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#!/opt/bin/perl |
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|
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our $VERSION = '1.2'; |
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|
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my $startup_done = sub { }; |
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|
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# do splash-screen thingy on win32 |
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BEGIN { |
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if (%PAR::LibCache && $^O eq "MSWin32") { |
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while (my ($filename, $zip) = each %PAR::LibCache) { |
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$zip->extractMember ("SPLASH.bmp", "$ENV{PAR_TEMP}/SPLASH.bmp"); |
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} |
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|
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require Win32::GUI::SplashScreen; |
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|
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Win32::GUI::SplashScreen::Show ( |
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-file => "$ENV{PAR_TEMP}/SPLASH.bmp", |
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); |
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|
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$startup_done = sub { |
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Win32::GUI::SplashScreen::Done (1); |
| 22 |
}; |
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} |
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} |
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|
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BEGIN { |
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if (%PAR::LibCache) { |
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@INC = grep ref, @INC; # weed out all paths except pars loader refs |
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|
| 30 |
while (my ($filename, $zip) = each %PAR::LibCache) { |
| 31 |
for ($zip->memberNames) { |
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next unless /^\/root\/(.*)/; |
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$zip->extractMember ($_, "$ENV{PAR_TEMP}/$1") |
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unless -e "$ENV{PAR_TEMP}/$1"; |
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} |
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} |
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|
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$ENV{CROSSFIRE_LIBDIR} ||= $ENV{PAR_TEMP}; |
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} |
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} |
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|
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BEGIN { |
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$ENV{GTK_RC_FILES} = "$ENV{PAR_TEMP}/share/themes/MS-Windows/gtk-2.0/gtkrc" |
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if %PAR::LibCache && $^O eq "MSWin32"; |
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} |
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|
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use Gtk2 -init; |
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|
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use Data::Dumper; |
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use File::Spec; |
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|
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use Crossfire; |
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|
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use GCE::MainWindow; |
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|
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our $CFG; |
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our $MAPDIR; |
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our $LIBDIR; |
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our $MAINWIN; |
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|
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our $DOCUMENTATION = join ("\n", do { local $/; <DATA> }); |
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|
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sub read_cfg { |
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my ($file) = @_; |
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|
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open CFG, $file |
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or return; |
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|
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$CFG = eval join '', <CFG>; |
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|
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close CFG; |
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} |
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|
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sub write_cfg { |
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my ($file) = @_; |
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|
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open CFG, ">$file" |
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or return; |
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|
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{ |
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local $Data::Dumper::Purity = 1; |
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$CFG->{VERSION} = $VERSION; |
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print CFG Data::Dumper->Dump ([$CFG], [qw/CFG/]); |
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} |
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|
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close CFG; |
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} |
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|
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# following 2 functions are taken from CV :) |
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sub find_rcfile($) { |
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my $path; |
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|
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for (@INC) { |
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|
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$path = "$_/GCE/$_[0]"; |
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return $path if -r $path; |
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} |
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|
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die "FATAL: can't find required file $_[0]\n"; |
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} |
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|
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sub require_image($) { |
