LcfMapTree, or LMT for short, is the file-format for map-data that needs to be present all the time ingame, all random-encounter AREAs, the game's title aswell as all data necessary for the maptree to give it a structure.
Each file starts with a byte that defines how long the format-identifying string next to it will be. Normally, this is always 10 (0x0A), followed by the text "LcfMapTree".
MAPs and AREAs use the same type structure and are ordered by their ID. The first entry, which occupies ID 0, is what you see displayed as a folder in the maptree-window and contains the game's title as its name. Maps with a parent-ID set to 0 are direct childs of that "folder".
Content | DataType | Details | ||
---|---|---|---|---|
1 | 0x01 | Name | String | Less than 12 bytes |
2 | 0x02 | ParentID | BER | |
3 | 0x03 | TreeDepth | BER | Should be Parent's TreeDepth + 1 |
4 | 0x04 | Type | BER | 0: MAP, 1: AREA |
5 | 0x05 | EditScroll X | BER | Last position of horizontal Scrollbar in MapEditor |
6 | 0x06 | EditScroll Y | BER | Last position of vertical Scrollbar in MapEditor |
7 | 0x07 | ExpandFlag | Boolean | Are ChildMaps collapsed or expanded? |
11 | 0x0B | Change BGM | BER | 0: Parent Map, 1: Don't Change, 2: Set to Data of #12/0x0C |
12 | 0x0C | BGM Data | ||
21 | 0x15 | Change Backdrop | BER | 0: Parent Map, 1: Based on Terrains, 2: Set to Data of #22/0x16 |
22 | 0x16 | Backdrop Filename | String | |
31 | 0x1F | Teleport Skills | BER | 0: Parent Map, 1: Enable, 2: Disable |
32 | 0x20 | Escape Skills | BER | 0: Parent Map, 1: Enable, 2: Disable |
33 | 0x21 | Saving in Menu | BER | 0: Parent Map, 1: Enable, 2: Disable |
41 | 0x29 | Encounter Troops | Array2D | |
44 | 0x2C | Steps | BER | |
51 | 0x33 | AreaRect | array<uint32_t, 4> | [LeftX, TopY, RightX, BottomY] |
This is a structure-type used for music in all Lucifer data-formats.
Content | DataType | Details | ||
---|---|---|---|---|
1 | 0x01 | Filename | String | |
2 | 0x02 | FadeTime | BER | 0~10000 (milliseconds) |
3 | 0x03 | Volume | BER | 0~100 (%) |
4 | 0x04 | Tempo/Pitch | BER | 50~150 (%) |
5 | 0x05 | Panning | BER | 0~100 (50 = Centered) |
This is a list of troops to start battles as random-encounters on the map, entries just contain an ID and nothing else.
Content | DataType | Details | ||
---|---|---|---|---|
1 | 0x01 | TroopID | BER |
At the end of the file, this structure defines where the player aswell as the vehicles have their initial locations when you choose to start a new game.
Content | DataType | Details | ||
---|---|---|---|---|
1 | 0x01 | Player MapID | BER | |
2 | 0x02 | Player X | BER | |
3 | 0x03 | Player Y | BER | |
11 | 0x0B | Boat MapID | BER | |
12 | 0x0C | Boat X | BER | |
13 | 0x0D | Boat Y | BER | |
21 | 0x15 | Ship MapID | BER | |
22 | 0x16 | Ship X | BER | |
23 | 0x17 | Ship Y | BER | |
31 | 0x1F | Airship MapID | BER | |
32 | 0x20 | Airship X | BER | |
33 | 0x21 | Airship Y | BER |