Community Edition “New breath for an old well.”

Trophies

A trophy is a thing a hero collects rather than wears: a wolf pelt, a rusty key, a love letter. Trophies go in the trophy bag (/bag or /trophy), which has its own window and up to 128 slots. They are the currency of missions and the raw material of crafting.

The trophies table

One row of +TROPHIES per trophy, numbered 1 to 4095, eight columns required:

ColumnMeaning
number1 to 4095.
nameWhat the bag calls it.
picture, cellAn art sheet and the cell on it.
stackHow many fit in one bag slot, up to 99.
priceWhat a full stack sells for.
monstersA dotted list of the monsters that drop it, such as 12.15.40.
chanceHow likely a drop is.
tokenOptional: a token the hero must hold before the trophy will drop at all.
flagsOptional.

How heroes get them

  • Drops. After a fight, each monster listed on a trophy rolls its chance. A full bag discards the find with a message, so give the world's bag enough room.
  • The script. GIVE Z7.2 hands over two of trophy 7; TAKE removes them.
  • Missions. A mission can hand trophies out when it is accepted or rewarded.

What they are for

  • Mission goals. A mission's Trophies line names what the hero must bring back; the trophies are handed over when the reward is claimed. See Missions.
  • Keys and ammunition. An item or spell can require a trophy to be used and can use some up each time (trophyUsed and countUsed in its requirements column).
  • Crafting. The same column's trophyMade and countMade produce a trophy when the item is used.
  • Money. A full stack sells for its price.
  • Script tests. IF Z7.2, @ok jumps when the hero holds at least two of trophy 7.

The bag from the script

Cookies read and change the bag: num.Trophy7 is how many of trophy 7 the hero carries, num.TrophyBagRoom7 how many more would fit, and setting num.TrophyBagWidth and num.TrophyBagHeight resizes the bag itself. Setting num.TrophyBagOpen to 1 shows the bag window. The Cookies page lists them all.