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new_from_file Gtk2::Gdk::Pixbuf find_rcfile "images/$_[0]"; |
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} |
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|
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sub get_pos_and_size { |
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my ($window) = @_; |
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|
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my ($x, $y) = $window->get_position; |
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my ($w, $h) = $window->get_size; |
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|
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return [$x, $y, $w, $h]; |
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} |
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|
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sub set_pos_and_size { |
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my ($window, $p_and_s, $default_w, $default_h, $default_x, $default_y) = @_; |
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|
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$window->set_default_size ($p_and_s->[2] || $default_w, $p_and_s->[3] || $default_h); |
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|
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# FIXME: This sucks, moving it after showing it can't be a good thing. |
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$window->show_all; |
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$window->move ($p_and_s->[0] || $default_x, $p_and_s->[1] || $default_y); |
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} |
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|
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read_cfg "$Crossfire::VARDIR/gceconfig"; |
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|
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$LIBDIR = $ENV{CROSSFIRE_LIBDIR}; |
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$LIBDIR ||= $CFG->{LIBDIR}; |
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|
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$MAPDIR = $ENV{CROSSFIRE_MAPDIR}; |
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$MAPDIR ||= $CFG->{MAPDIR}; |
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$MAPDIR ||= File::Spec->catfile ($ENV{CROSSFIRE_LIBDIR}, 'maps'); |
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|
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# must be done after changing the libdir path: |
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Crossfire::set_libdir ($LIBDIR); |
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Crossfire::load_archetypes; |
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Crossfire::load_tilecache; |
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|
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my $w = GCE::MainWindow->new; |
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|
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$w->load_layout; |
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|
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$w->show_all; |
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|
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$startup_done->(); |
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|
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Gtk2->main; |
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|
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__DATA__ |
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|
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=head1 NAME |
| 152 |
|
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gce - gtk (perl) crossfire editor |
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|
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=head1 SYNOPSIS |
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|
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gce [<map-filename>...] |
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|
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=head1 FEATURES |
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|
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gce is a map editor for crossfire. |
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|
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Its main features are: |
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|
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- higher map editing comfort |
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- intelligent placement tool |
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- intelligent connection tool |
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- intelligent erase tool |
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- faster and smaller than the java editor |
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- map normalizing (removal of old deprecated attributes) |
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- exit following |
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- world map navigation |
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- easier installation (on windows) |
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- auto joining of walls (see Placement tool -> auto setting) |
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|
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=head1 DESCRIPTION |
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|
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=head2 THE TOOLBOX WINDOW |
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|
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The toolbox window is the main window of gce. It provides the display of |
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the currently selected object and the tools. The buttons select of the |
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editing tool: |
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|
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=over 4 |
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|
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=item * Pick |
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|
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This tool is the simplest of all. It lets the user select the topmost |
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object of a map cell in the map window and updates the stack view for the |
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current space. |
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|
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Shortcut-key in map editor: i |
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|
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=item * Place |
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|
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This is the intelligent placement tool. It has many modes: |
