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Help! GOLD Sandbox Server!

Discussion in 'Server Help' started by YoungBL, Dec 1, 2012.

  1. YoungBL

    YoungBL Reigning Supreme Donator

    Messages:
    81
    Quick Question. I made a sandbox Gold Server, How do you add more blocks, workshops, Etc. Like Lanterns(LIGHT), Mossy blocks, Etc. Something like that... I want more stuff for my Gold Sandbox Server.
     
  2. Downburst

    Downburst Mindblown Global Moderator Forum Moderator Donator Tester

    Messages:
    1,813
    Read the wiki.
    I've recently updated the wiki on builderblocks and rooms.

    Also, moving to correct place.
     
  3. YoungBL

    YoungBL Reigning Supreme Donator

    Messages:
    81
    I got the blocks, but what about the other workshops?
    </br>--- merged: Dec 1, 2012 11:09 PM ---</br>
    Nevermind. Got it all working now. But how do you change the price of somestuff like lanterns to free?
    </br>--- merged: Dec 2, 2012 12:16 AM ---</br>
    Nevermind again. Got it all working but the siege doesent wanna work :(

    Here:
    Code:
    # Workshop config file
    # $ string
    # @ array
    
    # sprite
    
    $sprite_factory = room_sprite
    
    $sprite_texture = Entities/Rooms/Sprites/EmptyRoom.png
    s32_sprite_frame_width = 24
    s32_sprite_frame_height = 24
    $sprite_sound_death_hit =
    $sprite_sound_flesh_hit = Sounds/pick_wall?.ogg
    $sprite_sound_die = Sounds/destroy_wall.ogg
    $sprite_sound_spawn = Entities/Rooms/Sounds/ConstructShort.ogg
    $sprite_sound_gib = Entities/Rooms/Sounds/DestroyRoom.ogg
    $sprite_sound_emit =
    
        $sprite_gibs_start = *start*
    
        $gib_type = static_particle
        $gib_file = Entities/Rooms/Sprites/RoomGibs.png
        u8_gib_count = 9                    #number of gibs
        u8_gib_style = 0                    #column
        u8_frame_width = 8;
        u8_frame_height = 8;
        @u8_gib_frame = 1; 2; 3; 4; 5; 6; 7;    #row
        $gib_collide_sound = Sounds/rock_hit?.ogg
        f32_gib_mass = 2.5
        u8_gib_emit = 255                    #nothing
        f32_velocity = 12.0
        f32_offset_x = 0.0
        f32_offset_y = 0.0
     
        $sprite_gibs_end = *end*
     
    f32_blood_multiplier = 8.0
    clr_blood_color = 255; 50; 40; 30
    
      $sprite_animation_start = *start*
    
      # default
      $sprite_animation_default_name = default
      u16_sprite_animation_default_time = 1
      u8_sprite_animation_default_loop = 0
      @u16_sprite_animation_default_frames = 0;
    
      $sprite_animation_end = *end*
    
    # light
    f32_light_radius = 50.0
    clr_light_color = 255; 255; 240; 171
    1_light_default_on = 0
    # room
    $sprite_sound_build = Entities/Rooms/Sounds/Construct.ogg
    
    # ball
    
    $ball_factory = room_ball
    
    f32_ball_width = 24.0
    f32_ball_height = 24.0
    f32_ball_radius = 12.0
    f32_ball_max_upspeed = 0.0
    f32_ball_max_fallspeed = 0.0
    f32_ball_max_airspeed = 0.0
    f32_ball_max_groundspeed = 0.0
    f32_ball_max_actionspeed = 0.0
    f32_ball_gravity = 0.0
    f32_ball_ground_slide = 0.0
    f32_ball_wall_slide = 0.0
    f32_ball_ladder_slide = 0.0
    f32_ball_ground_bounce = 0.0
    f32_ball_wall_bounce = 0.0
    1_ball_opens_doors = 0
    1_ball_opens_bridges = 0
    f32_ball_hit_momentum = 0.0
    
    # unused
    
    $movement_factory =
    $weapon_factory =
    $brain_factory =
    $attachment_factory =
    
    # general
    
    $name =
    f32_health = 3.0
    f32 gib_health = -2.5
    $help_text = Hold $KEY7$ and\nselect workshop\nto build
    
    u8_default_room = 0
    
    # room syntax - room name; room level (0 menu - 1... upgrade); room sprite; room help text; room items/functions, item2, item3 ...; costs , , , (g gold, s stone, w wood, c coins, l level, u upgrades_from, r requires_roomname- none) ...
    @$rooms = QUARTERS; Entities/Rooms/Sprites/Quarters.png; Wait inside to heal; heal; -;
          TUNNEL; Entities/Rooms/Sprites/Tunnel.png; $KEY7$ to travel quickly; travel_right, travel_left; -;
          MECHANIC; Entities/Rooms/Sprites/MechanicShop.png; Make a portable light source!; lantern; -;
                      SIEGE WORKSHOP; Entities/Rooms/Sprites/SiegeShop.png; $KEY7$ to build\ncatapult or outpost; catapult, outpost; -;
       
    # room_function syntax - function name; function actor name; function config file; function icon; function make sound; function icon frame; function icon frame size; function help text; costs , , , (g gold, s stone, w wood, c coins - none) ...
    @$room_functions = arrow; -; -; Entities/Items/Sprites/MaterialStacks.png; Entities/Rooms/Sounds/ArrowsMake.ogg; 10; 16; Arrow cost 0 coin; -;
                      heal; -; -; -; Sounds/heart.ogg; 0; 0; Healing 0 coins per 1/2 heart; -;
                      class 2; -; -; GUI/MenuItems.png; Entities/Rooms/Sounds/SwitchKnight.ogg; 12; 32; Knight; -;
                      class 1; -; -; GUI/MenuItems.png; Entities/Rooms/Sounds/SwitchArcher.ogg; 16; 32; Archer; -;
                      class 0; -; -; GUI/MenuItems.png; Entities/Rooms/Sounds/SwitchBuilder.ogg; 8; 32; Builder; -;
                      lantern; genericitem; Entities/Items/Lantern.cfg; Entities/Items/Sprites/Lantern.png; Entities/Rooms/Sounds/BombMake.ogg; 0; 8; See in the dark; w0, g0, c0;
                      travel_left; -; -; GUI/MenuItems.png; Entities/Rooms/Sounds/Travel.ogg; 1; 32; Travel Left; -;
                      travel_right; -; -; GUI/MenuItems.png; Entities/Rooms/Sounds/Travel.ogg; 1; 32; Travel Right; -; 
                      chest; genericitem; Entities/Items/TreasureChest.cfg; Entities/Items/Sprites/WoodChest.png; Entities/Rooms/Sounds/BombMake.ogg; 0; 8; Chest; w200, c10;
                      keg; keg; Entities/Items/Keg.cfg; Entities/Items/Sprites/Keg.png; Entities/Rooms/Sounds/BombMake.ogg; 0; 16; ooooh!; w200, c10;
                      boulder; boulder; Entities/Items/Boulder.cfg; Entities/Items/Sprites/Boulder.png; d; 0; 16; Make me to crush your foes!; s200, c10;
                      greg; zombie; Entities/Actors/Greg.cfg; Entities/Actors/Sprites/Greg.png; d; 0; 32; Greg; g240, s240, w240, c10;
                   
    # - nothing
    # - in room_functions as texture = don't add to menu - collide function
    # d default build sound               
    # c*10 - buy as much as possible, max 10
     
  4. Downburst

    Downburst Mindblown Global Moderator Forum Moderator Donator Tester

    Messages:
    1,813
    You have to add catapult and outpost to the @$room_functions. (check the CTF room so you can just copy paste the entire lines ;))
     
  5. YoungBL

    YoungBL Reigning Supreme Donator

    Messages:
    81
    I did that i forgot to tell you my bad. :( I did it, but i check the siege only the catapult.... :huh?:
    </br>--- merged: Dec 2, 2012 5:47 PM ---</br>
    Another different question... How can i get more heads? :huh?: Like you. You had a afro? :D
     
  6. Downburst

    Downburst Mindblown Global Moderator Forum Moderator Donator Tester

    Messages:
    1,813
    The afro is actually a guard hat. It's special head for guards

    You have to add the catapult and outpost at the @$room_functions, next to arrow, heal and lantern :)
     
  7. YoungBL

    YoungBL Reigning Supreme Donator

    Messages:
    81
    still doesn't work :(
     
  8. Downburst

    Downburst Mindblown Global Moderator Forum Moderator Donator Tester

    Messages:
    1,813
    upload your rooms file.
     
  9. YoungBL

    YoungBL Reigning Supreme Donator

    Messages:
    81
    Come to my server i guess to talk. Its ON right now, if you want. :)
    And how do you get custom heads?
    </br>--- merged: Dec 2, 2012 8:40 PM ---</br>
    Here:
    Code:
    # Workshop config file
    # $ string
    # @ array
    
    # sprite
    
    $sprite_factory = room_sprite
    
    $sprite_texture = Entities/Rooms/Sprites/EmptyRoom.png
    s32_sprite_frame_width = 24
    s32_sprite_frame_height = 24
    $sprite_sound_death_hit =
    $sprite_sound_flesh_hit = Sounds/pick_wall?.ogg
    $sprite_sound_die = Sounds/destroy_wall.ogg
    $sprite_sound_spawn = Entities/Rooms/Sounds/ConstructShort.ogg
    $sprite_sound_gib = Entities/Rooms/Sounds/DestroyRoom.ogg
    $sprite_sound_emit =
    
