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:
| Column | Meaning |
|---|---|
| number | 1 to 4095. |
| name | What the bag calls it. |
| picture, cell | An art sheet and the cell on it. |
| stack | How many fit in one bag slot, up to 99. |
| price | What a full stack sells for. |
| monsters | A dotted list of the monsters that drop it, such as 12.15.40. |
| chance | How likely a drop is. |
| token | Optional: a token the hero must hold before the trophy will drop at all. |
| flags | Optional. |
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 Z7.2hands over two of trophy 7;TAKEremoves them. - Missions. A mission can hand trophies out when it is accepted or rewarded.
What they are for
- Mission goals. A mission's
Trophiesline 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
(
trophyUsedandcountUsedin its requirements column). - Crafting. The same column's
trophyMadeandcountMadeproduce a trophy when the item is used. - Money. A full stack sells for its price.
- Script tests.
IF Z7.2, @okjumps 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.