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	<id>https://oldwiki.devbox.themanaworld.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Chayenne</id>
	<title>The Mana World - User contributions [en]</title>
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	<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/wiki/Special:Contributions/Chayenne"/>
	<updated>2026-05-06T02:16:05Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Development:Developers&amp;diff=29813</id>
		<title>Development:Developers</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Development:Developers&amp;diff=29813"/>
		<updated>2014-03-11T10:48:45Z</updated>

		<summary type="html">&lt;p&gt;Chayenne: fixed colors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Developers==&lt;br /&gt;
The list below shows the active developers who are working on TMW&#039;s content or server.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;border-bottom: 2px solid #efdead&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; width=&amp;quot;150px&amp;quot; align=&amp;quot;left&amp;quot; | Username(s)&lt;br /&gt;
! style=&amp;quot;background:#edfead;&amp;quot; width=&amp;quot;100px&amp;quot; align=&amp;quot;left&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; width=&amp;quot;170px&amp;quot; align=&amp;quot;left&amp;quot; | tmwAthena roles&lt;br /&gt;
! style=&amp;quot;background:#edfead;&amp;quot; width=&amp;quot;170px&amp;quot; align=&amp;quot;left&amp;quot; | tmw-manaserv roles&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; width=&amp;quot;170px&amp;quot; align=&amp;quot;left&amp;quot; | Other roles&lt;br /&gt;
! style=&amp;quot;background:#edfead;&amp;quot; width=&amp;quot;150px&amp;quot; align=&amp;quot;left&amp;quot; | Location&lt;br /&gt;
&lt;br /&gt;
{{dev1| [[User:4144|4144]] | - | Client development, programming | - | - | - }}&lt;br /&gt;
{{dev2| [[User:Cassy|Cassy]] | - | Pixel Arts, Scripting, Mapping | - | - | Germany }}&lt;br /&gt;
{{dev1| [[User:o11c|o11c]] | Ben Longbons | tmwA Server programming, Scripting | - | {{Board|Source Lead}} | Western USA}}&lt;br /&gt;
{{dev2| [[User:tux|tux9th]] | - | Mapping, Scripting  | - | {{Board|Content Lead}} | -}}&lt;br /&gt;
{{dev1| [[User:Wushin|Wushin]] | - | tmwA Server programming, Pixel Arts, Mapping, Scripting | - | {{Board|Content Lead}} | Midwest US }}&lt;br /&gt;
{{dev2| [[User:Yubaba|Yubaba (Chicka-Maria)]] | - | Mapping, Soundscape design, SFX | - | {{Board|Sound Lead}} | Canada}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See also:&#039;&#039;&#039;&lt;br /&gt;
* [[Developer Archive]]&lt;br /&gt;
* [[Contributors]]&lt;br /&gt;
* [[Dev:Main|Development Home]]&lt;br /&gt;
* [[Joining the project]]&lt;br /&gt;
&lt;br /&gt;
==Recent projects==&lt;br /&gt;
Most of TMW&#039;s development is shown on Trello, an organisation platform with a very clearly arranged interface that makes it comfortable to work with. TMW has an own group on Trello which includes so called &amp;quot;Boards&amp;quot;. In those boards you can find several &amp;quot;Cards&amp;quot; - each card stands for a bigger or smaller project, like for example a card for a new big quest in the Content Development Board or a card for just a small icon of a new monster drop. You can click at a card to see the progress of it. At the right side of a each board you can see the most recent changes and therefore the things being recently worked on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Relevant links:&lt;br /&gt;
* [https://trello.com/themanaworld TMW Organisation]&lt;br /&gt;
* [https://trello.com/b/ojhvZu1f/content-development Content Development Board]&lt;br /&gt;
* [https://trello.com/b/rNnx513z/art-development Art Development Board]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:reference]]&lt;br /&gt;
[[Category:Projects]]&lt;/div&gt;</summary>
		<author><name>Chayenne</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Reaper&amp;diff=29812</id>
		<title>Reaper</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Reaper&amp;diff=29812"/>
		<updated>2014-03-09T10:35:40Z</updated>

		<summary type="html">&lt;p&gt;Chayenne: removed wrong info about an unbalanced unreleased mob&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{I18n}}&lt;br /&gt;
{{Status_green}}&lt;br /&gt;
{{Category_playerinfo}}&lt;br /&gt;
&lt;br /&gt;
{{Monster&lt;br /&gt;
|Name             = [[Reaper]]&lt;br /&gt;
|Image            = [[Image:Reaper.png]]&lt;br /&gt;
|Behavior         = Moving&lt;br /&gt;
|Mutations        = 0&lt;br /&gt;
|Level            = 50&lt;br /&gt;
|HP               = 555&lt;br /&gt;
|EXP              = 274&lt;br /&gt;
|Job EXP          = 156&lt;br /&gt;
|Monster Points   = 20&lt;br /&gt;
|ID               = 1067&lt;br /&gt;
|Strength         = 100&lt;br /&gt;
|Agility          = 120&lt;br /&gt;
|Vitality         = 70&lt;br /&gt;
|Intelligence     = 120&lt;br /&gt;
|Dexterity        = 100&lt;br /&gt;
|Luck             = 50&lt;br /&gt;
|Attack           = 333&lt;br /&gt;
|Range            = 7&lt;br /&gt;
|Speed            = 500&lt;br /&gt;
|Delay            = 1200&lt;br /&gt;
|Physical Defense = 30&lt;br /&gt;
|Magical Defense  = 80&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Reaper...the name says it all.  When The Reaper gets you, you want to be grateful there&#039;s a resurrection in nearby Hurnscald, at the Soul Menhir. This has no regular appearance in the Manaworld and yet he still sometimes magically appears in towns and houses. Be warned...&lt;br /&gt;
&lt;br /&gt;
==Drops==&lt;br /&gt;
&lt;br /&gt;
* [[Rotten Rags]]&lt;br /&gt;
* [[Bone]]&lt;br /&gt;
* [[Skull]]&lt;br /&gt;
* [[Skull Mask]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
[[Monster Reference]]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[The Illia Sisters]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Monster]]&lt;/div&gt;</summary>
		<author><name>Chayenne</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Development:Developers&amp;diff=29797</id>
		<title>Development:Developers</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Development:Developers&amp;diff=29797"/>
		<updated>2014-03-08T21:06:44Z</updated>

		<summary type="html">&lt;p&gt;Chayenne: removed chayenne&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Developers==&lt;br /&gt;
The list below shows the active developers who are working on TMW&#039;s content or server.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;border-bottom: 2px solid #efdead&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; width=&amp;quot;150px&amp;quot; align=&amp;quot;left&amp;quot; | Username(s)&lt;br /&gt;
! style=&amp;quot;background:#edfead;&amp;quot; width=&amp;quot;100px&amp;quot; align=&amp;quot;left&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; width=&amp;quot;170px&amp;quot; align=&amp;quot;left&amp;quot; | tmwAthena roles&lt;br /&gt;
! style=&amp;quot;background:#edfead;&amp;quot; width=&amp;quot;170px&amp;quot; align=&amp;quot;left&amp;quot; | tmw-manaserv roles&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; width=&amp;quot;170px&amp;quot; align=&amp;quot;left&amp;quot; | Other roles&lt;br /&gt;
! style=&amp;quot;background:#edfead;&amp;quot; width=&amp;quot;150px&amp;quot; align=&amp;quot;left&amp;quot; | Location&lt;br /&gt;
&lt;br /&gt;
{{dev1| [[User:4144|4144]] | - | Client development, programming | - | - | - }}&lt;br /&gt;
{{dev2| [[User:Cassy|Cassy]] | - | Pixel Arts, Scripting, Mapping | - | - | Germany }}&lt;br /&gt;
{{dev2| [[User:o11c|o11c]] | Ben Longbons | tmwA Server programming, Scripting | - | {{Board|Source Lead}} | Western USA}}&lt;br /&gt;
{{dev1| [[User:tux|tux9th]] | - | Mapping, Scripting  | - | {{Board|Content Lead}} | -}}&lt;br /&gt;
{{dev2| [[User:Wushin|Wushin]] | - | tmwA Server programming, Pixel Arts, Mapping, Scripting | - | {{Board|Content Lead}} | Midwest US }}&lt;br /&gt;
{{dev1| [[User:Yubaba|Yubaba (Chicka-Maria)]] | - | Mapping, Soundscape design, SFX | - | {{Board|Sound Lead}} | Canada}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See also:&#039;&#039;&#039;&lt;br /&gt;
* [[Developer Archive]]&lt;br /&gt;
* [[Contributors]]&lt;br /&gt;
* [[Dev:Main|Development Home]]&lt;br /&gt;
* [[Joining the project]]&lt;br /&gt;
&lt;br /&gt;
==Recent projects==&lt;br /&gt;
Most of TMW&#039;s development is shown on Trello, an organisation platform with a very clearly arranged interface that makes it comfortable to work with. TMW has an own group on Trello which includes so called &amp;quot;Boards&amp;quot;. In those boards you can find several &amp;quot;Cards&amp;quot; - each card stands for a bigger or smaller project, like for example a card for a new big quest in the Content Development Board or a card for just a small icon of a new monster drop. You can click at a card to see the progress of it. At the right side of a each board you can see the most recent changes and therefore the things being recently worked on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Relevant links:&lt;br /&gt;
* [https://trello.com/themanaworld TMW Organisation]&lt;br /&gt;