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|
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=over 4 |
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|
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=item auto |
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|
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This mode implements DWIM (do-what-I-mean) by trying to do the the right |
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thing(tm) with the selected object: |
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|
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If you place a floor arch, it will try to replace the existing floor or |
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set the floor below all items. If you place a monster or other arch, it |
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will place it on top. If you place a wall, it will put the wall above the |
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floor and propably replace other walls. |
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|
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Autojoin also works only in this mode. To draw an wall with autojoining pick |
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the wall arch which name looks like: <wallname>_0. It's the single point wall |
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tile which has no connections. |
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When you place this arch now, it will autoconnect the walls you are drawing. |
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|
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=item top |
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|
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Places the arch on the top of the stack of the map cell. |
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|
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=item above floor |
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|
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Places the arch just right above the floor (or the bottom of the stack). |
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|
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=item below floor |
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|
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Places the arch just right below the floor (or the bottom of the stack). |
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|
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=item bottom |
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|
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Places the arch on the bottom of the stack. |
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|
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=back |
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|
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Shortcut-key in map editor: p |
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|
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=item * Erase |
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|
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This is the tool that lets you erase an arch. |
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|
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It has following modes: |
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|
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=over 4 |
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|
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=item top |
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|
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Erases the topmost object on the stack. |
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|
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=item walls |
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|
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Erases all walls in the stack (and only walls). |
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|
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=item above floor |
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|
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Erases the first object above the floor. |
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|
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=item floor |
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|
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Erases all floor from the stack (and only the floor). |
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|
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=item below floor |
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|
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Erases the first object below the floor. |
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|
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=item bottom |
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|
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Erases the first object on the bottom of the stack. |
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|
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=item pick match |
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|
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This erases all objects from the stack that match the currently selected |
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object. |
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|
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=item protect walls (checkbox) |
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|
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This protects walls from being erased (except when erasing walls). |
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|
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=item protect monsters (checkbox) |
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|
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This protects monsters from being erased. |
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|
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=back |
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|
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Shortcut-key in map editor: e |
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|
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=item * Select |
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|
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This is the selection tool. It can be used to select rectangular areas and |
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operate on that area in various ways: |
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|
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=over 4 |
