Updated Getting started (markdown)

Daniel Saukel 2016-05-16 18:25:16 +02:00
parent 1621a663f8
commit 2f8c49c3d4

@ -58,8 +58,19 @@ Block structures are not the only thing to prepare in the edit mode. You can als
A player is allowed to edit a map if he has the permission node _dxl.edit_ or if he is explicitely invited to work on a map. To invite a player, run the command _/dxl invite {player name} {map}_.
## Setting up the floor configuration
_TO DO_
## Setting up the details of the game
### Signs
If you have built a map, you will probably want to add some game mechanics like defining spawn points of the players, NPC enemies and maybe the position of the end of the dungeon. Things like that can be done with [edit signs](signs#edit-signs).
The concept of edit signs is quite simple if you get used to using them: Their goal is to define:
**...what happens...**
The first line of the sign defines the type of the sign. The second and the third line contain information to handle the details of "what happens".
**...where...**
The position where you place the sign is the position where the actions defined by the sign will happen.
**...under which circumstances.**
## Entering the dungeon
_TO DO_
@ -69,7 +80,6 @@ _TO DO_
### Testing without reward
Use /dxl test in a lobby.
_TO DO_
## ADVANCED: Multi floor dungeons (MFDs)
Creating one is as simple as creating a dungeon configuration. You can then join an MFD with /dxl play d [dungeon] or with a group sign with the + attribute.