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3 changes: 2 additions & 1 deletion src/views/building/Commands.vue
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Expand Up @@ -92,9 +92,10 @@
<td>/award</td>
<td>target, reward, qty</td>
<td>
Award a player with gold, medals, glory or faction standing. If awarding standing, the format for the reward is 'standing.faction_code'. Can pass negative values.<br/>
Award a player with gold, medals, glory, experience or faction standing. If awarding standing, the format for the reward is 'standing.faction_code'. Can pass negative values.<br/>
Example - <code>/award John gold 10</code><br/>
Example - <code>/award John medals -1</code><br/>
Example - <code>/award John experience 500</code><br/>
Example - <code>/award John standing.legion 100</code>
</td>
</tr>
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10 changes: 10 additions & 0 deletions src/views/building/Items.vue
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Expand Up @@ -88,6 +88,16 @@

<p>When an item is loaded on the ground, picking it up will queue another item load to replace it, if the loader is set to respawn.</p>

<div class="subtitle-1">Item On-Use Commands</div>

<p>Items can be assigned an On-Use Command and Description, triggering events local to each item template and is activated with the <code>use</code> command, followed by one of its target keywords (i.e to activating 'an infared sensor', the player would command <code>use sensor</code> or <code>use infared</code>).</p>

<p>On-Use Commands may execute multiple different tasks, separated by the semicolon.</p>

<p>In the case of an equipment's special usage (i.. a sword with activated laser beams), On-Use Commands can be set to trigger exclusively when equipped.</p>

<p>On-Use Descriptions add an orange highlight to the item's description by the format "On Use: ...".</p>

<div class="subtitle-1">Random Items</div>

<p>Creating equipment items can be a tedious and time-consuming task, especially if you are trying to establish a careful balance. To help with this, the world editor offers an option to automatically generate equipment.</p>
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