diff --git a/Scripts.md b/Scripts.md index 69ba702..c045c20 100644 --- a/Scripts.md +++ b/Scripts.md @@ -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//.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]"