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# Godot 4.x
.godot/
.idea/
sdk/
bin/
obj/
#ai
.omo/
.opencode/
gen/
obj/
bin/
art_sources/
*.tres~
*.tscn~
# GDScript LSP
.godot/
# Export
*.exe
*.dmg
*.apk
*.aab
*.pck
*.zip
*.log
# OS
.DS_Store
Thumbs.db
# Editor
*.import
*.godot.uid
art_resources/
terrain_sources/
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# Village Pack — art for RPG tile maps and battles
Village Pack is the art kit behind the RPG Plus world: tilesets to paint maps with, walking sprites for heroes, villagers and monsters, battle portraits and battle backdrops. Everything is drawn in one painterly 2.5D style, so maps built from it look like one world.
It is **art only**. The village, the elder's house, the forest and the desert you can walk through are maps and events from the RPG Demo and RPG Plus content mods; the walking, collisions and battles are the RPG engine. Village Pack supplies the pictures they use.
![The village map at night, painted with the village tileset: cottages, a cobbled square with lamp posts, trees, a pond and villagers drawn with the pack's charsets.](assets/village-map.jpg)
## What is inside
### The village tileset
The `village` tileset is used by every map of the demo world. It has two parts.
Objects are placed on cells: a cottage, a shrine arch, a cave mouth, trees, bushes, a well, a campfire, lamp posts, a fence, a sign, barrels, chests (closed and open), a workbench and pick-ups such as brushwood, stones and a mushroom. At the top is the cottage interior, a single 12 × 10 room picture that the elder's house uses.
![The village object atlas: the cottage interior on top, the cottage, shrine arch, cave and oak below, and small props along the bottom.](assets/village_objects.jpg)
Surfaces are seamless ground textures that fill whole areas: grass, cobbled path, earth, pale stone floor, wooden floor, a rocky forest path and water.
![The seven village surfaces: grass, cobblestone, earth, pale stone, wooden planks, rocky path and water.](assets/village_surfaces.jpg)
Some tiles have extra properties for the RPG engine: water is solid, and lamps and windows carry a light that glows on the map at dusk and night.
![The elder's house, made from the cottage interior picture, lit by its two windows at night.](assets/elder-house.jpg)
### Seasonal vegetation
Four vegetation tilesets show the same trees, shrubs, stumps and flowers in summer, autumn, a bare late-autumn version and snowy winter: oak, spruce, birch, willow, maple and pine, round and berry shrubs, cut and hollow stumps, daisies and violets.
![The same vegetation in four seasons, left to right: summer, autumn, bare branches and winter.](assets/vegetation.jpg)
A map uses exactly one tileset, and none of the supplied maps uses the vegetation tilesets yet. They are ready material for a map author.
### Desert and snow
- `desert`: sand and rocky surfaces with desert objects — adobe buildings, a market awning, palms, cacti and dry grass. RPG Plus's desert map, the Dry March, is painted with it.
- `snow`: fresh snow, ice and two walked-on footpath surfaces (`packed_snow` and the more heavily scuffed `trampled_snow`), with a cabin, a cart, a well, rocks, shrubs and snowy spruces. No supplied map uses it yet.
![The four snow surfaces: fresh snow, ice, packed snow with shallow footprints and heavily trampled snow.](assets/snow_surfaces.png)
![The desert map painted with the desert tileset: sand, a rocky road, an awning, palms, cacti, scorpions and beetles.](assets/desert-map.jpg)
### Charsets: walking sprites
Each charset is a 3 × 4 sheet: three walking frames for each of four facings (down, left, right, up). The village set has a hero, an elder, a villager, a merchant, a slime and a wolf. The desert set adds a scorpion, a beetle and a barrel in closed and open states.
![The village charsets: hero, elder, villager, merchant, slime and wolf, each with four rows of facing directions.](assets/charsets.png)
### Battle portraits and backdrops
Large portraits show fighters in battle: the hero, the slime and the wolf, and the desert scorpion and beetle.
![Battle portraits: the hero with sword and shield, the slime, the wolf, the scorpion and the beetle.](assets/portraits.jpg)
Three backdrops — a meadow, a forest and a desert outpost — are used as the background of a battle that starts on a map. The meadow and forest come with `_depth` companions for the lighting system.
![Battle backdrops: a meadow, a forest and a desert outpost.](assets/backdrops.jpg)
![A battle against a slime: the slime's portrait at the top, the hero's at the bottom left, in front of the meadow backdrop at night.](assets/battle.jpg)
## Where you see it
Village Pack is part of the `rpg_plus` game. In that game:
- the village, the elder's house, the forest and the woodland shrine are painted with the `village` tileset;
- the desert map uses `desert`;
- the elder, merchant, villagers, wolves, slimes, scorpions and beetles walk the maps with the pack's charsets;
- battles show the portraits, and the map scenes use `village/meadow`, `village/forest` or `desert/outpost` as the battle backdrop.
The tile map editor shows the selected tileset as its palette. Here the elder's house is open: the cottage interior, the objects and the surface swatches are the village tileset.
![The RPG map editor with the elder's house open. The palette on the left shows the village tileset; the map properties on the right show "Tileset: village".](assets/map-editor-palette.jpg)
## Use it in your own RPG content
1. Include `village_pack` in your game's collection. It requires the `rpg` engine mod.
2. Add `village_pack>=1` to the `depends` list of the content mod that uses its art.
3. Refer to the art by name:
```jsonc
// A map: one tileset for the whole map
{ "Kind": "rpg_map", "Items": [ { "Id": "my_glade", "Tileset": "village" /* … */ } ] }
```
```jsonc
// A map event drawn with a charset
{ "Id": "old_man", "X": 5, "Y": 3, "Sprite": "village/elder" }
```
```jsonc
// A character's battle portrait
{ "Id": "my_wolf", "Image": "characters/village/wolf" }
```
```json
{
"name": "my_glade",
"defaultBackground": "village/meadow"
}
```
The tileset names are `village`, `vegetation_summer`, `vegetation_autumn`, `vegetation_bare`, `vegetation_winter`, `desert` and `snow`. Charsets are `village/<name>` and `desert/<name>`; backdrops are `village/meadow`, `village/forest` and `desert/outpost`.
The simplest way to paint is the RPG map editor: choose `village` as the map's tileset and paint with its palette instead of typing tile numbers.
## Limits and replacement
- One tileset per map. You cannot mix the village tileset and a vegetation tileset on the same map.
- The art has baked lighting and perspective. It is drawn for the 2.5D look; the isometric renderer reuses the same pictures, so very tall objects keep their painted angle.
- To replace a picture for your game, ship a file with the same relative name in your own mod and depend on `village_pack`. The later-loaded, dependent mod wins.
- The original generations, prompts and editable sources are archived outside the game; the mod contains only the runtime pictures and tileset definitions.
## If something looks wrong
1. A map with missing ground or objects usually has a misspelt `Tileset` name or a missing dependency.
2. An invisible character: check the `Sprite` name and that the charset sheet is 3 × 4 frames.
3. A battle with a plain background: the map scene has no `defaultBackground`.
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# Village Pack — arte para mapas RPG y batallas
Village Pack es el kit de arte detrás del mundo de RPG Plus: tilesets para pintar mapas, sprites que caminan para héroes, aldeanos y monstruos, retratos de combate y fondos de batalla. Todo está dibujado en un mismo estilo pictórico 2.5D, así que los mapas hechos con él parecen un solo mundo.
Es **solo arte**. La aldea, la casa del anciano, el bosque y el desierto que puedes recorrer son mapas y eventos de los mods de contenido RPG Demo y RPG Plus; caminar, las colisiones y las batallas son del motor RPG. Village Pack aporta las imágenes que estos usan.
