1 |
elmex |
1.1 |
#!/opt/bin/perl |
2 |
|
|
|
3 |
|
|
our $VERSION = '1.3'; |
4 |
|
|
|
5 |
|
|
my $startup_done = sub { }; |
6 |
|
|
|
7 |
|
|
# do splash-screen thingy on win32 |
8 |
|
|
BEGIN { |
9 |
|
|
if (%PAR::LibCache && $^O eq "MSWin32") { |
10 |
|
|
while (my ($filename, $zip) = each %PAR::LibCache) { |
11 |
|
|
$zip->extractMember ("SPLASH.bmp", "$ENV{PAR_TEMP}/SPLASH.bmp"); |
12 |
|
|
} |
13 |
|
|
|
14 |
|
|
require Win32::GUI::SplashScreen; |
15 |
|
|
|
16 |
|
|
Win32::GUI::SplashScreen::Show ( |
17 |
|
|
-file => "$ENV{PAR_TEMP}/SPLASH.bmp", |
18 |
|
|
); |
19 |
elmex |
1.2 |
|
20 |
elmex |
1.1 |
$startup_done = sub { |
21 |
|
|
Win32::GUI::SplashScreen::Done (1); |
22 |
|
|
}; |
23 |
|
|
} |
24 |
elmex |
1.2 |
} |
25 |
elmex |
1.1 |
|
26 |
|
|
BEGIN { |
27 |
|
|
if (%PAR::LibCache) { |
28 |
|
|
@INC = grep ref, @INC; # weed out all paths except pars loader refs |
29 |
|
|
|
30 |
|
|
while (my ($filename, $zip) = each %PAR::LibCache) { |
31 |
|
|
for ($zip->memberNames) { |
32 |
|
|
next unless /^\/root\/(.*)/; |
33 |
|
|
$zip->extractMember ($_, "$ENV{PAR_TEMP}/$1") |
34 |
|
|
unless -e "$ENV{PAR_TEMP}/$1"; |
35 |
|
|
} |
36 |
|
|
} |
37 |
|
|
|
38 |
elmex |
1.4 |
$ENV{DELIANTRA_LIBDIR} ||= $ENV{PAR_TEMP}; |
39 |
elmex |
1.1 |
} |
40 |
|
|
} |
41 |
|
|
|
42 |
|
|
BEGIN { |
43 |
|
|
$ENV{GTK_RC_FILES} = "$ENV{PAR_TEMP}/share/themes/MS-Windows/gtk-2.0/gtkrc" |
44 |
|
|
if %PAR::LibCache && $^O eq "MSWin32"; |
45 |
|
|
} |
46 |
|
|
|
47 |
|
|
use Gtk2 -init; |
48 |
|
|
|
49 |
|
|
use Data::Dumper; |
50 |
|
|
use File::Spec; |
51 |
|
|
|
52 |
root |
1.3 |
use Deliantra; |
53 |
elmex |
1.1 |
|
54 |
elmex |
1.8 |
use AnyEvent::EditText; |
55 |
|
|
|
56 |
|
|
if (defined $ENV{GDE_TEXT_EDITOR}) { |
57 |
|
|
AnyEvent::EditText::set_editor (split / /, $ENV{GDE_TEXT_EDITOR}); |
58 |
|
|
} |
59 |
|
|
|
60 |
elmex |
1.1 |
use GCE::MainWindow; |
61 |
|
|
|
62 |
|
|
our $CFG; |
63 |
|
|
our $MAPDIR; |
64 |
|
|
our $LIBDIR; |
65 |
|
|
our $MAINWIN; |
66 |
|
|
|
67 |
|
|
our $DOCUMENTATION = join ("\n", do { local $/; <DATA> }); |
68 |
|
|
|
69 |
|
|
sub read_cfg { |
70 |
|
|
my ($file) = @_; |
71 |
|
|
|
72 |
|
|
open CFG, $file |
73 |
|
|
or return; |
74 |
|
|
|
75 |
|
|
$CFG = eval join '', <CFG>; |
76 |
|
|
|
77 |
|
|
close CFG; |
78 |
|
|
} |
79 |
|
|
|
80 |
|
|
sub write_cfg { |
81 |
|
|
my ($file) = @_; |
82 |
|
|
|
83 |
|
|
open CFG, ">$file" |
84 |
|
|
or return; |
85 |
|
|
|
86 |
|
|
{ |
87 |
|
|
local $Data::Dumper::Purity = 1; |
88 |
|
|
$CFG->{VERSION} = $VERSION; |
89 |
|
|
print CFG Data::Dumper->Dump ([$CFG], [qw/CFG/]); |
90 |
|
|
} |
91 |
|
|
|
92 |
|
|
close CFG; |
93 |
|
|
} |
94 |
|
|
|
95 |
|
|
# following 2 functions are taken from CV :) |
96 |
|
|
sub find_rcfile($) { |
97 |
|
|
my $path; |
98 |
|
|
|
99 |
|
|
for (@INC) { |
100 |
|
|
|
101 |
|
|
$path = "$_/GCE/$_[0]"; |
102 |
|
|
return $path if -r $path; |
103 |
|
|
} |
104 |
|
|
|
105 |
|
|
die "FATAL: can't find required file $_[0]\n"; |
106 |
|
|
} |
107 |
|
|
|
108 |
|
|
sub require_image($) { |
109 |
|
|
new_from_file Gtk2::Gdk::Pixbuf find_rcfile "images/$_[0]"; |
110 |
|
|
} |
111 |
|
|
|
112 |
|
|
