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channel.gossip_channel:
The remote channel on the [Gossip](https://github.com/oestrich/gossip/blob/master/README.md) network. **Must** be filled in if this is a gossip connected channel.
channel.is_gossip_connected:
If connected to the [Gossip](https://github.com/oestrich/gossip/blob/master/README.md) network, all messages will be sent to the Gossip router.
class.name:
Try to limit to 10 characters, it will be cut off in the `who` list otherwise.
color_code.ansi_escape:
This is the ANSI escape sequence when someone is connected via telnet, see [Wikipedia](https://en.wikipedia.org/wiki/ANSI_escape_code#Colors)
color_code.hex_code:
This is the CSS hex color, this should include the `#` sign. E.g. `#FF0055`
color_code.key:
This key is used when adding color to game text fields, e.g. if the key was `gold`, you would use it as `{gold}text{/gold}`
config.message_break:
You can crate multiple messages by adding in a break, `(----)`. A random message will be selected.
damage_type.key:
This key is used in damage effects, this should be a single word and lower case.
damage_type.boost_ratio:
The number of points it takes to double the damage, e.g. every 20 points is an additional 1x
damage_type.stat_modifier:
This is the player statistics that boosts the effect by a percentage of the stat.
format.resources:
This field has global resources enabled.
item.whitelist_effects:
Effects in this whitelist will be calculated when using the item. Anything not in the list will be filtered out.
npc.description:
Valid template replacements: `[status_line]`, `[name]`
npc.events:
NPCs interact with the world based on these definitions.
npc.item_drop_rate:
Percent chance to drop on death, 1-100.
npc.items:
NPCs have a chance of dropping anything in this list when they are killed.
npc.level:
Changing this number will change the stats, leveling it or deleveling it. This uses the basic stats and will overwrite whatever you manually change.
npc.quest_giver:
A quest giver will show up in the quest form as a potential giver.
npc.skill_trainer:
If true, you can attach skills to this NPC to train players with.
npc.skills:
Players can train these skills from this NPC.
npc.spawner_interval:
When the spawner is killed it will wait this long (seconds) to respawn to the original room.
npc.spawner_name:
If empty the base NPC will be used, fill this in to create similar NPCs with different names to customize.
npc.spawners:
These are what the player interacts with. They are spawned as processes.
npc.status_listen:
Can be empty, players will see this when they listen in the same room as the NPC. Can include the template `[name]`.
npc_events.reload:
Force a save of NPC events, this saves the generated ID
quest.completed_message:
A message the NPC will say after the quest is completed
quest.description:
This will be available using `quest info :id` in game
quest.giver:
The NPC that hands out the quest, all spanwers will pass out the quest
quest.level:
Required level to receive the quest
quest.steps:
Players must fulfill each of these in order to complete the quest.
race.name:
Try to limit to 10 characters, it will be cut off in the `who` list otherwise.
room.ecology:
Room ecology changes the color of the map "icon" in the map grid.
room.feature:
Room features are appended to the end of a room's description.
room.graveyard:
A graveyard room can be selected as a zone's graveyard, this can be for any zone. The zone's graveyard is where the player is teleported after dying.
room.item_spawns:
Item spawns ensure that an item is put back in a room after an interval has passed.
room.items:
These items are added directly to the game
room.zone_exit:
A room that is a zone exit will always show up in the room selection box when creating exits, not just for the current zone.
room_feature.listen:
What the user will hear when they listen in the room. If the key is in this text, it will be highlighted white.
room_feature.key:
This will be used as the lookup key for the `look` command.
room_feature.short_description:
The key should be included in this description, it will be color coded white to show it can be looked at further.
skill.cooldown_time:
Milliseconds the player must wait before the skill can be used again.
skill.require_target:
If required, the target defaults to the character. For things like `cure wounds` which should heal the using character unless a target is provided.
skill.user_text:
Text the user of the skill will see. Available template variables: `[target]`, `[user]`
skill.usee_text:
Text the target of the skill will see. Available template variables: `[target]`, `[user]`
skill.whitelist_effects:
Effects in this whitelist will be calculated when using the skill. Anything not in the list will be filtered out.
social.command:
This should be a single lowercase word
social.with_target:
When used with a target, template replacements: `[user]` and `[target]`
social.without_target:
When used with out a target, template replacements: `[user]`
quest.item_collect:
Players must have these items in their possession when turning in the quest, the item will be collected on completion.
quest.item_give:
Players must give the item to a specified NPC. This will be tracked in their quest progress.
quest.item_have:
Players must simply have these items in their possession when turning in the quest.
quest.npc_kill:
Players must kill an NPC certain number of times.
quest.room_explore:
Players must nagivate to a certain room. This will be tracked and saved when they enter the chosen room.
zone.name:
This will be seen in the player's map.
zone.graveyard:
The graveyard is where the player will be teleported after dying in this zone.
zone.type:
Rooms: players move from room to room seeing each description separately. Overland: players move around a large map.