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Build_Menu.txt
#
“structure
”,
“doors
”, etc are groups that are then used in the last column in player_creatures.txt.
# (they do not necessarily correspond to how menu items are grouped into submenus, you can join several
# groups into a submenu, like beds, cages, pigsty and coffins are in the
“living
” submenu)
\{
“structure
”
\{
\{ Dig
“Dig`` ``or`` ``cut`` ``tree
”
“Structure
”
"" d \{\} true DIG_OR_CUT_TREES\}
\{ Furniture \{\{ MOUNTAIN \} STONE 5 \}
“Soft`` ``rock
”
“Structure
” \}
\{ Furniture \{\{ MOUNTAIN2 \} STONE 10 \}
“Hard`` ``rock
”
“Structure
” \}
\{ Furniture \{\{ DUNGEON_WALL DUNGEON_WALL2 \} STONE 3\}
“Reinforce`` ``wall
”
“Structure
”
“Reinforced`` ``walls`` ``are`` ``better`` ``at`` ``stopping`` ``enemies`` ``from`` ``digging`` ``into`` ``your`` ``dungeon.
”\}
\{ Furniture \{\{ PIT \} STONE 0 \}
“Dig`` ``a`` ``pit
”
“Structure
”
“Dig`` ``a`` ``pit`` ``in`` ``the`` ``ground.`` ``Building`` ``next`` ``to`` ``water`` ``or`` ``lava`` ``will`` ``cause`` ``it`` ``to`` ``fill`` ``up.
” \}
\{ Furniture \{\{ WOOD_WALL \} WOOD 5 \}
“Wooden`` ``building
”
“Structure
”
“Outdoor`` ``building.`` ``Tiles`` ``covered`` ``by`` ``the`` ``roof`` ``are`` ``considered`` ``territory`` ``and`` ``can`` ``be`` ``built`` ``on.
” \}
\{ Furniture \{\{ CASTLE_WALL \} STONE 5 \}
“Stone`` ``building
”
“Structure
”
“Outdoor`` ``building.`` ``Tiles`` ``covered`` ``by`` ``the`` ``roof`` ``are`` ``considered`` ``territory`` ``and`` ``can`` ``be`` ``built`` ``on.
” \}
\{ Furniture \{\{ BRIDGE \} WOOD 5 \}
“Bridge
”
“Structure
”
“Build`` ``to`` ``pass`` ``over`` ``water`` ``of`` ``lava.
” \}
\}
“doors
”
\{
\{ Furniture \{\{ WOOD_DOOR \} WOOD 5 \}
“Wooden`` ``door
”
“Doors
”
“Stops`` ``enemies.`` ``Your`` ``minions`` ``can`` ``pass`` ``freely`` ``unless`` ``you`` ``lock`` ``it.
” o \{\} true BUILD_DOOR\}
\{ Furniture \{\{ IRON_DOOR \} IRON 5 \}
“Iron`` ``door
”
“Doors
”
“Stops`` ``enemies.`` ``Your`` ``minions`` ``can`` ``pass`` ``freely`` ``unless`` ``you`` ``lock`` ``it.
” \}
\{ Furniture \{\{ ADA_DOOR \} ADA 5 \}
“Adamantine`` ``door
”
“Doors
”
“Stops`` ``enemies.`` ``Your`` ``minions`` ``can`` ``pass`` ``freely`` ``unless`` ``you`` ``lock`` ``it.
”\}
\}
“floors
”
\{
\{ Furniture \{\{ FLOOR_WOOD1 \} WOOD 2 \}
“Wooden
”
“Floors
”
"" f \{\} true BUILD_FLOOR\}
\{ Furniture \{\{ FLOOR_WOOD2 \} WOOD 2 \}
“Wooden
”
“Floors
”
"" 0 \{\} true BUILD_FLOOR\}
\{ Furniture \{\{ FLOOR_STONE1 \} STONE 2 \}
“Stone
”
“Floors
” \}
\{ Furniture \{\{ FLOOR_STONE2 \} STONE 2 \}
“Stone
”
“Floors
” \}
\{ Furniture \{\{ FLOOR_CARPET1 \} GOLD 2 \}
“Carpet
”
“Floors
” \}
\{ Furniture \{\{ FLOOR_CARPET2 \} GOLD 2 \}
“Carpet
”
“Floors
” \}
\{ DestroyLayers \{FLOOR\}
“Remove`` ``floor
”
“Floors
” \}
\}
“storage
”
\{
\{ Zone STORAGE_RESOURCES
“Resources
”
“Storage
”
“Only`` ``wood,`` ``iron,`` ``granite,`` ``and`` ``adamantium`` ``can`` ``be`` ``stored`` ``here.