![El mapa de la aldea de noche, pintado con el tileset village: cabañas, una plaza adoquinada con farolas, árboles, un estanque y aldeanos dibujados con los charsets del paquete.](assets/village-map.jpg)
## Qué contiene
### El tileset village
El tileset `village` lo usa cada mapa del mundo de la demo. Tiene dos partes.
Los objetos se colocan sobre casillas: una cabaña, un arco de santuario, la boca de una cueva, árboles, arbustos, un pozo, una hoguera, farolas, una valla, un cartel, barriles, cofres (cerrados y abiertos), una mesa de trabajo y objetos recogibles como leña, piedras y un champiñón. Arriba está el interior de la cabaña, una única imagen de sala de 12 × 10 que usa la casa del anciano.
![El atlas de objetos de la aldea: el interior de la cabaña arriba; debajo, la cabaña, el arco del santuario, la cueva y el roble; en la franja inferior, pequeños objetos.](assets/village_objects.jpg)
Las superficies son texturas de suelo continuas que rellenan áreas enteras: hierba, camino adoquinado, tierra, suelo de piedra clara, suelo de madera, un sendero rocoso de bosque y agua.
![Las siete superficies de la aldea: hierba, adoquines, tierra, piedra clara, tablones de madera, sendero rocoso y agua.](assets/village_surfaces.jpg)
Algunas tiles tienen propiedades extra para el motor RPG: el agua es sólida, y las farolas y ventanas llevan una luz que brilla en el mapa al anochecer y de noche.
![La casa del anciano, hecha con la imagen del interior de la cabaña, iluminada de noche por sus dos ventanas.](assets/elder-house.jpg)
### Vegetación estacional
Cuatro tilesets de vegetación muestran los mismos árboles, arbustos, tocones y flores en verano, otoño, una versión desnuda de finales de otoño e invierno nevado: roble, abeto, abedul, sauce, arce y pino, arbustos redondos y de bayas, tocones cortados y huecos, margaritas y violetas.
![La misma vegetación en cuatro estaciones, de izquierda a derecha: verano, otoño, ramas desnudas e invierno.](assets/vegetation.jpg)
Un mapa usa exactamente un tileset, y ninguno de los mapas incluidos usa todavía los de vegetación. Son material listo para quien escriba mapas.
### Desierto y nieve
- `desert`: superficies de arena y roca con objetos del desierto — edificios de adobe, un toldo de mercado, palmeras, cactus y hierba seca. El mapa desértico de RPG Plus, el Dry March, está pintado con él.
- `snow`: nieve fresca, hielo y dos superficies de sendero pisado (`packed_snow` y el `trampled_snow`, con huellas más marcadas), junto con una cabaña, un carro, un pozo, rocas, arbustos y abetos nevados. Ningún mapa incluido lo usa todavía.
![Las cuatro superficies de nieve: nieve fresca, hielo, nieve apisonada con huellas poco profundas y nieve muy pisoteada.](assets/snow_surfaces.png)
![El mapa del desierto pintado con el tileset desert: arena, un camino rocoso, un toldo, palmeras, cactus, escorpiones y escarabajos.](assets/desert-map.jpg)
### Charsets: sprites que caminan
Cada charset es una hoja de 3 × 4: tres fotogramas de caminar para cada una de las cuatro orientaciones (abajo, izquierda, derecha, arriba). El conjunto de la aldea trae un héroe, un anciano, un aldeano, un mercader, un slime y un lobo. El del desierto añade un escorpión, un escarabajo y un barril en estado cerrado y abierto.
![Los charsets de la aldea: héroe, anciano, aldeano, mercader, slime y lobo, cada uno con cuatro filas de direcciones.](assets/charsets.png)
### Retratos y fondos de combate
Los retratos grandes muestran a los combatientes en batalla: el héroe, el slime y el lobo, y el escorpión y el escarabajo del desierto.
![Retratos de combate: el héroe con espada y escudo, el slime, el lobo, el escorpión y el escarabajo.](assets/portraits.jpg)
Tres fondos —una pradera, un bosque y un puesto del desierto— sirven de fondo a una batalla que empieza en un mapa. La pradera y el bosque traen su compañero `_depth` para el sistema de iluminación.
![Fondos de combate: una pradera, un bosque y un puesto del desierto.](assets/backdrops.jpg)
![Una batalla contra un slime: el retrato del slime arriba, el del héroe abajo a la izquierda, ante el fondo de la pradera de noche.](assets/battle.jpg)
## Dónde lo verás
Village Pack forma parte del juego `rpg_plus`. En ese juego:
- la aldea, la casa del anciano, el bosque y el santuario del bosque están pintados con el tileset `village`;
- el mapa del desierto usa `desert`;
- el anciano, el mercader, los aldeanos, los lobos, los slimes, los escorpiones y los escarabajos recorren los mapas con los charsets del paquete;
- las batallas muestran los retratos, y las escenas de mapa usan `village/meadow`, `village/forest` o `desert/outpost` como fondo de combate.
El editor de mapas muestra el tileset elegido como su paleta. Aquí está abierta la casa del anciano: el interior de la cabaña, los objetos y las muestras de superficie son el tileset village.
![El editor de mapas RPG con la casa del anciano abierta. La paleta de la izquierda muestra el tileset village; las propiedades del mapa a la derecha muestran «Tileset: village».](assets/map-editor-palette.jpg)
## Úsalo en tu contenido RPG
1. Incluye `village_pack` en la colección de tu juego. Requiere el mod de motor `rpg`.
2. Añade `village_pack>=1` a la lista `depends` del mod de contenido que use su arte.
3. Refiérete al arte por su nombre:
```jsonc
// Un mapa: un tileset para todo el mapa
{ "Kind": "rpg_map", "Items": [ { "Id": "my_glade", "Tileset": "village" /* … */ } ] }
```
```jsonc
// Un evento de mapa dibujado con un charset
{ "Id": "old_man", "X": 5, "Y": 3, "Sprite": "village/elder" }
```
```jsonc
// El retrato de combate de un personaje
{ "Id": "my_wolf", "Image": "characters/village/wolf" }
```
```json
{
"name": "my_glade",
"defaultBackground": "village/meadow"
}
```
Los nombres de tileset son `village`, `vegetation_summer`, `vegetation_autumn`, `vegetation_bare`, `vegetation_winter`, `desert` y `snow`. Los charsets son `village/<name>` y `desert/<name>`; los fondos de combate, `village/meadow`, `village/forest` y `desert/outpost`.
La forma más sencilla de pintar es el editor de mapas RPG: elige `village` como tileset del mapa y pinta con su paleta en lugar de teclear números de tile.
## Límites y sustitución
- Un tileset por mapa. No puedes mezclar el tileset village con uno de vegetación en el mismo mapa.
- El arte tiene la luz y la perspectiva horneadas. Está dibujado para el aspecto 2.5D; el renderizador isométrico reutiliza las mismas imágenes, así que los objetos muy altos conservan su ángulo pintado.
- Para sustituir una imagen en tu juego, incluye en tu mod un archivo con el mismo nombre relativo y declara dependencia de `village_pack`. Gana el mod dependiente, que se carga después.
- Las generaciones originales, los prompts y las fuentes editables están archivados fuera del juego; el mod contiene solo las imágenes listas para ejecutar y las definiciones de tileset.
