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Ideas for new ALL tile actions

ALLEffects [effect1:strength [effect2:strength [effect:strength...]]] [TouchAction]

While the Farmer is over the tile with this property all effects listed are applied to them. The strength of the effect is a number between 1 and 10, if the strength is 1, then the :1 part can be omitted, and 1 will be assumed. Some effects do not have a strength modifier, as these effects have a static on/off state. Possible effects:

  • StaminaDrain - Decrease stamina, acts like HealthDrain if stamina is 0 -1 stamina every every [15-strength] ticks
  • HealthDrain - Decrease health -1 health every [25-strength] ticks
  • StaminaRegen - Regenerate stamina +1 stamina every [15-strength] ticks
  • HealthRegen - Regenerate health +1 health every [25-strength] ticks
  • ComboRegen - Regenerate health if needed, stamina otherwise (See respective regens for math
  • Slowness - Make movement slower -[5*strength]% movement speed
  • Speed - Make movement faster +[50*strength]% movement
  • Blindness - Hide everything more then 3 tiles away from the farmer is not affected by strength

ALLCounter [counter] <Add|Remove> [amount] [Action | TouchAction]

When walked over/clicked on, modify the given counter by the given amount. Counters are reset every in-game day, and assume the value 0 by default. When a counter is modified, conditional edits are updated. Combined with the new ALLCounter:[counter][=|<|>][value] condition this allows for intelligent behavior.

ALLFlag [flag] <true/false> [Action | TouchAction]

Sets the given [flag] to be either true or false, by default all flags are false. Used with the ALLFlag:[flag] condition to allow for intelligent behavior. Flags, unlike counters persist and are not reset at the end of the day.

ALLDrop <number|All> [itemId:amount [itemId:amount] [Action]

Selects and drops a random undropped item from the list until number is reached, if All is given instead, all items in the list are dropped in the order given.

ALLChance <percentage> <action> [action arguments] [Action | TouchAction]

Causes action to have a percentage percent chance of happening.

ALLCombo [amount] [Action]

When this action is triggered, ALL will look for Action# properties on the tile and execute them. The # is a number starting at 0, and less then [amount], with no skipped numbers in between.

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