” s \{\} true RESOURCE_STORAGE\}
\{ Zone STORAGE_EQUIPMENT
“Equipment
”
“Storage
”
“All`` ``equipment`` ``for`` ``your`` ``minions`` ``can`` ``be`` ``stored`` ``here.
” 0 \{\} false EQUIPMENT_STORAGE \}
\{ Furniture \{\{ TREASURE_CHEST \} WOOD 5 \}
“Treasure`` ``chest
”
“Storage
”
“All`` ``your`` ``gold`` ``is`` ``stored`` ``here.
” \}
\{ Furniture \{\{ GRAVE \} STONE 5 \}
“Grave
”
“Storage
”
“All`` ``corpses`` ``are`` ``stored`` ``here.
”\}
\}
“quarters
”
\{
\{ Zone QUARTERS1
“Quarters`` ``1
”
“Quarters
”
“Designate`` ``separate`` ``quarters`` ``for`` ``chosen`` ``minions.
” q \{\} true\}
\{ Zone QUARTERS2
“Quarters`` ``2
”
“Quarters
”
“Designate`` ``separate`` ``quarters`` ``for`` ``chosen`` ``minions.
”\}
\{ Zone QUARTERS3
“Quarters`` ``3
”
“Quarters
”
“Designate`` ``separate`` ``quarters`` ``for`` ``chosen`` ``minions.
”\}
\}
“library
”
\{
\{ Furniture \{\{ BOOKCASE_WOOD \} WOOD 15 \}
“Wooden`` ``bookcase
”
“Library
”
“Train`` ``your`` ``minions'`` ``magical`` ``powers`` ``here.
” y \{TechId
“sorcery
”\} true BUILD_LIBRARY \}
\{ Furniture \{\{ BOOKCASE_IRON \} IRON 15 \}
“Iron`` ``bookcase
”
“Library
”
“Train`` ``your`` ``minions'`` ``magical`` ``powers`` ``here.
” 0 \{TechId
“advanced`` ``sorcery
”\} \}
\{ Furniture \{\{ BOOKCASE_GOLD \} GOLD 15 \}
“Golden`` ``bookcase
”
“Library
”
“Train`` ``your`` ``minions'`` ``magical`` ``powers`` ``here.
”0 \{TechId
“master`` ``sorcery
”\}\}
\}
“throne
”
\{
\{ Furniture \{ types = \{ THRONE \} cost = GOLD 500 limit = 1\}
“Throne
” "" "" 0 \{DungeonLevel 10\} \}
\}
“beds
”
\{
\{ Furniture \{\{ BED1 \} WOOD 12 \}
“Basic`` ``bed
”
“Living
”
“Humanoid`` ``minions`` ``sleep`` ``here.
” v \{\} true BUILD_BED \}
\{ Furniture \{\{ BED2 \} IRON 12 \}
“Fine`` ``bed
”
“Living
”
“Humanoid`` ``minions`` ``sleep`` ``here.
” \}
\{ Furniture \{\{ BED3 \} GOLD 12 \}
“Luxurious`` ``bed
”
“Living
”
“Humanoid`` ``minions`` ``sleep`` ``here.
”\}
\}
“beast_cage
”
\{
\{ Furniture \{\{ BEAST_CAGE \} WOOD 8 \}
“Beast`` ``cage
”
“Living
”
“Beasts`` ``sleep`` ``here.
”\}
\}
“pigsty
”
\{
\{ Furniture \{\{ PIGSTY \} WOOD 5 \}
“Pigsty
”
“Living
”\}
\}
“coffins
”
\{
\{ Furniture \{\{ COFFIN1 \} WOOD 15 \}
“Basic`` ``coffin
”
“Living
”
“Undead`` ``creatures`` ``sleep`` ``here.
”\}
\{ Furniture \{\{ COFFIN2 \} STONE 15 \}
“Fine`` ``coffin
”
“Living
”
“Undead`` ``creatures`` ``sleep`` ``here.
”\}
\{ Furniture \{\{ COFFIN3 \} GOLD 15 \}
“Luxurious`` ``coffin
”
“Living
”
“Undead`` ``creatures`` ``sleep`` ``here.
”\}
\}
“training
”
\{
\{ Furniture \{\{ TRAINING_WOOD \} WOOD 12 \}
“Wooden`` ``dummy
”
“Training`` ``room
”
“Train`` ``your`` ``minions'`` ``melee`` ``skills`` ``here.
” r \{\} true TRAINING_ROOM\}
\{ Furniture \{\{ TRAINING_IRON \} IRON 12 \}
“Iron`` ``dummy
”
“Training`` ``room
”
“Train`` ``your`` ``minions'`` ``melee`` ``skills`` ``here.
” 0 \{ TechId
“iron`` ``working
” \} \}
\{ Furniture \{\{ TRAINING_ADA \} ADA 12 \}
“Adamantine`` ``dummy
”
“Training`` ``room
”
“Train`` ``your`` ``minions'`` ``melee`` ``skills`` ``here.
” 0 \{ TechId
“iron`` ``working
” \}\}
\{ Furniture \{\{ ARCHERY_RANGE \} WOOD 12 \}
“Archery`` ``target
”
“Training`` ``room
”
“Train`` ``your`` ``minions'`` ``archery`` ``skills`` ``here.
” 0 \{ TechId
“archery
” \}\}
\}
“crafting
”
\{
\{ Furniture \{\{ WORKSHOP \} WOOD 15 \}
“Workshop
”
“Crafting
”
“Produces`` ``leather`` ``equipment,`` ``traps,`` ``first-aid`` ``kits`` ``and`` ``other.
” m \{\} true BUILD_WORKSHOP\}
\{ Furniture \{\{ FORGE \} IRON 20 \}
“Forge
”
“Crafting
”
“Produces`` ``metal`` ``weapons`` ``and`` ``armor.
” 0 \{ TechId
“iron`` ``working
” \}\}
\{ Furniture \{\{ LABORATORY \} STONE 10 \}
“Laboratory
”
“Crafting
”
“Produces`` ``magical`` ``potions.
” 0 \{ TechId
“alchemy
” \}\}
\{ Furniture \{\{ JEWELLER \} WOOD 12 \}
“Jeweller
”
“Crafting
”
“Produces`` ``magical`` ``rings`` ``and`` ``amulets.
” 0 \{ TechId
“jewellery
” \}\}
\}
“demon_shrine
”
\{
\{ Furniture \{\{ DEMON_SHRINE \} GOLD 30 \}
“Demon`` ``shrine
” ""
“Undead`` ``creatures`` ``sleep`` ``here.
” 0 \{ TechId
“demonology
” \}\}
\}
“prison
”
\{
\{ Furniture \{\{ PRISON \} IRON 15 \}
“Prison
”
“Prison
”
“Required`` ``to`` ``capture`` ``enemies.
” p \{\} true\}
\{ Furniture \{\{ TORTURE_TABLE \} IRON 15 \}
“Torture`` ``table
”
“Prison
”
“Can`` ``be`` ``used`` ``to`` ``torture`` ``prisoners.`` ``Free`` ``population`` ``slot`` ``required`` ``for`` ``torturing.
”\}
\}
“orders
”
\{
\{ ClaimTile
“Claim`` ``tile
”
“Orders
”
“Claim`` ``a`` ``dungeon`` ``tile`` ``as`` ``your`` ``own.`` ``Building`` ``anything`` ``on`` ``it`` ``has`` ``the`` ``same`` ``effect.
” \}
\{ Zone FETCH_ITEMS
“Fetch`` ``items
”
“Orders
”
“Order`` ``imps`` ``to`` ``fetch`` ``items`` ``from`` ``locations`` ``outside`` ``the`` ``dungeon.`` ``This`` ``is`` ``a`` ``one-time`` ``order.
”\}
\{ Zone PERMANENT_FETCH_ITEMS
“Fetch`` ``items`` ``persistently
”
“Orders
”
“Order`` ``imps`` ``to`` ``fetch`` ``items`` ``from`` ``locations`` ``outside`` ``the`` ``dungeon.`` ``This`` ``is`` ``a`` ``persistent`` ``order.
”\}
\{ Dispatch
“Prioritize`` ``task
”
“Orders
”
“Click`` ``on`` ``an`` ``existing`` ``task`` ``to`` ``give`` ``it`` ``a`` ``high`` ``priority.
” a \}
\{ DestroyLayers \{CEILING MIDDLE\}
“Remove`` ``construction
”
“Orders
”
"" e \{\} false REMOVE_CONSTRUCTION \}
\{ ForbidZone
“Forbind`` ``zone
”
“Orders
”
“Mark`` ``tiles`` ``to`` ``keep`` ``minions`` ``from`` ``entering.
”\}
\}
“installations
”
\{
\{ Furniture \{\{ BARRICADE \} WOOD 5 \}
“Barricade
”
“Installations
”
“Blocks`` ``enemy`` ``movement,`` ``but`` ``projectiles`` ``and`` ``spells`` ``can`` ``pass`` ``over`` ``it.
” \}
\{ Furniture \{\{ TORCH_N TORCH_E TORCH_S TORCH_W \}\}
“Torch
”
“Installations
”
“Place`` ``it`` ``on`` ``tiles`` ``next`` ``to`` ``a`` ``wall.
” c \{\} false BUILD_TORCH\}
\{ Furniture \{\{ CANDELABRUM_N CANDELABRUM_E CANDELABRUM_S CANDELABRUM_W \} GOLD 5 \}
“Candelabrum
”
“Installations
”
“Place`` ``it`` ``on`` ``tiles`` ``next`` ``to`` ``a`` ``wall.
” \}
\{ Furniture \{\{ GROUND_TORCH \} WOOD 10 \}
“Standing`` ``torch
”
“Installations
”
"" 0 \{\} false BUILD_TORCH \}
\{ Furniture \{\{ KEEPER_BOARD \} WOOD 15 \}
“Message`` ``board
”
“Installations
”
“A`` ``board`` ``where`` ``you`` ``can`` ``leave`` ``a`` ``message`` ``for`` ``other`` ``players.
” \}
\{ Furniture \{\{ FOUNTAIN \} STONE 30 \}
“Fountain
”
“Installations
” \}
\{ Furniture \{\{ WHIPPING_POST \} WOOD 20 \}
“Whipping`` ``post
”
“Installations
”
“A`` ``place`` ``to`` ``whip`` ``your`` ``minions`` ``if`` ``they`` ``need`` ``a`` ``morale`` ``boost.
” \}
\{ Furniture \{\{ GALLOWS \} WOOD 20 \}
“Gallows
”
“Installations
”
“For`` ``hanging`` ``prisoners.
”\}
\{ Furniture \{\{ IMPALED_HEAD \} PRISONER_HEAD 1 true\}
“Prisoner`` ``head
”
“Installations
”
“Impaled`` ``head`` ``of`` ``an`` ``executed`` ``prisoner.`` ``Aggravates`` ``enemies.
”\}
\}
“magical_installations
”
\{
\{ Furniture \{\{ EYEBALL \} WOOD 30 \}
“Eyeball
”
“Installations
”
“Makes`` ``the`` ``area`` ``around`` ``it`` ``visible.
”\}
\{ Furniture \{\{ MINION_STATUE \} GOLD 50 \}
“Golden`` ``statue
”
“Installations
” ""\}
\{ Furniture \{\{ STONE_MINION_STATUE \} STONE 250 \}
“Stone`` ``statue
”
“Installations
” ""\}
\{ Furniture \{\{ PORTAL \} STONE 60 \}
“Portal
”
“Installations
”
“Opens`` ``a`` ``connection`` ``if`` ``another`` ``portal`` ``is`` ``present.
”\}
\}
“tutorial
”
\{
\{ Furniture \{\{ TUTORIAL_ENTRANCE \} \}
“Tutorial`` ``Entrance
”
“Installations
”\}
\}
“traps
”
\{
\{ Trap TERROR TERROR_TRAP
“Terror`` ``trap
”
“Traps
”
“Causes`` ``the`` ``trespasser`` ``to`` ``panic.
” 0 \{ TechId
“traps
” \}\}
\{ Trap POISON_GAS GAS_TRAP
“Gas`` ``trap
”
“Traps
”
“Releases`` ``a`` ``cloud`` ``of`` ``poisonous`` ``gas.
” 0 \{ TechId
“traps
” \}\}
\{ Trap ALARM ALARM_TRAP
“Alarm`` ``trap
”
“Traps
”
“Summons`` ``all`` ``minions
” 0 \{ TechId
“traps
” \}\}
\{ Trap WEB WEB_TRAP
“Web`` ``trap
”
“Traps
”
“Immobilises`` ``the`` ``trespasser`` ``for`` ``some`` ``time.
” 0 \{ TechId
“traps
” \}\}
\{ Trap BOULDER BOULDER
“Boulder`` ``trap
”
“Traps
”
“Causes`` ``a`` ``huge`` ``boulder`` ``to`` ``roll`` ``towards`` ``the`` ``enemy.
” 0 \{ TechId
“traps
” \}\}
\{ Trap SURPRISE SURPRISE_TRAP
“Surprise`` ``trap
”
“Traps
”
“Teleports`` ``nearby`` ``minions`` ``to`` ``deal`` ``with`` ``the`` ``trespasser.
” 0 \{ TechId
“traps
” \}\}
\}
\}