Features and Triggers

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Revision as of 13:07, 20 March 2010 by Eggmceye (Talk | contribs) (Feature Types: update sta trig)

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Once in feat add mode (f), select the feat from the pallette then click on the map to add a blank feature. Then left click it again to edit it's properites, of which there are 5 things to edit, and you'll be prompted to type in 5 new values.

  • value
  • item
  • destx
  • desty
  • text

When typing in the properties, just hit enter for the ones that don't need a value, already have the desired value, or you want to set to 0. Otherwise, type in an appropriate value.

You can copy features. Ctrl-left click on a feature (in feature edit mode) to copy, and shift-left click to place the feature. Target square must not have a feat on it, so delete any features to be replaced first.

Feature Types

lvl : LEVEL CHANGER (non xy)
The value is used as the level number to load for level changes. Set the text to some appropriate message if you would like that message to be displayed when the player changes levels, however it is entirely unnecessary.

lxy : LEVEL CHANGER (with xy)
Put the new level number in the value, the target x,y in destx & desty. If you want to use this as a ladder to a different spot on the same map, put -1 as the value. Set the text to some appropriate message if you would like that message to be displayed when the player changes levels.

tel : TELEPORTER
For teleporters destx and desty are the destination x&y. You can find out what the map x,y is by hovering the mouse over the map and looking bottom left - it'll be in the bottom left corner somewhere. You can also hover the mouse at the target, press c to copy the xy, then go back to the teleporter, and press v to paste the x,y into the tele's destx & desty.

For teleporters, you can make then invisible by setting their item to 1.

prt : PORTAL
You can place a cross level teleporter by placing a portal (prt) and setting its val=targetlevelnumber, dx & dy appropriately AND setting its item to -1 (which will display as ffffffff - that's ok (it's an unsgined int)).

trp : TRAP
Tor traps, destx and desty are used for the damage dice. Say a trap does 2d5 (roll 2x 5-sided dice to get the damage) - the destx is the number of dice, and the desty is the sides on each dice - so here, destx is 2 and desty is 5. If the text is not empty, then that text will be sent to the player as a message. Eg 'Cave in!'

lck / nlk : LOCKS & NON PICKABLE LOCKS
A lck is a regular autolocking lock that can be picked, a nlk is one that cannot be picked.

For both lock types the item is the full HEX item code of the item required to unlock the door. If you nned a lock never to be unlocked via a unique key, just set the item to zero (lck's will still be pickable).

For nlk's only, if you don't want the lock to auto-relock, set the dest-x to 1. Use only for locks on player housing. Quest maps with nlk's must relock themselves, so leave the dest-x as 0.

snc : SANCTURARY
No properties are specified - leave them as zero. A sanct is a spot where monsters won't walk and wont spawn - (there are a couple of other feature squares that monsters will not walk on - eg lvl changers). Use sancs on islands to stop creatures spawning there. A snc will also stop players landing on this square via a blink spell.

drk : LIGHT EXTINGUISHER
No properties. Will put out a players light source.

sta : START POSITION
When making a town, put a sta (start pos) trigger at the spot you want players to spawn at, probably on a path somewhere a few squares from the south edge of the map.
Advanced use for multiple entrances:

  • set the value to the parent lvl number
  • set the destx to the min-direction the player is facing when they enter the town ... (1 is north, 2 is north-east, 7 is west, 8 is north-west, etc)
  • set the desty to the max-direction the player is facing when they enter the town

Eg: a town has 2 entrances - one west and one east. The west entrance sta would have dx=1 and dy=4, while the east entrance would have dx=5 and dy=8

trd : TRAP DOOR
Trapdoors are just teleporters which do a nominal amount of damage. Destx Desty are the same as for teles. If you want the trapdoor to send the player to another map, put the value as the map target map-level. Leave it as 0 for the same map. Yes this is different to LXY, and yes you can't have trapdoors sent players to level 0! Set the message text to something appropriate or leave blank, eg: 'Falling into the Underworld!'

sgn : SIGNS
The text field of the feature properties defines what the sign says. The text gets displayed when a player looks at the sign.