* [https://trello.com/b/ojhvZu1f/content-development Content Development Board]&lt;br /&gt;
* [https://trello.com/b/rNnx513z/art-development Art Development Board]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:reference]]&lt;br /&gt;
[[Category:Projects]]&lt;/div&gt;</summary>
		<author><name>Chayenne</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Silkworm&amp;diff=29460</id>
		<title>Silkworm</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Silkworm&amp;diff=29460"/>
		<updated>2014-02-25T07:48:51Z</updated>

		<summary type="html">&lt;p&gt;Chayenne: /* Recipes */ ty ty typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{i18n}}&lt;br /&gt;
&lt;br /&gt;
{{Monster&lt;br /&gt;
|Name             = [[Silkworm]]&lt;br /&gt;
|Image            = [[Image:Silkworm.png]]&lt;br /&gt;
|Behavior         = &lt;br /&gt;
|Mutations        = May mutate 2 attributes up to 40%.&lt;br /&gt;
|Level            = 20&lt;br /&gt;
|HP               = 1&lt;br /&gt;
|EXP              = 1&lt;br /&gt;
|Job EXP          = 1&lt;br /&gt;
|Monster Points   = &lt;br /&gt;
|ID               = 1035&lt;br /&gt;
|Strength         = 20&lt;br /&gt;
|Agility          = 11&lt;br /&gt;
|Vitality         = 10&lt;br /&gt;
|Intelligence     = 10&lt;br /&gt;
|Dexterity        = 40&lt;br /&gt;
|Luck             = 10&lt;br /&gt;
|Attack           = 0&lt;br /&gt;
|Range            = 1&lt;br /&gt;
|Speed            = &lt;br /&gt;
|Delay            = &lt;br /&gt;
|Physical Defense = 2&lt;br /&gt;
|Magical Defense  = 10&lt;br /&gt;
}}&lt;br /&gt;
==Description and Biotope==&lt;br /&gt;
Silkworms are a common species of worms that roam the The Mana World. They often appear in caves, especially the ones with bats in them, and sometimes reptate in the grass around [[Hurnscald]]. They are a good source of Silk Cocoon (50% drop) and can be sheard to get Silk Cocoon as well. For reasons that we still do not understand well, the swamp region located south-west of Dimonds cove does have a specially important population of Silk worms.&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
The following quests require Silk Cocoon&lt;br /&gt;
*[[Anwar&#039;s_field|Anwar&#039;s field]] : 30&lt;br /&gt;
*[[Magic_Quests#Helping_With_Experiments|Helping With Experiments]] : 100&lt;br /&gt;
*[[Demon_Mask|Demon Mask]] : 1&lt;br /&gt;
*[[Blue_Sage_Quest|Blue Sages]] : 80&lt;br /&gt;
*[[Agostine&#039;s_Dream_Dress|Agostine&#039;s Dream Dress]] : 180&lt;br /&gt;
*[[Lora_Tay_The_Legendary_Seamstress|Lora Tay]] : optional, 150 for the silk robe&lt;br /&gt;
&lt;br /&gt;
There by resulting in (including the silk robe): 541 Silk Cocoon, meaning about 1082 Silkworms&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
*Silkworms can be sheard with the #chipchip spell, giving a chance of it dropping a Silk Cocoon.&lt;br /&gt;
*Silk Cocoons can be used in the magical #plugh spell, which makes you be able to regenerate health even if you are overweight.&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
Silk Coccuns can be eaten with cave snake eggs, lamps and tongues, as seen by Waric, Orums master in the [[Orum_Quest|Candle Helmet Quest]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
[[Monster Reference]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Monster]]&lt;/div&gt;</summary>
		<author><name>Chayenne</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Silkworm&amp;diff=29459</id>
		<title>Silkworm</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Silkworm&amp;diff=29459"/>
		<updated>2014-02-25T07:47:13Z</updated>

		<summary type="html">&lt;p&gt;Chayenne: /* Description and Biotope */ random typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{i18n}}&lt;br /&gt;
&lt;br /&gt;
{{Monster&lt;br /&gt;
|Name             = [[Silkworm]]&lt;br /&gt;
|Image            = [[Image:Silkworm.png]]&lt;br /&gt;
|Behavior         = &lt;br /&gt;
|Mutations        = May mutate 2 attributes up to 40%.&lt;br /&gt;
|Level            = 20&lt;br /&gt;
|HP               = 1&lt;br /&gt;
|EXP              = 1&lt;br /&gt;
|Job EXP          = 1&lt;br /&gt;
|Monster Points   = &lt;br /&gt;
|ID               = 1035&lt;br /&gt;
|Strength         = 20&lt;br /&gt;
|Agility          = 11&lt;br /&gt;
|Vitality         = 10&lt;br /&gt;
|Intelligence     = 10&lt;br /&gt;
|Dexterity        = 40&lt;br /&gt;
|Luck             = 10&lt;br /&gt;
|Attack           = 0&lt;br /&gt;
|Range            = 1&lt;br /&gt;
|Speed            = &lt;br /&gt;
|Delay            = &lt;br /&gt;
|Physical Defense = 2&lt;br /&gt;
|Magical Defense  = 10&lt;br /&gt;
}}&lt;br /&gt;
==Description and Biotope==&lt;br /&gt;
Silkworms are a common species of worms that roam the The Mana World. They often appear in caves, especially the ones with bats in them, and sometimes reptate in the grass around [[Hurnscald]]. They are a good source of Silk Cocoon (50% drop) and can be sheard to get Silk Cocoon as well. For reasons that we still do not understand well, the swamp region located south-west of Dimonds cove does have a specially important population of Silk worms.&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
The following quests require Silk Cocoon&lt;br /&gt;
*[[Anwar&#039;s_field|Anwar&#039;s field]] : 30&lt;br /&gt;
*[[Magic_Quests#Helping_With_Experiments|Helping With Experiments]] : 100&lt;br /&gt;
*[[Demon_Mask|Demon Mask]] : 1&lt;br /&gt;
*[[Blue_Sage_Quest|Blue Sages]] : 80&lt;br /&gt;
*[[Agostine&#039;s_Dream_Dress|Agostine&#039;s Dream Dress]] : 180&lt;br /&gt;
*[[Lora_Tay_The_Legendary_Seamstress|Lora Tay]] : optional, 150 for the silk robe&lt;br /&gt;
&lt;br /&gt;
There by resulting in (including the silk robe): 541 Silk Cocoon, meaning about 1082 Silkworms&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
*Silkworms can be sheard with the #chipchip spell, giving a chance of it dropping a Silk Cocoon.&lt;br /&gt;
*Silk Cocoons can be used in the magical #plugh spell, which makes you be able to regenerate health even if you are overweight.&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
Silk Coccuns can be eaten with cave snake eggs, lamps and tongues, as seen by Warkik, Orums master in the [[Orum_Quest|Candle Helmet Quest]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
[[Monster Reference]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Monster]]&lt;/div&gt;</summary>
		<author><name>Chayenne</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Classic:Maps&amp;diff=29202</id>
		<title>Classic:Maps</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Classic:Maps&amp;diff=29202"/>
		<updated>2014-02-05T04:36:22Z</updated>

		<summary type="html">&lt;p&gt;Chayenne: make it nicer, its a tutorial, not a restraining order&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_green}}&lt;br /&gt;
Maps are an important part of The Mana World.&lt;br /&gt;
&lt;br /&gt;
== Guidelines ==&lt;br /&gt;
You can build a map for The Mana World using [http://mapeditor.org Tiled]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Size:&#039;&#039;&#039; Around 200x200 tiles is good in practice, though the maximum is 1024x1024 tiles.&lt;br /&gt;
* &#039;&#039;&#039;Tile size:&#039;&#039;&#039; 32x32&lt;br /&gt;
* &#039;&#039;&#039;Map border:&#039;&#039;&#039; You need to leave a non-walkable but properly designed border around the map of at least 20 tiles ([[Dev:Maps/Border|Diagram]]). This can be suspended in special cases (like the botcheck map).&lt;br /&gt;
* &#039;&#039;&#039;Walls/players proportions:&#039;&#039;&#039; A normal door for a player is 2 tiles in height.&lt;br /&gt;
* &#039;&#039;&#039;Indoor/Outdoor proportions:&#039;&#039;&#039; It is not required that inside view of buildings has to fit the size of outside view. Don&#039;t make them too different unless the involvement of magic is obvious for the area.&lt;br /&gt;
* &#039;&#039;&#039;Path reference:&#039;&#039;&#039; Please use TMW folder structure to keep references to tilesets working. Also, please use TSX file sinstead of directly referencing the PNGs.&lt;br /&gt;
* &#039;&#039;&#039;Transparent color:&#039;&#039;&#039; Tilesets use alpha so no need to set a transparent color&lt;br /&gt;
* &#039;&#039;&#039;Layers:&#039;&#039;&#039; Each map can have many layers. Two special layers are require din every map, though:&lt;br /&gt;
** &#039;&#039;Fringe:&#039;&#039; This layer is drawn simultaneously with items and beings, where tiles north of a being are drawn behind the being and tiles south of the being are drawn in front. Hence this layer is suitable for adding static objects to a map like plants or statues which exceed 32px in height. Tiles which belong into fringe are in oversize-tilesets marked with _x2 to _x8. Do &#039;&#039;&#039;NOT&#039;&#039;&#039; put tiles that are 32px high on this layer; having them here instead of lower layers makes the maps slower to render in the client, decreasing performance.&lt;br /&gt;
** &#039;&#039;Collision:&#039;&#039; this is a special layer for which you have to use the collision tileset. Use the red collision tile where you want a tile to be unwalkable. Be careful that even if a tile is not reachable, but it&#039;s walkable, the server can spawn monsters there, which means they will be unreacahble by players; other weird situations can also occur. For example fill a wall with collision tiles, not only the borders, or you could have monsters spawning inside the wall.&lt;br /&gt;
&lt;br /&gt;