sub get_pos_and_size { |
113 |
|
|
my ($window) = @_; |
114 |
|
|
|
115 |
|
|
my ($x, $y) = $window->get_position; |
116 |
|
|
my ($w, $h) = $window->get_size; |
117 |
|
|
|
118 |
|
|
return [$x, $y, $w, $h]; |
119 |
|
|
} |
120 |
|
|
|
121 |
|
|
sub set_pos_and_size { |
122 |
|
|
my ($window, $p_and_s, $default_w, $default_h, $default_x, $default_y) = @_; |
123 |
|
|
|
124 |
|
|
$window->set_default_size ($p_and_s->[2] || $default_w, $p_and_s->[3] || $default_h); |
125 |
|
|
|
126 |
|
|
# FIXME: This sucks, moving it after showing it can't be a good thing. |
127 |
|
|
$window->show_all; |
128 |
|
|
$window->move ($p_and_s->[0] || $default_x, $p_and_s->[1] || $default_y); |
129 |
|
|
} |
130 |
|
|
|
131 |
root |
1.3 |
if (-e "$Deliantra::VARDIR/gdeconfig") { |
132 |
|
|
read_cfg "$Deliantra::VARDIR/gdeconfig"; |
133 |
elmex |
1.2 |
} else { |
134 |
root |
1.3 |
read_cfg "$Deliantra::VARDIR/gceconfig"; |
135 |
elmex |
1.2 |
} |
136 |
elmex |
1.1 |
|
137 |
elmex |
1.4 |
$LIBDIR = $ENV{DELIANTRA_LIBDIR}; |
138 |
elmex |
1.1 |
$LIBDIR ||= $CFG->{LIBDIR}; |
139 |
|
|
|
140 |
elmex |
1.4 |
$MAPDIR = $ENV{DELIANTRA_MAPDIR}; |
141 |
elmex |
1.1 |
$MAPDIR ||= $CFG->{MAPDIR}; |
142 |
elmex |
1.4 |
$MAPDIR ||= File::Spec->catfile ($ENV{DELIANTRA_LIBDIR}, 'maps'); |
143 |
elmex |
1.1 |
|
144 |
|
|
# must be done after changing the libdir path: |
145 |
root |
1.3 |
Deliantra::set_libdir ($LIBDIR); |
146 |
|
|
Deliantra::load_archetypes; |
147 |
|
|
Deliantra::load_tilecache; |
148 |
elmex |
1.1 |
|
149 |
|
|
my $w = GCE::MainWindow->new; |
150 |
|
|
|
151 |
|
|
$w->load_layout; |
152 |
|
|
|
153 |
|
|
$w->show_all; |
154 |
|
|
|
155 |
|
|
$startup_done->(); |
156 |
|
|
|
157 |
|
|
Gtk2->main; |
158 |
|
|
|
159 |
|
|
__DATA__ |
160 |
|
|
|
161 |
|
|
=head1 NAME |
162 |
|
|
|
163 |
elmex |
1.2 |
gde - gtk deliantra (map) editor |
164 |
elmex |
1.1 |
|
165 |
|
|
=head1 SYNOPSIS |
166 |
|
|
|
167 |
elmex |
1.2 |
gde [<map-filename>...] |
168 |
elmex |
1.1 |
|
169 |
|
|
=head1 FEATURES |
170 |
|
|
|
171 |
elmex |
1.2 |
gde is a map editor for deliantra. |
172 |
elmex |
1.1 |
|
173 |
|
|
Its main features are: |
174 |
|
|
|
175 |
|
|
- higher map editing comfort |
176 |
|
|
- intelligent placement tool |
177 |
|
|
- intelligent connection tool |
178 |
|
|
- intelligent erase tool |
179 |
|
|
- map normalizing (removal of old deprecated attributes) |
180 |
|
|
- exit following |
181 |
|
|
- world map navigation |
182 |
elmex |
1.2 |
- easy installation (on windows) |
183 |
elmex |
1.1 |
- auto joining of walls (see Placement tool -> auto setting) |
184 |
|
|
|
185 |
|
|
=head1 DESCRIPTION |
186 |
|
|
|
187 |
|
|
=head2 THE TOOLBOX WINDOW |
188 |
|
|
|
189 |
elmex |
1.2 |
The toolbox window is the main window of gde. It provides the display of |
190 |
elmex |
1.1 |
the currently selected object and the tools. The buttons select of the |
191 |
|
|
editing tool: |
192 |
|
|
|
193 |
|
|
=over 4 |
194 |
|
|
|
195 |
|
|
=item * Pick |
196 |
|
|
|
197 |
|
|
This tool is the simplest of all. It lets the user select the topmost |
198 |
|
|
object of a map cell in the map window and updates the stack view for the |