Under development: if the sign value property is set to 1, then the sign will be displayed in the runic font (if available on the client's computer).

msg : MESSAGE
A message trigger will display a message to the player when he steps on that square - the message is defined in the text field of the trig properties.

pvp : NO PVP
Place one of these in a map somewhere to prevent players from fighting each other on this map. Top left corner is good.

xit : MAP EXIT
Makes you exit the map when you step on it (like walking off the map).

swi : SWITCH
Toggles another feature's value when (a)ctivated, so that it can turn force fields on/off and lock/unlock doors. Just enter the coordinates off the feature you want it to affect in the swi's dest x and dest y.

stp : STEP SWITCH
Works the same as swi, except it is triggered when it is stepped on.

jai : JAIL / NO MAGIC
A player cannot cast or use a TP on this square. So if a cell was 2x2, put 4 jail features down, 1 per quare. Basically a magic silencing square.

bar : BARRIER
These are the pink force fields. These work like locks: if the value is 1, then they are activated. If the value is 0, they are disabled. When a map loads, they are activated by default, as with locks. It is possible to make an NPC deactivate a barrier (currently the only way).

tck : TICKET
Unsupported, don't use.

nob : NO BLINKING ALLOWED
Put one of these on the map, top left corner is good, to prevent players blinking. Only use if you are packing multiple virtual levels into one map (meta-mapping). You can stop players landing on certain squares with sncs and thoughtful map design, so avoid if possible. The maximum number of squares a player can blink is 6.

are : ARENA
One of these on the map will mean PvP here is allowable for anyone, and will incur no penalty. Don't use w/o approval.

bnd : BIND SPOT
This is where resurrected players and new characters will start on a map. One of these is required on a map to make it bindable.

tpa : TOWN PORTAL AREA
If a player has bound to this town, this area, about 3 square radius, will be where the town portals appear. Requires a bnd to be placed on the same map.

plm : PLAYER MERCHANT SPOT
Players can put their merchants on this square.

nmk : NO MARKING ALLOWED
Not overly necessary. All maps typed as dungeons (type=1) already have marking disabled. If you make a combat map in town format, and you want to disallow marking, you will have to place one of these on the map somewhere.

hoo : ITEM HOOK
Originally designed for allowing players to own squares, this doubles in regular map use as a way of locking down items that can normally be picked up. If you want to make a display case, put hook features inside the case where the items are. Leave properties as default. This will keep things from being stolen.

Items placed on the map in MapEd now automatically count as furniture, which cannot be picked up.

Hooks have since been hacked to create descriptive squares. If you give a hook a value of 1, and some text, then the text will be displayed when a player looks at the hook. Originally created to make books - ie hook a book on a map, add some book content to the text and give the value of 1. (examples on snowy island). You can also make a brass sign by hooking a brass sheet to a wall and adding text.

shr : SHRINE
Don't use but I will explain it here anyway. If a player meds on a shrine feature, then they will be checked for level up (or have crim time reduced more quickly if this shrine feat is flagged as 'humility'). Setting the value to between 0 and 7 sets the feature's virtue.

rng : BETTING RING
Don't use: monsters will not attack players on a map that contains this feature. One only required, put near top left of map.

clh : CLAN HALL
Marks a map as belonging to a clan. The value is the clan id. Allows for clan mimics and unique keys.

CTF only features

ctf: CTF MAP
Marks a map as CTF, changing the way things work, eg res, messages, scoring.

If you are making a ctf map, you should also mark this map as arena and no blink. Also add a start feat and a bind near the centre of the map. (Players will resurrect near their home flag however.)

flg: FLAG SPAWNER
This is where the flag's go. Val=1 for red flag, val=2 for blue.