## Si algo se ve mal
1. Un mapa sin suelo u objetos suele deberse a un nombre de `Tileset` mal escrito o a una dependencia que falta.
2. Un personaje invisible: comprueba el nombre de `Sprite` y que la hoja del charset sea de 3 × 4 fotogramas.
3. Una batalla con fondo liso: la escena del mapa no tiene `defaultBackground`.
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# Village Pack — RPG マップとバトルのアート
Village Pack は、RPG Plus の世界を支えるアートキットです。マップを描くためのタイルセット、主人公・村人・モンスターの歩行スプライト、バトル肖像、バトル背景を収録しています。すべてが一つの絵画的な 2.5D スタイルで描かれているため、これで組んだマップは一つの世界に見えます。
これは**アートのみ**です。歩いて回れる村、長老の家、森、砂漠は、RPG Demo と RPG Plus のコンテンツ MOD が持つマップとイベントであり、歩行・衝突・戦闘は RPG エンジンの仕事です。Village Pack は、それらが使う絵を供給します。
![village タイルセットで描かれた夜の村のマップ:コテージ、街灯のある石畳の広場、木々、池、そしてパックのキャラチップで描かれた村人たち。](assets/village-map.jpg)
## 収録内容
### village タイルセット
デモ世界のすべてのマップが `village` タイルセットを使います。二つの部分からなります。
オブジェクトはセルに置かれます:コテージ、祠のアーチ、洞窟の入り口、木々、茂み、井戸、焚き火、街灯、柵、看板、樽、宝箱(閉じた状態と開いた状態)、作業台、そして薪・石・キノコのような拾える物。一番上にはコテージの内装——長老の家が使う、1枚の 12 × 10 の部屋画像があります。
![村のオブジェクトアトラス:上部にコテージの内装、その下にコテージ・祠のアーチ・洞窟・オーク、下部に小物が並ぶ。](assets/village_objects.jpg)
サーフェスは領域全体を埋めるシームレスな地面テクスチャです:草、石畳の道、土、明るい石の床、木の床、岩の多い森の小道、水。
![村の7つのサーフェス:草、石畳、土、明るい石、木板、岩の小道、水。](assets/village_surfaces.jpg)
いくつかのタイルには RPG エンジン用の追加プロパティがあります:水は通行不可、街灯と窓は光源を持ち、夕暮れや夜にマップ上で光ります。
![コテージの内装画像で作られた長老の家が、夜は2つの窓から明かりをともす。](assets/elder-house.jpg)
### 季節の植生
4つの植生タイルセットは、同じ木々・茂み・切り株・花を、夏、秋、葉のない晩秋、雪の冬で表現します:オーク、トウヒ、シラカバ、ヤナギ、カエデ、マツ、丸い茂みとベリーの茂み、切り株と洞のある切り株、ヒナギクとスミレ。
![同じ植生を四季で、左から順に:夏、秋、裸の枝、冬。](assets/vegetation.jpg)
1つのマップが使うタイルセットはちょうど1つで、収録マップのどれもまだ植生タイルセットを使っていません。マップ作者向けに用意された素材です。
### 砂漠と雪
- `desert`:砂と岩のサーフェスに、砂漠のオブジェクト——日干しレンガの建物、市場の日除け、ヤシ、サボテン、枯れ草——が付きます。RPG Plus の砂漠マップ Dry March はこれで描かれています。
- `snow`:新雪、氷、そして2種類の踏み固められた道(`packed_snow` と、さらに足跡の深い `trampled_snow`)に、小屋、荷車、井戸、岩、茂み、雪をかぶったトウヒ。収録マップはまだ使っていません。
![4つの雪のサーフェス:新雪、氷、浅い足跡のついた踏み固めた雪、深く踏み荒らされた雪。](assets/snow_surfaces.png)
![desert タイルセットで描かれた砂漠マップ:砂、岩の道、日除け、ヤシ、サボテン、サソリ、甲虫。](assets/desert-map.jpg)
### キャラチップ:歩行スプライト
各キャラチップは 3 × 4 枚のシートです:4方向(下・左・右・上)それぞれに歩行3フレーム。村のセットには主人公、長老、村人、商人、スライム、狼がいます。砂漠のセットにはサソリ、甲虫、そして閉じた状態と開いた状態の樽が加わります。
![村のキャラチップ:主人公、長老、村人、商人、スライム、狼。それぞれ4行の向きを持つ。](assets/charsets.png)
### バトル肖像と背景
大きな肖像は戦闘中の戦い手を示します:主人公、スライム、狼、そして砂漠のサソリと甲虫。
![バトル肖像:剣と盾を持つ主人公、スライム、狼、サソリ、甲虫。](assets/portraits.jpg)
草原・森・砂漠の前哨の3枚の背景が、マップ上で始まった戦闘の背景として使われます。草原と森にはライティングシステム用の `_depth` が付いています。
![バトル背景:草原、森、砂漠の前哨。](assets/backdrops.jpg)
![スライムとの戦闘:上部にスライムの肖像、左下に主人公の肖像、夜の草原背景を背に。](assets/battle.jpg)
## どこで見られるか
Village Pack は `rpg_plus` ゲームの一部です。そのゲームでは:
- 村、長老の家、森、森の祠は `village` タイルセットで描かれ、
- 砂漠マップは `desert` を使い、
- 長老・商人・村人・狼・スライム・サソリ・甲虫がパックのキャラチップでマップを歩き、
- 戦闘では肖像が表示され、マップのシーンは `village/meadow`、`village/forest`、`desert/outpost` を戦闘背景にします。
タイルマップエディターは、選択したタイルセットをパレットとして表示します。これは長老の家を開いたところ:コテージの内装、オブジェクト、サーフェスの見本が village タイルセットです。
![長老の家を開いた RPG マップエディター。左のパレットは village タイルセット、右のマッププロパティには「Tileset: village」と表示されている。](assets/map-editor-palette.jpg)
## 自分の RPG コンテンツで使う
1. 自分のゲームのコレクションに `village_pack` を含めます。エンジン MOD `rpg` が必要です。
2. そのアートを使うコンテンツ MOD の `depends` リストに `village_pack>=1` を追加します。
3. アートは名前で参照します:
```jsonc
// マップ:マップ全体で1つのタイルセット
{ "Kind": "rpg_map", "Items": [ { "Id": "my_glade", "Tileset": "village" /* … */ } ] }
```
```jsonc
// キャラチップで描かれたマップイベント
{ "Id": "old_man", "X": 5, "Y": 3, "Sprite": "village/elder" }
```
```jsonc
// キャラクターのバトル肖像
{ "Id": "my_wolf", "Image": "characters/village/wolf" }
```
```json
{
"name": "my_glade",
"defaultBackground": "village/meadow"
}
```
タイルセットの名前は `village`、`vegetation_summer`、`vegetation_autumn`、`vegetation_bare`、`vegetation_winter`、`desert`、`snow` です。キャラチップは `village/<name>` と `desert/<name>`、バトル背景は `village/meadow`、`village/forest`、`desert/outpost` です。
いちばん簡単な描き方は RPG マップエディターです。マップのタイルセットに `village` を選べば、タイル番号を打ち込む代わりにパレットで描けます。
## 制限と差し替え
- マップにつきタイルセットは1つ。village タイルセットと植生タイルセットを同じマップで混ぜることはできません。
- アートには光と遠近が焼き込まれています。2.5D の見た目のために描かれており、アイソメトリックレンダラーも同じ絵を再利用するため、非常に高いオブジェクトは描かれた角度を保ちます。
- 自分のゲーム向けに絵を差し替えるには、同じ相対名のファイルを自分の MOD に置き、`village_pack` に依存します。後から読み込まれる依存側が勝ちます。
- 元の生成画像・プロンプト・編集可能なソースはゲームの外にアーカイブされています。MOD に入っているのは実行用の絵とタイルセット定義だけです。
## 表示がおかしいとき
1. 地面やオブジェクトのないマップは、たいてい `Tileset` 名の打ち間違いか依存関係の欠落です。
2. キャラクターが見えない:`Sprite` 名と、キャラチップのシートが 3 × 4 フレームかを確認してください。
3. 戦闘の背景が無地:マップのシーンに `defaultBackground` がありません。
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# Village Pack — RPG 타일 맵과 전투 아트
Village Pack은 RPG Plus 세계를 떠받치는 아트 키트입니다. 맵을 그리는 타일셋, 영웅·마을 사람·몬스터의 걷기 스프라이트, 전투 초상화, 전투 배경을 담고 있습니다. 모두 하나의 회화적 2.5D 스타일로 그려졌기 때문에, 이 팩으로 만든 맵은 하나의 세계처럼 보입니다.
