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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” \}\}
\}
\}