199 |
|
|
current space. |
200 |
|
|
|
201 |
|
|
Shortcut-key in map editor: i |
202 |
|
|
|
203 |
|
|
=item * Place |
204 |
|
|
|
205 |
|
|
This is the intelligent placement tool. It has many modes: |
206 |
|
|
|
207 |
|
|
=over 4 |
208 |
|
|
|
209 |
|
|
=item auto |
210 |
|
|
|
211 |
|
|
This mode implements DWIM (do-what-I-mean) by trying to do the the right |
212 |
|
|
thing(tm) with the selected object: |
213 |
|
|
|
214 |
|
|
If you place a floor arch, it will try to replace the existing floor or |
215 |
|
|
set the floor below all items. If you place a monster or other arch, it |
216 |
|
|
will place it on top. If you place a wall, it will put the wall above the |
217 |
|
|
floor and propably replace other walls. |
218 |
|
|
|
219 |
|
|
Autojoin also works only in this mode. To draw an wall with autojoining pick |
220 |
|
|
the wall arch which name looks like: <wallname>_0. It's the single point wall |
221 |
|
|
tile which has no connections. |
222 |
|
|
When you place this arch now, it will autoconnect the walls you are drawing. |
223 |
|
|
|
224 |
|
|
=item top |
225 |
|
|
|
226 |
|
|
Places the arch on the top of the stack of the map cell. |
227 |
|
|
|
228 |
|
|
=item above floor |
229 |
|
|
|
230 |
|
|
Places the arch just right above the floor (or the bottom of the stack). |
231 |
|
|
|
232 |
|
|
=item below floor |
233 |
|
|
|
234 |
|
|
Places the arch just right below the floor (or the bottom of the stack). |
235 |
|
|
|
236 |
|
|
=item bottom |
237 |
|
|
|
238 |
|
|
Places the arch on the bottom of the stack. |
239 |
|
|
|
240 |
|
|
=back |
241 |
|
|
|
242 |
|
|
Shortcut-key in map editor: p |
243 |
|
|
|
244 |
|
|
=item * Erase |
245 |
|
|
|
246 |
|
|
This is the tool that lets you erase an arch. |
247 |
|
|
|
248 |
|
|
It has following modes: |
249 |
|
|
|
250 |
|
|
=over 4 |
251 |
|
|
|
252 |
|
|
=item top |
253 |
|
|
|
254 |
|
|
Erases the topmost object on the stack. |
255 |
|
|
|
256 |
|
|
=item walls |
257 |
|
|
|
258 |
|
|
Erases all walls in the stack (and only walls). |
259 |
|
|
|
260 |
|
|
=item above floor |
261 |
|
|
|
262 |
|
|
Erases the first object above the floor. |
263 |
|
|
|
264 |
|
|
=item floor |
265 |
|
|
|
266 |
|
|
Erases all floor from the stack (and only the floor). |
267 |
|
|
|
268 |
|
|
=item below floor |
269 |
|
|
|
270 |
|
|
Erases the first object below the floor. |
271 |
|
|
|
272 |
|
|
=item bottom |
273 |
|
|
|
274 |
|
|
Erases the first object on the bottom of the stack. |
275 |
|
|
|
276 |
|
|
=item pick match |
277 |
|
|
|
278 |
|
|
This erases all objects from the stack that match the currently selected |
279 |
|
|
object. |
280 |
|
|
|
281 |
|
|
=item protect walls (checkbox) |
282 |
|
|
|
283 |
|
|
This protects walls from being erased (except when erasing walls). |
284 |
|
|
|
285 |
|
|
=item protect monsters (checkbox) |
286 |
|
|
|
287 |
|
|
This protects monsters from being erased. |
288 |
|
|
|
289 |
|
|
=back |
290 |
|
|
|
291 |
|
|
Shortcut-key in map editor: e |
292 |
|
|
|
293 |
|
|
=item * Select |
294 |
|
|
|
295 |
|
|
This is the selection tool. It can be used to select rectangular areas and |
296 |
|
|