        $sprite_gibs_start = *start*
    
        $gib_type = static_particle
        $gib_file = Entities/Rooms/Sprites/RoomGibs.png
        u8_gib_count = 9                    #number of gibs
        u8_gib_style = 0                    #column
        u8_frame_width = 8;
        u8_frame_height = 8;
        @u8_gib_frame = 1; 2; 3; 4; 5; 6; 7;    #row
        $gib_collide_sound = Sounds/rock_hit?.ogg
        f32_gib_mass = 2.5
        u8_gib_emit = 255                    #nothing
        f32_velocity = 12.0
        f32_offset_x = 0.0
        f32_offset_y = 0.0
     
        $sprite_gibs_end = *end*
     
    f32_blood_multiplier = 8.0
    clr_blood_color = 255; 50; 40; 30
    
      $sprite_animation_start = *start*
    
      # default
      $sprite_animation_default_name = default
      u16_sprite_animation_default_time = 1
      u8_sprite_animation_default_loop = 0
      @u16_sprite_animation_default_frames = 0;
    
      $sprite_animation_end = *end*
    
    # light
    f32_light_radius = 50.0
    clr_light_color = 255; 255; 240; 171
    1_light_default_on = 0
    # room
    $sprite_sound_build = Entities/Rooms/Sounds/Construct.ogg
    
    # ball
    
    $ball_factory = room_ball
    
    f32_ball_width = 24.0
    f32_ball_height = 24.0
    f32_ball_radius = 12.0
    f32_ball_max_upspeed = 0.0
    f32_ball_max_fallspeed = 0.0
    f32_ball_max_airspeed = 0.0
    f32_ball_max_groundspeed = 0.0
    f32_ball_max_actionspeed = 0.0
    f32_ball_gravity = 0.0
    f32_ball_ground_slide = 0.0
    f32_ball_wall_slide = 0.0
    f32_ball_ladder_slide = 0.0
    f32_ball_ground_bounce = 0.0
    f32_ball_wall_bounce = 0.0
    1_ball_opens_doors = 0
    1_ball_opens_bridges = 0
    f32_ball_hit_momentum = 0.0
    
    # unused
    
    $movement_factory =
    $weapon_factory =
    $brain_factory =
    $attachment_factory =
    
    # general
    
    $name =
    f32_health = 3.0
    f32 gib_health = -2.5
    $help_text = Hold $KEY7$ and\nselect workshop\nto build
    
    u8_default_room = 0
    
    # room syntax - room name; room level (0 menu - 1... upgrade); room sprite; room help text; room items/functions, item2, item3 ...; costs , , , (g gold, s stone, w wood, c coins, l level, u upgrades_from, r requires_roomname- none) ...
    @$rooms = QUARTERS; Entities/Rooms/Sprites/Quarters.png; Wait inside to heal; heal; -;
          TUNNEL; Entities/Rooms/Sprites/Tunnel.png; $KEY7$ to travel quickly; travel_right, travel_left; -;
          MECHANIC; Entities/Rooms/Sprites/MechanicShop.png; Make a portable light source!; lantern; -;
                      SIEGE WORKSHOP; Entities/Rooms/Sprites/SiegeShop.png; $KEY7$ to build catapult; catapult; w0 ;       
       
    # room_function syntax - function name; function actor name; function config file; function icon; function make sound; function icon frame; function icon frame size; function help text; costs , , , (g gold, s stone, w wood, c coins - none) ...
    @$room_functions = arrow; -; -; Entities/Items/Sprites/MaterialStacks.png; Entities/Rooms/Sounds/ArrowsMake.ogg; 10; 16; Arrow cost 0 coin; -;
                      lantern; genericitem; Entities/Items/Lantern.cfg; Entities/Items/Sprites/Lantern.png; Entities/Rooms/Sounds/BombMake.ogg; 0; 8; See in the dark; w0, g0, c0;
                                                                      catapult; -; -; Sprites/catapult.png; d; 0; 32; Construct a Catapult; w0, c0;
                      outpost; -; -; Sprites/outpost1.png; d; 0; 32; Construct an Outpost; w0, c0;
                                                                      heal; -; -; -; Sounds/heart.ogg; 0; 0; Healing 0 coins per 1/2 heart; -;
                      travel_left; -; -; GUI/MenuItems.png; Entities/Rooms/Sounds/Travel.ogg; 1; 32; Travel Left; -;
                      travel_right; -; -; GUI/MenuItems.png; Entities/Rooms/Sounds/Travel.ogg; 1; 32; Travel Right; -; 
                      ;
    
    
    # - nothing
    # - in room_functions as texture = don't add to menu - collide function
    # d default build sound               
    # c*10 - buy as much as possible, max 10
     
  10. Downburst

    Downburst Mindblown Global Moderator Forum Moderator Donator Tester

    Messages:
    1,813
    Add the outpost to the siege workshop with a comma behind the catapult. It's probably best to change all zero resources to -.
    New siege workshop line:
    SIEGE WORKSHOP; Entities/Rooms/Sprites/SiegeShop.png; $KEY7$ to build catapult or outpost; catapult, outpost; -;
     
  11. YoungBL

    YoungBL Reigning Supreme Donator

    Messages:
    81
    Thanks it worked! :D :eek: Not playing on server today?! :huh?: