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| 24 || ''Store with recharge button.'' | | 24 || ''Store with recharge button.'' | ||
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− | | | + | | 25 || ''Crafting room.'' |
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Revision as of 21:34, 9 November 2017
Contents
Rooms
This contains all the information about creating room files. Each line that can be added to the file will be below.
[Main]
- Name=The name of the room that will be displayed.
- Area=The area of the room. Areas names should be the same. I.E. A city should have the same 'area' name everywhere.
- Zone=The zone name. This is used for the control capture system. Leave blank if not needed.
- Image=The image to use, without the extension
- Status=The PK status of the room. Can be the following values:
0 | City, cannot attack players or NPCs |
1 | PVP, anything goes. |
2 | Arena, cannot attack players. Can attack NPCs. NPCs fight back. |
3 | PVP, can attack players, cannot attack NPCs. NPCs fight back. |
4 | Arena, cannot attack players, can attack NPCs. NPCs cannot fight back. |
5 | PVP, can attack players, cannot attack NPCs. NPCs cannot fight back. |
6 | Filler |
7 | Filler |
8 | PVP Game Room. You do not lose experience if you die. |
- Rclass=This is the room class. Normally this will change the room to have special properties, such as being an arena, store, healing room, etc. The following values are available:
0 | Default, no effects. |
1 | Bank and Vault. |
2 | Healing Room |
3 | Store. This also requires the Var value below in [Special] |
4 | Leveling Guild. Room name MUST be 'CLASSNAME's Guild'. For example 'Assassin's Guild'. |
5 | Tavern room. |
6 | Arena. This also requires the Var value below in [Special]. |
7 | Trash room. Any items dropped here will be automatically deleted. |
8 | Non-eating room. You cannot eat here. Good for OADs. |
9 | Academia area. |
10 | Cannot use spells. |
11 | Cannot use attacks. |
12 | Cannot use attacks or spells. |
13 | Cannot use items. |
14 | Mirror room. |
15 | Blacksmith. |
16 | Prestige Point Store. This also requires the Var value below in [Special] |
17 | No page/party/guild chat. |
18 | Trade and auction hall |
19 | Room vault. |
20 | Premium vault. |
21 | 'Health room. Room var changes the amount gained per tick. |
22 | Mana room. Room var changes the amount gained per tick. |
23 | Health and Mana room. Room var changes the amount gained per tick. (Mana is half the var value). |
24 | Store with recharge button. |
25 | Crafting room. |
- Description=The short description of the room.
- LDescription=The long description of the room. If you leave this blank, it will use the short description by default.
- MovementDescription=Movement description. This should be the message that is attached to the description that contains what directions the player can move in. Actual movements that can be used should be color coded with CYAN. I.E. ~cwest~w.
- Type=The minimap type icon to use. This can be found in your interface folder.
- NPC=The NPCs to spawn, separated by commas. I.E: 'Rabbit,Rabbit,Turtle' would spawn two rabbits and one turtle on the square.
[Directions]
- North=The north room number to use. Blank or 0 for no movement.
- South=The south room number to use. Blank or 0 for no movement.
- East=The east room number to use. Blank or 0 for no movement.
- West=The west room number to use. Blank or 0 for no movement.
- Up=The upwards room number to use. Blank or 0 for no movement.
- Down=The downwards room number to use. Blank or 0 for no movement.
[KeyLockMode]
- North=The north key lock mode to use as defined below. 0 for no lock.
- South=The south key lock mode to use as defined below. 0 for no lock.
- East=The east key lock mode to use as defined below. 0 for no lock.
- West=The west key lock mode to use as defined below. 0 for no lock.
- Up=The upwards key lock mode to use as defined below. 0 for no lock.
- Down=The downwards key lock mode to use as defined below. 0 for no lock.
0 | Default, no lock. |
1 | Key, unlimited uses. |
2 | Key, limited uses. (Item will vanish!). |
3 | Race lock. |
4 | Class lock. |
5 | Level lock. Anyone over or equal to this level can pass. |
6 | Experience lock. |
7 | Strength Lock |
8 | Agility Lock |
9 | Endurance Lock |
10 | Intelligence Lock |
11 | Wisdom Lock |
12 | Charisma Lock |
13 | Gold Lock |
14 | Equipment Lock, unlimited uses only. (Similar to 1.) |
15 | Level lock. Anyone under or equal to this level can pass |
16 | Staff lock. Anyone under or equal to this staff level can pass |
[KeyLockName]
Works with [KeyLockMode]. The input here should be determined by what you input for the lock mode. For example, if you have a gold lock, you would specify the amount of gold here. If you put a key/item lock, you would specify the item name.
- North=Key/Value for the north exit.
- South=Key/Value for the south exit.
- East=Key/Value for the east exit.