In a good style of mapping, please always use the lowest layer possible, and don&#039;t place tiles under other tiles that are completely opaque (like having something beneath a wall tile where it isn&#039;t visible). This is also in the interests of performance, since it keeps down overdraw.&lt;br /&gt;
&lt;br /&gt;
== How to map ==&lt;br /&gt;
When you want to make maps for The Mana World but you don&#039;t know how to start, read the [[Dev:Mapping Tutorial]].&lt;br /&gt;
&lt;br /&gt;
The naming scheme we&#039;re using at the moment is described in it&#039;s own article here: [[Dev:TmwAthena Map Names]].&lt;br /&gt;
&lt;br /&gt;
==Existing maps==&lt;br /&gt;
Here a list of all existing maps and map name reservations:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!colspan=2|Map&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2|botcheck&lt;br /&gt;
|   Bots Checking Area&lt;br /&gt;
|-&lt;br /&gt;
| 001&lt;br /&gt;
| 1&lt;br /&gt;
| Tulimshar&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
| Tulimshar indoor&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| Tulimshar arena&lt;br /&gt;
|-&lt;br /&gt;
| 002&lt;br /&gt;
| 1&lt;br /&gt;
| Sandstorm, south of Tulimshar&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
| Sandstorm, indoors&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
| Desert mines, Mining Camp&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 4&lt;br /&gt;
| Desert mines, level 1&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 5&lt;br /&gt;
| Desert mines, level 2&lt;br /&gt;
|-&lt;br /&gt;
| 003&lt;br /&gt;
| 1&lt;br /&gt;
| Beach&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
| Beach house&lt;br /&gt;
|-&lt;br /&gt;
| 004&lt;br /&gt;
| 1&lt;br /&gt;
| Beach west of Tulimshar&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
| Beach house&lt;br /&gt;
|-&lt;br /&gt;
| 005&lt;br /&gt;
| 1&lt;br /&gt;
| Snake desert, SW of Tulimshar&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| Snake pit&lt;br /&gt;
|-&lt;br /&gt;
| 006&lt;br /&gt;
| 1&lt;br /&gt;
| Desert mountains&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| Desert mountains caves&lt;br /&gt;
|-&lt;br /&gt;
| 007&lt;br /&gt;
| 1&lt;br /&gt;
| South east woodland&lt;br /&gt;
|-&lt;br /&gt;
| 008&lt;br /&gt;
| 1&lt;br /&gt;
| Woodland around Hurnscald&lt;br /&gt;
|-&lt;br /&gt;
| 009&lt;br /&gt;
| 1&lt;br /&gt;
| Hurnscald&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
| Hurnscald indoor&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| Cave beneath Hurnscald&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 4&lt;br /&gt;
| Orum&#039;s Caves&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 5&lt;br /&gt;
| Brodomir&#039;s PvP Cave&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 6&lt;br /&gt;
| Brodomir&#039;s Cave&lt;br /&gt;
|-&lt;br /&gt;
| 010&lt;br /&gt;
| 1&lt;br /&gt;
| South Woodland&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
| Dimond&#039;s Cove&lt;br /&gt;
|-&lt;br /&gt;
| 011&lt;br /&gt;
| 1&lt;br /&gt;
| Central Woodland&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| Hermit&#039;s Cave&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 4&lt;br /&gt;
| Lake Cave&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
| Snake Lord&#039;s Cave ****(unavailable)&lt;br /&gt;
|-&lt;br /&gt;
| 012&lt;br /&gt;
| 1&lt;br /&gt;
| North Woodland&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| North Woodland caves (Moggun Cave)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 4&lt;br /&gt;
| North Woodland caves (Terranite Cave)&lt;br /&gt;
|-&lt;br /&gt;
| 013&lt;br /&gt;
| 1&lt;br /&gt;
| North East Woodland&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
| Magic house&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| Cave&lt;br /&gt;
|-&lt;br /&gt;
| 014&lt;br /&gt;
| 1&lt;br /&gt;
| West Woodland&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| West Woodland caves&lt;br /&gt;
|-&lt;br /&gt;
| 015&lt;br /&gt;
| 1&lt;br /&gt;
| South West Woodland&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
| Katze&#039;s Cave&lt;br /&gt;
|-&lt;br /&gt;
| 016&lt;br /&gt;
| 1&lt;br /&gt;
| Southernmost Woodlands&lt;br /&gt;
|-&lt;br /&gt;
| 017&lt;br /&gt;
| 1&lt;br /&gt;
| North Woodland Mountains&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| North Woodland Mountain caves&lt;br /&gt;
|-&lt;br /&gt;
| 018&lt;br /&gt;
| 1&lt;br /&gt;
| Woodland Mines (outdoor)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
| Woodland Mines (mining camp indoor)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| Woodland Mines level 1&lt;br /&gt;
|-&lt;br /&gt;
| 019&lt;br /&gt;
| 1&lt;br /&gt;
| Snow Field&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| Snow Field (caves)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 4&lt;br /&gt;
| Snow Field (cave to 044-1) *&lt;br /&gt;
|-&lt;br /&gt;
| 020&lt;br /&gt;
| 1&lt;br /&gt;
| Snow Town (Nivalis)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
| Snow town indoor&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| Snow Town Cave level 1&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 4&lt;br /&gt;
| Snow Town Cave level 2&lt;br /&gt;
|-&lt;br /&gt;
| 021&lt;br /&gt;
| 1&lt;br /&gt;
| Central Tulimshar&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
| Central Tulimshar Indoor&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| Central Tulimshar -Sewers&lt;br /&gt;
|-&lt;br /&gt;
| 022&lt;br /&gt;
| 1&lt;br /&gt;
| Tulimshar Docks&lt;br /&gt;
|-&lt;br /&gt;
| 023&lt;br /&gt;
| 1&lt;br /&gt;
| Beach Cliffs **&lt;br /&gt;
|-&lt;br /&gt;
| 024&lt;br /&gt;
| 1&lt;br /&gt;
| Tulimshar Canyon/Tulimshar Magic School&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
| Tulimshar Magic School indoor&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| Tulimshar Magic School cave (Ancient Amulets 1) **&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 4&lt;br /&gt;
| Tulimshar Magic School (Ancient Amulets 2) **&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 5&lt;br /&gt;
| Tulimshar Magic School (Ancient Amulets 3) **&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 6&lt;br /&gt;
| Tulimshar Magic School (Ancient Amulets 4) **&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 7&lt;br /&gt;
| Tulimshar Magic School (Ancient Amulets 5) **&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 8&lt;br /&gt;
| Tulimshar Magic School (Ancient Amulets 6) **&lt;br /&gt;
|-&lt;br /&gt;
| 025&lt;br /&gt;
| 1&lt;br /&gt;
| Graveyard Swamp East (South-westernmost woodlands)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| Main Cave (South-westernmost woodlands, Rossy quest)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 4&lt;br /&gt;
| Lock Caves (South-westernmost woodlands, Rossy quest)&lt;br /&gt;
|-&lt;br /&gt;
| 026&lt;br /&gt;
| 1&lt;br /&gt;
| Graveyard Swamp West&lt;br /&gt;
|-&lt;br /&gt;
| 027&lt;br /&gt;
| 1&lt;br /&gt;
| Graveyard&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
| Graveyard Indoors (Caretaker, Reid&#039;s Inn, Crypts*)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
| Crypts Level 1*&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 4&lt;br /&gt;
| Crypts Level 2*&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 5&lt;br /&gt;
| Crypts Level 3*&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 6&lt;br /&gt;
| Crypts Mini-boss**&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 7&lt;br /&gt;
| Crypts Mini-boss**&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 8&lt;br /&gt;
| Crypts Mini-boss**&lt;br /&gt;
|-&lt;br /&gt;
| 028&lt;br /&gt;
| 1&lt;br /&gt;
| Easter Island&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
| Easter Island caves&lt;br /&gt;
|-&lt;br /&gt;
| 029&lt;br /&gt;
| 1&lt;br /&gt;
| Candor&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
| Candor Cave (Fight cave)&lt;br /&gt;
|-&lt;br /&gt;
| 030&lt;br /&gt;
| 1&lt;br /&gt;
| Snow Field South (Romantic Place))&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
| Snow Field South Indoor (Santa&#039;s workshop)***&lt;br /&gt;
|-&lt;br /&gt;
| 031&lt;br /&gt;
| 1&lt;br /&gt;
| East Nivalis (Nivalis Port)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
| East Nivalis indoor &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| East Nivalis Ice Caves (Labyrinth)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 4 &lt;br /&gt;
| Cindy&#039;s Cage Cave&lt;br /&gt;
|-&lt;br /&gt;
| 032&lt;br /&gt;
| 1&lt;br /&gt;
| Desert mountains (Miriam extension) &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| Desert mountains (Miriam extension), caves &lt;br /&gt;
|-&lt;br /&gt;
| 033&lt;br /&gt;
| 1&lt;br /&gt;
| South-West Snow path (Barbarians Camp)&lt;br /&gt;
|-&lt;br /&gt;
| 034&lt;br /&gt;
| 1&lt;br /&gt;
| Snow Forest&lt;br /&gt;
|-&lt;br /&gt;
| 035&lt;br /&gt;
| 1&lt;br /&gt;
| Lumber Camp-1 **&lt;br /&gt;
|-&lt;br /&gt;
| 039&lt;br /&gt;
| 1&lt;br /&gt;
| Lumber Camp-2 **&lt;br /&gt;
|-&lt;br /&gt;
| 040&lt;br /&gt;
| 1&lt;br /&gt;
| TBA **&lt;br /&gt;
|-&lt;br /&gt;
| 041&lt;br /&gt;
| 1&lt;br /&gt;
| Tulimshar North-west beach&lt;br /&gt;
|-&lt;br /&gt;
| 042&lt;br /&gt;
| 1&lt;br /&gt;
| Tulimshar (Newplayers area)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 2 &lt;br /&gt;
| Tulimshar (Newplayers area) Indoor&lt;br /&gt;
|-&lt;br /&gt;
| 041&lt;br /&gt;
| 1&lt;br /&gt;
| Tulimshar North-west beach&lt;br /&gt;
|-&lt;br /&gt;
| 043&lt;br /&gt;
| 1&lt;br /&gt;
| Tonori Training area&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 3 &lt;br /&gt;
| Tonori Training area cave&lt;br /&gt;
|-&lt;br /&gt;
| 044&lt;br /&gt;
| 1&lt;br /&gt;
| Snow Hills&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 3 &lt;br /&gt;
| Snow Hills Ice Caves&lt;br /&gt;
|-&lt;br /&gt;
| 045&lt;br /&gt;
| 1&lt;br /&gt;
| Deep Snow Forest&lt;br /&gt;
|-&lt;br /&gt;
| 046&lt;br /&gt;
| 1&lt;br /&gt;
| Highlands 1 (Rock Plateau)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 3 &lt;br /&gt;
| Highlands Ice Caves&lt;br /&gt;
|-&lt;br /&gt;
| 047&lt;br /&gt;
| 1&lt;br /&gt;
| Highlands 2 &lt;br /&gt;
|-&lt;br /&gt;
| 048&lt;br /&gt;
| 1&lt;br /&gt;
| Blue Sage&#039;s Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 2 &lt;br /&gt;
| Blue Sage&#039;s Library&lt;br /&gt;
|-&lt;br /&gt;
| 049&lt;br /&gt;
| 1&lt;br /&gt;
| Barbarian Village-1 **&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 2 &lt;br /&gt;
| Barbarian Village-1 indoors **&lt;br /&gt;
|-&lt;br /&gt;
| 050&lt;br /&gt;
| 1&lt;br /&gt;
| Barbarian Village-2 **&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 2 &lt;br /&gt;
| Barbarian Village-2 indoors **&lt;br /&gt;
|-&lt;br /&gt;
| 051&lt;br /&gt;
| 1&lt;br /&gt;
| Illia Sisters Dungeon Outsides&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| Illia Sisters Dungeon Bandit&#039;s Cave&lt;br /&gt;
|-&lt;br /&gt;
| 052&lt;br /&gt;
| 1&lt;br /&gt;
| Illia Sisters Island&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
| Illia Sisters Home &lt;br /&gt;
|-&lt;br /&gt;
| 053&lt;br /&gt;
| 1&lt;br /&gt;
| Barbarian Village-3 **&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 2 &lt;br /&gt;
| Barbarian Village-3 indoors **&lt;br /&gt;
|-&lt;br /&gt;
| 054&lt;br /&gt;
| 1&lt;br /&gt;
| Barbarian Village-4 **&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 2 &lt;br /&gt;
| Barbarian Village-4 indoors **&lt;br /&gt;
|-&lt;br /&gt;
| 055&lt;br /&gt;
| 1&lt;br /&gt;
| Woodlands Hills (East) &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| Woodlands Hills (East)-Caves&lt;br /&gt;
|-&lt;br /&gt;
| 056&lt;br /&gt;
| 1&lt;br /&gt;
| Woods&lt;br /&gt;
|-&lt;br /&gt;
| 057&lt;br /&gt;
| 1&lt;br /&gt;
| Woods&lt;br /&gt;
|-&lt;br /&gt;
| 68&lt;br /&gt;
| 1&lt;br /&gt;
| Tulimshar Noble quarter **&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
| Tulimshar Noble quarter-Indoor**&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| Tulimshar Noble quarter-Sewers**&lt;br /&gt;
|-&lt;br /&gt;
| 69&lt;br /&gt;
| 1&lt;br /&gt;
| Tulimshar Castle **&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
| Tulimshar Castle-Indoor**&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| Tulimshar Castle quarter-Sewers**&lt;br /&gt;
|-&lt;br /&gt;
| 70&lt;br /&gt;
| 1&lt;br /&gt;
| Underworld*&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 2&lt;br /&gt;
| Underworld Indoors*&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 3&lt;br /&gt;
| Reaper Battle*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;) Map pending release&lt;br /&gt;
(&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;) Map planned or under construction&lt;br /&gt;
(&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt;) Temporary Map release&lt;br /&gt;
&lt;br /&gt;
[[Category:Map Development]]&lt;/div&gt;</summary>
		<author><name>Chayenne</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User_talk:SemiRocket&amp;diff=29201</id>
		<title>User talk:SemiRocket</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User_talk:SemiRocket&amp;diff=29201"/>
		<updated>2014-02-03T12:23:26Z</updated>

		<summary type="html">&lt;p&gt;Chayenne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome to &#039;&#039;TheManaWorld&#039;&#039;!&#039;&#039;&#039;&lt;br /&gt;
We hope you will contribute much and well.&lt;br /&gt;
You will probably want to read the [[Help:Contents|help pages]].&lt;br /&gt;
Again, welcome and have fun! &amp;amp;mdash; [[User:Jaxad0127|&amp;lt;span style=&amp;quot;color: #160196&amp;quot;&amp;gt;Jaxad&amp;lt;/span&amp;gt;]][[User Talk:Jaxad0127|&amp;lt;span style=&amp;quot;color: #5B038F&amp;quot;&amp;gt;0127&amp;lt;/span&amp;gt;]] 02:29, 16 September 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Monster Reference: Pollett Egg drop===&lt;br /&gt;
Hiya! I&#039;ve just noticed this change: [https://wiki.themanaworld.org/index.php?title=Monster_Reference&amp;amp;curid=1141&amp;amp;diff=29199&amp;amp;oldid=29158 click me]&lt;br /&gt;
&lt;br /&gt;
As far as I can see Polletts don&#039;t drop Pollett Eggs ([https://github.com/themanaworld/tmwa-server-data/blob/master/world/map/db/mob_db.txt#L124 click me]) so can you please check again?&lt;br /&gt;
&lt;br /&gt;
Thanks :)&lt;br /&gt;
&lt;br /&gt;
[[User:Cassy|Cassy]] ([[User talk:Cassy|talk]]) 07:13, 3 February 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
---- Ah don&#039;t worry, whatever happens, the Pollett eggs are there with the next release. One of the very rare occasions wiki is ahead of time. SemiRocket you&#039;re firing wiki.themanaworld.org into the future - awesome work! :D (Apparently Pollett Eggs dont want to get into the game, they get repeatedly lost in merges.)--Chayenne 12:23, 3 February 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>Chayenne</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Classic:TmwAthena_Scripting_Standards&amp;diff=29034</id>
		<title>Classic:TmwAthena Scripting Standards</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Classic:TmwAthena_Scripting_Standards&amp;diff=29034"/>
		<updated>2013-12-08T02:59:51Z</updated>

		<summary type="html">&lt;p&gt;Chayenne: /* Variables initialization */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an attempt to standardize the eAthena coding. Any suggestions are welcome to be posted on the discussion page before editing.&lt;br /&gt;
=Code Formatting=&lt;br /&gt;
== Indentation ==&lt;br /&gt;
* Code is indented with four spaces. &lt;br /&gt;
* Code in the same block should have the same indentation. &lt;br /&gt;
* Labels have no indentation. &lt;br /&gt;
* Menu options are on their own lines and are indented further. &lt;br /&gt;
Example:&lt;br /&gt;
 menu&lt;br /&gt;
     &amp;quot;Yes.&amp;quot;, L_Yes,&lt;br /&gt;
     &amp;quot;No.&amp;quot;, L_No;&lt;br /&gt;
* When using an if-statement, there should be a line break after the condition and the conditional command should be indented further. An exception to this is a series of if-statements at the beginning of a major code block which use gotos to jump to the correct position in the script. In this case the goto should be in the same line as the if-statement.&lt;br /&gt;
Example:&lt;br /&gt;
 // if-statement and conditional command in the same line, gotos aligned&lt;br /&gt;
 if (@quest &amp;gt;= 3) goto L_Done;&lt;br /&gt;
 if (@quest == 2) goto L_Progress;&lt;br /&gt;
 if (@quest == 1) goto L_Question;&lt;br /&gt;
 &lt;br /&gt;
 // conditional command in the next line and indented further&lt;br /&gt;
 if (BaseLevel &amp;lt; 40)&lt;br /&gt;
     set @cost, 100;&lt;br /&gt;
&lt;br /&gt;
== Whitespaces==&lt;br /&gt;
In many places whitespaces can increase readability. Examples are&lt;br /&gt;
* When concatenating text and variables:&lt;br /&gt;
 mes &amp;quot;\&amp;quot;Hello &amp;quot; + strcharinfo(0) + &amp;quot;!\&amp;quot;&amp;quot;;&lt;br /&gt;
instead of&lt;br /&gt;
 mes &amp;quot;\&amp;quot;Hello &amp;quot;+strcharinfo(0)+&amp;quot;!\&amp;quot;&amp;quot;;&lt;br /&gt;
* When assigning values to variables:&lt;br /&gt;
 set @var, 3;&lt;br /&gt;
instead of&lt;br /&gt;
 set @var,3;&lt;br /&gt;
* In menus:&lt;br /&gt;
 menu&lt;br /&gt;
     &amp;quot;Yes.&amp;quot;, L_Yes,&lt;br /&gt;
     &amp;quot;No.&amp;quot;, L_No;&lt;br /&gt;
instead of&lt;br /&gt;
 menu&lt;br /&gt;
     &amp;quot;Yes.&amp;quot;,L_Yes,&lt;br /&gt;
     &amp;quot;No.&amp;quot;,L_No;&lt;br /&gt;
&lt;br /&gt;
== Code Blocks ==&lt;br /&gt;
* Code blocks should be separated from the others in a dinstinct way: insert a blank line between code blocks. &lt;br /&gt;
* Individual blocks should be together No blank lines within a block. &lt;br /&gt;
* The opening brackets should be on a new line, not at the end of the parent line; the closing ones should be in a line of their own.&lt;br /&gt;
* A &#039;menu&#039; must not be in the body of an if statement. Instead, goto a new block for the menu, or negate the logic and goto somewhere else if the label should not be shown.&lt;br /&gt;
* The &#039;next&#039; command goes at the end of a block (before a goto or fallthrough), never at the beginning. Make sure &#039;next&#039; is never followed by something that leads to a &#039;close&#039; without intervening text.&lt;br /&gt;
&lt;br /&gt;
==Labels and Subfunctions==&lt;br /&gt;
* Labels should be named in this way: L_CamelCase&lt;br /&gt;
* Subfunctions should be named in this way: S_CamelCase&lt;br /&gt;
* Labels should always start with L_, except those that act as a subfunction, which should start with S_&lt;br /&gt;
* Newline before every label&lt;br /&gt;
* No newline after a label&lt;br /&gt;
* There must not be a fallthrough or goto to a subfunction label.&lt;br /&gt;
* A subfunction label must not goto a normal label. It may, however, goto another label that is specific to that subfunction, and eventually reach a return.&lt;br /&gt;
&lt;br /&gt;
* Many scripts use a label L_Close, which is used to reset temporary player variables to 0, and then ends the scripts with the close; command. If you use a label with that purpose, it should be named L_Close for consistency. (There are older scripts which use different names, e.g. L_end, but new ones should go with L_Close.)&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;br /&gt;
At the beginning of a script file there should be documented &lt;br /&gt;
* who is the author&lt;br /&gt;
* the purpose of the script&lt;br /&gt;
* which variables are used and what&#039;s their purpose&lt;br /&gt;
* any additional information that can help to understand the script&lt;br /&gt;
Example:&lt;br /&gt;
 // Author: devxy&lt;br /&gt;
 // This file contains the NPC John, who is part of the Example quest.&lt;br /&gt;
 // Quest states are saved in Quest_Example.&lt;br /&gt;
 // State 1: started the quest&lt;br /&gt;
 // State 2: did the next step&lt;br /&gt;
 [...]&lt;br /&gt;
&lt;br /&gt;
Within the script there should be comments if there are parts which might be difficult to understand.&lt;br /&gt;
&lt;br /&gt;
In some of the older scripts there are boxed comments used like this:&lt;br /&gt;
 //#################################################################################&lt;br /&gt;
 //# NPC John - By Smith                                                           #&lt;br /&gt;
 //#                                                                               #&lt;br /&gt;
 //#  ...                                                                          #&lt;br /&gt;
 //#################################################################################&lt;br /&gt;
Don&#039;t use them in new scripts.&lt;br /&gt;
&lt;br /&gt;
== NPC Dialogs ==&lt;br /&gt;
In the following example our NPC dialog formatting guidelines are explained.&lt;br /&gt;
     mes &amp;quot;[Example NPC Olaf]&amp;quot;;&lt;br /&gt;
     mes &amp;quot;\&amp;quot;When I start speaking my name is put in square brackets, and my spoken text here is in quotation marks.\&amp;quot;&amp;quot;;&lt;br /&gt;
     next;&lt;br /&gt;
     mes &amp;quot;\&amp;quot;The next between my previous line and this one interrupted my speaking, so I started with new quotation marks.&amp;quot;;&lt;br /&gt;
     mes &amp;quot;But didn&#039;t close them in the same line, because I continue to speak here.&amp;quot;;&lt;br /&gt;
     mes &amp;quot;A new message command can be used to have a line break in the dialog without interrupting the speaking.&amp;quot;;&lt;br /&gt;
     mes &amp;quot;At the end I close the quotation marks again.\&amp;quot;&amp;quot;;&lt;br /&gt;
     next;&lt;br /&gt;
     mes &amp;quot;Olaf stops speaking and scratches his head. This is a descriptive text, so it isn&#039;t put into quotation marks.&amp;quot;;&lt;br /&gt;
     next;&lt;br /&gt;
     mes &amp;quot;[Example NPC Olaf]&amp;quot;;&lt;br /&gt;
     mes &amp;quot;\&amp;quot;Now that I start speaking again, I need my name in brackets again before my actual text starts, because something else happened in between.&amp;quot;;&lt;br /&gt;
     mes &amp;quot;It isn&#039;t that difficult, right?\&amp;quot;&amp;quot;;&lt;br /&gt;
     menu&lt;br /&gt;
         &amp;quot;I agree.&amp;quot;, -,&lt;br /&gt;
         &amp;quot;(Leave.)&amp;quot;, L_Close;&lt;br /&gt;
     mes &amp;quot;[Example NPC Olaf]&amp;quot;;&lt;br /&gt;
     mes &amp;quot;\&amp;quot;It&#039;s the same after there was a menu with the player saying or doing something, again I put my name into sqaure brackets before starting to speak.\&amp;quot;&amp;quot;;&lt;br /&gt;
     next;&lt;br /&gt;
     mes &amp;quot;\&amp;quot;In the menu you can see that something the player says isn&#039;t put into quotation marks, but just as plain text.&amp;quot;;&lt;br /&gt;
     mes &amp;quot;And an action the player takes is put into usual brackets.\&amp;quot;&amp;quot;;&lt;br /&gt;
     goto L_Close;&lt;br /&gt;
 &lt;br /&gt;
 L_Close:&lt;br /&gt;
     close;&lt;br /&gt;
&lt;br /&gt;
=Variables=&lt;br /&gt;
==Document Variables==&lt;br /&gt;
in every file, document every variable as one of:&lt;br /&gt;
&lt;br /&gt;
* #  account variable (prefix #) (note that there are also ## variable which didn&#039;t work in the stable version of the server)&lt;br /&gt;
*    permanent player variable (no prefix)&lt;br /&gt;
* @  temporary player variable (prefix @) - used after the script close;s or end;s.&lt;br /&gt;
* @  dynamic player variable (prefix @) - passed into or out of callsub or callfunc&lt;br /&gt;
* @  lexical (local) player variable (prefix @) - used only within the function (scripthelp.txt documents that &amp;quot;.@&amp;quot; means this but I don&#039;t know if that works)&lt;br /&gt;
* @  local constant (prefix @) - not dependent on the player, used only within the function. e.g. lots of @QUEST_FOO_{SHIFT,MASK}&lt;br /&gt;
* $  global permanent variable (prefix $) (I&#039;m not sure if we have any of these right now)&lt;br /&gt;
* $  npc permanent variable (prefix $) same as above but only used by one NPC&lt;br /&gt;
* $  global temporary variable (prefix $@)&lt;br /&gt;
* $@ npc temporary variable (prefix $@) same as above but only used by one NPC, scripthelp.txt mentions prefix &amp;quot;.&amp;quot; but I don&#039;t know if that works&lt;br /&gt;
*    special variable (in db/const.txt with a 1 following)&lt;br /&gt;
*    global constant (in const.txt)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If we use a consistent method of documenting these, we can then generate a list of all variables by type.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Variables initialization==&lt;br /&gt;
Check for troublesome arrays:&lt;br /&gt;
A troublesome array is defined as an array that is not&lt;br /&gt;
*initialized all at once&lt;br /&gt;
*initialized by appending elements to the end, for use in a menu&lt;br /&gt;
Nothing needs to be done, merely document them. I want this information at hand when I design the new scripting language to minimize conversion pains.&lt;br /&gt;
I wouldn&#039;t be surprised if there were no troublesome arrays at all. If there are only a couple it might be worth refactoring the code to remove them, but that might be a  high-level decision which is beyond the scope of this proposal.&lt;br /&gt;
&lt;br /&gt;
Set dynamic and local @variables to 0 before close;&lt;br /&gt;
&lt;br /&gt;
==Naming Variables==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Using as little variables as you need==&lt;br /&gt;
So there are some quests, which require lots of variables.&lt;br /&gt;
Think of monster oil quest, Oric and Warum quest etc.&lt;br /&gt;
&lt;br /&gt;
This can often be done by bitmasking: &lt;br /&gt;
One variable has 32 bits. So a variabe can store 2^32 different numbers: 4294967296&lt;br /&gt;
&lt;br /&gt;
But sometimes you only need numbers from 0 to 15, but more of these variables.&lt;br /&gt;
but numbers in range 0 to 15 can be stored in 4 bits ( 2^4 = 16 different numbers)&lt;br /&gt;
&lt;br /&gt;
Here is an example how to use bitmasking:&lt;br /&gt;
[[Media:Tester.txt]]&lt;br /&gt;
== Defining Map Objects ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These sections describe how to define map objects.&lt;br /&gt;
&lt;br /&gt;
=== Warp Definitions ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:OrangeRed&amp;quot;&amp;gt;&#039;&#039;&#039;Shouldn&#039;t be done manually.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
Warps are what move players between maps. They can also be used to move players around a single map, if needed. Warps are defined like this:&lt;br /&gt;
&lt;br /&gt;
 map1,startX,startY|warp|name|width,height,map2,endX,endY&lt;br /&gt;
&lt;br /&gt;
Key:&lt;br /&gt;
{|&lt;br /&gt;
|map1  ||the starting map&lt;br /&gt;
|-&lt;br /&gt;
|startX||the x-coordinate of the starting warp tile&lt;br /&gt;
|-&lt;br /&gt;
|startY||the y-coordinate of the starting warp tile&lt;br /&gt;
|-&lt;br /&gt;
|name  ||the name of the warp, unused but must be defined&lt;br /&gt;
|-&lt;br /&gt;
|width ||the width of the warp&lt;br /&gt;
|-&lt;br /&gt;
|height||the height of the warp&lt;br /&gt;
|-&lt;br /&gt;
|map2  ||the ending map&lt;br /&gt;
|-&lt;br /&gt;
|endX  ||the x-coordinate of the tile the player will end up on&lt;br /&gt;
|-&lt;br /&gt;
|endY  ||the y-coordinate of the tile the player will end up on&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Width and height are described in detail here: [[Dev:TmwAthena Scripting Standards/Warp Details|Warp Details]].&lt;br /&gt;
&lt;br /&gt;
=== Monster Definitions ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:OrangeRed&amp;quot;&amp;gt;&#039;&#039;&#039;Shouldn&#039;t be done manually.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
Monsters are defined like this:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;map name&amp;gt;,&amp;lt;x&amp;gt;,&amp;lt;y&amp;gt;,&amp;lt;width&amp;gt;,&amp;lt;height&amp;gt;|monster|&amp;lt;name&amp;gt;|&amp;lt;mobID&amp;gt;,&amp;lt;count&amp;gt;,&amp;lt;spawn1&amp;gt;,&amp;lt;spawn2&amp;gt;,{&amp;lt;eventcode&amp;gt;}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|map name   ||the map the monsters should appear on&lt;br /&gt;
|-&lt;br /&gt;
|x          ||the x-coordinate of the spawn tile&lt;br /&gt;
|-&lt;br /&gt;
|y          ||the y-coordinate of the spawn tile&lt;br /&gt;
|-&lt;br /&gt;
|width      ||the tile width of the spawn area&lt;br /&gt;
|-&lt;br /&gt;
|height     ||the tile height of the spawn area&lt;br /&gt;
|-&lt;br /&gt;
|name       ||the name of the mob, unused but must be defined. &#039;&#039;&#039;DO NOT&#039;&#039;&#039; use the keywords such as &amp;quot;spawn&amp;quot; in this name to avoid conflict with other game systems (magic for example)&lt;br /&gt;
|-&lt;br /&gt;
|mobID      ||the mob identifier of the desired monster (in the monster db)the number to spawn&lt;br /&gt;
|-&lt;br /&gt;
|count      ||the number to spawn&lt;br /&gt;
|-&lt;br /&gt;
|spawn1     ||the minimum delay between successive spawns (per individual)&lt;br /&gt;
|-&lt;br /&gt;
|spawn2     ||the minimum delay between death and respawn (per individual)&lt;br /&gt;
|-&lt;br /&gt;
|eventcode  ||the script event to fire upon death&lt;br /&gt;
|}&lt;br /&gt;
A detailed description of position and area can be found here: [[Dev:TmwAthena Scripting Standards/Mob Details|Mob Details]].&lt;br /&gt;
&lt;br /&gt;
=== NPC Definitions ===&lt;br /&gt;
 &amp;lt;map name&amp;gt;,&amp;lt;x&amp;gt;,&amp;lt;y&amp;gt;,&amp;lt;facing&amp;gt;|script|&amp;lt;Name&amp;gt;|&amp;lt;spriteID&amp;gt;,&amp;lt;nowiki&amp;gt;{&amp;lt;code&amp;gt;}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;map name&amp;gt;,&amp;lt;x&amp;gt;,&amp;lt;y&amp;gt;,&amp;lt;facing&amp;gt;|script|&amp;lt;Name&amp;gt;|&amp;lt;spriteID&amp;gt;,&amp;lt;triggerX&amp;gt;,&amp;lt;triggerY&amp;gt;,&amp;lt;nowiki&amp;gt;{&amp;lt;code&amp;gt;}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|map name   ||the map the monsters should appear on&lt;br /&gt;
|-&lt;br /&gt;
|x          ||the x-coordinate of the spawn tile&lt;br /&gt;
|-&lt;br /&gt;
|y          ||the y-coordinate of the spawn tile&lt;br /&gt;
|-&lt;br /&gt;
|facing     ||Direction the NPC faces to. &#039;&#039;&#039;It must be set to 0&#039;&#039;&#039; in TMW&lt;br /&gt;
|-&lt;br /&gt;
|height     ||the tile height of the spawn area&lt;br /&gt;
|-&lt;br /&gt;
|Name       ||the name of the NPC&lt;br /&gt;
|-&lt;br /&gt;
|spriteID   ||the mob identifier of the desired NPC. Sprite ID&lt;br /&gt;
|-&lt;br /&gt;
|triggerX   ||&lt;br /&gt;
|-&lt;br /&gt;
|triggerY   ||&lt;br /&gt;
|-&lt;br /&gt;
|eventcode  ||the script event to fire upon death&lt;br /&gt;
|}&lt;br /&gt;
* Server side :&lt;br /&gt;
::NPC definitions (script) are usually stored as : &amp;lt;br/&amp;gt;(tmwa-server-data/)world/map/npc/&amp;lt;map name&amp;gt;/&amp;lt;NPC Name&amp;gt;.txt or in the file :&amp;lt;br/&amp;gt;(tmwa-server-data/)world/map/npc/&amp;lt;map name&amp;gt;/npc.txt&lt;br /&gt;
* Client side :&lt;br /&gt;
::The NPC is associated with a sprite (the image that will appear in the game), and a XML file which tells the client some display parameters.&amp;lt;br/&amp;gt;(tmwa-client-data/)graphics/sprites/npcs/npc-&amp;lt;Name&amp;gt;.png&amp;lt;br/&amp;gt;(tmwa-client-data/)graphics/sprites/npcs/npc-&amp;lt;Name&amp;gt;.xml&amp;lt;br/&amp;gt;The NPC spriteID is linked to graphic files and XML in the file : (tmwa-client-data/)npcs.xml&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- A detailed description of position and area can be found here: [[EAthena Scripting Standards/NPC Details|NPC Details]]. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Script Functions ==&lt;br /&gt;
 function|script|&amp;lt;function name&amp;gt;|&amp;lt;nowiki&amp;gt;{&amp;lt;code&amp;gt;}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
Actual script functions are stored or imported in the files : (tmwa-server-data/)world/map/npc/functions/&amp;lt;function name&amp;gt;.txt, regardless rhey are called from a Map, NPC, Mob or item.&lt;br /&gt;
&amp;lt;!-- A detailed description of position and area can be found here: [[EAthena Scripting Standards/function Details|function Details]]. --&amp;gt;&lt;br /&gt;
==Script Loading==&lt;br /&gt;
The main script import file is:[https://github.com/themanaworld/tmwa-server-data/blob/master/world/map/npc/scripts.conf (tmwa-server-data/)world/map/npc/scripts.conf] &amp;lt;br/&amp;gt;&lt;br /&gt;
It loads [https://github.com/themanaworld/tmwa-server-data/blob/master/world/map/npc/_import.txt (tmwa-server-data/)world/map/npc/_import.txt] which imports all NPC scripts wich are stored under the respective map name folders, usually under NPC name.&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
== Open a chest and get reward ==&lt;br /&gt;
An example is given by a quest to get a key for a chest (in fact 3 keys):&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:850px;&amp;quot; border=0 cellspacing=&amp;quot;10&amp;quot; &lt;br /&gt;
|-valign=&amp;quot;Top&amp;quot; &lt;br /&gt;
|&amp;lt;pre&amp;gt;&lt;br /&gt;
// A treasure chest. You need three keys to open it.&lt;br /&gt;
//&lt;br /&gt;
// TMW_Quest (document variable here)&lt;br /&gt;
//&lt;br /&gt;
&lt;br /&gt;
002-4.gat,93,37,0|script|Treasure|111,&lt;br /&gt;
{&lt;br /&gt;
    if (TMW_Quest &amp;gt;= 38) goto L_Finished;&lt;br /&gt;
&lt;br /&gt;
    mes &amp;quot;There is a chest here.&amp;quot;;&lt;br /&gt;
    mes &amp;quot;Do you want to try to open it?&amp;quot;;&lt;br /&gt;
    next;&lt;br /&gt;
    menu&lt;br /&gt;
        &amp;quot;Yes.&amp;quot;, L_Yes,&lt;br /&gt;
        &amp;quot;No.&amp;quot;, -;&lt;br /&gt;
    close;&lt;br /&gt;
&lt;br /&gt;
L_Yes:&lt;br /&gt;
    if(countitem(&amp;quot;TreasureKey&amp;quot;) &amp;lt; 3)&lt;br /&gt;
        goto L_Not_Enough;&lt;br /&gt;
    getinventorylist;&lt;br /&gt;
    if (@inventorylist_count == 100 &amp;amp;&amp;amp; countitem(&amp;quot;TreasureKey&amp;quot;) &amp;gt; 3)&lt;br /&gt;
        goto L_TooMany;&lt;br /&gt;
    mes &amp;quot;You opened the chest and found a short bow!&amp;quot;;&lt;br /&gt;
    delitem &amp;quot;TreasureKey&amp;quot;, 3;&lt;br /&gt;
    getitem &amp;quot;ShortBow&amp;quot;, 1;&lt;br /&gt;
    set TMW_Quest, 38;&lt;br /&gt;
    close;&lt;br /&gt;
&lt;br /&gt;
L_Not_Enough:&lt;br /&gt;
    mes &amp;quot;It seems that you do not have the right key for this chest yet...&amp;quot;;&lt;br /&gt;
    close;&lt;br /&gt;
&lt;br /&gt;
L_Finished:&lt;br /&gt;
    mes &amp;quot;You have already opened this chest.&amp;quot;;&lt;br /&gt;
    close;&lt;br /&gt;
&lt;br /&gt;
L_TooMany:&lt;br /&gt;
    mes &amp;quot;You do not have enough room to loot this chest. Maybe you should try again later.&amp;quot;;&lt;br /&gt;
    close;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
This script starts with describing the NPC (the chest, NPC sprite 111) and its location (map 002-4 X=93, Y=37, in tiles from top left of the map). Then follows what happens on activation:&lt;br /&gt;
First, the variable &#039;&#039;&amp;quot;TMW_Quest&amp;quot;&#039;&#039; is checked to know if the player already accomplished the quest &amp;lt;span style=&amp;quot;color:OrangeRed&amp;quot;&amp;gt;&#039;&#039;&#039;(the variable should be documented)&#039;&#039;&#039;&amp;lt;/span&amp;gt;, If he has the script continues at label &#039;&#039;L_Finished&#039;&#039;, the player is reminded fe alredy accomplished the task and script finishes, if not the scrip continues. A message is shown (mes), then an option dialog (menu) is displayed with two possible answers : &amp;quot;Yes.&amp;quot; or &amp;quot;No.&amp;quot;. If the player answers &amp;quot;No.&amp;quot; the script stops (close;); if he answers &amp;quot;Yes.&amp;quot; the script continues at label &#039;&#039;L_Yes&#039;&#039;. Now player is checked to know if he has at least 3 keys, if not script branches to label &#039;&#039;L_Not_Enough&#039;&#039; tells the player he  &amp;quot;has not the right key&amp;quot; and script closes. If he has keys enough, his inventory list is retrieved by the built-in function &amp;quot;getinventorylist&amp;quot; and it&#039;s content is checked to know if the player will have room enough to store the reward after the 3 keys use. If not, script goes to label &#039;&#039;L_TooMany&#039;&#039; and script close after a warning message, If yes 3 keys are deleted in player&#039;s inventory,  he gets the reward: a Short Bow and the variable TMW_Quest is set to 38.&lt;br /&gt;
&lt;br /&gt;
For more examples of the current system, check out the current scripts in use by the server. Beware though, this could affect your enjoyment of the game as it does spoil some of the mystery. Here&#039;s a link to git so you can view them in your browser:&lt;br /&gt;
&lt;br /&gt;
https://github.com/themanaworld/tmwa-server-data/tree/master/world/map/npc&lt;br /&gt;
&lt;br /&gt;
Note that anything said by an NPC should be put in double quotes (&amp;quot;). You can do that like this: &amp;quot;&#039;&#039;&#039;\&amp;quot;&#039;&#039;&#039;Hello!&#039;&#039;&#039;\&amp;quot;&#039;&#039;&#039; she said.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=References=&lt;br /&gt;
* [[Dev:TmwAthena Scripting Basics]]&lt;br /&gt;
* [[Dev:TmwAthena Scripting Reference]]&lt;br /&gt;
* [http://forums.themanaworld.org/viewtopic.php?f=13&amp;amp;t=13653 script cleanup/scripting standards proposal]&lt;/div&gt;</summary>
		<author><name>Chayenne</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Classic:TmwAthena_Scripting_Reference&amp;diff=29033</id>
		<title>Classic:TmwAthena Scripting Reference</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Classic:TmwAthena_Scripting_Reference&amp;diff=29033"/>
		<updated>2013-12-08T02:39:10Z</updated>

		<summary type="html">&lt;p&gt;Chayenne: /* mes */ deleted Poetry: this was an unnecessarily distracting non minimal example.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a reference for commands believed to work in the eAthena scripting language still used by tmwAthena.&lt;br /&gt;
&lt;br /&gt;
A number of problematic commands have been removed from this list, but not all commands have been tested.&lt;br /&gt;
&lt;br /&gt;
== Language Commands ==&lt;br /&gt;
These are command that are closely tied to the language itself.&lt;br /&gt;
&lt;br /&gt;
=== goto ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    goto L_1;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Unconditionally jump to a label. Often used in an &amp;quot;if&amp;quot; body.&lt;br /&gt;
&lt;br /&gt;
=== callsub ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    callsub S_labelname, arguments...;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Jump to the given label. When the &amp;quot;return&amp;quot; statement is executed, continue on the next line.&lt;br /&gt;
&lt;br /&gt;
It is not known whether &amp;quot;arguments...&amp;quot; works, we use temporary variables instead.&lt;br /&gt;
&lt;br /&gt;
It might also be possible to use this as a function, if the form of return with a value is used, but we use temporary variables instead.&lt;br /&gt;
&lt;br /&gt;
=== callfunc ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    callfunc &amp;quot;function_name&amp;quot;, arguments...;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Jump to the given function script. When the &amp;quot;return&amp;quot; statement is executed, continue on the next line of this script.&lt;br /&gt;
&lt;br /&gt;
It is not known whether &amp;quot;arguments...&amp;quot; works, we use temporary variables instead.&lt;br /&gt;
&lt;br /&gt;
It might also be possible to use this as a function, if the form of return with a value is used, but we use temporary variables instead.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;return&amp;quot; is broken if this is used from within an if(). If you need a conditional callfunc, first goto a label.&lt;br /&gt;
&lt;br /&gt;
=== return ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    return;&lt;br /&gt;
    return expr;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Return from this script or sublabel to the calling function.&lt;br /&gt;
&lt;br /&gt;
It is unknown what happens if this is used from the top-level script, use &amp;quot;close&amp;quot; or &amp;quot;end&amp;quot; instead.&lt;br /&gt;
&lt;br /&gt;
We use temporary variables instead of the form that returns an expression.&lt;br /&gt;
&lt;br /&gt;
=== getarg ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    getarg(index)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Return (by reference?) an argument of &amp;quot;callsub&amp;quot; or &amp;quot;callfunc&amp;quot;. Aborts the script if used at toplevel of if out of range.&lt;br /&gt;
&lt;br /&gt;
We use temporary variables instead.&lt;br /&gt;
&lt;br /&gt;
=== set ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    set variable, expression;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Very common command, to set variables.&lt;br /&gt;
&lt;br /&gt;
=== setarray ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    setarray arrayvariable, val1, val2, ...;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Set elements of an array. Previous elements are not cleared. At most 128 elements can be assigned.&lt;br /&gt;
&lt;br /&gt;
It is currently possible, but deprecated, to specify a (zero-based) array index to start at the given part of an array. It&#039;s pretty amazing that that code works anyway.&lt;br /&gt;
&lt;br /&gt;
Remember that there are no permanent arrays, only temporary.&lt;br /&gt;
&lt;br /&gt;
=== cleararray ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    cleararray variable, value, count;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Fill an array with &amp;quot;count&amp;quot; copies of &amp;quot;value&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== copyarray ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    copyarray dest_var, src_var, count;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Copy elements of an array.&lt;br /&gt;
&lt;br /&gt;
This function looks broken to me.&lt;br /&gt;
&lt;br /&gt;
=== getarraysize ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    getarraysize variable;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Get the size of an array.&lt;br /&gt;
&lt;br /&gt;
The size of an array is simply one more than the index of the last nonzero integer or nonempty string.&lt;br /&gt;
&lt;br /&gt;
WARNING: most functions that set an array do not bother to clear out high indices. You should almost always use an explicitly-provided size instead.&lt;br /&gt;
&lt;br /&gt;
=== deletearray ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    deletearray variable[, count = 1];&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Remove count elements from an array.&lt;br /&gt;
&lt;br /&gt;
If there are elements beyond count, they will be shifted into lower indices.&lt;br /&gt;
&lt;br /&gt;
After that, all remaining elements will be set to 0 or &amp;quot;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This function is currently broken, instead use cleararray variable, 0, count;&lt;br /&gt;
&lt;br /&gt;
=== getelementofarray ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    getelementofarray(arrayname, index_expr)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This function is invoked internally by the arrayname[index_expr] syntax.&lt;br /&gt;
&lt;br /&gt;
=== if ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    if (condition) condition_command [conditional_command_args, ...];&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
If condition is zero, do nothing. Else, evaluate the conditional command.&lt;br /&gt;
&lt;br /&gt;
The only thing special about the if command is the lack of commas during parsing (from my reading this is only a warning?). During execution it is perfectly normal.&lt;br /&gt;
&lt;br /&gt;
Note: you must not use a callsub or callfunc as conditional_command.&lt;br /&gt;
&lt;br /&gt;
=== end ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    end;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Stop executing the script.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t use this if you have opened a dialog to the player, use &amp;quot;close&amp;quot; instead. Or, use &amp;quot;close2&amp;quot; and *then* &amp;quot;end&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== debugmes ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    debugmes &amp;quot;string&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Print a message to stdout.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Message Commands ==&lt;br /&gt;
These are commands for dialog or one-way chat with players.&lt;br /&gt;
&lt;br /&gt;
=== mes ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    mes &amp;quot;string&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Display a line of text to the player. If a dialog box is not already open for the attached NPC, one will be created.&lt;br /&gt;
&lt;br /&gt;
It is unknown if the client properly supports dialog with multiple NPCs simultaneously. Note that the server only allows each account one paused script at a time, so it probably wouldn&#039;t work anyway.&lt;br /&gt;
&lt;br /&gt;
If you need to include the &#039;&#039;&#039;&amp;quot;&#039;&#039;&#039; character inside the message, (especially for dialogs) insert it as &#039;&#039;&#039;\&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
