Monster Editor
Main, Look, Attacks, Defenses, Resistances, Loot, Summons, Voices e Source. Inclui itens reais no loot, outfits coloridos e previews de ataques.
O NexaMap agora reúne edição de mapas e conteúdo de servidor no mesmo workspace, com editores nativos para Monsters, NPCs e Spells, previews reais e gravação segura para diferentes famílias TFS.
Abra em Tools, pesquise definições reais do workspace e edite somente os campos que o provider daquele servidor consegue preservar com segurança.
O NexaMap detecta a família ativa e usa o serializer correto. Lua dinâmico, callbacks, comentários e campos desconhecidos permanecem intactos.
Main, Look, Attacks, Defenses, Resistances, Loot, Summons, Voices e Source. Inclui itens reais no loot, outfits coloridos e previews de ataques.
Main, Look, Messages, Shop, Travel, Behavior e Source. Campos dinâmicos ficam protegidos e as estruturas reconhecidas continuam editáveis.
Registro e implementação juntos, vocações, efeitos, projéteis e áreas com visualização usando os assets do cliente ativo.
Marque os tiles afetados, escolha exatamente um centro e salve uma constante AREA_* na biblioteca real do servidor.
A nova área é validada, anexada com o estilo original de quebras de linha, relida e comparada com o desenho antes da transação terminar.
Não existe um Lua genérico inventado. Cada definição usa capacidades detectadas na estrutura real do workspace.
| Família | Conteúdo | Status |
|---|---|---|
| Modern TFS Lua / revscriptsys | Inclui TFS 1.8 8.60 | Completo ✓ |
| TFS tradicional XML + Lua | Inclui Dragon Souls | Completo ✓ |
| Crystal / Canary | Datapacks e providers Lua próprios | Completo ✓ |
| Custom TFS estrutural | Tabela ServerID/ClientID + appearances.dat + items.xml | Suportado ✓ |
A atualização de conteúdo de servidor chega sobre toda a base do NexaMap 5.0.
Descobre mapas, itens, appearances, monsters, NPCs e datapacks; mantém cache e recursos separados por sessão.
World A e World B continuam abertos com clients, servers, gráficos, brushes e copybuffers próprios.
Compara gráficos, propriedades e funções de itens; remapeia com revisão visual entre versões diferentes.
Movimento, HUD, iluminação, weather, câmera e interação para testar o mapa dentro do editor.
Host/Join, snapshots, revisões, locks, permissões, chat, cursores, reconnect e resync.
Map Diagnostics, relatório de corpses, limpeza de Action/Unique IDs e resultados navegáveis.
Command Palette, Favorites 2.0, minimap dockável, tooltips e previews de containers.
Chunks 4×4, cache de geometria CPU, ground GPU, atlas e carregamento lazy do conteúdo.
O console inicia desligado por padrão; pode ser ativado em Preferences enquanto o nexamap.log continua independente.
As atualizações anteriores continuam aqui, junto do novo pacote já integrado à main.
Suíte nativa para editar Monsters, NPCs e Spells no workspace ativo.
Relatório de decay de corpses, navegação das ocorrências e limpeza completa de Action/Unique IDs.
Corrigida a regressão que fechava World A ao abrir World B com outro client/server; remapeamento e previews também foram aprimorados.
A grande base moderna do NexaMap: Workspace, sessões independentes, Cross-Client Paste, Multiplayer, Playtest e performance.
Use seus mapas, clients e servidores reais. Se encontrar bug, envie os passos, versões, print e nexamap.log no GitHub ou no canal NexaMap do Discord. Se souber corrigir, abra uma pull request no projeto original.
NexaMap now brings map and server-content editing into the same workspace, with native Monster, NPC, and Spell editors, real previews, and safe writes for different TFS families.
Open it from Tools, search real definitions in the workspace, and edit only fields that the detected provider can preserve safely.
NexaMap detects the active server family and selects the correct serializer. Dynamic Lua, callbacks, comments, and unknown fields stay intact.
Main, Look, Attacks, Defenses, Resistances, Loot, Summons, Voices, and Source, with real loot items, colored outfits, and attack previews.
Main, Look, Messages, Shop, Travel, Behavior, and Source. Dynamic fields stay protected while recognized structures remain editable.
Registration and implementation together, vocations, effects, projectiles, and areas previewed with active client assets.
Mark affected tiles, select exactly one center, and save an AREA_* constant in the server's real library.
The area is validated, appended with the original newline style, parsed again, and compared with the drawing before the transaction completes.
NexaMap does not invent one generic Lua format. Each definition uses capabilities detected from the real workspace structure.
| Family | Content | Status |
|---|---|---|
| Modern TFS Lua / revscriptsys | Including TFS 1.8 8.60 | Complete ✓ |
| Traditional TFS XML + Lua | Including Dragon Souls | Complete ✓ |
| Crystal / Canary | Dedicated Lua datapacks and providers | Complete ✓ |
| Structural custom TFS | ServerID/ClientID table + appearances.dat + items.xml | Supported ✓ |
The server-content update builds on the complete NexaMap 5.0 foundation.
Discovers maps, items, appearances, monsters, NPCs, and datapacks, with isolated session caches.
World A and World B stay open with their own clients, servers, graphics, brushes, and copy buffers.
Compares graphics, properties, and item roles, then remaps across versions through a visual review.
Movement, HUD, lighting, weather, camera, and interaction for testing maps inside the editor.
Host/Join, snapshots, revisions, locks, permissions, chat, cursors, reconnect, and resync.
Map Diagnostics, corpse reports, Action/Unique ID cleanup, and navigable results.
Command Palette, Favorites 2.0, dockable minimap, tooltips, and container previews.
4×4 chunks, CPU geometry cache, GPU ground cache, atlas tracking, and lazy content loading.
The console is off by default and can be enabled in Preferences, while nexamap.log remains independent.
Previous releases remain documented alongside the new package now available on main.
A native suite for editing Monsters, NPCs, and Spells in the active workspace.
Corpse decay reports with navigable occurrences and whole-map Action/Unique ID cleanup.
Fixed the regression that closed World A when World B used another client/server; remapping and previews were also improved.
The modern foundation: Workspace, independent sessions, Cross-Client Paste, Multiplayer, Playtest, and performance.
Use real maps, clients, and server distributions. If you find a bug, send reproduction steps, versions, a screenshot, and nexamap.log through GitHub or the NexaMap Discord channel. If you can fix it, open a pull request in the original project.