이것은 **순수 아트**입니다. 걸어 다닐 수 있는 마을, 촌장의 집, 숲, 사막은 RPG Demo와 RPG Plus 콘텐츠 모드의 맵과 이벤트이고, 걷기·충돌·전투는 RPG 엔진의 몫입니다. Village Pack은 그들이 쓰는 그림을 공급합니다.
![village 타일셋으로 그린 밤의 마을 맵: 오두막들, 가로등이 있는 자갈 광장, 나무들, 연못, 팩의 캐릭터 시트로 그린 마을 사람들.](assets/village-map.jpg)
## 안에 무엇이 있나
### village 타일셋
데모 세계의 모든 맵이 `village` 타일셋을 씁니다. 두 부분으로 이루어집니다.
오브젝트는 칸에 놓입니다: 오두막, 신전 아치, 동굴 입구, 나무들, 덤불, 우물, 모닥불, 가로등, 울타리, 표지판, 통, 상자(닫힌 것과 열린 것), 작업대, 그리고 장작·돌·버섯 같은 주울 수 있는 물건들. 맨 위에는 오두막 내부가 있습니다. 촌장의 집이 쓰는 12 × 10짜리 방 그림 하나입니다.
![마을 오브젝트 아틀라스: 맨 위에 오두막 내부, 그 아래 오두막·신전 아치·동굴·참나무, 아래쪽에 소품들.](assets/village_objects.jpg)
표면은 영역 전체를 채우는 이음새 없는 지면 텍스처입니다: 풀, 자갈길, 흙, 옅은 돌바닥, 나무 바닥, 자갈 많은 숲길, 물.
![마을의 일곱 표면: 풀, 자갈, 흙, 옅은 돌, 나무판, 자갈길, 물.](assets/village_surfaces.jpg)
일부 타일에는 RPG 엔진용 추가 속성이 있습니다: 물은 통과할 수 없고, 가로등과 창문은 광원을 가져 해 질 무렵과 밤에 맵 위에서 빛납니다.
![오두막 내부 그림으로 만든 촌장의 집이 밤에 두 창문으로 빛난다.](assets/elder-house.jpg)
### 계절 식생
네 개의 식생 타일셋은 같은 나무·덤불·그루터기·꽃을 여름, 가을, 잎 없는 늦가을, 눈 내린 겨울로 보여 줍니다: 참나무, 전나무, 자작나무, 버드나무, 단풍나무, 소나무, 둥근 덤불과 열매 덤불, 잘린 속빈 그루터기, 데이지와 제비꽃.
![같은 식생의 네 계절, 왼쪽부터: 여름, 가을, 맨 가지, 겨울.](assets/vegetation.jpg)
한 맵에는 정확히 하나의 타일셋을 쓰며, 제공되는 맵 중 어느 것도 식생 타일셋을 아직 쓰지 않습니다. 맵 작성자를 위한 준비된 재료입니다.
### 사막과 눈
- `desert`: 모래와 바위 표면에 사막 오브젝트 — 흙벽돌 건물, 시장 차양, 야자수, 선인장, 마른 풀 — 을 갖춥니다. RPG Plus의 사막 맵 Dry March가 이것으로 그려져 있습니다.
- `snow`: 갓 쌓인 눈, 얼음, 그리고 두 종류의 밟힌 길(`packed_snow`와 더 깊이 밟힌 `trampled_snow`)에 오두막, 수레, 우물, 바위, 덤불, 눈 덮은 전나무. 제공되는 맵은 아직 안 씁니다.
![네 개의 눈 표면: 갓 쌓인 눈, 얼음, 얕은 발자국이 박힌 다져진 눈, 깊이 밟혀 흐트러진 눈.](assets/snow_surfaces.png)
![desert 타일셋으로 그린 사막 맵: 모래, 자갈길, 차양, 야자수, 선인장, 전갈, 딱정벌레.](assets/desert-map.jpg)
### 캐릭터 시트: 걷기 스프라이트
각 캐릭터 시트는 3 × 4짜리 시트입니다: 네 방향(아래·왼쪽·오른쪽·위)마다 걷기 프레임 셋. 마을 세트에는 영웅, 촌장, 마을 사람, 상인, 슬라임, 늑대가 있습니다. 사막 세트는 전갈, 딱정벌레, 그리고 닫힌 상태와 열린 상태의 통을 더합니다.
![마을 캐릭터 시트: 영웅, 촌장, 마을 사람, 상인, 슬라임, 늑대. 각각 네 줄의 방향을 가진다.](assets/charsets.png)
### 전투 초상화와 배경
큰 초상화는 전투에 나선 이들을 보여 줍니다: 영웅, 슬라임, 늑대, 그리고 사막의 전갈과 딱정벌레.
![전투 초상화: 검과 방패를 든 영웅, 슬라임, 늑대, 전갈, 딱정벌레.](assets/portraits.jpg)
세 개의 배경 — 초원, 숲, 사막 전초기지 — 는 맵에서 시작된 전투의 배경으로 쓰입니다. 초원과 숲에는 조명 시스템용 `_depth` 짝이 있습니다.
![전투 배경: 초원, 숲, 사막 전초기지.](assets/backdrops.jpg)
![슬라임과의 전투: 위에는 슬라임의 초상화, 왼쪽 아래에는 영웅의 초상화, 배경은 밤의 초원.](assets/battle.jpg)
## 어디에서 보이나
Village Pack은 `rpg_plus` 게임의 일부입니다. 그 게임에서:
- 마을, 촌장의 집, 숲, 숲속 신전은 `village` 타일셋으로 그려지고;
- 사막 맵은 `desert`를 쓰며;
- 촌장, 상인, 마을 사람, 늑대, 슬라임, 전갈, 딱정벌레가 팩의 캐릭터 시트로 맵을 걷고;
- 전투에는 초상화가 표시되고, 맵 장면은 `village/meadow`, `village/forest`, `desert/outpost`를 전투 배경으로 씁니다.
타일 맵 편집기는 선택한 타일셋을 팔레트로 보여 줍니다. 여기는 촌장의 집을 연 화면: 오두막 내부, 오브젝트, 표면 견본이 곧 village 타일셋입니다.
![촌장의 집을 연 RPG 맵 편집기. 왼쪽 팔레트는 village 타일셋을, 오른쪽 맵 속성에는 "Tileset: village"가 표시된다.](assets/map-editor-palette.jpg)
## 내 RPG 콘텐츠에서 쓰기
1. 게임의 컬렉션에 `village_pack`을 포함하세요. 엔진 모드 `rpg`가 필요합니다.
2. 그 아트를 쓰는 콘텐츠 모드의 `depends` 목록에 `village_pack>=1`을 추가하세요.
3. 아트는 이름으로 참조합니다:
```jsonc
// 맵: 맵 전체에 하나의 타일셋
{ "Kind": "rpg_map", "Items": [ { "Id": "my_glade", "Tileset": "village" /* … */ } ] }
```
```jsonc
// 캐릭터 시트로 그린 맵 이벤트
{ "Id": "old_man", "X": 5, "Y": 3, "Sprite": "village/elder" }
```
```jsonc
// 캐릭터의 전투 초상화
{ "Id": "my_wolf", "Image": "characters/village/wolf" }
```
```json
{
"name": "my_glade",
"defaultBackground": "village/meadow"
}
```
타일셋 이름은 `village`, `vegetation_summer`, `vegetation_autumn`, `vegetation_bare`, `vegetation_winter`, `desert`, `snow`입니다. 캐릭터 시트는 `village/<name>`과 `desert/<name>`, 전투 배경은 `village/meadow`, `village/forest`, `desert/outpost`입니다.