operate on that area in various ways: |
297 |
|
|
|
298 |
|
|
=over 4 |
299 |
|
|
|
300 |
|
|
=item copy |
301 |
|
|
|
302 |
|
|
This just copies all objects from the selected area into an internal |
303 |
|
|
buffer for later paste operations. |
304 |
|
|
|
305 |
|
|
Shortcut-key in map editor: c |
306 |
|
|
|
307 |
|
|
=item paste |
308 |
|
|
|
309 |
|
|
This function pastes the internal buffer into the map, beginning in the |
310 |
|
|
top left corner of the selected area. The size of the selection has no |
311 |
|
|
relevance to the result: IT always places the whole internal buffer onto |
312 |
|
|
the map. |
313 |
|
|
|
314 |
|
|
Shortcut-key in map editor: p |
315 |
|
|
|
316 |
|
|
=item invoke |
317 |
|
|
|
318 |
|
|
This function is a very powerful one. It can apply another tool (such as |
319 |
|
|
the place tool) on all spaces of the selected area. |
320 |
|
|
|
321 |
|
|
It can, for example, be used to fill a map with floor tiles or erase |
322 |
|
|
everything. |
323 |
|
|
|
324 |
|
|
Shortcut-key in map editor: n |
325 |
|
|
|
326 |
|
|
=back |
327 |
|
|
|
328 |
|
|
Shortcut-key in map editor: s |
329 |
|
|
|
330 |
|
|
=item * Eval |
331 |
|
|
|
332 |
|
|
This is a very special tool which isn't finished yet. It lets you specify |
333 |
|
|
a perl snippet that can manipulate the stack. |
334 |
|
|
|
335 |
|
|
Shortcut-key in map editor: l |
336 |
|
|
|
337 |
|
|
=item * Connect |
338 |
|
|
|
339 |
|
|
This tool connects two exits, teleporters or adds the configures |
340 |
|
|
connection value to the connectors. |
341 |
|
|
|
342 |
|
|
This tool has 3 modes: |
343 |
|
|
|
344 |
|
|
=over 4 |
345 |
|
|
|
346 |
|
|
=item auto |
347 |
|
|
|
348 |
|
|
The auto mode tries to find exits first, and if it found one, it will |
349 |
|
|
go into the exit connect mode. If no exit is found but a connectable |
350 |
|
|
object is found, it will just add the connection value to the object. |
351 |
|
|
(Note: This maybe gets in the way if you want to connect teleporters. |
352 |
|
|
The auto mode will only connect teleporters as if they are exits and not |
353 |
|
|
touch the connection value). |
354 |
|
|
|
355 |
|
|
=item exit |
356 |
|
|
|
357 |
|
|
This mode wont set any connection values. |
358 |
|
|
|
359 |
|
|
=item connect |
360 |
|
|
|
361 |
|
|
In this mode the connect tool will only set connection values and not |
362 |
|
|
try to connect exits. |
363 |
|
|
|
364 |
|
|
=back |
365 |
|
|
|
366 |
|
|
You can either connect two exits to each other, or just point an exit to |
367 |
|
|
a certain location on a map. |
368 |
|
|
|
369 |
|
|
After clicking on an exit the first time you will see a string like this |
370 |
|
|
in the tool dialoge in the main window: 'src: (12,9) teleporter'. |
371 |
|
|
It tells you that you selected a source destination and that the next click will |
372 |
|
|
connect the exit with another exit or just let it point where you clicked (if there |
373 |
|
|
is no connectable object (in auto mode)). |
374 |
|
|
|
375 |
|
|
To connect two exits, just click at the first and then at the second, and |
376 |
elmex |
1.2 |
the editor will try to find a path (map path) that fits the deliantra conventions. |
377 |
elmex |
1.1 |
It will also adjust the (x,y) coords so that the exits point at each other. |
378 |
|
|
|
379 |
|
|
If something doesn't work as expected make sure you saved both maps |
380 |
elmex |
1.2 |
in a subdirectory of the deliantra map path (which you configured via |
381 |
elmex |
1.1 |
File->Preferences in the main window). |
382 |
|
|
|
383 |
|
|
If the tile you edited with the connect tool contained a connectable |
384 |
|
|
object, the currently configured connect value (set by the spin buttons in |
385 |
|
|
the main window) will be set on them. |
386 |
|
|
|
387 |
|
|
Shortcut-key in map editor: t |
388 |
|
|
|
389 |
|
|
=item * Follow Exit |
390 |
|
|
|
391 |
|
|
With this tool you can follow exits and teleporters by opening the target |
392 |
|
|
map in a new window (or presents an existing window). |
393 |
|
|
|
394 |
|
|
Shortcut-key in map editor: f |
395 |
|
|
|
396 |
|
|
=back |
397 |
|
|
|
398 |
|
|
=head2 THE STACK VIEW |
399 |
|
|
|
400 |
|
|
This window displays the stack of a map space/coordinate. |
401 |
|
|
|
402 |
|
|
You can swap two objects on the stack and delete a object from the stack |
403 |
|
|
by dragging one object over another. |
404 |
|
|
|
405 |
|
|
By clicking on an item on the stack you can make it the currently selected |
406 |
|
|
object. |
407 |
|
|
|
408 |
|
|
=head2 THE MAP EDITOR |
409 |
|
|
|
410 |
|
|
This window just displays the map and lets you use the tools. The shortcuts are |
411 |
|
|
documented above in the tool descriptions. |
412 |
|
|
|
413 |
root |
1.6 |
You can pan the map using the middle mouse button (or Alt + |
414 |
|
|
left-mouse-button) and use the tool with the left mouse button. |
415 |
elmex |
1.1 |
|
416 |
|
|
There exists a context menu on right click: |
417 |
|
|
|
418 |
|
|
=over 4 |
419 |
|
|
|
420 |
|
|
=item Follow |
421 |
|
|
|
422 |
|
|
This context menu entry lets you follow an exit. It will open |
423 |
|
|
a new map editor with the map. See Follow Exit tool. |
424 |
|
|
|
425 |
|
|
=item object stack |
426 |
|
|
|
427 |
|
|
Below the context menu entrys that are documented above there is a seperator |
428 |
|
|
that seperates the object stack menu items. |
429 |
|
|
|
430 |
|
|
Each object stack item is a submenu that offers following functionality: |
431 |
|
|
|
432 |
|
|
=over 4 |
433 |
|
|
|
434 |
|
|
=item Add inventory |
435 |
|
|
|
436 |
|
|
It allows you to add the current arch in the attribute editor |
437 |
|
|
(a copy of it) to the object as inventory item. |
438 |
|
|
|
439 |
|
|
=item Find in picker |
440 |
|
|
|
441 |
|
|
This function tries to determine the picker group that this |
442 |
|
|
object is in and opens a new picker pointing at that group. |
443 |
|
|
|
444 |
|
|
=back |
445 |
|
|
|
446 |
|
|
=back |
447 |
|
|
|
448 |
|
|
=head2 THE ATTRIBUTE EDITOR |
449 |
|
|
|
450 |
|
|
The attribute editor display the archetype name followed by the object |
451 |
|
|
name and the type of the object in parentheses. |
452 |
|
|
|
453 |
|
|
The 'reset to defaults' button erases all changes on the object and resets |
454 |
|
|
it's value to the values of the archetype. |
