</para>
			</body>
		</sub>
		<sub name="shape_files">
			<header>Shape files</header>
			<body>
				<para>
					Shapes are the basic graphical elements of the game. Each shape has one or more
					frames that typically represent different states or angles of the same thing.
					E.g. a button shape could have frames for pressed, and released; a character
					could have frames depicting her sitting, standing up facing one way, or another,
					swinging a punch, etc.<br/>
					When a shape file is selected, the right part of the main window will show frame
					zero of the shapes contained therein. Shapes can be selected by clicking, which
					will show there number, number of frames, and name if known. Other frames can be
					viewed by changing the frame number.
				</para>
				<para>
					When the selected file contains shapes that have names in their info you can also use
					the find option to find shapes that have that name (e.g. in shapes.vga you can search
					for 'door' to find all shapes that have door frames). You can search down or up in the
					selected file.
				</para>
				<para>
					When viewing shapes you can press the button 'Frames' in the lower right corner of
					<Studio/> to show all the frames of a shape next to each others.
				</para>
				<para>
					Shape files also have a special right-click-menu. See <ref1 target="shape_edit"/>.
				</para>
				<para>
					Typical shape files are:
				</para>
				<ul>
					<li><strong>Sprites.vga</strong><br/>
						displays all the animations that can be used to overlay the screen.</li>
					<li><strong>Shapes.vga</strong><br/>
						displays the objects that can be placed onto the world.</li>
					<li><strong>Fonts.vga</strong><br/>
						displays all text graphics used throughout the game.</li>
					<li><strong>Faces.vga</strong><br/>
						contains all of the graphics for conversation pictures..</li>
					<li><strong>Pointers.shp</strong><br/>
						contains the graphics for the mouse cursor.</li>
					<li><strong>Combos.flx</strong><br/>
						where custom made combos will be stored.</li>
				</ul>
			</body>
		</sub>
		<sub name="map_files">
			<header>Map files</header>
			<body>
				<para>
					These files contain so called chunks that serve as templates in the final map.
					The chunks of the selected map file are shown in the right part of the main window.<br/>
					When a chunk is selected you have two options below:
				</para>
				<ul>
					<li><strong>Locate</strong><br/>
						shows places in the <Exult/> game where that chunk is used.</li>
					<li><strong>Move</strong><br/>
						Moves a chunk in the chunk file. This does not effect the display on the map.</li>
				</ul>
				<para>
					Right clicking on a chunk gives you another two options
					(also the File-save/revert option):
				</para>
				<ul>
					<li><strong>New...</strong><br/>
						<strong>Empty</strong><br/>
						Creates a new chunk. Drag the new chunk onto the game and edit it by dragging
						shapes on it.<br/>
						<strong>Duplicate</strong><br/>
						Duplicates a chunk. Drag the duplicate chunk onto the map to edit it.</li>
					<li><strong>Delete</strong><br/>
						Deletes that chunk. Be very careful with this option.</li>
				</ul>
			</body>
		</sub>
		<sub name="palettes_files">
			<header>Palettes files</header>
			<body>
				<para>
					The palettes used by a game are stored in the files listed there.<br/>
					When you select a palette with number zero is shown in the right part of the main
					window. Other palettes are shown by selecting another palettes number
					When a palettes file is selected you have some options:
				</para>
				<ul>
					<li><strong>Edit</strong><br/>
						New/Remove adds or deletes a palettes.</li>
					<li><strong>Move</strong><br/>
						Moves palettes in the file.</li>
					<li><strong>File</strong><br/>
						<strong>Import</strong><br/>
						Overwrites the current palettes with palette text file.<br/>
						<strong>Export</strong><br/>
						Exports the current palette to a text file.</li>
				</ul>
				<para>
					The palette text files are compatible with the Gimp.
				</para>
				<para>
					Right clicking on a palette only gives you the default File-save/revert option.
				</para>
			</body>
		</sub>
		<sub name="groups_files">
			<header>Groups files</header>
			<body>
				<para>
					Editing a game can become quite cumbersome when you have to choose between a lot
					of shape files containing several frames. To make this task easier we have
					implemented so called groups to groups several shapes together. For example you can
					group all shapes containing door frames together in a group called 'doors'.<br/>
					For this you have to select Groups and create a new group by writing the name in the
					lower part of the window and then click 'add'. You now have the option in the Shape
					Menu to add a shape to this group.<br/>
					When you double-click a group the group window opens that shows the shapes in the group
					and by selecting a shape you see the shape info.
					You also have some options to edit the group:
				</para>
				<ul>
					<li><strong>Move</strong><br/>
						Moves the shapes within the group.</li>
					<li><strong>Remove</strong><br/>
						Removes the shape from the group.</li>
					<li><strong>Name</strong><br/>
						Changes the name of the group.</li>
					<li><strong>Frame:</strong><br/>
						select the frame displayed.</li>
					<li><strong>Frames</strong><br/>
						shows all the frames of a shape next to each others.</li>
					<li><strong>Find</strong><br/>
						Lets you search for a specified shape in the group.</li>
					<li><strong>Locate</strong><br/>
						Locates the selected shape inside the game. It locates only the shape not a
						specific frame.</li>
				</ul>
			</body>
		</sub>
		<sub name="detail_window">
			<header>The detail window</header>
			<body>
				<para>
					Below the detail windows you have the following options:
				</para>
				<ul>
					<li><strong>Frame:</strong><br/>
						select the frame displayed.</li>
					<li><strong>Frames</strong><br/>
						shows all the frames of a shape next to each others.</li>
					<li><strong>Find</strong><br/>
						Lets you search for a specified shape in the group.</li>
					<li><strong>Locate</strong><br/>
						Locates the selected shape inside the game. It locates only the shape not a
						specific frame.</li>
				</ul>
				<para>
					<strong>Right-clicking on the detailed view of any file gives these options</strong>
					(along with other options specific to the file):
				</para>
				<ul>
					<li><strong>File...</strong><br/>
						<strong>Save</strong><br/>
						Saves all the changes you made to it without saving any other file.<br/>
						<strong>Revert</strong><br/>
						Discards all changes..</li>
				</ul>
			</body>
		</sub>
	</section>
	<section title="Exult Studio's menus">
		<sub name="overview">
			<header>An overview</header>
			<body>
				<para>
					Before you get started with constructing your own little world its important to know
					a little bit about the structure of <Studio/> and the arrangement of menus. An
					overview of some of the <Studio/> menus follows.<br/>
				</para>
			</body>
		</sub>
		<sub name="file_menu">
			<header>File</header>
			<body>
				<ul>
					<li><strong>New Game...</strong><br/>
						This lets you begin the work on a new game. Jeff wrote an extensive description of
						how to use this and how it works.<br/>
						See
						<extref target="https://exult.info/newgame.txt">New Game manual</extref>.</li>
					<li><strong>New Mod...</strong><br/>
						Easily start a new mod for an existing game. The dialog that opens lets you select
						the game you want to mod, the name of the mod and its name in the Exult menu (menu string).</li>
					<li><strong>Open Game...</strong><br/>
						Choose the Game folder of the game you that you have been working on.</li>
					<li><strong>Save all</strong><key>Ctrl+S</key><br/>
						Saves map, shape info and groups you edited. Saves all the changes you've made to
						the world you have been working on. If you're happy with your changes do this
						before you quit or all work will be lost.</li>
					<li><strong>New...</strong><br/>
						<strong>Shapes file...</strong><br/>
						Lets you choose the folder where you want to create a new vga file and requires
						you to enter a name for it (e.g. mygame.vga).<br/>
						<strong>Single shape file...</strong><br/>
						Lets you choose the folder where you want to create a new shape file and requires
						you to enter a name for it (e.g. mygame.shp).</li>
					<li><strong>Save...</strong><br/>
						<strong>Map</strong><br/>
						Saves the map of the edited game.<br/>
						<strong>Shape info</strong><br/>
						When you right click a shape in a vga file you can change the info of the shape.
						This saves this changed info.<br/>
						<strong>Groups</strong><br/>
						You can "bundle" shapes of vga files into groups to make world building easier.