그리기 가장 쉬운 방법은 RPG 맵 편집기입니다: 맵의 타일셋으로 `village`를 고르면 타일 번호를 입력하는 대신 팔레트로 그릴 수 있습니다.
## 한계와 교체
- 맵 하나에 타일셋 하나. 같은 맵에서 village 타일셋과 식생 타일셋을 섞을 수 없습니다.
- 아트에는 조명과 원근가 구워져 있습니다. 2.5D 느낌을 위해 그려졌고, 아이소메트릭 렌더러도 같은 그림을 재활용하기 때문에 아주 높은 오브젝트는 그려진 각도를 유지합니다.
- 내 게임용으로 그림을 바꾸려면, 같은 상대경로 이름의 파일을 자신의 모드에 넣고 `village_pack`에 의존하세요. 나중에 로드되는 의존 모드가 이깁니다.
- 최초 생성물, 프롬프트, 편집 가능한 소스는 게임 밖에 보관되어 있습니다. 모드 안에는 실행용 그림과 타일셋 정의만 들어 있습니다.
## 그림이 이상할 때
1. 지면이나 오브젝트가 없는 맵은 대개 `Tileset` 이름을 잘못 썼거나 의존성이 빠진 것입니다.
2. 캐릭터가 안 보이면: `Sprite` 이름과 캐릭터 시트가 3 × 4 프레임인지 확인하세요.
3. 전투 배경이 단색이라면: 맵 장면에 `defaultBackground`가 없습니다.
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# Village Pack — графика для RPG-карт и боёв
Village Pack — набор графики, на котором стоит мир RPG Plus: тайлсеты для рисования карт, шагающие спрайты героев, жителей и монстров, боевые портреты и фоны сражений. Всё нарисовано в единой живописной 2.5D-стилистике, поэтому карты из него выглядят одним миром.
Это **только графика**. Деревня, дом старейшины, лес и пустыня, по которым можно ходить, — карты и события контентных модов RPG Demo и RPG Plus; ходьба, столкновения и бои — работа RPG-движка. Village Pack поставляет картинки, которыми всё это нарисовано.
![Карта деревни ночью, нарисованная тайлсетом village: коттеджи, мощёная площадь с фонарями, деревья, пруд и жители, нарисованные чарсетами пака.](assets/village-map.jpg)
## Что внутри
### Тайлсет village
Тайлсетом `village` нарисована каждая карта демо-мира. У него две части.
Объекты ставятся на клетки: коттедж, арка святилища, вход в пещеру, деревья, кусты, колодец, костёр, фонарные столбы, забор, указатель, бочки, сундуки (закрытые и открытые), верстак и подбираемые предметы — хворост, камни, гриб. Наверху — интерьер коттеджа, единая картинка комнаты 12 × 10, которую использует дом старейшины.
![Атлас объектов деревни: интерьер коттеджа сверху, ниже — коттедж, арка святилища, пещера и дуб, вдоль низа — мелкие предметы.](assets/village_objects.jpg)
Поверхности — бесшовные текстуры земли, заливающие целые области: трава, мощёная дорожка, земля, светлый каменный пол, деревянный пол, каменистая лесная тропа и вода.
![Семь поверхностей деревни: трава, булыжник, земля, светлый камень, доски, каменистая тропа и вода.](assets/village_surfaces.jpg)
У некоторых тайлов есть свойства для RPG-движка: вода непроходима, а фонари и окна несут источник света, который светится на карте в сумерках и ночью.
![Дом старейшины, собранный из картинки интерьера коттеджа, ночью светится двумя окнами.](assets/elder-house.jpg)
### Сезонная растительность
Четыре тайлсета растительности показывают одни и те же деревья, кусты, пни и цветы летом, осенью, в «голом» позднеосеннем виде и в снежной зиме: дуб, ель, берёза, ива, клён и сосна, круглые и ягодные кусты, спиленные и дуплистые пни, ромашки и фиалки.
![Одна и та же растительность в четырёх сезонах, слева направо: лето, осень, голые ветви и зима.](assets/vegetation.jpg)
На карте используется ровно один тайлсет, и ни одна из готовых карт тайлсеты растительности пока не берёт. Это готовый материал для автора карты.
### Пустыня и снег
- `desert`: песчаные и каменистые поверхности с пустынными объектами — глинобитными постройками, рыночным навесом, пальмами, кактусами и сухой травой. Пустынная карта RPG Plus, Dry March, нарисована им.
- `snow`: свежий снег, лёд и две протоптанные поверхности (`packed_snow` и сильнее истоптанный `trampled_snow`), а также хижина, телега, колодец, камни, кусты и заснеженные ели. Готовые карты его пока не используют.
![Четыре снежные поверхности: свежий снег, лёд, утоптанный снег с неглубокими следами и сильно истоптанный снег.](assets/snow_surfaces.png)
![Пустынная карта с тайлсетом desert: песок, каменистая дорога, навес, пальмы, кактусы, скорпионы и жуки.](assets/desert-map.jpg)
### Чарсеты: шагающие спрайты
Каждый чарсет — лист 3 × 4: три кадра шага для каждого из четырёх направлений (вниз, влево, вправо, вверх). В деревенском наборе есть герой, старейшина, житель, торговец, слайм и волк. Пустынный набор добавляет скорпиона, жука и бочку в закрытом и открытом виде.
![Деревенские чарсеты: герой, старейшина, житель, торговец, слайм и волк, у каждого четыре ряда направлений.](assets/charsets.png)
### Боевые портреты и фоны
Большие портреты показывают сражающихся в бою: героя, слайма и волка, а также пустынных скорпиона и жука.
![Боевые портреты: герой с мечом и щитом, слайм, волк, скорпион и жук.](assets/portraits.jpg)
Три фона — луг, лес и пустынный форпост — служат фоном боя, начавшегося на карте. У луга и леса есть `_depth`-спутники для системы освещения.
![Фоны сражений: луг, лес и пустынный форпост.](assets/backdrops.jpg)
![Бой со слаймом: портрет слайма сверху, героя — слева внизу, на фоне ночного луга.](assets/battle.jpg)
## Где вы это увидите
Village Pack входит в игру `rpg_plus`. В ней:
- деревня, дом старейшины, лес и лесное святилище нарисованы тайлсетом `village`;
- пустынная карта использует `desert`;
- по картам ходят старейшина, торговец, жители, волки, слаймы, скорпионы и жуки — чарсетами пака;
- в боях показываются портреты, а сцены карт берут `village/meadow`, `village/forest` или `desert/outpost` как фон сражения.
Тайловый редактор показывает выбранный тайлсет как свою палитру. Здесь открыт дом старейшины: интерьер коттеджа, объекты и образцы поверхностей — это тайлсет village.
![Редактор RPG-карт с открытым домом старейшины. Палитра слева показывает тайлсет village; в свойствах карты справа — «Tileset: village».](assets/map-editor-palette.jpg)
## Используйте его в своём RPG-контенте
1. Включите `village_pack` в коллекцию своей игры. Он требует движковый мод `rpg`.
2. Добавьте `village_pack>=1` в список `depends` контентного мода, который пользуется его графикой.
3. Обращайтесь к графике по имени:
```jsonc
// Карта: один тайлсет на всю карту
{ "Kind": "rpg_map", "Items": [ { "Id": "my_glade", "Tileset": "village" /* … */ } ] }
```
```jsonc
// Событие карты, нарисованное чарсетом
{ "Id": "old_man", "X": 5, "Y": 3, "Sprite": "village/elder" }
```
```jsonc
// Боевой портрет персонажа
{ "Id": "my_wolf", "Image": "characters/village/wolf" }
```
```json
{
"name": "my_glade",
"defaultBackground": "village/meadow"
}
```
Имена тайлсетов — `village`, `vegetation_summer`, `vegetation_autumn`, `vegetation_bare`, `vegetation_winter`, `desert` и `snow`. Чарсеты — `village/<name>` и `desert/<name>`; фоны боёв — `village/meadow`, `village/forest` и `desert/outpost`.
