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Room lights

Discussion in 'Modding [KAG Classic]' started by Robinskie, Oct 3, 2012.

  1. Robinskie

    Robinskie Drill Rusher

    Messages:
    124
    I made a smelter in my server. It can change gold into coins and in the opposite direction.
    Is there a way to let this workshop emit light like the quarters?

    Thanks in advance. Robinskie
     
  2. jackitch

    jackitch :(){ :|: & };: Global Moderator Donator Tester
    1. SharSharShar - [SHARK]

    Messages:
    249
    Post your cfg files for the smelter and I'll look at them when I get a chance. I'll repost the light mod stuff after I get home from work.
     
  3. Robinskie

    Robinskie Drill Rusher

    Messages:
    124
    I don't know what I have to post so I just post the whole room file. :)
    If you scroll down you will see room_syntax smelter.
    # 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 = BOMB WORKSHOP; Entities/Rooms/Sprites/BombShop.png; $KEY7$ to buy bombs; bomb; w50;
    QUARTERS; Entities/Rooms/Sprites/Quarters.png; Wait inside to heal; heal; w50;
    ARROW WORKSHOP; Entities/Rooms/Sprites/ArrowShop.png; $KEY7$ to make arrows; arrow; w50;
    SIEGE WORKSHOP; Entities/Rooms/Sprites/SiegeShop.png; $KEY7$ to build\ncatapult or outpost; catapult, outpost; w50, g30;
    TUNNEL; Entities/Rooms/Sprites/Tunnel.png; $KEY7$ to travel quickly; travel_right, travel_left; s80;
    DOORWAY; Entities/Rooms/Sprites/Doorway.png; $KEY7$ to travel quickly; travel_right, travel_left; w80;
    KNIGHT ARMORY; Entities/Rooms/Sprites/Armoury.png; Knight $KEY7$; class_builder, class_knight; w30;
    ARCHERY RANGE; Entities/Rooms/Sprites/ArcheryRange.png; Archer $KEY7$; class_builder, class_archer; w30;
    RESOURCE SHOP; Entities/Rooms/Sprites/Bank.png; Hold $KEY7$ to buy Wood, Stone and Gold.; buywood, buystone; w50, s50;
    SMELTER; Entities/Rooms/Sprites/Smelter.png; Hold $KEY7$ to make coins from gold;buygold, sellgold; s80;
    ;

    # 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 = bomb; -; -; Entities/Items/Sprites/MaterialStacks.png; Entities/Rooms/Sounds/BombMake.ogg; 12; 16; Bomb costs 20 coins; c20;
    arrow; -; -; Entities/Items/Sprites/MaterialStacks.png; Entities/Rooms/Sounds/ArrowsMake.ogg; 10; 16; Arrow cost 1 coin; c*10;
    catapult; -; -; Sprites/catapult.png; d; 0; 32; Construct a Catapult; w120, c20;
    outpost; -; -; Sprites/outpost1.png; d; 0; 32; Construct an Outpost; w120, c50;
    heal; -; -; -; Sounds/heart.ogg; 0; 0; Healing 2 coins per 1/2 heart; c2;
    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; -;
    class_archer; -; -; GUI/MenuItems.png; Entities/Rooms/Sounds/SwitchArcher.ogg; 16; 32; Archer; -;
    class_knight; -; -; GUI/MenuItems.png; Entities/Rooms/Sounds/SwitchKnight.ogg; 12; 32; Knight; -;
    class_builder; -; -; GUI/MenuItems.png; Entities/Rooms/Sounds/SwitchBuilder.ogg; 8; 32; Builder; -;
    buywood; -; -; Entities/Items/Sprites/MaterialStacks.png; Entities/Rooms/Sounds/ArrowsMake.ogg; 5; 16; Buy 20 Wood; w-20, c10;
    buystone; -; -; Entities/Items/Sprites/MaterialStacks.png; Entities/Rooms/Sounds/ArrowsMake.ogg; 2; 16; Buy 20 Stone; s-20, c10;
    buygold; -; -; Entities/Items/Sprites/MaterialStacks.png; Entities/Rooms/Sounds/ArrowsMake.ogg; 8; 16; Buy 10 Gold; g-10, c20;
    sellgold; -; -; Entities/Items/Sprites/MaterialStacks.png; Entities/Rooms/Sounds/ArrowsMake.ogg; 8; 16; Sell Gold; g10, c-20;

    ;

    # - 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. MechaTrickster

    MechaTrickster Banned Donator

    Messages:
    654
    Ctrl+F to
    Code:
    # light
    12px]f32_light_radius = 50.0
    12px]clr_light_color = 255; 255; 240; 171
    12px]1_light_default_on = 0
    
    Pretty sure you can only modify the quarters light for now.