						These groups get saved with this option.<br/>
						<strong>Combos</strong><br/>
						This saves the combination files.</li>
					<li><strong>Reload...</strong><br/>
						<strong>Map</strong><key>Ctrl+R</key><br/>
						Reloads the map. All changes made since the last save get discarded.<br/>
						<strong>Usecode</strong><br/>
						Very useful when you edit the usecode of a game or add new usecode to an
						existing game. Normally this would require a restart of Exult.<br/>
						<strong>Style CSS</strong><br/>
						The interface of <Studio/> now supports customization via a CSS file (exult_studio.css) and if you
						changed that you can reload it without having to restart <Studio/>.</li>
					<li><strong>Connect</strong><br/>
						Connects <Exult/> and <Studio/> if one of them had to be restarted.</li>
					<li><strong>Preferences</strong><br/>
						<strong>Image Editor Command:</strong><br/>
						This executes the chosen image editor when you want to edit a shape when you
						right click it.<br/>
						<strong>Image-Edit Filetype:</strong><br/>
						Choose which filetype gets executed with the above chosen image editor.<br/>
						<strong>Default Game Name:</strong><br/>
						Choose the game <Studio/> opens by default. Use the name specified in exult.cfg.<br/>
						<strong>Shape List Background:</strong><br/>
						Sometimes the default black background may make certain shapes hard to see. Choose
						a different background color here.</li>
					<li><strong>Exit</strong><key>Ctrl+Q</key><br/>
						Exits <Studio/>.</li>
				</ul>
				<para>
					Note that the default location for saving and creation of new files is the PATCH folder
					of a game. If there is no PATCH folder specified <Studio/> will create one. See <ref1 target="can_do_atm"/>.
				</para>
			</body>
		</sub>
		<sub name="edit_menu">
			<header>Edit</header>
			<body>
				<ul>
					<li><strong>Cut  </strong><key>Ctrl+X</key><br/>
						Removes the selected object(s) and puts it into memory.</li>
					<li><strong>Copy  </strong><key>Ctrl+C</key><br/>
						Copies the selected object(s) into memory.</li>
					<li><strong>Paste  </strong><key>Ctrl+V</key><br/>
						Shows the crosshair cursor and copies the object(s) from the memory into the game
						where you left click the crosshair.</li>
					<li><strong>Properties...</strong><br/>
						Shows the properties of the selected object. If more than one object is selected
						it shows the properties of the last selected object.<br/>
						Only NPCs and eggs show different properties than if you select Basic properties.</li>
					<li><strong>Basic properties...</strong><br/>
						Shows the properties of the selected object. If more than one object is selected
						it shows the properties of the last selected object.</li>
					<li><strong>Create egg...</strong><br/>
						Create or edit eggs with this.
						See <section_ref target="Egg editing"/> for detailed information.</li>
					<li><strong>Create NPC...</strong><br/>
						Create or edit NPCs with this.
						See <section_ref target="NPC editing"/> for more information.</li>
					<li><strong>Create Barge...</strong><br/>
						Create a barge such as a magic carpet or a horse drawn carriage.
						See <ref target="barge_edit"/> for more information.</li>
					<li><strong>Set Game Information</strong><br/>
						Edit the game information shown in the Exult menu.</li>
				</ul>
				<para>
					When in map-edit mode, you can select shapes in Exult by left-clicking, or multiple shapes by
					ctrl+left-clicking.
				</para>
			</body>
		</sub>
		<sub name="mode_menu">
			<header>Mode</header>
			<body>
				<para>
					It describes how the mouse behaves inside <Exult/> when map-editing.
				</para>
				<ul>
					<li><strong>Move</strong><br/>
						This is the normal mode where you can drag things with the mouse, or single-click
						to identify objects. In this mode you also select objects. A selected object is
						shown with a red outline. To select more than one object hold down <key>Ctrl</key>
						while selecting. Move the selection <key>Ctrl+arrow</key> (x,y coordinates) and
						<key>Ctrl+page</key> keys (z coordinates).</li>
					<li><strong>Paint</strong><br/>
						a single-left-click inserts the last-selected shape from 'shapes.vga', and dragging
						with the left-button inserts that shape in every tile (so you'd probably only want
						to do this with 8x8 flat shapes). Also, in 'Paint' mode, the footprint at ground
						level is shown (though this may be changed in the future).<br/>
						If you hold the alt key down, random frames from the currently-selected shape will
						be painted (handy for grassy areas).</li>
					<li><strong>Paint with chunks</strong><br/>
						works the same as the normal Paint mode only with chunks. Left-clicking the mouse
						paints the current chunk onto the map.<br/>
						Take a look at <ref1 target="change_chunks"/>.</li>
					<li><strong>Pick for Combo</strong><br/>
						Picks objects for a new combo file. Double-left-click to add objects to the combo,
						single-left-click to identify object. See <ref1 target="combo_edit"/></li>
					<li><strong>Select chunks</strong><br/>
						You can select chunks and move them around with ctrl+arrow keys. This will leave
						generic chunks where the original chunks were, and is probably better used for moving
						parts of a map because you misjudged the position it needed to be in.</li>
				</ul>
				<para>
					Note that you can only drag objects in the game window when you are in "Move" mode.
				</para>
			</body>
		</sub>
		<sub name="tools_menu">
			<header>Tools</header>
			<body>
				<ul>
					<li><strong>Locator...</strong><key>Ctrl+L</key><br/>
						shows where the current game window is within the entire map, and lets you move
						the view by double-clicking a location or by dragging the little box</li>
					<li><strong>New Combo..</strong><br/>
						Creates a new Combo file. See <ref1 target="combo_edit"/>.</li>
					<li><strong>Unused shapes...</strong><br/>
						searches the entire world being created to see if any of the shapes in shapes.vga
						are not in use. Have patience when doing this and treat the results with caution.</li>
					<li><strong>Compile Usecode...</strong><br/>
						Compiles the usecode script usecode.uc in the patch folder
						(see <ref target="usecode_edit"/>)</li>
					<li><strong>Fix old shape info</strong><br/>
						Old versions of <Studio/> discarded some shape info data on saving. This option adds
						the discarded information back to old mods and patches.</li>
				</ul>
			</body>
		</sub>
		<sub name="map_menu">
			<header>Map</header>
			<body>
				<ul>
					<li><strong>New</strong><br/>
						Used to create a new map to use for multi-map support (see <ref1 target="multi_map"/>).</li>
					<li><strong>Main/Map #xx</strong><br/>
						The default map or the map that is currently being worked on. The game needs to be started in
						<Exult/> to see the other maps.</li>
				</ul>
			</body>
		</sub>
		<sub name="tool_bar">
			<header>Tool bar</header>
			<body>
				<ul>
					<li><strong>Play</strong><br/>
						This is the same as pressing <key>Alt+Ctrl+M</key> in Exult. It exits the Map Edit Mode
						and lets you play the game. By pressing it again you enter Map Edit Mode again.</li>
					<li><strong>Grid</strong><br/>
						Shows a grid of white lines in the game window for better control on placing objects.</li>
					<li><strong>Edit lift:</strong><br/>
						Changes the lift of a selected object in the game window. Lift means the distance of
						an object from the ground.</li>
					<li><strong>Hide lift:</strong><br/>
						Hides objects that are above the chosen height.</li>
					<li><strong>Edit terrain</strong><br/>
						See <ref1 target="can_do_atm"/>. Note that a terrain is used in multiple instances of the
						map and changing it in one place changes it in all the others as well.</li>
				</ul>
			</body>
		</sub>
	</section>
	<section title="Basic editors">
		<sub name="shape_edit">
			<header>The shape editor</header>
			<body>
				<para>
					When you right click on a shape in the Shape browser (e.g. Files-Shapes.vga) you
					get some options of how to edit the shapes.
				</para>
				<ul>
					<li><strong>Info...</strong><br/>
						Displays the information of an object. You can change a lot of stuff there and
						caution is advised. The information is saved by
						<ref1 target="file_menu">'Save all' or 'Save:Shape Info'</ref1>.</li>
					<li><strong>Edit...</strong>:<br/>
						Brings up your image-editor on the chosen frame. When you save
						in the image-editor, ES will read the changes back within 5 seconds. This is
						especially convenient if you have 'gimp-remote', as it will open a window for
						the frame in an already-running gimp.</li>
					<li><strong>Edit tiled</strong>:<br/>
						This is only for 'flat' (8x8) shapes. It forms an image
						from all the frames and brings it up in the image-editor. This is really
						handy for making lots of terrain frames like grass. A dialog lets you choose
						the dimensions.</li>
					<li><strong>New frame</strong>:<br/>
						Creates a new frame after the currently-selected one. The 'insert' key
						also does this (and the 'del' key deletes a frame, though it's
						buggy if there's just one frame left).</li>
					<li><strong>Export/Import frame</strong>:<br/>
						Let's you import a single frame from a .png file or
						export to a .png.</li>
					<li><strong>Export/Import all frames</strong>:<br/>
						Let's you import all frames from .png files or
						export to a .png. To import the .png files need to be named with the same basename
						followed by the frame number (e.g. shape00.png, shape01.png). On export <Studio/>
						will ask you for a basename and folder to export to.</li>
					<li><strong>Export/Import shape</strong>:<br/>
						Let's you import a single frame from a .png file or
						export to a .png.</li>
					<li><strong>New shape</strong>:<br/>
						Gives you a dialog for choosing the shape #, as well as the
						initial # of frames.<br/>
						You can also create a new font shape from TrueType or Type1 font files.
						It's mainly a convenience for someone creating a whole new game, as their
						only single-colored. Maybe in the future we'll have some functions to
						create two-colored fonts like the main one in Ultima VII, although it might take
						hand-editing to make the letters look that nice.</li>
				</ul>
				<para>
					<em>Note:</em> <strong>Edit...</strong> doesn't work on Windows system. It stores
					the shape as PNG file in GAMEDIR/itmp/ (e.g. blackgate/itmp). If you manually
					open the file with an image editor of your liking and then save it, ES doesn't
					read the changes back.
				</para>
			</body>
		</sub>
		<sub name="combo_edit">
			<header>Creating Combination files</header>
			<body>
				<para>
					Create 'combination shapes', like a fence or an entire roof by selecting
					"Tools-New Combo" (see <ref target="tools_menu"/>). When you run <Studio/> the first
					time a file called combos.flx gets automatically created in the "Patch" folder.
					Choose the 'Pick for Combo' choice in the 'Modes' menu, and an empty window should
					pop up. In the game window, double-click a group of objects, and they should appear
					in the window. You can then select an object there and tweak its position. When you
					are done hit apply and the combo gets temporally saved until you hit "Save all" or
					"Save - Save map".<br/>
					You can drag and drop combinations into the game window.
				</para>
			</body>
		</sub>
		<sub name="usecode_edit">
			<header>Custom Usecode</header>
			<body>
				<para>
					As hinted at (see <ref target="studio_terms"/>) Usecode is actually what runs Ultima VII
					and therefore any game created with <Studio/>.<br/>
					As of yet we do not have a Usecode editor/debugger. So writing your own Usecode is not
					that easy.
				</para>
				<para>
					For an example of how Usecode may look like download our SF Island mod for BG at
					<extref target="https://exult.info/snapshots/SFisland.zip"/>.<br/>
					In that zip you'll find a readme.txt which tells you how to run it.<br/>
					You will also see two files called usecode.uc and usecode.
				</para>
				<para>
					Usecode.uc is the usecode script that will help you understand our usecode language.<br/>
					When you run ucc (see <ref target="tools"/>) with that file
					(e.g. "ucc -o usecode usecode.uc") you will get the file called usecode. This file
					'usecode' should be the same as the one in the zip file.
				</para>
				<para>
					Someone does have to write extensive documentation for this but I (Dominus) am not
					really up for that task.<br/>
					Wizardry Dragon and Marzo made a good list of intrinsics
					<extref target="http://www.thefeudallands.ca/srcdocs/files/intrinsics-uc.html"/> and
					Pertex has written some documentation at
					<extref target="http://web.archive.org/web/20071217233843/http://www.sophen.de/exult/"/>
					(unfortunately Pertex' original documentation has vanished but at least the wayback machine
					can be of great help)
					that might be able help you.
				</para>
			</body>
		</sub>
	</section>
	<section title="Egg editing">
		<sub name="eggs_explained">
			<header>Explaining eggs</header>
			<body>
				<para>
					An egg in its simplest form is an object that is placed in the world, but is
					invisible to a normal user. When the player meets the requirements of an egg,
					it causes the egg to become activated. Eggs can activate anything from monster
					spawns, to changes in the current music, to the activation of custom usecode. You
					may want to place the eggs in map-editing mode because eggs don't activate in this
					mode. Then switch off map-editing mode to test how your egg will work during game
					play.
				</para>
			</body>
		</sub>
		<sub name="eggs_type">
			<header>The different types of eggs</header>
			<body>
				<para>
					Currently <Studio/> supports the following types of eggs (more details follow):
				</para>
				<ul>
					<li><strong>Monster</strong>(spawning)<br/>
						allows for the creation of a creature when certain conditions are met, usually
						when your character gets within a certain distance of the egg.
						It also allows for the creation of simple objects like walls or furniture to
						appear when the Avatar gets near. This could make for some interesting effects.</li>
					<li><strong>Jukebox</strong><br/>
						sets the background music when the character enters a certain area.</li>
					<li><strong>Sound Effect</strong> and <strong>Voice</strong><br/>
						will play a selected sound when the character meets the required values
						set in the egg creation menu.</li>
					<li><strong>Voice</strong> and <strong>Voice</strong><br/>
						will play a speech track when the character meets the required values
						set in the egg creation menu.</li>
					<li><strong>Usecode</strong><br/>
						allows for the activation of custom usecode when an egg's requirements are met.
						The creation of custom usecode is discussed (though not in depth) at
						<ref target="usecode_edit"/>.</li>
					<li><strong>Missile</strong><br/>
						create interesting objects like flamethrower traps.</li>
					<li><strong>Teleport</strong><br/>
						transport the avatar anywhere on the map when certain conditions are met.</li>
					<li><strong>Weather</strong><br/>
						temporarily set the in-game weather.</li>
					<li><strong>Path</strong><br/>
						set the destination of a teleport egg to a specific object.</li>
					<li><strong>Button</strong><br/>
						is used to activate eggs in the vicinity that are set to external</li>
					<li><strong>Intermap</strong><br/>
						Now that Exult has multi-map support, this egg can be used to create a teleporter
						between maps.</li>
				</ul>
			</body>
		</sub>
		<sub name="place_eggs">
			<header>Add, remove and edit eggs</header>
			<body>
				<para>
					The most convenient way to create an egg is to select <strong>Create new egg</strong>
					from the edit menu. This will pop up the <strong>Exult Egg</strong> window. Here you
					can select the type of egg you wish to create and the properties you are going to
					give it. When you are happy with the egg press <strong>apply</strong> and then enter
					<Exult/> and place the egg wherever you like. To remove an egg, select it while in
					map-edit mode and press <key>ctrl+x</key> to cut the egg. You can still paste it
					elsewhere if you like. To edit an egg, double click it in map editing mode. This
					will bring up the egg window where you will be able to change an existing egg's
					attributes.
				</para>
			</body>
		</sub>
		<sub name="eggs_properties">
			<header>Properties of eggs</header>
			<body>
				<para>
					Before you select the type of egg you want you can edit basic properties of eggs.
					These are:
				</para>
				<ul>
					<li><strong>Probability</strong><br/>
						of the egg being activated. By giving an egg a probability of 100 you can ensure
						that whenever the requirements necessary to make an egg activate are met, the egg
						will activate. With a probability of 0 nothing will ever happen when the egg's
						requirements are met. A probability anywhere between 0 and 100 will cause the
						activation of an egg to be a random event.</li>
					<li><strong>Distance</strong><br/>
						allows you to set how far a character needs to be from an egg in order to activate
						it. Each distance unit is equal to one tile (8x8 pixel) of the map.</li>
					<li><strong>Criteria</strong><br/>
						is very important as it sets what needs to be done to activate the egg. The
						options are:<br/>
						<strong>Cached in</strong> - An egg with this characteristic is activated when
						the chunk it is on is loaded into memory. This usually happens from several screens
						away.<br/>
						<strong>Party near</strong> - causes an egg to be activated whenever the player
						controlled character or any of his party members wander within the area specified
						by the distance option.<br/>
						<strong>Avatar near</strong> - exactly the same as party near except only registers
						where the main character is moved, ignoring actions by the party members.<br/>
						<strong>Avatar far</strong> - Its like Avatar near except with a twist. This
						property allows you to walk into the area specified by the distance property but then
						as you leave the area the egg will be activated as you distance yourself from it.
						Can be great for sneak attacks from behind.<br/>
						<strong>Avatar footpad</strong> - In this case the distance property is ignored and
						the Avatar has to physically step onto the egg.<br/>
						<strong>Party footpad</strong> - This option is identical to the Avatar footpad option
						except if either the main character or one of his companions stumbles onto the egg it
						will be activated.<br/>
						<strong>Something on</strong> - This egg is activated whenever an object is placed
						<strong>AND</strong> removed within the area specified by an egg.<br/>
						<strong>External</strong> - Eggs set to the external characteristic will be activated
						by button eggs in the vicinity.</li>
					<li><strong>Flag</strong><br/>
						final attribute you can give an egg to determine whether it will be activated or not.