Проще всего рисовать в редакторе RPG-карт: выберите `village` тайлсетом карты и рисуйте палитрой вместо ручного ввода номеров тайлов.
## Ограничения и замена
- Один тайлсет на карту. Смешать тайлсет village и тайлсет растительности на одной карте нельзя.
- У графики запечённые свет и перспектива. Она нарисована под 2.5D-вид; изометрический рендерер переиспользует те же картинки, поэтому очень высокие объекты сохраняют нарисованный ракурс.
- Чтобы заменить картинку для своей игры, положите в свой мод файл с тем же относительным именем и объявите зависимость от `village_pack`. Побеждает загруженный позже зависимый мод.
- Исходные генерации, промпты и редактируемые исходники хранятся в архиве вне игры; в моде — только готовые картинки и определения тайлсетов.
## Если картинка выглядит неправильно
1. Карта без земли или объектов обычно означает опечатку в имени `Tileset` или пропавшую зависимость.
2. Невидимый персонаж: проверьте имя `Sprite` и что лист чарсета — 3 × 4 кадра.
3. Бой с однотонным фоном: у сцены карты нет `defaultBackground`.
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# Village Pack — art cho bản đồ RPG và chiến đấu
Village Pack là bộ art đứng sau thế giới RPG Plus: tileset để vẽ bản đồ, sprite đi bộ cho anh hùng, dân làng và quái vật, chân dung chiến đấu và phông nền trận đánh. Tất cả đều vẽ theo một phong cách hội họa 2.5D thống nhất, nên bản đồ dựng từ nó trông như một thế giới.
Đây **chỉ là art**. Ngôi làng, nhà trưởng làng, khu rừng và sa mạc bạn có thể đi qua là bản đồ và sự kiện của các mod nội dung RPG Demo và RPG Plus; đi lại, va chạm và chiến đấu là việc của engine RPG. Village Pack cung cấp những hình mà chúng dùng.
![Bản đồ làng ban đêm, vẽ bằng tileset village: những ngôi nhà nhỏ, quảng trường lát đá với đèn đường, cây cối, cái ao và dân làng vẽ bằng charset của gói.](assets/village-map.jpg)
## Bên trong có gì
### Tileset village
Mọi bản đồ của thế giới demo đều dùng tileset `village`. Nó có hai phần.
Vật thể đặt trên ô: nhà tranh, cổng đền, miệng hang, cây cối, bụi cây, giếng nước, đống lửa, cột đèn, hàng rào, biển chỉ dẫn, thùng gỗ, rương (đóng và mở), bàn chế tạo và các vật nhặt được như củi, đá và nấm. Phía trên là nội thất nhà tranh, một bức tranh phòng 12 × 10 duy nhất mà nhà trưởng làng dùng.
![Atlas vật thể của làng: nội thất nhà tranh trên cùng, bên dưới là nhà, cổng đền, hang và cây sồi, dọc phần dưới là các vật dụng nhỏ.](assets/village_objects.jpg)
Bề mặt là kết cấu nền liền mạch phủ cả một vùng: cỏ, đường lát đá, đất, sàn đá sáng màu, sàn gỗ, đường mòn rừng nhiều đá và nước.
![Bảy bề mặt của làng: cỏ, đá lát, đất, đá sáng, ván gỗ, đường mòn nhiều đá và nước.](assets/village_surfaces.jpg)
Một số tile có thuộc tính thêm cho engine RPG: nước là rắn, còn đèn đường và cửa sổ mang nguồn sáng tỏa sáng trên bản đồ lúc chạng vạng và ban đêm.
![Nhà trưởng làng, dựng từ bức tranh nội thất nhà tranh, hai ô cửa tỏa sáng trong đêm.](assets/elder-house.jpg)
### Thực vật theo mùa
Bốn tileset thực vật thể hiện cùng một bộ cây, bụi, gốc cây và hoa vào mùa hè, mùa thu, một phiên bản trơ trụi cuối thu và mùa đông có tuyết: sồi, vân sam, bạch dương, liễu, phong và thông, bụi tròn và bụi quả mọng, gốc cây bị chặt và gốc rỗng, cúc và violet.
![Cùng một bụi thực vật qua bốn mùa, từ trái sang: hè, thu, cành trụi và đông.](assets/vegetation.jpg)
Một bản đồ chỉ dùng đúng một tileset, và chưa bản đồ kèm sẵn nào dùng các tileset thực vật. Chúng là nguyên liệu sẵn sàng cho người làm bản đồ.
### Sa mạc và tuyết
- `desert`: bề mặt cát và đá cùng vật thể sa mạc — nhà đất nện, mái che chợ, cây cọ, xương rồng và cỏ khô. Bản đồ sa mạc của RPG Plus, Dry March, được vẽ bằng nó.
- `snow`: tuyết mới, băng và hai bề mặt đường mòn bị giẫm (`packed_snow` và `trampled_snow` in dấu sâu hơn), cùng cabin, cỗ xe, giếng nước, đá, bụi cây và vân sam phủ tuyết. Chưa bản đồ nào dùng nó.
![Bốn bề mặt tuyết: tuyết mới, băng, tuyết ép với dấu chân nông và tuyết bị giẫm nát.](assets/snow_surfaces.png)
![Bản đồ sa mạc vẽ bằng tileset desert: cát, đường đá, mái che, cọ, xương rồng, bọ cạp và bọ hung.](assets/desert-map.jpg)
### Charset: sprite đi bộ
Mỗi charset là một bảng 3 × 4: ba khung đi bộ cho mỗi một trong bốn hướng (xuống, trái, phải, lên). Bộ làng có anh hùng, trưởng làng, dân làng, thương nhân, slime và sói. Bộ sa mạc thêm bọ cạp, bọ hung và chiếc thùng ở trạng thái đóng và mở.
![Các charset của làng: anh hùng, trưởng làng, dân làng, thương nhân, slime và sói, mỗi nhân vật bốn hàng hướng nhìn.](assets/charsets.png)
### Chân dung và phông nền chiến đấu
Các chân dung cỡ lớn hiện người chiến đấu trong trận: anh hùng, slime và sói, cùng bọ cạp và bọ hung của sa mạc.
![Chân dung chiến đấu: anh hùng với kiếm và khiên, slime, sói, bọ cạp và bọ hung.](assets/portraits.jpg)
Ba phông nền — bãi cỏ, khu rừng và tiền đồn sa mạc — dùng làm nền cho trận đánh bắt đầu trên bản đồ. Bãi cỏ và khu rừng có kèm ảnh `_depth` cho hệ thống chiếu sáng.
![Phông nền chiến đấu: bãi cỏ, khu rừng và tiền đồn sa mạc.](assets/backdrops.jpg)
![Trận đánh với slime: chân dung slime phía trên, của anh hùng ở dưới bên trái, trước phông bãi cỏ ban đêm.](assets/battle.jpg)
## Bạn sẽ thấy nó ở đâu
Village Pack là một phần của game `rpg_plus`. Trong game đó:
- làng, nhà trưởng làng, khu rừng và đền trong rừng được vẽ bằng tileset `village`;
- bản đồ sa mạc dùng `desert`;
- trưởng làng, thương nhân, dân làng, sói, slime, bọ cạp và bọ hung đi lại trên bản đồ bằng charset của gói;
- trận đánh hiện chân dung, và cảnh của bản đồ dùng `village/meadow`, `village/forest` hoặc `desert/outpost` làm phông trận đánh.
