Project Tuna
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.