						As a note you can mix and match flags, you can set an egg to nocturnal once only or
						nocturnal auto-reset.Not that an egg will be reactivated after you walk about a
						screenful away and then return if the the flags "once-only" or "auto-reset" are not
						set.<br/>
						<strong>Nocturnal</strong> - Any egg with this setting will only be activated during
						the nighttime. Great for setting the spawning of creatures of the night, or giving
						some nice night time music.<br/>
						<strong>Hatched</strong> - This creates an egg that has already been activated. It
						is inactive and will not do anything.<br/>
						<strong>Once-Only</strong> - Any egg with this flag applied will only hatch once and
						then disappear from the game world.<br/>
						<strong>Auto-reset</strong> - Eggs with this flag attached will continue to activate
						every time the conditions set in the egg menu are met.</li>
				</ul>
			</body>
		</sub>
		<sub name="place_monsters">
			<header>Placing a monster spawning egg</header>
			<body>
				<para>
					The first thing you want to consider before placing monster spawn is some of the basic egg
					attributes. What probability do you want? What distance? Will it be a nocturnal creature?
					Next you have to set the monster specific egg attributes. The first question is probably
					what type of monster you want to place. You can now switch to the main <Studio/> window,
					select shapes.vga and choose a shape. Drag and drop this on the "Exult Egg" window. Frame #
					isn't overly important when placing a monster, but for placing an object it can be very
					important. Enter these attributes into their respective form. You next have to set the
					monster's schedule. The various schedules that are important for a monster spawn are
					discussed next.<br/>
					You also have to set the spawned monster's alignment.
					Any creature set to a <strong>Neutral</strong> alignment will ignore the Avatar and friends,
					following their schedule until attacked. Any creature set to <strong>Evil</strong> will
					immediately attack the Avatar if you get too close. A <strong>Good</strong> creature will
					help the avatar in fights, but will also attack the Avatar if he is caught stealing or
					killing "good" NPCs. It will also attack evil Monsters or NPCs regardless of the Avatar.
					And finally <strong>Chaotic</strong> creatures or monsters will attack anyone, regardless
					of their alignment<br/>
					Next you can set the number of creatures you want to appear using the count option. You
					can set anywhere from 1 to 31 monsters.<br/>
					Finally you can assign a Usecode number or name to the spawned monster (leave this blank if
					you don't want to set one).<br/>
					When you're finished setting the egg the way you want, simply press "Apply" and place the
					egg on the world map.<br/>
					<img alt="Exult Egg window" src="images/studio03.png"/><br/>
				</para>
			</body>
		</sub>
		<sub name="creature_schedules">
			<header>Schedules of Monsters and Creatures</header>
			<body>
				<para>
					You can have the full set of schedules that NPCs can have but for a spawned  monster you will
					most like want to use one of the following schedules.<br/>
				</para>
				<ul>
					<li><strong>Horiz. Pace</strong><br/>
						Any creature given this schedule will pace back and forth in a horizontal manner. Great
						for guards and sentries</li>
					<li><strong>Vert. Pace</strong><br/>
						Same as the horizontal pace, except in a vertical direction.</li>
					<li><strong>Hound</strong><br/>
						Any creature given this schedule will slowly follow the main character wherever he goes.
						Good for creatures that won't take no for an answer.</li>
					<li><strong>Stand</strong><br/>
						Creatures given this setting will stand in one place until given a better reason to move.</li>
					<li><strong>Loiter</strong><br/>
						Creatures given this setting will wander aimlessly. They will move in random directions
						a bit at a time.</li>
					<li><strong>Wander</strong><br/>
						Any creature given this setting will slowly move around a fairly large area.</li>
					<li><strong>Wait</strong><br/>
						Creatures given this setting will complacently stay in one place.</li>
					<li><strong>Shy</strong><br/>
						Creatures given this setting are afraid of the main character and will slowly wander away
						from the Avatar.</li>
					<li><strong>Waiter</strong><br/>
						Give a creature this schedule and watch him run back and forth around a crowded area like
						he has a purpose.</li>
					<li><strong>Graze</strong><br/>
						An awful lot like loiter except the character seems to stay a little more to one area.</li>
					<li><strong>Duel</strong><br/>
						Doesn't do a whole lot by itself, but put two neutral creatures with these settings
						beside each other and its rumble time. This also works by placing them near training
						dummies or archery targets. For an extra laugh place 10 spawns each set for 31 guards
						to appear in dueling mode.</li>
					<li><strong>Patrol</strong><br/>
						An NPC with this schedule will follow "path" markers (shape #607). The default behavior is to go
						to "1", then "2", etc., and return to "1" when no higher numbers are found. There are also some
						fairly complicated rules that depend on the "quality" that you give to each of the path markers.
						(<Studio/> should have a dialog to create these, so I wouldn't worry about them right now.)<br/>
						<img alt="Guards duel" src="images/studio04.png"/><br/></li>
				</ul>
			</body>
		</sub>
		<sub name="audio_eggs">
			<header>Jukebox, Sound Effects and Voice eggs</header>
			<body>
				<para>
					Using these eggs couldn't be more straightforward, select the sound effect, music score,
					or recorded digital voice you desire and then place them onto the map. When a character
					activates the egg they begin to play. You can set music and sound effects to play on a
					continuous loop for continuous effects such as water fountains or short pieces of
					background music that you don't want to quit until a new music egg is triggered.<br/>
					In the game window you can test and find out the # of the audio by pressing
					<key>Alt+1</key>.
				</para>
			</body>
		</sub>
		<sub name="usecode_eggs">
			<header>Usecode eggs</header>
			<body>
				<para>
					Usecode eggs have many different functions that will be discussed later. The important
					thing to remember about the usecode egg menu is that function number is where you insert
					the hex value of the usecode function that this egg is going to execute.
				</para>
			</body>
		</sub>
		<sub name="missile_eggs">
			<header>Missile eggs</header>
			<body>
				<para>
					When you place a missile egg, the first thing you have to set is the egg's activation
					attributes. Do you want an egg to activate when the Avatar is near a certain spot, or should
					someone have to directly step on the trap?<br/>
					To choose the type of missile you want to shoot from your trap, select shape number 1 for a
					fireball that doesn't do damage, 3 for a lightning bolt, and 6 to shoot arrows. Select shape
					9 for a fireball that actually does damage. You can also set the direction you want the trap
					to fire when it is activated, you can choose any of the 8 cardinal directions.<br/>
					You can also use the delay timer to set how steady you want the stream of projectiles to be.
					1 makes a constant stream of projectiles, while a value of 10 makes for the occasional danger.
					Don't set the timer to 0 seconds, <Exult/> REALLY doesn't like this.<br/>
					Using these options you can make some pretty dangerous obstacles for the Avatar to avoid.
				</para>
				<para>
					<strong>Note:</strong> Shape numbers assume you are using either BG or SI data. When making
					a new game you can set weapons info of shapes yourself and choose which shape numbers are
					used by each weapon.<br/>
					<img alt="missiles" src="images/studio05.png"/><br/>
				</para>
			</body>
		</sub>
		<sub name="teleport_eggs">
			<header>Teleport eggs</header>
			<body>
				<para>
					The primary purpose of the teleport egg is to simply move a character from one place to another
					instantly without forcing them to walk there. Think of any dungeon teleporter that moves you
					from one place to another.<br/>
					The teleport egg has two primary modes. The first mode possessed by the teleport egg is to
					choose the location that the party will be warped to by specifying a location on the over world
					map using x and y co-ordinates. If you place an egg on the map and a character meets the
					criteria specified by the egg they will be whisked away to the x and y coordinates set by the
					egg. This option can't be used to move your character onto roofs because there is no z option
					provided.<br/>
					To switch to the other mode of teleporting, press the use coordinates button.
					This directs the teleported towards a numbered path egg. By giving a path egg a unique number
					and then placing it on the map any teleporter set to this egg will transport the player there.
					The advantage of teleporting using a path egg is you can teleport your character onto the second
					floor of a building if the path egg is placed up there.
				</para>
			</body>
		</sub>
		<sub name="weather_eggs">
			<header>Weather eggs</header>
			<body>
				<para>
					There are two attributes of the weather egg that one needs to worry about.