- West=Key/Value for the west exit.
- Up=Key/Value for the upwards exit.
- Down=Key/Value for the downwards exit.
[KeyType]
This will allow you to specify how the party will move when passing through. This can be used without a key as well to break up parties.
- North=Key type for the north exit.
- South=Key type for the south exit.
- East=Key type for the east exit.
- West=Key type for the west exit.
- Up=Key type for the upwards exit.
- Down=Key type for the downwards exit.
0 | Default, full party will move with leader. |
1 | Players will move with party, but not NPCs. |
2 | Only leader will move. |
3 | Players will not move with party, but NPCs will. |
4 | Full party will move with leader, lock will be broken.. |
5 | Players will move with party, but not NPCs, lock will be broken. |
6 | Only leader will move, lock will be broken. |
7 | Players will not move with party, but NPCs will, lock will be broken. |
8 | Checks every player individually for the lock type and moves them with the party if they meet the requirements. If they have a pet out, it will move their pet with them. THIS SHOULD BE A HIGHLY USED KEY TYPE TO PREVENT PARTY BREAKING. |
[KeyResponse]
The message when you enter a room successfully. This can be key more or not, it will work regardless. Ensure this is BLANK if nothing is specified.
- North=Key response for the north room when entering a room.
- South=Key response for the south room when entering a room.
- East=Key response for the east room when entering a room.
- West=Key response for the west room when entering a room.
- Up=Key response for the upward room when entering a room.
- Down=Key response for the downward room when entering a room.
[KeyFailResponse]
The message when you fail to get past a lock. This should also be used to let people know when areas are locked.
- North=Key failed response for the north room when entering a room.
- South=Key failed response for the south room when entering a room.
- East=Key failed response for the east room when entering a room.
- West=Key failed response for the west room when entering a room.
- Up=Key failed response for the upward room when entering a room.
- Down=Key failed response for the downward room when entering a room.
[KeyPlayerLimit]
Limit the amount of players that can move in this direction at once, aka in a party.
- North=Player limit for the north exit.
- South=Player limit for the south exit.
- East=Player limit for the east exit.
- West=Player limit for the west exit.
- Up=Player limit for the upwards exit.
- Down=Player limit for the downwards exit.
[NPCBlock]
If set to true, this will prevent a player from advancing through the direction if a NPC is in the room.
- North=NPC block for the north room. (true/false).
- South=NPC block for the south room. (true/false).
- East=NPC block for the east room. (true/false).
- West=NPC block for the west room. (true/false).
- Up=NPC block for the upwards room. (true/false).
- Down=NPC block for the downwards room. (true/false).
[ItemLook]
- Info=This is the look around information to send if a player looks at the information. It should as follows. I.E. 'Short Sword|This is a cool sword that is stuck to the ground!||Apple|There is an apple here!'
[Special]
- DayNight=This should be a 0 or 1 value, and if you have darkness here at nightfall, and want to use the night images, set this to 1.
- Darkness=Is the room completely dark in which you would need a light source? There are three options here.
0 | Default, no darkness |
1 | Blackout map and movement. Cannot see directions in minimap. |
2 | Cannot see directions in minimap. |
- NPCStop=Do npcs stop here or keep going past the area? 0 for no, 1 for yes except party monsters, 2 for all.
- Var=This is used typically with the room class type. For example, if the room class is a store type, then this should be the file name of the store. If this is used for a temple, it needs to be the divinity type, for example 'Fire'. It is currently for: Arenas, Stores, Prestige Stores, Temples, and Guilds.
- NoTrack=If set to true, this will disable the ability /track to track people here. Lakes/Oceans/etc should have this set to true.
- KickoutRoom=Set to a room ID. This will kickout the player to this square on reconnect. Good for OADs.
- SearchItem=Search out items. Separate each item with a comma.
- NoXP=If true, disables XP gain in the room. Default is false.
- AlwaysSickness=If true, rooms should always add sickness using scripting. Default is false.
- Movement=A special movement method that allows movement through non-normal directions such as 'enter portal'. The line is seperated with | for each value, and each new movement should be seperated with -|-. The general line would be: 'Movement=RoomID|KeyMode|KeyName|KeyType|Response|FailReponse|MobClear|SayToActivate|MessageEnter|MessageLeave|KeyPlayerLimit'. The data for most of this is above, it is the same values as movement. The last three values are now however. SayToActivate is what is needed to say to activate the warp. MessageEnter should be for example 'just warped to the room!', and MessageLeave should be 'just left the room!'. It will auto add the name in front. As an example for a no key warp movement: 'Movement=5|0||0|You warp out!|You fail to warp!|false|BEAM ME UP|just warped in!|just warped out!|1'.. BEAM ME UP being the trigger. and only one person per party (aka no parties) can use it.'