Updated Scripts (markdown)

Daniel Saukel 2016-06-09 23:58:08 +02:00
parent 8cd2c9e4eb
commit 4923e6eaae

@ -1,5 +1,7 @@
_Scripts_ are an upcoming feature in DungeonsXL 0.12.
A script is a [YAML](https://en.wikipedia.org/wiki/YAML) file located at _plugins/DungeonsXL/scripts/<type>/<identifier>.yml_.
***
1. [Announcements](#announcements)
@ -36,10 +38,13 @@ maxPlayersPerGroup: 4
```
## Classes
If players should not play the dungeon with their own items but with a set inventory, class scripts are the way to go. Just use a custom [ItemsXL](https://github.com/DRE2N/ItemsXL) item name or an item ID. The second number is the amount.
In a dungeon, a class can be selected with a [classes sign](signs#classes).
```
items:
- 261,1
- 262,128
- 262,64
- 268,1
- 298,1
- 299,1
@ -51,7 +56,9 @@ dog: true
```
## Mobs
Besides support for multiple external custom mob plugins, _DungeonsXL_ also has its own custom mob system. Just create a
Besides support for multiple external custom mob plugins, _DungeonsXL_ also has its own custom mob system. Just create a script and the identifier can be used at a mob sign instead of the vanilla mob name.
_The custom mob feature currently does not use the Caliburn format because it is not mature enough at the moment._
```
# Type of the Mob
@ -103,6 +110,8 @@ drops:
```
## Signs
Sometimes, it is hard to put all the triggers at one tiny line of a sign. And sometimes, there might not be enough space for multiple signs in a tiny room. The solution for this problem is called [script sign](signs#script). A script sign does everything that its script tells it to do.
```
0:
- "[Mob]"