User Tools

Site Tools


world_setup:building_types_reference

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
world_setup:building_types_reference [2020/01/29 12:32] – [Weblink] mitworld_setup:building_types_reference [2023/07/15 16:33] (current) – [Scripted Building Types] mit
Line 11: Line 11:
    
 ==== Home ==== ==== Home ====
 +The Home building type is mostly relevant on worlds that have hunger, thirst and health decay settings. Home buildings don't run the usual production cycles and have a custom interface that allows the building owner to 'go home' and access an extended storage area that allows them to store any items from their inventory. If the player is in their home while offline, they will automatically eat and drink from the home stores as needed. The 'At rest' modifiers on the ***settings** -> **Life** settings can be used to slow down the player's rate of health decay when they're at home.
  
-==== Leisure ====+==== Pub ====
  
 +This special building type replaces the usual building UI with an 'Enter Pub' button, inside the pub are various sometimes-functional minigames that your players can access. 
 ==== School ==== ==== School ====
 +This building type allows the owner to add lessons, from their list of skills they currently possess. In the past, we've often used this as a sysop-only building, not available for players to construct, where you grant yourself skills and add them to the school, so you can control which skills are available in the world. Alternatively, you can  allow players to build schools and add the skills they've learnt elsewhere. \\
 +[[buildings:building_types:school|More detail on setting up Schools can be found here]]
 ==== Fixed School ==== ==== Fixed School ====
  
Line 27: Line 31:
 ==== Flag Base ==== ==== Flag Base ====
  
 +(FIXME: This appears to be a deprecated type but need to look into this more..)
 ==== Coastal ==== ==== Coastal ====
  
 ==== Automated Turret ==== ==== Automated Turret ====
  
-==== Starport ====+Special building type that implements a basic automated turret, that will fire at appropriate players when they get near to it.
  
-==== Target ====+[[buildings:building_types:autoturret|More details here]] 
 +==== Starport ====
  
 ==== Trading Post ==== ==== Trading Post ====
Line 40: Line 46:
  
 ==== Garage ==== ==== Garage ====
- 
-==== Trigger ==== 
- 
-==== Command Centre ==== 
- 
-==== Teleport ==== 
  
 ==== Skill Exchange ==== ==== Skill Exchange ====
  
 ==== Item Source ==== ==== Item Source ====
- 
-==== New Bank ==== 
  
 ==== Level Exchange ==== ==== Level Exchange ====
Line 61: Line 59:
 ==== Pickup ==== ==== Pickup ====
  
-==== Hotel ====+Pickup 'buildings' can be used for implementing a static bonus/pickup collection system. When the user collides with the 'building' they trigger the pickup system on the server. This first checks to ensure that someone else hasn't just triggered the process, and if all looks ok, triggers the "PickupBuilding" event in script. The script can choose to award items (or whatever) and call 'CancelTransaction' to finalise the process. If 'CancelTransaction' isnt used (or theres no PickupBuilding script defined for this building code) then the server automatically attempts to give the player a random item from the sale items specified in the buildings editor for this building. (Default behaviour uses the sales Max Storage capacity as the item quantity. i.e If you set the pickup building sales list to have only 'Gold' with a max storage of '50', then every time the pickup is collected, the player would get 50 gold). 
 + 
 +In addition, the **Trigger Code** for the building in the building editor is used to control the behaviour of the pickup :\\ 
 +0: No effect\\ 
 +1: Pickup disappears for a period once collected\\ 
 +2: As 1, and the 'building' rotates while it is in view.\\ 
 +\\ 
 +FIXME: (Not sure if the disappearing bit works properly atm.. needs investigation)
  
 ==== Weblink ==== ==== Weblink ====
Line 70: Line 75:
  
 ==== Billboard ==== ==== Billboard ====
- 
-==== Noticeboard ==== 
  
 ==== Workhouse ==== ==== Workhouse ====
Line 84: Line 87:
 ===== Scripted Building Types ===== ===== Scripted Building Types =====
  
-Of the scripted building types, the only major distinction is between the 'Scripted-NoWindow' type and everything else. As you'd expect, the 'Scripted-NoWindow' type means that you're expected to script its interaction behaviour AND it does not bring up a 'Building' UI when the user interacts with the building. (This is therefore a useful type for doing little scripted behaviours for things like the tree that gives a coconut example given previously).+Of the scripted building types, the only major distinction is between the 'Scripted-NoWindow' type and everything else. As you'd expect, the 'Scripted-NoWindow' type means that you're expected to script its interaction behaviour AND it does not bring up a 'Building' UI when the user interacts with the building. (This is therefore a useful type for doing little scripted behaviours for things like 'the tree that gives a coconutexample given elsewhere).
  
 Worth noting that all the scripted building types still run the regular production cycles (so will still automatically produce and manufacture items if you've set them up to do so in the Buildings Editor) unless you specifically configure them not to. Worth noting that all the scripted building types still run the regular production cycles (so will still automatically produce and manufacture items if you've set them up to do so in the Buildings Editor) unless you specifically configure them not to.
Line 91: Line 94:
 ===== 'Advanced' Building Types ===== ===== 'Advanced' Building Types =====
 In the building editor displays you may notice the 'Advanced' building types. This is another grouping that has no intrinsic behavioural difference, but can be used to allow a range of different buildings to be constructable in particular locations in the world. (Primarily this is done through the [[world_setup:town_zones|Town Zones]] system. In the building editor displays you may notice the 'Advanced' building types. This is another grouping that has no intrinsic behavioural difference, but can be used to allow a range of different buildings to be constructable in particular locations in the world. (Primarily this is done through the [[world_setup:town_zones|Town Zones]] system.
 +
 +===== Other types =====
 +The following building types are not currently supported or are under construction : \\
 +**Hotel, New Bank, Target, Command Centre, Noticeboard, Trigger **
world_setup/building_types_reference.1580322768.txt.gz · Last modified: 2020/01/29 12:32 by mit

Except where otherwise noted, content on this wiki is licensed under the following license: Public Domain
Public Domain Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki