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		<id>https://www.sandboxgamemaker.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Pranavwright</id>
		<title>Platinum Arts Sandbox Free 3D Game Maker - User contributions [en]</title>
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		<updated>2026-05-03T01:53:12Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=How_to_add_lava,_water,_glass_and_other_materials_to_your_map&amp;diff=1236</id>
		<title>How to add lava, water, glass and other materials to your map</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=How_to_add_lava,_water,_glass_and_other_materials_to_your_map&amp;diff=1236"/>
				<updated>2011-05-23T07:40:07Z</updated>
		
		<summary type="html">&lt;p&gt;Pranavwright: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To add lava, water, glass, and other materials to you map you first have to select an area in editmode. After this you open the &amp;#039;&amp;#039;&amp;#039;quickedit&amp;#039;&amp;#039;&amp;#039; window, (&amp;#039;&amp;#039;F3&amp;#039;&amp;#039;) and go to the &amp;#039;&amp;#039;&amp;#039;materials&amp;#039;&amp;#039;&amp;#039; tab, then pick which material you wish to make this cube of. Click this material, exit edit mode and you have your very own block of lava, water, or glass.&lt;br /&gt;
----&lt;br /&gt;
Effects of each material&lt;br /&gt;
&lt;br /&gt;
Air: Creates a block of empty space! (Can be used to remove other materials.)&lt;br /&gt;
&lt;br /&gt;
Clip: Creates an invisible wall.&lt;br /&gt;
&lt;br /&gt;
Glass: Creates a window effect.&lt;br /&gt;
&lt;br /&gt;
Lava: Creates a burning wall of lava! (you will respawn if you walk into it.) Can also be used to make lavafalls.&lt;br /&gt;
&lt;br /&gt;
Noclip: Allows you to make area (for example wall) penetrateable (You can go though it!)&lt;br /&gt;
&lt;br /&gt;
Water: Creates a swimming area! (What fun.) Also makes waterfalls. &lt;br /&gt;
&lt;br /&gt;
Respawn: You will respawn from a playerstart&lt;br /&gt;
----&lt;br /&gt;
Lava and Respawn can be changed so the player can go in and live (not respawn) with the /nastylava (1 or 0) commmand.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Tutorial by Nightmare2U, some fixes from Siimvuss, Chocolatepie33 added nastylava and falls info.&lt;br /&gt;
[http://writing-help.org/ Writing help]&lt;/div&gt;</summary>
		<author><name>Pranavwright</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=RPG_configuration&amp;diff=1235</id>
		<title>RPG configuration</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=RPG_configuration&amp;diff=1235"/>
				<updated>2011-05-23T07:40:03Z</updated>
		
