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Breath of the Wild object map

Home Page: https://objmap.zeldamods.org

License: GNU General Public License v3.0

JavaScript 4.11% HTML 0.20% CSS 2.11% Vue 18.10% TypeScript 70.01% Python 3.59% Less 1.87%
botw nintendo-switch nintendo-wii-u leaflet vue typescript zelda

objmap's Issues

Add "no scaling" note to actors in area 28

Actors in Field Map Area 28 (Eventide Island) are never scaled by Ecosystem::LevelSensor. This notably affects treasure chests. This should be noted on the object map.

Related: #1

Identify features not on the surface

Some regions have items above and below the ground, the castle and the cavern in Hebra are examples. If we could tag these items it would be helpful in using the objmap.

Add colorpicking to the map markers

Currently the map marker is a static png file and it would be cool to be able to pick the color of the markers for routing purposes and stuff

Add "Safe Areas"

I was able to extract the NonEmemySearchPlayer = true and created a simple json file of these areas. I was unsure about the best place to incorporate this data, but it seems like the Filter side bar with the Visible map areas section would be simplest, see below.

The areas are mostly Circles or Spheres which were implemented as a circle with 64 segments.

The other areas were Cylinders, Capsules, and Boxes.

The Cylinders and Capsules have the scale.x = scale.z so they were assumed to be circles.

The Box was assumed to have a width of 2*scale.x and a height of 2 * scale.z; boxes are also rotated.

src/components/AppMap.ts:loadAreaMap() was modified to specify a color for the polygons. Without this modification, the polygons are displayed as a rainbow of colors which suggests there is a difference between them.

Example:

Screenshot 2021-10-02 at 11-05-57 BotW Object Map

Add spawn note to RevivalUnderGodTime actors in area 64

Some map unit actors in area 64 only spawn when it's "god time" i.e. when the Lord of the Mountain appears (AnimalMaster_Appearance is true).

This should be noted on the object map to avoid confusion.

  • Write a beco parser (for FieldMapArea)
  • Make a list of actor tags
  • Have ObjectInfo check the object's associated map area; if it is Field Map Area 64, check whether the actor has the RevivalUnderGodTime tag (TODO: verify) and show a note if they do have it.

Improved info for search chest

Basically the actor name or the actual in game name of chest should appear in the search screen (not just by clicking)

Basically if it's a iron chest it should say it (either but saying Treasure chest (iron) or extra info like we're the dynamic/static is)

Yes I know it shows when you click on it but i feel that is info that should be visible from the get go

Feature Request: On Screen Zoom Controls

A feature request for something I will probably never use I'd love to implement, but I've never used typescript and I'm fairly certain I'd just break things.

You can already adjust zoom with the mouse wheel, but this only lets you take large "steps". A slider, whether it be in a side menu or always on screen, could allow for easier zooming for the user. Bonus points if you can type out the exact percentage you'd like to view the map at.

Fix Export Circle of Feature Collection

When I export a FeatureCollection containing a circle it gets exported as a Point type geometry, losing the radius data as such:

[...]
      {
        "type": "Feature",
        "properties": {
            "title": "Marker",
            "text": "",
            "pathLength": 0,
            "length": 0
        },
        "geometry": {
            "type": "Point",
            "coordinates": [
                -2656,
                656.443418
            ]
        },
        "style": {}
    },
    {
        "type": "Feature",
        "properties": {
            "title": "circle",
            "text": "",
            "pathLength": 0,
            "length": 0
        },
        "geometry": {
            "type": "Point",
            "coordinates": [
                -2856,
                556.583095
            ]
        },
        "style": {
            "color": "#3388ff"
        }
    }
[...]

ps.: this is some leaflet shenanigans and and there is an open issue about this (Leaflet/Leaflet.draw#390) but there are fixes that could be implemented.

Feature Request: "Break Line Here"

I need to insert a segment into an existing line, and currently I have to use the edit line mode to insert points and drag them accordingly.

It would be nice to be able to delete a point in the middle of the line, that breaks the line into 2 lines

ID List

Hello creators of this mod, I have a question that regards the # ID's of this mod, whenever I search for anything using this application, I noticed that everything has an # ID. Is there a way to find the complete list of every # ID in this application somewhere in the coding? or otherwise by entering a command in the in-application search bar?

Add custom Name Tags or Descriptions for Marker Waypoints.

It would be really useful if when you draw a Marker on the map for a waypoint to be able to give them a custom name tag and/or even give them a descriptor tag about what the marker objective is.

   [ Marker ]
        |
        |
         \ 
     [ Marker Name ]
            |
            |
             \ 
      [ Marker Description ]
         (140 chars limit)
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