				</para>
				<ul>
					<li><strong>Weather</strong><br/>
						The most important attribute as this sets the effect you can expect when an egg
						is activated.<br/>
						<strong>Halt</strong> - Halts and current weather and set the world to a pleasant sunny
						default.<br/>
						<strong>Storm</strong> - Lots of thunder and lightning and the world darkens.<br/>
						<strong>Cloudy</strong> - Some rain, not a lot else going on<br/>
						<strong>Magic storm</strong> - Lots of thunder and lightning and the world darkens. As
						well this type of storm eliminates the character's magic casting abilities while the
						storm is in affect.</li>
					<li><strong>Duration</strong><br/>
						sets the how long the chosen weather will last. The time is measured in game time and can
						last up to 255 minutes.</li>
				</ul>
			</body>
		</sub>
		<sub name="path_eggs">
			<header>Path eggs</header>
			<body>
				<para>
					The path egg is useful for placing an individual teleport location by hand. Give the path egg
					a unique number and then direct a teleport egg towards it. If the person steps on a teleporter
					set to the same number as the path egg, they will be teleported there.<br/>
					Note that it only works up to a distance of 256 tiles in each direction (in a square, not a
					circle). It also doesn't world-wrap, meaning  a teleport egg at the far east edge won't find
					a path egg at the far west edge.
				</para>
			</body>
		</sub>
		<sub name="button_eggs">
			<header>Button eggs</header>
			<body>
				<para>
					The button egg has the interesting ability to activate all eggs in the immediate vicinity that
					are set to external. You can set the area around the egg that will be affected by increasing
					the distance setting, keeping in mind that each distance setting is equal to 1 tile (8x8 pixel).
				</para>
			</body>
		</sub>
		<sub name="intermap_eggs">
			<header>Intermap eggs</header>
			<body>
				<para>
					An intermap egg works precisely the same as a regular teleport egg except it can be used to
					teleport the main character between maps. The <strong>Coordinates</strong> options are used
					to set the precise tile the Avatar will be teleported to on the opposing map. The
					<strong>Map Number</strong> condition is used to set which map the main character will appear at.
				</para>
			</body>
		</sub>
		<sub name="multi_map">
			<header>Multi-map support</header>
			<body>
				<para>
					Exult now supports multiple maps. To create new maps select <strong>New</strong> from the
					<strong>Map</strong> menu. You now have an option to copy information over from an existing map.
					The <strong>Terrain</strong> option allows you to retain the lay of the land. If this option
					isn't selected your new map will be entirely ocean. <strong>Fixed</strong> and
					<strong>Moveable objects</strong> allow you to retain the remaining objects from the previous map
					(Jeffrey's favourite idea is to entirely copy the current Exult map and create a new 'Bizarro-Brittania').
					You can quickly switch between maps in game using the command <key>ctrl-alt-t</key>.
				</para>
			</body>
		</sub>
	</section>
	<section title="NPC editing">
		<sub name="npc_edit">
			<header>Editing an existing NPC</header>
			<body>
				<para>
					To edit an NPC with <Studio/> you need to be running a game in <Exult/> and of course <Studio/>.
					Enable map editing and double click the NPC you want to edit. The <Studio/> NPC window will pop
					up with all the stats of the NPC.<br/>
					<img alt="NPC window" src="images/studio10.png"/>
				</para>
			</body>
		</sub>
		<sub name="npc_create">
			<header>Creating a new NPC</header>
			<body>
				<para>
					If you want to create a new NPC you have to select <strong>Create NPC</strong> in the edit menu.
					This will pop up the same NPC window as when you double click an NPC. Now enter all the properties
					of the new NPC as will be described in the following text. When you are satisfied with your new
					NPC hit Apply and you will be asked to choose a spot in <Exult/> to place the NPC.
				</para>
			</body>
		</sub>
		<sub name="npc_basic">
			<header>Basic NPC settings</header>
			<body>
				<ul>
					<li><strong>Face #</strong><br/>
						Drag and drop a face from Faces.vga in the main <Studio/> window to the face field in
						the NPC window.</li>
					<li><strong>Name</strong><br/>
						Choose a name for your NPC.</li>
					<li><strong>Usecode</strong><br/>
						Here you enter the usecode that is associated with the NPC.</li>
					<li><strong>NPC #</strong><br/>
						This cannot be changed.</li>
					<li><strong>Ident</strong><br/>
						This is a number used in usecode in SI to differentiate between different NPC possibilities.
						It can be used to decide which set of conversation options some party members have, as well
						as making some "monster" NPCs have a more persistent identity despite not having a set NPC
						number</li>
					<li><strong>Shape #</strong><br/>
						Either drag and drop a shape from shapes.vga into the line (or the black box to the
						right of it) or enter a shape number.</li>
					<li><strong>Frame #</strong><br/>
						The frame of the above given shape the NPC starts with.</li>
					<li><strong>Alignment</strong><br/>
						Any NPC set to a neutral alignment will ignore the Avatar and friends, following their
						schedule until attacked. A "good" NPC will help the avatar in fights, but will also attack
						the Avatar if he is caught stealing or killing "good" NPCs. It will also attack evil Monsters
						or NPCs regardless of the Avatar.<br/>
						Any NPC set to hostile will immediately be attacked by the Avatar when you go into combat mode.
						Some NPCs will not talk to you or will even attack you on sight when set to hostile.<br/>
					</li>
					<li><strong>Attack Mode</strong><br/>
						You can choose the mode in which the NPC attacks when it goes into combat. Choose
						between Nearest, Weakest, Strongest, Berserk, Protect, Defend, Flank, Flee, Random
						and Manual. We don't advice using Manual as for most NPCs you will not be able to
						actually change the attack mode manually.</li>
				</ul>
			</body>
		</sub>
		<sub name="npc_properties">
			<header>NPC Properties</header>
			<body>
				<para>
					The vital properties of an NPC are set in the Properties tab of the NPC Window.
				</para>
				<ul>
					<li><strong>Strength</strong></li>
					<li><strong>Dexterity</strong></li>
					<li><strong>Intelligence</strong></li>
					<li><strong>Health</strong></li>
					<li><strong>Combat</strong></li>
					<li><strong>Mana</strong><br/>
						How much mana you have left for casting spells. Only useful for members of the party
						and if the game allows party members casting spells.</li>
					<li><strong>Max. Mana</strong><br/>
						Maximum amount of mana you can have. Only useful for members of the party
						and if the game allows party members casting spells.</li>
					<li><strong>Training</strong><br/>
						How much Training points the NPC has left and can use at trainers. Only useful for
						party members.</li>
					<li><strong>Experience</strong></li>
					<li><strong>Food Level</strong><br/>
						How hungry is the NPC. Only relevant for party members. Normal NPCs don't starve
						and need to be fed.</li>
				</ul>
			</body>
		</sub>
		<sub name="npc_flags">
			<header>NPC Flags</header>
			<body>
				<para>
					Here you can set special properties of NPCs. Some are only set for special NPCs, party members
					or just the Avatar. A lot are also only available in SI. Here a brief listing of the flags and
					when needed a short description.
				</para>
				<ul>
					<li><strong>Asleep</strong></li>
					<li><strong>Confused</strong></li>
					<li><strong>Dancing</strong></li>
					<li><strong>Fly</strong></li>
					<li><strong>In motion</strong></li>
					<li><strong>Invisible</strong></li>
					<li><strong>No Magic</strong></li>
					<li><strong>Petra</strong></li>
					<li><strong>Protection</strong><br/>
						When you cast the protection spell on an NPC this flag gets set.</li>
					<li><strong>Swim</strong><br/>
						Allows an NPC to walk on water.</li>
					<li><strong>Might</strong><br/></li>
					<li><strong>Bleeding</strong><br/>
						The NPC looses blood, and leaves a trail of blood when he moves.</li>
					<li><strong>Conjured</strong></li>
					<li><strong>Don't render (BG) - Don't move (SI)</strong><br/>
						Causes an NPC to become invisible or can't move</li>
					<li><strong>Freeze</strong><br/>
						The NPC is cold and needs warmer clothing.</li>
					<li><strong>In party</strong><br/>
						The NPC is a member of the party.</li>
					<li><strong>Met</strong><br/>
						The Avatar has previously spoken to the NPC.</li>
					<li><strong>Don't move (BG) - Don't render (SI)</strong><br/>
						Causes an NPC to become invisible or can't move</li>
					<li><strong>Poisoned</strong></li>
					<li><strong>Female</strong></li>
					<li><strong>Tattooed</strong></li>
					<li><strong>Walk</strong><br/>
						An NPC without this flag set cannot move</li>
					<li><strong>Charmed</strong></li>
					<li><strong>Cursed</strong></li>
					<li><strong>Ethereal</strong><br/>
						This makes it possible for the NPC to behave like a ghost
						(walk through walls, walk on water...)</li>
					<li><strong>In action</strong></li>
					<li><strong>Read</strong><br/>
					This NPC can read runic or ophidian (useful for the Avatar so
					signs can be read directly)</li>
					<li><strong>Naked</strong></li>
					<li><strong>Paralyzed</strong></li>
					<li><strong>Polymorph</strong></li>
					<li><strong>Summoned</strong></li>
					<li><strong>Tournament</strong><br/>
						In combat this NPC is unable to die.</li>
					<li><strong>Zombie</strong></li>
				</ul>
			</body>
		</sub>
		<sub name="npc_schedules">
			<header>NPC Schedules</header>
			<body>
				<para>
					In this Tab you can set the schedule the NPC follows normally.
				</para>
				<ul>
					<li><strong>Activity</strong><br/>
						With the button Set you can choose the schedule. Keep in mind that some schedules also
						require items, e.g. for the Blacksmith activity you need a smithy to work in. If there
						is no such item near the location you set, the NPC will use the next near item in the
						vicinity, for example the sleep activity will have the NPC wander to the next available
						bed.<br/>
						To clear the activity set it to --None--.</li>
					<li><strong>Location</strong><br/>
						Enter the x and y coordinates of the place you want the NPC to follow his schedule at.
						Unfortunately you cannot (yet) set the z coordinate (on which floor of a house the
						schedule begins). By placing the Avatar at the spot for the scheduled activity and
						pressing the <strong>Game</strong> button, <Studio/> will fill out the coordinates.<br/>
						Also by pressing <key>F2</key> at a place, the cheat screen will show you the coordinates
						in hex and decimal and you can use either system to enter the location.</li>
				</ul>
			</body>
		</sub>
	</section>
	<section title="Basic map editing">
		<sub name="learn_edit">
			<header>Learning the basics of map editing</header>
			<body>
				<para>
					The first thing one will probably want to do once they have <Studio/> running is to begin
					creating their own little world. The first step towards this is learning how to move objects
					and chunks, and placing items from <Studio/> into the game world. And the best way to
					learn is by using an existing game like BG or SI.
				</para>
			</body>
		</sub>
		<sub name="move_obj">
			<header>Moving objects around</header>
			<body>
				<para>
					Perhaps the simplest way of making your world truly unique is to start out by moving existing
					structures around. Move is the default option in <Studio/>, but to ensure you are in move
					mode select it from the mode menu. You know you are in map-editing mode when a red grid is
					highlighted across the world. You can select any object (notice the red highlighting of
					selected objects) with the mouse and move it around. This works using a simple drag and drop
					approach. Simply grab a tree with a right click and place it on the other side of your viewing
					area. The only thing you can't drag and drop are chucks, which are the large ground sections
					mapped by the red grid system. If you want to place one object on top of another, just drag it
					on top and release. If the object can be supported in that position it will stay there. For a
					brief guide on placing an object that won't have support, but will be floating see further down.
					You can also change an object's x and y coordinates by selecting the object and pressing
					<key>ctrl+arrow keys</key>. An object's z coordinate can be changed by selecting the object and
					pressing <key>ctrl+page up</key> or <key>ctrl+page down</key>.
				</para>
			</body>
		</sub>
		<sub name="place_obj">
			<header>How to place objects from Exult Studio</header>
			<body>
				<para>
					This could not be simpler in <Studio/>. Simply select a shape from the shapes.vga menu and
					drag it into <Exult/>. In Windows I personally prefer to drag the item onto the taskbar, hovering
					over the <Exult/> window, wait for the window to switch and then place the item. Once you
					found where you would like the object to appear, simply let go of the mouse and the object is
					placed. If you're unhappy where you placed the object, simply drag and drop it somewhere else.<br/>
					On Windows you will get a green grid that will show you exactly where you can expect the object
					to show up. With the switch to SDL2's dropfile function we lost the green grid on other Operating
					Systems.<br/>
					<img alt="green grid" src="images/studio06.png"/>
				</para>
			</body>
		</sub>
		<sub name="control_obj">
			<header>Mark, delete, copy, make multiple objects</header>
			<body>
				<para>
					To mark multiple objects hold down <key>ctrl</key> and click on the objects you want to mark.
					This is very useful when you want to handle a whole bunch of objects (like deleting, copying
					or multiplying objects).
				</para>
				<para>
					If you placed an object onto the world map that you now feel should be removed, select the
					object with your mouse and press <key>ctrl+x</key> or select the cut option from the <Studio/>
					Menu.<br/>
					This will remove the object from the world and place it into memory (if you don't want to keep
					the object in memory simply press <key>del</key> when it is selected). If you want to the object
					somewhere else, press <key>ctrl+v</key> or select the paste option, this will create a set of
					crosshairs that you can use to place your new object. To create multiple copies of an object,
					select an object so it has a red outline and press <key>ctrl+c</key> or select the copy option.
					You can now paste another copy of the object on the world using paste.
				</para>
			</body>
		</sub>
		<sub name="float_obj">
			<header>Making floating objects like bridges</header>
			<body>
				<para>
					So you want to create an unsupported section of balcony, or you want to make it look like that
					Kilrathi ship you just placed is actually hovering above the ground. To do this set the
					object's z height by changing the value in the grid height menu. If you want your character to
					be able to walk underneath an object it must be set 4 grid heights above the surface which your
					character is walking on. If you want your character to be able to walk on an object, the top of
					the object must be no more then 1-grid height above the surface the character is currently on.<br/>
					<img alt="crate bridge" src="images/studio07.png"/>
				</para>
			</body>
		</sub>
		<sub name="change_frame">
			<header>How to change the frame of an object</header>
			<body>
				<para>
					So you see an apple tree on the map, but you think you'd much rather have a palm tree. <Studio/>
					supports many different frames for each object. To change the frame of an object, select an
					object so it highlights red and select the "Basic Properties" option. The <Exult/> Object box
					should appear. This gives you the option to select a different frame for the object to see what
					other frames this particular object has. The <Exult/> Object option also allows you to manually set
					the height of an object that already exists on the map. Another way to select an objects frame,
					is to select the object from the shapes menu and then using the frames option in the lower right
					hand corner select just the frame you're looking for. Then you can then drag the object into your
					world normally.
				</para>
			</body>
		</sub>
		<sub name="change_chunks">
			<header>How to change chunks (the big red outlined square)</header>
			<body>
				<para>
					To change the large pieces of map that are sandwiched between the red lines of the map-editing
					grid you have to place a chunk, instead of a shape. The various chunks available in <Studio/>
					are located under the heading U7chunks. The chunks are many large pieces of preformed landscape
					that help give the world a more consistent feel. They also make the job of editing the world
					somewhat easier. To place a chunk simply place it the same way that you would a shape, but keep
					in mind that chunks can only be placed within the red squared formed by the map-editing grid.<br/>
					<img alt="chunk placing" src="images/studio08.png"/>
				</para>
				<para>
					There are a lot of interesting chunks already available in the chunks.vga file, but what if you
					want to make some minor changes to the design of a pre-made chunk? Maybe make the Britannia
					transport system a little more safe by painting a yellow line down the centre of each road chunk.
					By selecting the Edit terrain option you can change a chunk by placing objects directly onto a
					chunk, doing this permanently changes the chunk you are editing so be careful. It may not look it,
					but if you then select the chunk you edited from the chunks.vga menu the chunk you place will
					have the changes you made. Also be careful because when you edit a chunk you change every chunk
					in the game that is the same as the chunk you're editing. To solve this problem go into the chunks
					menu and right click the chunk you want to edit and select new, then duplicate. You now have two
					identical chunks. You can then place your new chunk onto the world and edit it how you like
					without editing the other chunks. You can now place this duplicate chunk wherever you like and
					it will have the changes you made.
				</para>
			</body>
		</sub>
		<sub name="multi_obj">
			<header>How to make a structures consisting of multiple objects</header>
			<body>
				<para>
					Many structures present in <Exult/> consist of multiple objects. Examples of these are roofs,
					long sections of wall or fence. Constructing a roof can be a long and difficult process
					because it involves properly positioning multiple small objects and then manually setting
					each object's height. That's where the New Combos option located in the Tools menu comes in
					handy. Select the New Combos option and then enter the window where Exult is running. Your
					mouse will have become a cross hair. Double click on all the objects you plan on adding to
					your new object. In this example we're making a roof by double-clicking all sections of the
					roof.<br/>
					<img alt="combo builder" src="images/studio09.png"/>
				</para>
				<para>
					As you double-click each object, the selection appears in the combo window showing you exactly
					what you have selected. Now give the object a name and select Okay. The object will now be
					temporarily saved in the combos.flx menu. The object can now be placed on the map normally. If
					you make a combo you want to keep, make sure to save before quitting <Studio/>. You can
					continue editing your combos even after you originally finish them, by double right clicking
					them from the combo menu.
				</para>
			</body>
		</sub>
		<sub name="other_combo">
			<header>More things you can do with Combos</header>
			<body>
				<para>
					One problem with the <Studio/> combo option is that when the combo is created many of the
					items are not in the rendering order you would want them to appear in game. To fix this problem,
					you can select individual items in the combo-builder window and by changing their viewing order
					you can make sure that all items appear exactly how you want them. You can also use the x,y,z
					coordinates to move individual items in your combo around to make sure that your combo looks
					exactly how you want. If you added an object to your combo that you don't wish to keep, simply
					select the item from the combo menu and press remove.
				</para>
			</body>
		</sub>
		<sub name="paint_forest">
			<header>Use the paint feature to quickly create a forest</header>
			<body>
				<para>
					The best way to create multiple objects fast and conveniently is to use the paint option. If
					you want to make a forest of trees fast, select the tree from the shapes menu and then select
					the paint option from the mode menu. Select the <Exult/> window and you can now quickly place
					multiple objects with the green grid.
				</para>
			</body>
		</sub>
	</section>
	<section title="Miscellaneous">
		<sub name="barge_edit">
			<header>Creating a boat, flying carpet, or horse drawn carriage</header>
			<body>
				<para>
					By double clicking on a barge (horse drawn carriage/magic carpet) in map editing mode one can
					alter the properties of the barge through the barge editor. The Barge Editor allows one to alter
					the size of a currently existing barge. By increasing the size of the Magic Carpet you can use
					the added space to create some sort of a flying battleship. Theoretically the maximum size of a
					barge is 100x100, but an object that large will fill the entire screen and become extremely
					difficult to steer.
				</para>
				<para>
					To create your own barge, you first need to chose Create Barge, select the dimensions of your
					barge and place them in the map. To create a magic carpet, place the small blue tiles from the
					magic carpet (shape# 840, frame 57) within the barge area and place the required number of seats
					on top of the magic carpet tiles. You now have your own custom carpet. Magic carpet tiles are only
					required for the seats your party will sit on, by expanding the area of the barge further you can
					create a custom area where you can place walls and other flooring tiles. Unfortunately there are
					limitations, all objects must be placed no more than four values in the vertical direction from the
					floor. <strong>For a craft to work you must have at least as many seats as party members</strong>.
				</para>
				<para>
					To create a cart you need only place a floor tile from the carriage (shape 652, frame 7) within the
					barge area and place a seat on top of it but you must have a deed from one of the carriage vendors.
					If you place a draft horse on your cart then you will need a cart deed (shape 797, frame 0) that had
					the same quality set as the draft horse. The quality for an object can be set using the <Studio/>
					object tool.
				</para>
				<para>
					You can also create a ship by placing the deck (shape 700, frame 2) a chair, and an unfurled sail within
					a barge created on the water. You also need a deed for the boat. To create a boat deed need a scroll that
					has the same quality value as the sail of your boat.
				</para>
			</body>
		</sub>
		<sub name="custom_shapes">
			<header>Importing and creating your own custom shapes</header>
			<body>
				<para>
					Importing a shape into <Studio/> is quite easy. Simply select the type of object you wish to
					create (shape, chunk, gump, etc.) and right-click on the display window and select <strong>New Shape</strong>
					or <strong>New Frame</strong> depending on which is pertinent. Once the new shape is created, right
					click on the new shape and select <strong>Import frame</strong>. Now select the desired shape from
					the folder. You must now save all in <Studio/> and both <Studio/> and <Exult/> need to be restarted
					before the newly imported shape can be used in a game.
				</para>
				<para>
					<em>Note</em><br/>
					All shapes imported into <Studio/> must be in either .png or .shp format. .png is a standard format
					while .shp is an <Exult/> specific file format. We recommend
					<extref target="http://www.gimp.org">The Gimp (The GNU Image Manipulation Program)</extref> for editing
					graphic files for several reasons. It is free, it is relatively easy on hardware, and it has all the
					necessary functions for creating and importing shapes into <Studio/>.
				</para>
				<para>
					<em>Important</em><br/>
					For a shape to be compatible with <Studio/> it must be saved as a 255 colour interlaced .png/.shp file.
					RGB or grayscale images are not compatible. Transparent sections will remain transparent in <Exult/>.
				</para>
			</body>
		</sub>
		<sub name="custom_font">
			<header>How to create a custom font?</header>
			<body>
				<para>
					For your convenience <Studio/> accepts .ttf (true type font) files, which is the standard file
					format for text in a Windows machine. Select new shape from fonts.vga, here you can either
					manually overwrite a single frame of a font or you can import an entire .ttf file by selecting
					the <strong>From font</strong> option. To overwrite an existing font set the shape of your
					newly imported font to that of a preexisting font. Unfortunately newly imported .ttf files
					don't have the correct offsets and you letters will look stuck together. To fix that you will
					have to manually edit all font frames to give them proper spacing.
				</para>
			</body>
		</sub>
		<sub name="tools">
			<header>Other tools that might be useful</header>
			<body>
				<para>
					In the process of creating <Exult/> the team came up with some useful
					tools that might help in editing/making a game.<br/>
					These can be built from the <Exult/> source or you can download
					the Windows binary snapshot. The source and binary snapshot can be found at
					<extref target="https://exult.info/download.php"/>.<br/>
					The tools are:
				</para>
				<ul>
					<li><strong>mockup</strong>:<br/>
						This is a simple program that converts a 8 bpp indexed file into a u7map based on a colour and u7chunk association.
						See the
						<extref target="https://raw.githubusercontent.com/exult/exult/master/mapedit/tools/mockup/README">manual</extref>.</li>
					<li><strong>smooth</strong>:<br/>
						More advanced companion of mockup.
						See the
						<extref target="https://raw.githubusercontent.com/exult/exult/master/mapedit/tools/smooth/README">manual</extref>.</li>
					<li><strong>expack</strong>:<br/>
						lets you extract and create Flex files.
						See the
						<extref target="https://raw.githubusercontent.com/exult/exult/master/tools/expack.txt">manual</extref>.</li>
					<li><strong>ipack</strong>:<br/>
						a tool for creating and updating <Exult/> and Ultima VII image archives, such as 'shapes.vga'.
						See the
						<extref target="https://raw.githubusercontent.com/exult/exult/master/tools/ipack.txt">manual</extref>.</li>
					<li><strong>shp2pcx</strong>:<br/>
						converts all frames contained in a Shape file into PCX-format image files.
						See the
						<extref target="https://raw.githubusercontent.com/exult/exult/master/tools/shp2pcx.txt">manual</extref>.</li>
					<li><strong>splitshp</strong>:<br/>
						can be used to combine frames of a Shape file into one file, or split a Shape
						file into its component frames.
						See the
						<extref target="https://raw.githubusercontent.com/exult/exult/master/tools/splitshp.txt">manual</extref>.</li>
					<li><strong>textpack</strong>:<br/>
						can be used edit text flex files.
						See <extref target="https://raw.githubusercontent.com/exult/exult/master/tools/textpack.txt">manual</extref>.</li>
					<li><strong>ucc</strong>:<br/>
						can be used to create custom usecode (see <ref target="usecode_edit"/>).<br/>
						See the
						<extref target="https://raw.githubusercontent.com/exult/exult/master/docs/ucc.txt">manual</extref>.</li>
					<li><strong>The GIMP Plug-in</strong>:<br/>
						can be used for editing shapes in the GIMP. Handles multiframe Shape files.
						See <extref target="http://www.gimp.org"/> for information on the GIMP.</li>
					<li><strong>Photoshop Plug-in</strong>:<br/>
						can be used for editing shapes in Photoshop. Can't handle multiframe Shape files. And
						also can't handle indexed images with Alpha correctly.</li>
				</ul>
			</body>
		</sub>
		<sub name="port_platforms">
			<header>Porting <Studio/> to other platforms</header>
			<body>
				<para>
					Currently <Studio/> runs on U*ix and Windows platforms. First it only
					ran on U*ix but with some effort by Colourless, Kirben and Mark Siewart
					it was successfully ported to Windows.
				</para>
				<para>
					A port to other platforms depends on when someone volunteers to do the work.