Trình soạn thảo bản đồ tile hiển thị tileset đã chọn làm bảng màu. Ở đây nhà trưởng làng đang mở: nội thất nhà tranh, các vật thể và mẫu bề mặt chính là tileset village.
![Trình soạn thảo bản đồ RPG mở nhà trưởng làng. Bảng màu bên trái hiện tileset village; thuộc tính bản đồ bên phải hiển thị "Tileset: village".](assets/map-editor-palette.jpg)
## Dùng nó trong nội dung RPG của bạn
1. Đưa `village_pack` vào bộ sưu tập của game. Nó cần engine mod `rpg`.
2. Thêm `village_pack>=1` vào danh sách `depends` của mod nội dung dùng art của nó.
3. Tham chiếu art theo tên:
```jsonc
// Một bản đồ: một tileset cho cả bản đồ
{ "Kind": "rpg_map", "Items": [ { "Id": "my_glade", "Tileset": "village" /* … */ } ] }
```
```jsonc
// Sự kiện bản đồ vẽ bằng charset
{ "Id": "old_man", "X": 5, "Y": 3, "Sprite": "village/elder" }
```
```jsonc
// Chân dung chiến đấu của nhân vật
{ "Id": "my_wolf", "Image": "characters/village/wolf" }
```
```json
{
"name": "my_glade",
"defaultBackground": "village/meadow"
}
```
Các tên tileset là `village`, `vegetation_summer`, `vegetation_autumn`, `vegetation_bare`, `vegetation_winter`, `desert` và `snow`. Charset là `village/<name>` và `desert/<name>`; phông nền là `village/meadow`, `village/forest` và `desert/outpost`.
Cách vẽ đơn giản nhất là trình soạn thảo bản đồ RPG: chọn `village` làm tileset của bản đồ rồi vẽ bằng bảng màu thay vì gõ số tile.
## Giới hạn và thay thế
- Một tileset cho mỗi bản đồ. Không thể trộn tileset village với tileset thực vật trên cùng một bản đồ.
- Art có sẵn ánh sáng và phối cảnh được "nướng" sẵn. Nó vẽ cho vẻ 2.5D; trình dựng isometric dùng lại đúng những hình đó, nên vật thể quá cao vẫn giữ góc nhìn như đã vẽ.
- Để thay một hình cho game của bạn, hãy đặt vào mod của mình một tệp trùng tên tương đối và khai báo phụ thuộc `village_pack`. Mod phụ thuộc nạp sau sẽ thắng.
- Các bản sinh gốc, prompt và nguồn có thể chỉnh sửa đều được lưu trữ ngoài game; trong mod chỉ có ảnh chạy thời gian thực và định nghĩa tileset.
## Nếu hình trông sai sai
1. Bản đồ thiếu nền hoặc vật thể thường do tên `Tileset` gõ sai hoặc thiếu phụ thuộc.
2. Nhân vật vô hình: kiểm tra tên `Sprite` và bảng charset có đủ 3 × 4 khung không.
3. Trận đánh nền trơn: cảnh của bản đồ không có `defaultBackground`.
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# Village Pack — RPG 图块地图与战斗美术
Village Pack 是 RPG Plus 世界背后的美术包:用来绘制地图的图块集、英雄、村民和怪物的行走图、战斗立绘和战斗背景。所有素材都采用同一种绘画风 2.5D 风格,用它搭出来的地图看起来是同一个世界。
它**只有美术**。可以行走的村庄、长老之家、森林和沙漠,是 RPG Demo 与 RPG Plus 内容模组里的地图和事件;行走、碰撞和战斗则是 RPG 引擎的事。Village Pack 提供它们所用的图片。
![夜晚的村庄地图,用 village 图块集绘制:小屋、铺着石板的广场和路灯、树木、池塘,以及用包内行走图绘制的村民。](assets/village-map.jpg)
## 里面有什么
### village 图块集
演示世界的每张地图都用 `village` 图块集。它分两部分。
物件放置在格子 上:小屋、神社拱门、洞口、树木、灌木、水井、篝火、路灯、栅栏、告示牌、木桶、宝箱(关闭和打开两种)、工作台,以及可拾取物——柴火、石块和蘑菇。最上方是小屋内部,一整张 12 × 10 的房间图,长老之家用的就是它。
![村庄物件图集:顶部是小屋内部,下方是小屋、神社拱门、洞穴和橡树,底部一排是小物件。](assets/village_objects.jpg)
表面是无缝的地面纹理,用来铺满整片区域:草地、石板路、泥土、浅色石地板、木地板、多石的林间小径和水。
![村庄的七种表面:草地、石板、泥土、浅色石板、木板、多石小径和水。](assets/village_surfaces.jpg)
部分图块带有 RPG 引擎用的额外属性:水不可通行,路灯和窗户自带光源,黄昏和夜晚会在地图上发光。
![夜晚的长老之家,由小屋内部图片构成,两扇窗透出光亮。](assets/elder-house.jpg)
### 四季植被
四个植被图块集用夏季、秋季、深秋的光秃版和落雪的冬季展示同一批树木、灌木、树桩和花:橡树、云杉、桦树、柳树、枫树和松树,圆形灌木和浆果灌木,砍断的和空心的树桩,雏菊和紫罗兰。
![同一批植被的四季,从左到右:夏、秋、光秃枝干和冬。](assets/vegetation.jpg)
一张地图只能用一个图块集,目前没有任何自带地图使用植被图块集。它们是给地图作者备好的素材。
### 沙漠与雪地
- `desert`:沙地和岩石表面加沙漠物件——土坯建筑、集市遮阳篷、棕榈、仙人掌和干草。RPG Plus 的沙漠地图 Dry March 就是用它画的。
- `snow`:新雪、冰面和两种可踩出脚印的路面(`packed_snow` 和踩得更深的 `trampled_snow`),还有小屋、马车、水井、岩石、灌木和积雪的云杉。目前没有自带地图使用它。
![四种雪地表面:新雪、冰面、带浅浅脚印的踩实雪地和深深踩烂的雪地。](assets/snow_surfaces.png)
![用 desert 图块集绘制的沙漠地图:沙地、石子路、遮阳篷、棕榈、仙人掌、蝎子和甲虫。](assets/desert-map.jpg)
### 行走图(charset)
每个行走图是一张 3 × 4 表:四个朝向(下、左、右、上)各有三帧行走画面。村庄组包含英雄、长老、村民、商人、史莱姆和狼。沙漠组增加了蝎子、甲虫,以及关闭和打开两种状态的木桶。
![村庄行走图:英雄、长老、村民、商人、史莱姆和狼,每个角色四行朝向。](assets/charsets.png)
### 战斗立绘与背景
大幅立绘展示战斗中的角色:英雄、史莱姆和狼,以及沙漠的蝎子和甲虫。
![战斗立绘:持剑持盾的英雄、史莱姆、狼、蝎子和甲虫。](assets/portraits.jpg)
三张背景——草地、森林和沙漠前哨——用作在地图上触发的战斗的背景。草地和森林带有供光照系统使用的 `_depth` 伴生图。
![战斗背景:草地、森林和沙漠前哨。](assets/backdrops.jpg)
![与史莱姆的战斗:上方是史莱姆立绘,左下是英雄立绘,背后是夜晚的草地背景。](assets/battle.jpg)
## 在哪里能看到它
Village Pack 属于 `rpg_plus` 游戏。在那个游戏里:
- 村庄、长老之家、森林和林间神社用 `village` 图块集绘制;
- 沙漠地图使用 `desert`;
- 长老、商人、村民、狼、史莱姆、蝎子和甲虫用包内行走图在地图上走动;
- 战斗会显示立绘,地图场景用 `village/meadow`、`village/forest` 或 `desert/outpost` 作战斗背景。
图块地图编辑器把选中的图块集显示为调色板。图中打开的是长老之家:小屋内部、物件和表面样块就是 village 图块集。
![打开了长老之家的 RPG 地图编辑器。左侧调色板显示 village 图块集;右侧地图属性显示“Tileset: village”。](assets/map-editor-palette.jpg)
## 在自己的 RPG 内容中使用它
1. 把 `village_pack` 加进游戏的合集。它依赖引擎模组 `rpg`。
2. 把 `village_pack>=1` 加进使用其美术的内容模组的 `depends` 列表。
3. 按名称引用美术资源:
```jsonc
// 一张地图:整张地图只用一个图块集
{ "Kind": "rpg_map", "Items": [ { "Id": "my_glade", "Tileset": "village" /* … */ } ] }
```
```jsonc
// 用行走图绘制的地图事件
{ "Id": "old_man", "X": 5, "Y": 3, "Sprite": "village/elder" }
```
```jsonc
// 角色的战斗立绘
{ "Id": "my_wolf", "Image": "characters/village/wolf" }
```
```json
{
"name": "my_glade",
"defaultBackground": "village/meadow"
}
```
图块集名称为 `village`、`vegetation_summer`、`vegetation_autumn`、`vegetation_bare`、`vegetation_winter`、`desert` 和 `snow`。行走图为 `village/<name>` 和 `desert/<name>`;战斗背景为 `village/meadow`、`village/forest` 和 `desert/outpost`。
最省事的绘制方式是 RPG 地图编辑器:把 `village` 选为地图的图块集,然后用调色板作画,不必手输图块编号。
## 限制与替换
- 一张地图一个图块集。同一张地图上不能混用 village 图块集和植被图块集。
- 美术自带烘焙好的光照和透视。它按 2.5D 视角绘制;等距渲染器复用同一批图片,因此特别高的物件会保持绘制时的角度。
- 想为自己的游戏替换某张图,在自己模组里放一个相对名称相同的文件并声明依赖 `village_pack` 即可。后加载的依赖方胜出。
- 最初的生成图、提示词和可编辑源文件都归档在游戏之外;模组里只有运行时图片和图块集定义。
## 如果画面不对劲
1. 地图缺地面或缺物件,多半是 `Tileset` 名称拼写错误或缺少依赖。
2. 角色看不见:检查 `Sprite` 名称,以及行走图表是否为 3 × 4 帧。
