====== Generic Placeables/Triggers ====== FIXME Format page... ===== Triggers ===== ==== Spawn Ambush ==== Used to spawn a spread out ambush when someone enters the trigger. On someone entering this trigger, will spawn creatures as given by the variables on this the variables are in form: each # is a number from 1-100\\ int splevel# the minimum level of pc to create creaure # (0 default)\\ int spmaxlevel# the max level of pc to create creaure # (99 default)\\ string spresref# the resref of the creature to create\\ string spwaypoint# the waypoint to create the creature at, will create one creature for eaxh such waypoint in area. (defaults to at wp with the tag WP_resreff and the trigger location if no such wp) and a single variables:\\ int sprespawn the time between resets of the of entry. default=0 meaning sningle shot only, else seconds.\\ sprespawntimes the ammount of times it respawns, default=0 meaning infinite ==== Create creature if variable set ==== Will create the creature given in the tag if the entering object has a local int equal to Name set to TRUE. Will set the variable to FALSE once triggered **Palette :** Generic Trigger: Create_thing_if_Variable **uses:** create_if_variab Set Name to Variable name to check, it true on entering creature creates the creature given in the tag. ==== set/unset variable on entry ==== Set or unsets a localint given as tag on entering object. **Palette :** Generic Trigger: setvariable_onentry/ unsetvariable_onentry\\ **uses:** set_var_onentry / unset_var_onentr Set tag equal to wanted variable name that is to be set or unset. ==== Open Conversation on entry for the entering object ==== **Palette :** Generic Trigger: Openconversationonentry **uses:** openconveronentr to use place the trigger and set the tag to the conversation to open. ===== Placeables ===== ==== Quest Chest ==== If the variable given by name is true, generate the item given after CR in tag and set variable to false. Else generate low treasure. that is: if NAME==TRUE crete TAG item **Palette** : Containers & Switches: Quest chest **uses:** questchest Place the chest, set the Name of the chest to be the variable to check\\ set the tag of the chest to CRresref where resref is the item to cerete is the variable is set. ==== Door/Trapdoor ==== Open on one click, transport elsewhere on second **Palette** : Miscelaneous interior / door\\ **uses**: _gen_doorjump\\ **usage**: * place, change tag to the Waypoint you want to jump to: XXXX * make a waypoint: WP_XXXX as target * to make trapdoor/closet other openable item: change the look ==== Altars ==== Do prayer animation and set the altar prayed variable. wrong believers can be zapped **Palette** : Miscelaneous interior: a Ra Altar/a Kieron Altar etc.\\ **uses**: do_altar_action **usage**: * set the HP to the Deity number from inc_myaasiadeity * set the reflex save to the % change that wrong god follower gets bad effect * set fortitude save to % change a right good follower is blessed. * set will savingthor to % of wrong god follower HP:s to cause damage to on bad% rolled. ==== Baptismals ==== Create holy water for proper users **Palette** : Miscelaneous interior: Baptismal Ra/Baptismal Kieron etc.\\ uses: do_baptis_action\\ the values as altar:\\ Priests can do holywater, as can masters of semipriest and senoir masters of laymen.\\ Place and change apperance and name to wanted ==== Mundane Chest ==== Creates a given item on open if not created one in one hour. Containers & Switches: Mundane Chest\\ uses: respawn1itemhour\\ set tag to CRXXXXX where XXXXX is the resref of the item to create.\\ set appearance and name to wanted. ==== Respawning generic chests ==== Create bioware standard treasure once/hour low, medium, high respectively **Palette :** Containers & Switches: Item Chest, Items Chest,Nice Chest\\ use: _chestrespawn, _chestrespawnmed,_chestrespawhigh usage: place and change took and text to wanted ==== chest ==== Selects one item from another objects inventory and makes a copy, max 1/hour **Palette** : Containers & Switches:chest, random item source chest **uses:** randomitemchest * Place chest , make wanted look, set Tag to source chest name: XXXX * Place source chest in a secure area, Change tag to S_XXXX * fill source chest with items you want to select from one source can serve any number of targets chests Existing common sources: * S_traspile contains generic trash * S_MagicLibrary cointains magic scrolls and books * S_HighWizard contains magic items with a few high and many medium and such * S_cereadragonitems contains admantine weapons and armors * S_miscswords contains +1 to +3 cols and heat weapons * S_somethingstrange contains gems, including very high value * S_somethingstrange2 contains gems of lower value * S_drowmisc contains medium level magic items and similar generic things ==== Pickables Placeables ==== see [[generic_item_tags#Pickable Placeables]] ===== Guild Specific ===== ==== Generic Only members area ==== Teleport nonmembers or too low level or wrong type members out **Palette :** Generic Trigger: Generic Only members area **uses:** guild_jumpnonmem paint trigger change tag, paint a JumpToddddddd Tag of the triggermust be in format:\\ gi_aaaa_bb_c_dddddddddddd\\ \\ KEY:\\ if neccessary use leading zeros (0), always use all characters available\\ \\ gi - marker (guild item)\\ aaaa - the actual value of the guild (see constants in inc_cereaguilds e.g. 0001 for arcane academy)\\ bb - the type of membership (see constants below) if 00 any type is ok\\ c - the level of membership (1 - 5) 5 being highest. minimum membership level to enter, lower level members are also teleported away.\\ dddddd - upto 15 letters, faillure sends you here (waypoint named JumpToddddd\\ ==== Generic Guild Store ==== Uses: guild_store Conversation Scripts: guild_storeinit Usage; 1) Create the shopkeeper with the tag: gi_aaaa_bb_c_dddddddddddd // KEY: // if neccessary use leading zeros (0), always use all characters available // // gi - marker // aaaa - the actual value of the guild (see constants in inc_cereaguilds e.g. 0001 for arcane academy) // bb - the type of membership (see constants below) if 00 any type is ok // c - the level of membership (1 - 5) 5 being highest. minimum membership level to see any of the stores, allmost allways 1 // dddddd - failure text, with spaces replaced by _ 2) Assign guild_storeinit conversation to him. 3) place 6 stores close with the tags guildsstoreaaaac where: aaaa is the guild value as given above c is a number from 0 to 5 with 0 geing the guild buyback store and 1-5 the rank stores. Guildbuyback store: (guildsstoreaaaa0) should have buy/sell prices at 25% and the script "guildbuydeleter" placed to onstoreopen event, to delete any items from before on open. the guildstoreaaaa1 to guildstoreaaaa5 should have prices set to 1% for buyback and for selling items to: 175% for 1, 150% for 2 125% for 3 100% for 4 and 75% for 5. if you make several stores for different types of members in the same area, make sure the correct ones are closests to the speaker. 4) fill the stores with the suitable items. General guideline: the base prices of the very best best items should be below 300 000 for senior masters 120 000 for masters 50 000 for Journeymen 20 000 for Apprentice 5 000 for initiate with most items that are for sale should be: init: 3500 appr: 12000 journ: 30000 mast: 65000 sm: 130000 When someone tries to talk to the person, he checks if the person is allowed to use the store. If not, he says that only the "failuretext" form his tag is allowed to use it, else they are shown all the stores their rank allows.