Project Tuna

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Project Tuna is the specialized Cleft of Dimensions client.

The game can be played with any normal Telnet client as well, but without the enhanced features.

Enabling Special Features

Project Tuna's special features require builders to take some additional steps when making their area.

Mob Asset

The Mob Asset command allows builders to play music at the player or put art in their tertiary window

Sound

Syntax: mob asset <victim> sound <file>

Example: mob asset all sound qst1

Now, here is a list of all the sound effects in our library and where they're used in the code. With the exception of QST1 and QST2, I did not check usage of these in mobprogs.

Some of these sfx are important player cues (SPRS, FLEE, VICT, CAST) and we should probably avoid using them for anything else. Some sfx aren't yet used at all!


1UP - restore, ultra jump

ATTK - fumes, poisoned food

BEAM - numerous

BEAM2 -

BLDG -

BLIP -

BLOD -

BOMB -

BONK - squeaky weapons

BRCK - numerous

BUMP - numerous

BURN - numerous

CAST - spell fail

CHAT - chat

CHOK - choke

CHOP -

CHRG - charge, bide

CHRP -

CNCH - dirt kick, poltergeist

COIN - buy/sell, gptoss

DIE - player death

DOG -

DOOR -

DRAN - draining spells

EAT - eating

ENTR -

FALL - trickshot

FIND - note posting (anything better?)

FLEE - flee

FONE -

GOST - Big Boo, screech (anything better?)

GROW - various buffs

GUN - Jutsu

HEAL - numerous heals

HELI -

HIT - Air Blast

HIT2 - attacking a mob, Star Rain, entangle, legionnaire, machine golem (would prefer this be unique to attacking mobs)

ICE - Ice Smash/Blizzard

JMP2 - reconnecting player, ultra jump

JUMP - reconnecting player, ultra jump

KICK -

LASR - numerous

LEVL - levelup

LOGF - player logout

LOGO - player login

MECH - summoner's temporary summons, shadow step

MISS - rescue

MOTO - motorcycle skills

PAUS - Stop

PKUP -

PKUP2 -

PLNT - various wood-element spells

PNCH -

PWIT - ink blast, smite

PWUP -

QST1 - bannered quest start (mprogs)

QST2 - bannered quest complete (mprogs)

QUAK - earthquake, hammerhand

RAY -

RIP - overpower, machine golem

RISE -

ROAR -

ROKT -

ROLL -

SCAN - sizeup, Read Magic, Scan

SCRM -

SCRT -

SHLD - various buffs

SLAM2 -

SMSH - aurablast, Exodus (guardian force)

SPIT

SPIT2

SPLS - Bismark (guardian force)

SPLS2 - Acid Rain, Bubblebeam, Vitriol, Gastro Acid

SPRS - being attacked (aggro mobs)

SQEK - taunt

SRNK - sound when Brilliance, Sage Aura, and similar spells wear off

STAI -

SUPR -

THUD - numerous

TITL - title screen

TOSS - fling

TRNS - darkside

UNLK - lock/unlock/pick lock/arcane lock

VEGE - acid blast

VICT - defeat enemy

WARP - recall, transfer, finale (anything better?), necro, cleft rift, summon, exit

WATR - acid rain, surf

WIN -

XPL1 - numerous

ZAP - numerous

Art

Syntax: mob asset <victim> art <helpfile name> <duration in beats, -1 means until toggled>

Example: mob asset $i art art_kaleidoscope -1

This allows the builder to shove an ascii image into the tertiary window for special effects. The ascii image takes the form of any normal helpfile, but asciiart files should be prefixed with art_ for organization purposes. Art files probably shouldn't be more than about 60 characters wide to prevent wrapping.

Maps

Creating a map for an area, visible in the tertiary window (or with the Map command), consists of creating a helpfile with the same name as the area with three zeroes on the end (EG truce.are000). The zeroes are a placeholder for possible future sophistication.

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