Wishes: Difference between revisions
m →Spawning things: Fixed formatting |
→Spawning things: Okay there's actually way more detail to this. Shoutout to Ashe for discovering that it took arguments. |
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{{Wish|name=rivertest|synopsis=Generates a river in the current zone}} | {{Wish|name=rivertest|synopsis=Generates a river in the current zone}} | ||
{{Wish|name=roadtest|synopsis=Generates a road in the current zone}} | {{Wish|name=roadtest|synopsis=Generates a road in the current zone}} | ||
{{Wish|name=slynthasterisk|synopsis=Generates a {{favilink|N-pointed asterisk|10- | {{Wish|name=slynthasterisk|usage=slynthasterisk [village ID]:[number of points]|synopsis=Generates a {{favilink|N-pointed asterisk}}|description= | ||
If used without arguments, generates {{Qud shader|paisley|{{(}}The 10-Pointed Asterisk of the Ensemble{{)}}}}, which has all possible effects. If only the village ID argument is used, it generates with a random number of points. If the village ID argument doesn't match to a valid faction, it will be treated as a procedurally-generated village asterisk. | |||
}} | |||
{{Wish|name=smartitem|usage=smartitem:<id>|synopsis=Create a sapient item|description={{Missing info|Which qualities?}} | {{Wish|name=smartitem|usage=smartitem:<id>|synopsis=Create a sapient item|description={{Missing info|Which qualities?}} | ||
An object blueprint is chosen from among blueprints with certain qualities using a Levenshtein distance algorithm, and an object of the closest matching blueprint is created in the same cell as the player body. | An object blueprint is chosen from among blueprints with certain qualities using a Levenshtein distance algorithm, and an object of the closest matching blueprint is created in the same cell as the player body. |