					There are three issues:
				</para>
				<ul>
					<li>GTK+3 has to be ported to the platform.</li>
					<li><Studio/> uses sockets to communicate with <Exult/>.</li>
					<li>Recently we switched from using X drag'n'drop to SDL2's DropFile. For Windows
						<Exult/> we are still using our own code.<br/>
						As an alternative to dragging objects, you can now select a shape,
						then insert it into the game window by left-clicking while holding the
						Shift key down.</li>
				</ul>
			</body>
		</sub>
		<sub name="client_server_stuff">
			<header>About this client/server stuff?</header>
			<body>
				<para>
					A map-editor needs to provide the ability to display the game, place
					objects on the map, and move objects around. That functionality is already in
					<Exult/>, and it makes sense to reuse it. So we could have made <Exult/> a part of
					<Studio/>. However, <Exult/> is already a huge program, and is getting
					unwieldy to work on.
				</para>
				<para>
					With this architecture, <Studio/> can have all the messy code for
					displaying/editing dialog boxes, while <Exult/> only needs a little bit
					of work to handle requests.
				</para>
				<para>
					Also, I (Jeff) wanted to get a little experience programming with
					sockets:-)
				</para>
			</body>
		</sub>
		<sub name="terrain_stuff">
			<header>About this 'terrain-editing' stuff and why you can't just
				drag objects to where you want.</header>
			<body>
				<para>
					This confused me too, and I originally planned on doing away with it.
					But do a little arithmetic:  Ultima VII's world has 3072x3072 tiles; that's
					over 9 million that need to be set. My guess is that they came up
					with the idea behind 'u7chunks' to save artists time and to give the
					map a consistent look.
				</para>
				<para>
					The basic idea is that each 'chunk' of flat terrain, 16x16 tiles, is
					stored in 'u7chunks', and is indexed by its position in this file (0,
					1, 2, ...). The 'u7map' file specifies, for each 'chunk' in the Ultima VII
					map, which of the terrains is to be used. Since the entire map has
					192x192 chunks, or a total of 36,864, and since 'u7chunks' has 3072
					entries, each terrain is shared an average of over 10 times. When you
					go into map-editing mode in <Exult/>, the numbers displayed are the
					indices from 'u7chunks'.
				</para>
				<para>
					So here are the three sorts of scenery that you can see and edit:
				</para>
				<ol>
					<li>The 'terrain' (flat landscape, rocks, shrubs, and first-story
						buildings) specified in 'u7chunks' and 'u7map'.</li>
					<li>Other non-moveable objects (second-floor structures, trees) specified in
						the 'ifixnn' files.</li>
					<li>Moveable and changeable objects specified in the 'iregnn' files.</li>
				</ol>
				<para>
					The challenge of writing a map-editor is keeping the above straight,
					and reading/storing from/to the correct files. It's sorta-kinda
					working now :-)
				</para>
				<para>
					For a more detailed explanation, see Gary Thompson's paper,
					<extref target="https://raw.githubusercontent.com/exult/exult/master/docs/u7edit.txt">u7edit.txt</extref>,
					in our 'docs' folder.
				</para>
			</body>
		</sub>
		<sub name="ifix_iregs">
			<header>ifix and ireg reference chart</header>
			<body>
				<para>
					Crowley from our forum made this chart to easily reference the u7iregnn
					and u7ifixnn files in both BG and SI. Thanks a lot!
				</para>
				<para>
					<img alt="green grid" src="images/studiobgiregs.png"/><br/>
				</para>
				<para>
					<img alt="green grid" src="images/studiosiiregs.png"/><br/>
				</para>
			</body>
		</sub>
		<sub name="what_next">
			<header>What's next?</header>
			<body>
				<para>
					The next things to be implemented are:
				</para>
				<ul>
					<li><Studio/> needs to be able to automatically create palettes 1-n from palette 0
						using the code from ipack.</li>
					<li>It will also be very nice to have a Usecode debugger someday as well
						(Willem is actually working on it).</li>
					<li>A 'flags' editor for viewing and editing the global Usecode flags by name.</li>
				</ul>
			</body>
		</sub>
		<sub name="linux_bugs">
			<header>Known Bugs with the Linux port</header>
			<body>
				<ul>
					<li>when you load games or mods with more than one map, <Studio/> has problems
						creating and saving the extra maps. This may no longer be an issue.</li>
				</ul>
			</body>
		</sub>
	</section>
	<section title="Credits">
		<sub name="thanks">
			<header>Thanks</header>
			<body>
				<ul>
					<li>Colourless, Kirben and Mark Siewart invested a lot of effort to port
						<Studio/> to Windows.</li>
				</ul>
			</body>
		</sub>
	</section>
	<section title="Changes to the Documentation">
		<sub name="20022021">
			<header>- 20 February 2021</header>
			<body>
				<ul>
					<li>Changed links to our homepage to exult.info, SDL to SDL2, Mac OS X to macOS.</li>
					<li>Updated all the menus and editors descriptions.</li>
					<li>Many little changes to wordings and indentation.</li>
				</ul>
			</body>
		</sub>
		<sub name="13032016">
			<header>- 13 March 2016</header>
			<body>
				<ul>
					<li><ref1 target="run_steps"/> GIT vs SVN.</li>
				</ul>
			</body>
		</sub>
		<sub name="21112013">
			<header>- 21 November 2013</header>
			<body>
				<ul>
					<li><ref1 target="ifix_iregs"/> finally added Crowley's ifix/ireg chart.</li>
				</ul>
			</body>
		</sub>
		<sub name="19022011">
			<header>- 19 February 2011</header>
			<body>
				<ul>
					<li><ref1 target="command_line"/> added -c -m, added space between -x -g,
					even though it works without space as well.</li>
				</ul>
			</body>
		</sub>
		<sub name="23012011">
			<header>- 23 January 2011</header>
			<body>
				<ul>
					<li><section_ref target="Changes to the Documentation"/> moved to the bottom.</li>
					<li><ref1 target="command_line"/> added portable option.</li>
				</ul>
			</body>
		</sub>
		<sub name="18122010">
			<header>- 18 December 2010</header>
			<body>
				<ul>
					<li><ref1 target="usecode_edit"/> added intriniscs docs from TFL and fixed the link to Pertex' site.</li>
					<li><ref1 target="linux_bugs"/> the patch folder NEEDS to be writeable.</li>
				</ul>
			</body>
		</sub>
		<sub name="11032010">
			<header>- 11 March 2010</header>
			<body>
				<ul>
					<li><ref1 target="installation"/> added Vista/W7 to the Windows list, Windows 95 is not supported.</li>
					<li><ref1 target="can_do_atm"/> the patch folder NEEDS to be writeable.</li>
					<li><ref1 target="win32_bugs"/> Windows 95 is not supported.</li>
				</ul>
			</body>
		</sub>
		<sub name="01032005">
			<header>- 01 March 2005</header>
			<body>
				<ul>
					<li><ref1 target="edit_menu"/> Create Barg added.</li>
					<li><ref1 target="map_menu"/> added this menu option.</li>
					<li><ref1 target="eggs_type"/> intermap egg added.</li>
					<li><ref1 target="intermap_eggs"/> explains how to use this egg type.</li>
					<li><ref1 target="multi_map"/> explained.</li>
					<li><ref1 target="barge_edit"/> added.</li>
					<li><ref1 target="custom_shapes"/> added.</li>
					<li><ref1 target="custom_font"/> explained.</li>
				</ul>
			</body>
		</sub>
		<sub name="23052004">
			<header>- 23 May 2004</header>
			<body>
				<ul>
					<li><ref1 target="palettes_files"/> palette files are compatible with the Gimp.</li>
					<li><ref1 target="edit_menu"/> note about map-editing operations.</li>
					<li><ref1 target="eggs_properties"/> some more infos.</li>
					<li><ref1 target="creature_schedules"/> more on the patrol schedule.</li>
					<li><ref1 target="npc_flags"/> removed some unused flags.</li>
				</ul>
			</body>
		</sub>
		<sub name="06022004">
			<header>- 06 February 2004</header>
			<body>
				<ul>
					<li><ref1 target="studio_terms"/> some corrections by Willem.</li>
					<li><ref1 target="run_steps"/> some corrections.</li>
					<li><ref1 target="studio_run"/> some corrections.</li>
					<li><ref1 target="map_files"/> More right click options.</li>
					<li><section_ref target="NPC editing"/> finally took on that task.</li>
				</ul>
			</body>
		</sub>
	</section>
</studiodoc>