		<summary type="html">&lt;p&gt;Pranavwright: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Intro=&lt;br /&gt;
To create a new game, you have to create a cfg file in in &amp;#039;&amp;#039;&amp;#039;data/rpg/games/&amp;#039;&amp;#039;&amp;#039; which contains the respective title of your game. This configuration file would either host the definitions, or execute additional configuration files. These files may not be in &amp;#039;&amp;#039;&amp;#039;data/rpg/games/&amp;#039;&amp;#039;&amp;#039;, but they can utilize a sub folder, such as &amp;#039;&amp;#039;&amp;#039;data/rpg/games/bongo/&amp;#039;&amp;#039;&amp;#039;. Here are a few useful tips;&lt;br /&gt;
&lt;br /&gt;
* execute the contents of data/rpg/games/common, this folder contains several generic but useful things - as well as some defaults&lt;br /&gt;
* don&amp;#039;t define the indices explicitly! use aliases to store the index and query it when needed&lt;br /&gt;
&lt;br /&gt;
The various commands here only apply to the last defined item. If an item is not defined, or if it&amp;#039;s not compatible with the last created item, an inconsequential error will simply display on screen.&lt;br /&gt;
&lt;br /&gt;
=Aliases=&lt;br /&gt;
An important note is that aliases are not saved. If you choose to use them make sure that everything is substituted inline. In short use an @ for every pair of [] brackets that surround the statement and $ when not inside [] brackets. See the [[Cubescript]] page for more information.&amp;lt;br&amp;gt;&lt;br /&gt;
The only exception to this rule is the aliases defined in &amp;#039;&amp;#039;&amp;#039;data/rpg/game.cfg&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
When you invoke either the *_new or *_dup variants of the commands, it will return the index.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
  //generic_item_script will be set to 0, assuming this is the first defined script&lt;br /&gt;
  generic_item_script = (r_script_new)&lt;br /&gt;
  ....&lt;br /&gt;
  //to make an item use it, I can simply go&lt;br /&gt;
  r_item_script $generic_item_script&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Scripts=&lt;br /&gt;
These commands are all prefixed with r_script_&amp;lt;br&amp;gt;&lt;br /&gt;
Note that creatures and objects default to script 0, and items to script 1.&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;new&amp;#039;&amp;#039;&amp;#039; - creates a new slot and returns the index&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;dup INDEX&amp;#039;&amp;#039;&amp;#039; - duplicates the provided slot and returns the new index. &lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;say TEXT SCRIPT&amp;#039;&amp;#039;&amp;#039; - creates an additional dialogue node, when this node is reached the SCRIPT is executed&lt;br /&gt;
** currently not used&lt;br /&gt;
&lt;br /&gt;
==Slots==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Strings&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;approach&amp;#039;&amp;#039;&amp;#039; - executed when you notice someone approaching you. &lt;br /&gt;
** UNUSED&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;death&amp;#039;&amp;#039;&amp;#039; - executed when the user dies&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;drop&amp;#039;&amp;#039;&amp;#039; - executed when an item is dropped&lt;br /&gt;
** UNUSED&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;equip&amp;#039;&amp;#039;&amp;#039; - executed when an item is equipped&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;interact&amp;#039;&amp;#039;&amp;#039; - executed when interacted with&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;spawn&amp;#039;&amp;#039;&amp;#039; - executed when you spawn&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;use&amp;#039;&amp;#039;&amp;#039; - executed when you use an item, or attack with a weapon&lt;br /&gt;
** UNUSED&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;hit&amp;#039;&amp;#039;&amp;#039; - executed when hit&lt;br /&gt;
** UNUSED&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;collide&amp;#039;&amp;#039;&amp;#039; - executed on the collider and collidee after the update cycle&lt;br /&gt;
&lt;br /&gt;
=Mapscripts=&lt;br /&gt;
These commands are prefixed with r_mapscript_&amp;lt;br&amp;gt;&lt;br /&gt;
This is just like the above but only for maps.&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
==Slots==&lt;br /&gt;
&lt;br /&gt;
=Particles=&lt;br /&gt;
These commands are prefixed with r_effect_&amp;lt;br&amp;gt;&lt;br /&gt;
These define assorted pretty graphical effects; these are used to draw attacks, projectiles, area effects, etc.&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
==Slots==&lt;br /&gt;
&lt;br /&gt;
=Status Groups=&lt;br /&gt;
These commands are prefixed with r_status_&amp;lt;br&amp;gt;&lt;br /&gt;
These are essentially a group of status effects which are applied together. The best part is that this allows incompatible effects to dispel the other (ie, two polymorphs).&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
==Slots==&lt;br /&gt;
&lt;br /&gt;
=Items=&lt;br /&gt;
These commands are prefixed with r_item_&amp;lt;br&amp;gt;&lt;br /&gt;
These commands define items; as in their value, weight, appearance, etc. &lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
==Slots==&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
These commands are prefixed with r_item_use_&amp;lt;br&amp;gt;&lt;br /&gt;
These commands define how the item can be used, and what the resulting effect will be&lt;br /&gt;
&lt;br /&gt;
===Commands===&lt;br /&gt;
===Slots - Use===&lt;br /&gt;
===Slots - Use_Armour===&lt;br /&gt;
In addition to the above, the following are available&lt;br /&gt;
&lt;br /&gt;
===Slots - Use_Weapon===&lt;br /&gt;
In addition to the above, the following are available&lt;br /&gt;
&lt;br /&gt;
=Recipes=&lt;br /&gt;
These commands are prefixed with r_recipe_ - there are no slots&amp;lt;br&amp;gt;&lt;br /&gt;
These consist of 3 item list, ingredients, catalysts and the products.&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
&lt;br /&gt;
=Ammo=&lt;br /&gt;
These commands are prefixed with r_ammo_&amp;lt;br&amp;gt;&lt;br /&gt;
These definitions group a series of items into one uniform ammotype, for example you can group many different arrows as a generic arrow type.&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
==Slots==&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
These commands are prefixed with r_char_&amp;lt;br&amp;gt;&lt;br /&gt;
These are sort of like templates for character entities. When character entities are created, the slots are copied over as is exactly.&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
==Slots==&lt;br /&gt;
&lt;br /&gt;
=Factions=&lt;br /&gt;
There commands are prefixed with r_faction_&amp;lt;br&amp;gt;&lt;br /&gt;
These essentially define how factions regard each other.&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
==Slots==&lt;br /&gt;
&lt;br /&gt;
=Global Variables=&lt;br /&gt;
These should be used to store variables inside the RPG.&amp;lt;br&amp;gt;&lt;br /&gt;
It should be noted that they can only store integers&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
&lt;br /&gt;
=Tips=&lt;br /&gt;
These are simply tips displayed on the loading screen. More can be added during any stage of the game, there is currently no way to prioritise certain tips for certain areas.&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
[http://cvresumewriters.com/ resume writers]&lt;/div&gt;</summary>
		<author><name>Pranavwright</name></author>	</entry>

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