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|
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=item copy |
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|
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This just copies all objects from the selected area into an internal |
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buffer for later paste operations. |
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|
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Shortcut-key in map editor: c |
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|
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=item paste |
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|
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This function pastes the internal buffer into the map, beginning in the |
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top left corner of the selected area. The size of the selection has no |
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relevance to the result: IT always places the whole internal buffer onto |
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the map. |
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|
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Shortcut-key in map editor: p |
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|
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=item invoke |
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|
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This function is a very powerful one. It can apply another tool (such as |
| 310 |
the place tool) on all spaces of the selected area. |
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|
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It can, for example, be used to fill a map with floor tiles or erase |
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everything. |
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|
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Shortcut-key in map editor: n |
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|
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=back |
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|
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Shortcut-key in map editor: s |
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|
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=item * Eval |
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|
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This is a very special tool which isn't finished yet. It lets you specify |
| 324 |
a perl snippet that can manipulate the stack. |
| 325 |
|
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Shortcut-key in map editor: l |
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|
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=item * Connect |
| 329 |
|
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This tool connects two exits, teleporters or adds the configures |
| 331 |
connection value to the connectors. |
| 332 |
|
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This tool has 3 modes: |
| 334 |
|
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=over 4 |
| 336 |
|
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=item auto |
| 338 |
|
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The auto mode tries to find exits first, and if it found one, it will |
| 340 |
go into the exit connect mode. If no exit is found but a connectable |
| 341 |
object is found, it will just add the connection value to the object. |
| 342 |
(Note: This maybe gets in the way if you want to connect teleporters. |
| 343 |
The auto mode will only connect teleporters as if they are exits and not |
| 344 |
touch the connection value). |
| 345 |
|
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=item exit |
| 347 |
|
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This mode wont set any connection values. |
| 349 |
|
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=item connect |
| 351 |
|
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In this mode the connect tool will only set connection values and not |
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try to connect exits. |
| 354 |
|
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=back |
| 356 |
|
| 357 |
You can either connect two exits to each other, or just point an exit to |
| 358 |
a certain location on a map. |
| 359 |
|
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After clicking on an exit the first time you will see a string like this |
| 361 |
in the tool dialoge in the main window: 'src: (12,9) teleporter'. |
| 362 |
It tells you that you selected a source destination and that the next click will |
| 363 |
connect the exit with another exit or just let it point where you clicked (if there |
| 364 |
is no connectable object (in auto mode)). |
| 365 |
|
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To connect two exits, just click at the first and then at the second, and |
| 367 |
the editor will try to find a path (map path) that fits the crossfire conventions. |
| 368 |
It will also adjust the (x,y) coords so that the exits point at each other. |
| 369 |
|
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If something doesn't work as expected make sure you saved both maps |
| 371 |
in a subdirectory of the crossfire map path (which you configured via |
| 372 |
File->Preferences in the main window). |
| 373 |
|
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If the tile you edited with the connect tool contained a connectable |
| 375 |
object, the currently configured connect value (set by the spin buttons in |
| 376 |
the main window) will be set on them. |
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|
| 378 |
Shortcut-key in map editor: t |
| 379 |
|
| 380 |
=item * Follow Exit |
| 381 |
|
| 382 |
With this tool you can follow exits and teleporters by opening the target |
| 383 |
map in a new window (or presents an existing window). |
| 384 |
|
| 385 |
Shortcut-key in map editor: f |
| 386 |
|
| 387 |
=back |
| 388 |
|
| 389 |
=head2 THE STACK VIEW |
| 390 |
|
| 391 |
This window displays the stack of a map space/coordinate. |
| 392 |
|
| 393 |
You can swap two objects on the stack and delete a object from the stack |
| 394 |
by dragging one object over another. |
| 395 |
|
| 396 |
By clicking on an item on the stack you can make it the currently selected |
| 397 |
object. |
| 398 |
|
| 399 |
=head2 THE MAP EDITOR |
| 400 |
|
| 401 |
This window just displays the map and lets you use the tools. The shortcuts are |
| 402 |
documented above in the tool descriptions. |
| 403 |
|
| 404 |
You can pan the map using the middle mouse button and use the tool with |
| 405 |
the left mouse button. |
| 406 |
|
| 407 |
There are two modifiers: Holding down the Meta/Alt-key temporarily |
| 408 |
switches to the pick tool. Holding down the Ctrl-key temporarily switched |
| 409 |
to the erase tool. Both will use their current settings. To change them, |
| 410 |