455 |
|
|
|
456 |
|
|
Since there are often many attributes for a given object, they are sorted |
457 |
|
|
into different categories/tabs. |
458 |
|
|
|
459 |
|
|
The lore and msg tabs let you edit the text attributes of the object. |
460 |
|
|
|
461 |
|
|
Both field labels and value widgets have tool tips enabled. Tool tips on |
462 |
|
|
the labels explain the attribute in more detail. The tool tips on the |
463 |
|
|
value widgets show the default value from the archetype. |
464 |
|
|
|
465 |
|
|
On the right side of the attribute editor you will find the inventory, you |
466 |
|
|
can drag stuff there or just use the context menu von the pick window (see below) |
467 |
|
|
to add inventory. |
468 |
|
|
|
469 |
|
|
=head2 THE PICK WINDOW |
470 |
|
|
|
471 |
|
|
Pick windows are used to quickly pick archetypes from specific categories. |
472 |
|
|
|
473 |
|
|
Left click creates an object from the archetype and makes it the currently |
474 |
|
|
selected object for the tools and the attribute editor. |
475 |
|
|
|
476 |
|
|
You can change the attributes of the currently selected object in the |
477 |
|
|
attribute editor. |
478 |
|
|
|
479 |
|
|
Right click opens the context menu, where you can add the selected arch as |
480 |
|
|
inventory to the object which is currently visible in the attribute editor. |
481 |
|
|
|
482 |
|
|
You can open multiple pick windows. |
483 |
|
|
|
484 |
|
|
=head1 MAP EDITING |
485 |
|
|
|
486 |
|
|
=head2 SHOP PROPERTIES |
487 |
|
|
|
488 |
|
|
There are 5 map properties related to shops that can be present in a map. |
489 |
|
|
Any given map may have some, all or none of them (although in the later case, |
490 |
|
|
it isn't considered to be a shop). |
491 |
|
|
|
492 |
|
|
=over 4 |
493 |
|
|
|
494 |
|
|
=item Music |
495 |
|
|
|
496 |
|
|
This field constains a list of comma seperated music paths. <path> |
497 |
|
|
will become /music/<path>.ogg. Example: |
498 |
|
|
|
499 |
|
|
km/piece1,km/piece2 |
500 |
|
|
|
501 |
|
|
=item Shopmin |
502 |
|
|
|
503 |
|
|
This is an integer value. It is the minimum value that the object must have in |
504 |
|
|
order to be considered by purchase for a shop. This is not the same as the price |
505 |
|
|
offered, which can be substantially below shopmin. |
506 |
|
|
|
507 |
|
|
=item Shopmax |
508 |
|
|
|
509 |
|
|
This is an integer value. It uses value like shopmin does, however it is not a |
510 |
|
|
fixed upper limit. |
511 |
|
|
|
512 |
|
|
The value is adjusted downwards if it is in excess of one half of shopmax. The |
513 |
|
|
output value is the minimum of shopmax and one half of shopmax plus the square root |
514 |
|
|
of one half of shopmax |
515 |
|
|
|
516 |
|
|
Note that the value is only an aspect of the final price, and the actual price offered for an item |
517 |
|
|
can be substantially less than shopmax, even when the item's value in in excess of that. |
518 |
|
|
|
519 |
|
|
=item Shoprace |
520 |
|
|
|
521 |
|
|
if the player matches shoprace, this has no effect, if they do not, the price offered |
522 |
|
|
is only 80% of what it would otherwise be. |
523 |
|
|
|
524 |