3. 战斗背景是纯色:地图场景没有设置 `defaultBackground`。
+1 -1
View File
@@ -1,2 +1,2 @@
mod_village_pack_name = Village Pack
mod_village_pack_desc = Pixel-art content for RPG maps: the village tileset, charsets of townsfolk and monsters, battle portraits and battle backgrounds.
mod_village_pack_desc = The art kit behind the RPG Plus world: tilesets, charsets, battle portraits and backdrops in one painterly 2.5D style. Art only — no maps, no stories.
+2
View File
@@ -0,0 +1,2 @@
mod_village_pack_name = Paquete de la aldea
mod_village_pack_desc = El kit de arte del mundo de RPG Plus: tilesets, charsets, retratos de combate y fondos en un único estilo pictórico 2.5D. Solo arte: sin mapas ni historias.
+2
View File
@@ -0,0 +1,2 @@
mod_village_pack_name = 村パック
mod_village_pack_desc = RPG Plus の世界を支えるアートキット:絵画的な 2.5D スタイルで統一したタイルセット、キャラチップ、バトル肖像、バトル背景。アートのみ——マップも物語も含みません。
+2
View File
@@ -0,0 +1,2 @@
mod_village_pack_name = 마을 팩(RPG)
mod_village_pack_desc = RPG Plus 세계를 떠받치는 아트 키트: 하나의 회화적 2.5D 스타일로 통일된 타일셋, 캐릭터 시트, 전투 초상화, 전투 배경. 아트 전용 — 맵도 스토리도 없습니다.
+1 -1
View File
@@ -1,2 +1,2 @@
mod_village_pack_name = Деревенский пак
mod_village_pack_desc = Пиксельная графика для RPG-карт: деревенский тайлсет, чарсеты жителей и монстров, портреты для боя и фоны для сражений.
mod_village_pack_desc = Набор графики для мира RPG Plus: тайлсеты, чарсеты, боевые портреты и фоны сражений в единой живописной 2.5D-стилистике. Только графика — без карт и сюжетов.
+2
View File
@@ -0,0 +1,2 @@
mod_village_pack_name = Gói làng
mod_village_pack_desc = Bộ art đứng sau thế giới RPG Plus: tileset, charset, chân dung chiến đấu và phông nền trận đánh trong một phong cách hội họa 2.5D thống nhất. Chỉ có art — không map, không cốt truyện.
+2
View File
@@ -0,0 +1,2 @@
mod_village_pack_name = 村庄素材包
mod_village_pack_desc = RPG Plus 世界背后的美术素材包:统一为绘画风 2.5D 的图块集、行走图、战斗立绘和战斗背景。只有美术——没有地图,也没有剧情。
+1 -1
View File
@@ -3,7 +3,7 @@
"name": "Village Pack",
"version": "1.0.0",
"author": "ct",
"description": "Reusable pixel-art content for RPG maps: the 'village' tileset (grass, paths, water, trees with crowns for the front layer, houses, fences, chests, a forest floor and a cave mouth, things lying on the ground to pick up — brushwood, stones, a mushroom — with solid flags), charsets of a hero, an elder, a villager, a merchant, a slime and a wolf, battle portraits of the hero, the slime and the wolf, and two battle backgrounds (meadow, forest) with depth maps. Art only: no maps, no stories.",
"description": "The art kit behind the RPG Plus world: tilesets, charsets, battle portraits and backdrops in one painterly 2.5D style. Art only — no maps, no stories.",
"category": "visual, characters",
"depends": ["rpg>=1"]
}
+799
View File
@@ -0,0 +1,799 @@
{
"Kind": "rpg_tileset",
"Items": [
{
"Id": "desert",
"Image": "desert/objects",
"SurfaceImage": "desert/surfaces",
"SurfaceSize": 128,
"TileSize": 32,
"Columns": 16,
"Tiles": [
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"AtlasIndex": 0,
"Solid": false,
"Tag": "adobe_0_0"
},
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"AtlasIndex": 1,
"Solid": false,
"Tag": "adobe_1_0"
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"AtlasIndex": 2,
"Solid": false,
"Tag": "adobe_2_0"
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"Solid": false,
"Tag": "adobe_3_0"
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"Solid": false,
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"Solid": false,
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"Solid": false,
"Tag": "adobe_1_1"
},
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"Solid": false,
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"Solid": false,
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"Solid": false,
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},
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"Surface": 0,
"Diffuse": true,
"Tag": "desert_sand"
},
{
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"Solid": false,
"Surface": 1,
"Diffuse": true,
"Tag": "rocky_ground"
}
],
"VisualGroups": [
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"AnchorX": 1.5,
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{
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"Height": 2,
"Pattern": [
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],
"AnchorX": 1,
"AnchorY": 2
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]
}
]
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+770
View File
@@ -0,0 +1,770 @@
{
"Kind": "rpg_tileset",
"Items": [
{
"Id": "snow",
"Image": "snow/objects",
"SurfaceImage": "snow/surfaces",
"SurfaceSize": 128,
"TileSize": 32,
"Columns": 16,
"Tiles": [
{
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"AtlasIndex": 0,
"Solid": false,
"Tag": "cabin_0_0"
},
{
"Index": 101,
"AtlasIndex": 1,
"Solid": false,
"Tag": "cabin_1_0"
},
{
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},
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},
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},
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},
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{
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},
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},
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},
{
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},
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},
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},
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