you need to select the tools using the toolbox first. |
| 411 |
|
| 412 |
There exists a context menu on right click: |
| 413 |
|
| 414 |
=over 4 |
| 415 |
|
| 416 |
=item Follow |
| 417 |
|
| 418 |
This context menu entry lets you follow an exit. It will open |
| 419 |
a new map editor with the map. See Follow Exit tool. |
| 420 |
|
| 421 |
=item object stack |
| 422 |
|
| 423 |
Below the context menu entrys that are documented above there is a seperator |
| 424 |
that seperates the object stack menu items. |
| 425 |
|
| 426 |
Each object stack item is a submenu that offers following functionality: |
| 427 |
|
| 428 |
=over 4 |
| 429 |
|
| 430 |
=item Add inventory |
| 431 |
|
| 432 |
It allows you to add the current arch in the attribute editor |
| 433 |
(a copy of it) to the object as inventory item. |
| 434 |
|
| 435 |
=item Find in picker |
| 436 |
|
| 437 |
This function tries to determine the picker group that this |
| 438 |
object is in and opens a new picker pointing at that group. |
| 439 |
|
| 440 |
=back |
| 441 |
|
| 442 |
=back |
| 443 |
|
| 444 |
=head2 THE ATTRIBUTE EDITOR |
| 445 |
|
| 446 |
The attribute editor display the archetype name followed by the object |
| 447 |
name and the type of the object in parentheses. |
| 448 |
|
| 449 |
The 'reset to defaults' button erases all changes on the object and resets |
| 450 |
it's value to the values of the archetype. |
| 451 |
|
| 452 |
Since there are often many attributes for a given object, they are sorted |
| 453 |
into different categories/tabs. |
| 454 |
|
| 455 |
The lore and msg tabs let you edit the text attributes of the object. |
| 456 |
|
| 457 |
Both field labels and value widgets have tool tips enabled. Tool tips on |
| 458 |
the labels explain the attribute in more detail. The tool tips on the |
| 459 |
value widgets show the default value from the archetype. |
| 460 |
|
| 461 |
On the right side of the attribute editor you will find the inventory, you |
| 462 |
can drag stuff there or just use the context menu von the pick window (see below) |
| 463 |
to add inventory. |
| 464 |
|
| 465 |
=head2 THE PICK WINDOW |
| 466 |
|
| 467 |
Pick windows are used to quickly pick archetypes from specific categories. |
| 468 |
|
| 469 |
Left click creates an object from the archetype and makes it the currently |
| 470 |
selected object for the tools and the attribute editor. |
| 471 |
|
| 472 |
You can change the attributes of the currently selected object in the |
| 473 |
attribute editor. |
| 474 |
|
| 475 |
Right click opens the context menu, where you can add the selected arch as |
| 476 |
inventory to the object which is currently visible in the attribute editor. |
| 477 |
|
| 478 |
You can open multiple pick windows. |
| 479 |
|
| 480 |
=head1 MAP EDITING |
| 481 |
|
| 482 |
=head2 SHOP PROPERTIES |
| 483 |
|
| 484 |
There are 5 map properties related to shops that can be present in a map. |
| 485 |
Any given map may have some, all or none of them (although in the later case, |
| 486 |
it isn't considered to be a shop). |
| 487 |
|
| 488 |
=over 4 |
| 489 |
|
| 490 |
=item Shopmin |
| 491 |
|
| 492 |
This is an integer value. It is the minimum value that the object must have in |
| 493 |
order to be considered by purchase for a shop. This is not the same as the price |
| 494 |
offered, which can be substantially below shopmin. |
| 495 |
|
| 496 |
=item Shopmax |
| 497 |
|
| 498 |
This is an integer value. It uses value like shopmin does, however it is not a |
| 499 |
fixed upper limit. |
| 500 |
|
| 501 |
The value is adjusted downwards if it is in excess of one half of shopmax. The |
| 502 |
output value is the minimum of shopmax and one half of shopmax plus the square root |
| 503 |
of one half of shopmax |
| 504 |
|
| 505 |
Note that the value is only an aspect of the final price, and the actual price offered for an item |
| 506 |
can be substantially less than shopmax, even when the item's value in in excess of that. |
| 507 |
|
| 508 |
=item Shoprace |
| 509 |
|
| 510 |
if the player matches shoprace, this has no effect, if they do not, the price offered |
| 511 |
is only 80% of what it would otherwise be. |
| 512 |
|
| 513 |
=item Shopgreed |
| 514 |
|
| 515 |
This is a multiplier on all prices offered, items brought from the player are done |
| 516 |
so at a price divided by the greed, items sold to a player are overcharged by a factor of shopgreed. |
| 517 |
|
| 518 |
=item Shopitems |
| 519 |
|
| 520 |
This is a semi-colon deliminated list of item types and values. |
| 521 |
each entry is a name of an item type (from the array in common/item.c) |
| 522 |
followed by an optional colon then a value in the range -100 to 100. |
| 523 |
(if this is missing, the default value of 0 is used. |
| 524 |
This value is a measure of how much items of that type are preffered. |
| 525 |
Neutrality is represented by 0 (so a theoretical 'general' store would |
| 526 |
have 0 for everything), a positive preference for certain item types |
| 527 |
is a positive value, and negative preference for item types is a negative value. |
| 528 |
|
| 529 |
As a special note, the character * may be used once to set a preference for |
| 530 |
everything not explicitly listed otherwise (this value would in most cases be negative) |
| 531 |
|
| 532 |
for example, a typical magic shop might have the string: |
| 533 |
|
| 534 |
shopitems amulet:25;ring:40;potion:40;book:35;scroll:40;spellbook:40;skillscroll:50;wand:40;*:-50 |
| 535 |
|
| 536 |
and an armour shop might have the string: |
| 537 |
|
| 538 |
shopitems armour:50;shield:50;helmet:40;cloak:40;boots:40;gloves:40;bracers:50;girdle:50;*:-50 |
| 539 |
|
| 540 |
all possible name values for items are listed in common/item.c, however there are only some |
| 541 |
that are likely to be used (doors are not sold very often....) this list is not definitive or |
| 542 |
neccesarily up-to-date, but is a reasonable starting point for constructing a new shop. |
| 543 |
|
| 544 |
rod |
| 545 |
book |
| 546 |
horn |
| 547 |
amulet |
| 548 |
potion |
| 549 |
ring |
| 550 |
inorganic |
| 551 |
spellbook |
| 552 |
wand |
| 553 |
scroll |
| 554 |
power_crystal |
| 555 |
|
| 556 |
arrow |
| 557 |
bow |
| 558 |
weapon |
| 559 |
|
| 560 |
armour |
| 561 |
shield |
| 562 |
helmet |
| 563 |
cloak |
| 564 |
boots |
| 565 |
gloves |
| 566 |
bracers |
| 567 |
girdle |
| 568 |
|
| 569 |
flesh |
| 570 |
food |
| 571 |
drink |
| 572 |
treasure |
| 573 |
gem |
| 574 |
skill tool |
| 575 |
lighter |
| 576 |
light source |
| 577 |
lamp |
| 578 |
tool |
| 579 |
container |
| 580 |
item_transformer |
| 581 |
|
| 582 |
armour improver |
| 583 |
weapon improver |
| 584 |
skillscroll |
| 585 |
|
| 586 |
building material |
| 587 |
|
| 588 |
=back |
| 589 |
|
| 590 |
=head1 AUTHOR |
| 591 |
|
| 592 |
All of the editor GUI: |
| 593 |
|
| 594 |
Robin Redeker <elmex@ta-sa.org> |
| 595 |
http://www.ta-sa.org/ |
| 596 |
|
| 597 |
The Crossfire map handling module and map widget: |
| 598 |
|
| 599 |
Marc Lehmann <schmorp@schmorp.de> |
| 600 |
http://home.schmorp.de/ |
| 601 |
|
| 602 |
=cut |