|
|
=item Shopgreed |
525 |
|
|
|
526 |
root |
1.7 |
This is a multiplier on all prices offered, items bought from the player |
527 |
|
|
are done so at a price divided by the greed, items sold to a player are |
528 |
|
|
overcharged by a factor of shopgreed. |
529 |
elmex |
1.1 |
|
530 |
|
|
=item Shopitems |
531 |
|
|
|
532 |
|
|
This is a semi-colon deliminated list of item types and values. |
533 |
|
|
each entry is a name of an item type (from the array in common/item.c) |
534 |
|
|
followed by an optional colon then a value in the range -100 to 100. |
535 |
|
|
(if this is missing, the default value of 0 is used. |
536 |
|
|
This value is a measure of how much items of that type are preffered. |
537 |
|
|
Neutrality is represented by 0 (so a theoretical 'general' store would |
538 |
|
|
have 0 for everything), a positive preference for certain item types |
539 |
|
|
is a positive value, and negative preference for item types is a negative value. |
540 |
|
|
|
541 |
|
|
As a special note, the character * may be used once to set a preference for |
542 |
|
|
everything not explicitly listed otherwise (this value would in most cases be negative) |
543 |
|
|
|
544 |
|
|
for example, a typical magic shop might have the string: |
545 |
|
|
|
546 |
|
|
shopitems amulet:25;ring:40;potion:40;book:35;scroll:40;spellbook:40;skillscroll:50;wand:40;*:-50 |
547 |
|
|
|
548 |
|
|
and an armour shop might have the string: |
549 |
|
|
|
550 |
|
|
shopitems armour:50;shield:50;helmet:40;cloak:40;boots:40;gloves:40;bracers:50;girdle:50;*:-50 |
551 |
|
|
|
552 |
|
|
all possible name values for items are listed in common/item.c, however there are only some |
553 |
|
|
that are likely to be used (doors are not sold very often....) this list is not definitive or |
554 |
|
|
neccesarily up-to-date, but is a reasonable starting point for constructing a new shop. |
555 |
|
|
|
556 |
|
|
rod |
557 |
|
|
book |
558 |
|
|
horn |
559 |
|
|
amulet |
560 |
|
|
potion |
561 |
|
|
ring |
562 |
|
|
inorganic |
563 |
|
|
spellbook |
564 |
|
|
wand |
565 |
|
|
scroll |
566 |
|
|
power_crystal |
567 |
|
|
|
568 |
|
|
arrow |
569 |
|
|
bow |
570 |
|
|
weapon |
571 |
|
|
|
572 |
|
|
armour |
573 |
|
|
shield |
574 |
|
|
helmet |
575 |
|
|
cloak |
576 |
|
|
boots |
577 |
|
|
gloves |
578 |
|
|
bracers |
579 |
|
|
girdle |
580 |
|
|
|
581 |
|
|
flesh |
582 |
|
|
food |
583 |
|
|
drink |
584 |
|
|
treasure |
585 |
|
|
gem |
586 |
|
|
skill tool |
587 |
|
|
lighter |
588 |
|
|
light source |
589 |
|
|
lamp |
590 |
|
|
tool |
591 |
|
|
container |
592 |
|
|
item_transformer |
593 |
|
|
|
594 |
|
|
armour improver |
595 |
|
|
weapon improver |
596 |
|
|
skillscroll |
597 |
|
|
|
598 |
|
|
building material |
599 |
|
|
|
600 |
|
|
=back |
601 |
|
|
|
602 |
|
|
=head1 AUTHOR |
603 |
|
|
|
604 |
|
|
All of the editor GUI: |
605 |
|
|
|
606 |
|
|
Robin Redeker <elmex@ta-sa.org> |
607 |
|
|
http://www.ta-sa.org/ |
608 |
|
|
|
609 |
elmex |
1.2 |
The Deliantra map handling module and map widget: |
610 |
elmex |
1.1 |
|
611 |
|
|
Marc Lehmann <schmorp@schmorp.de> |
612 |
|
|
http://home.schmorp.de/ |
613 |
|
|
|
614 |
|
|
=cut |