When doing several messages without a next; in between, there should be only a single \&amp;quot; at the beginning and the end each.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;:&lt;br /&gt;
 mes &amp;quot;[Me Myself]&amp;quot;;&lt;br /&gt;
 mes &amp;quot;&amp;quot;;&lt;br /&gt;
 mes &amp;quot;(I clear my throat)&amp;quot;&lt;br /&gt;
 mes &amp;quot;&amp;quot;;&lt;br /&gt;
 mes &amp;quot;\&amp;quot;I start talking here, and don&#039;t close the quotation marks, because I&#039;m not yet done talking.&amp;quot;;&lt;br /&gt;
 mes &amp;quot;And start a new line, but without new quotation marks.&amp;quot;;&lt;br /&gt;
 mes &amp;quot;Here I stop talking, so I close the quotation marks.\&amp;quot;&amp;quot;;&lt;br /&gt;
gives:&lt;br /&gt;
[Me Myself]&lt;br /&gt;
&lt;br /&gt;
(I clear my throat)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I start talking here, and don&#039;t close the quotation marks, because I&#039;m not yet done talking.&amp;lt;br&amp;gt;&lt;br /&gt;
And start a new line, but without new quotation marks.&amp;lt;br&amp;gt;&lt;br /&gt;
Here I stop talking, so I close the quotation marks.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== next ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    next;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Stop the script until the user presses &amp;quot;Next&amp;quot; in the dialog.&lt;br /&gt;
&lt;br /&gt;
=== close ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    close;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Stop executing the script and give the user a &amp;quot;Close&amp;quot; button in the dialog.&lt;br /&gt;
&lt;br /&gt;
=== close2 ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    close2;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Stop the script until the user presses the &amp;quot;Close&amp;quot; button in the dialog, then keep executing the script.&lt;br /&gt;
&lt;br /&gt;
WARNING: unlike close, this command is a blocking command, the usual caveats apply.&lt;br /&gt;
&lt;br /&gt;
=== menu ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    menu&lt;br /&gt;
        &amp;quot;option 1&amp;quot;, L_1,&lt;br /&gt;
        &amp;quot;option 2&amp;quot;, L_2,&lt;br /&gt;
        &amp;quot;default&amp;quot;, -;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Display a list of choices to the player, then branch to the specified label. The special label &amp;quot;-&amp;quot; means don&#039;t branch, just continue with the next statement.&lt;br /&gt;
&lt;br /&gt;
Additionally, the temporary variable &amp;quot;@menu&amp;quot; is set to the 1-based index of the choice.&lt;br /&gt;
&lt;br /&gt;
The options must not contain the character &amp;quot;:&amp;quot;, as the protocol uses it as a separator.&lt;br /&gt;
&lt;br /&gt;
=== input ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    input variable_name;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Input an integer or string to the given variable, depending on whether has the &#039;$&#039; string postfix.&lt;br /&gt;
&lt;br /&gt;
The implementation allows variable_name to be omitted if input is an integer, in case l14 is used. Don&#039;t use this.&lt;br /&gt;
&lt;br /&gt;
=== announce ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    announce &amp;quot;message&amp;quot;, flag;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Do a GM message.&lt;br /&gt;
&lt;br /&gt;
If flag &amp;amp; 0xF == 0 forward it to all map servers.&lt;br /&gt;
If flag &amp;amp; 0x8, message is from the OID (NPC? usually?) rather than the RID (player).&lt;br /&gt;
&lt;br /&gt;
If (flag &amp;amp; 0x7) == 1, send to all on map.&lt;br /&gt;
If (flag &amp;amp; 0x7) == 2, send to all in line of sight.&lt;br /&gt;
If (flag &amp;amp; 0x7) == 3, send to self only.&lt;br /&gt;
If (flag &amp;amp; 0x7) == anything else, send to all clients.&lt;br /&gt;
&lt;br /&gt;
=== mapannounce ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    mapannounce &amp;quot;mapname&amp;quot;, &amp;quot;message&amp;quot;, flag;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Send an announcement to all players in map.&lt;br /&gt;
&lt;br /&gt;
Only flag &amp;amp; 0x10 is interpreted, which does not work with the Mana client. So, flag must be 0.&lt;br /&gt;
&lt;br /&gt;
=== areaannounce ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    areaannounce &amp;quot;mapname&amp;quot;, x0, y0, x1, y1, &amp;quot;message&amp;quot;, flag;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Send an announcement to all players in area.&lt;br /&gt;
&lt;br /&gt;
Only flag &amp;amp; 0x10 is interpreted, which does not work with the Mana client. So, flag must be 0.&lt;br /&gt;
&lt;br /&gt;
=== message ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    message &amp;quot;player&amp;quot;, &amp;quot;message&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Display (in chat) a message from the server to a single user.&lt;br /&gt;
&lt;br /&gt;
=== npctalk ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    npctalk &amp;quot;message&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Make an NPC say something publicly.&lt;br /&gt;
&lt;br /&gt;
Note: in many cases areaannounce is a better choice.&lt;br /&gt;
&lt;br /&gt;
== Character Commands ==&lt;br /&gt;
These have to do with attributes of the player.&lt;br /&gt;
&lt;br /&gt;
=== setlook ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    setlook type, value;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Set an aspect of a character&#039;s appearance. Used e.g. by the barber.&lt;br /&gt;
&lt;br /&gt;
There are constant provided for the LOOK type, and for hair color and hair style.&lt;br /&gt;
&lt;br /&gt;
=== heal ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    heal hp, sp&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Increase or decrease the player&#039;s hp and sp.&lt;br /&gt;
&lt;br /&gt;
=== itemheal ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    itemheal &amp;quot;ii&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Increase or decrease the player&#039;s hp and sp, for use in item scripts.&lt;br /&gt;
&lt;br /&gt;
=== percentheal ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    percentheal &amp;quot;ii&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Increase or decrease the player&#039;s hp and sp, by percentage of max HP.&lt;br /&gt;
&lt;br /&gt;
This is probably the best way to instakill the player.&lt;br /&gt;
&lt;br /&gt;
=== readparam ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    readparam(type[, &amp;quot;playername&amp;quot;])&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Return one of the core parameters of a player.&lt;br /&gt;
&lt;br /&gt;
type is one of the bCamelCase constants, see db/const.txt&lt;br /&gt;
&lt;br /&gt;
=== getcharid ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    getcharid(type[ &amp;quot;playername&amp;quot;])&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Get an id of the attached (or given) player.&lt;br /&gt;
&lt;br /&gt;
Type is:&lt;br /&gt;
0: char id&lt;br /&gt;
1: party id&lt;br /&gt;
2: guild id (deprecated)&lt;br /&gt;
3: account id&lt;br /&gt;
&lt;br /&gt;
You usually want 3.&lt;br /&gt;
&lt;br /&gt;
=== getpartyname ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    getpartyname(partyid)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Return the name of the party with the given id, or &amp;quot;null&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== getpartymember ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    getpartymember partyid&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Fills in the array $@partymembername$&lt;br /&gt;
&lt;br /&gt;
=== strcharinfo ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    strcharinfo(num)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Return string information about an account:&lt;br /&gt;
num==0: name&lt;br /&gt;
num==1: party name&lt;br /&gt;
num==2: guild name (deprecated)&lt;br /&gt;
&lt;br /&gt;
=== sc_start ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    sc_start type, tick, val1[, beingid];&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Apply a status effect to a player (or monster?).&lt;br /&gt;
&lt;br /&gt;
type is one of the sc_* constants.&lt;br /&gt;
&lt;br /&gt;
=== sc_start2 ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    sc_start2 type, tick, val1, chance[, beingid];&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Chance of applying a status effect, out of 10000.&lt;br /&gt;
&lt;br /&gt;
=== sc_end ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    sc_end type;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Immediately end status effect on current player.&lt;br /&gt;
&lt;br /&gt;
=== sc_check ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    sc_check(type)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Whether a status effect is currently active.&lt;br /&gt;
&lt;br /&gt;
=== getscrate ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    getscrate(type, rate[, being_id])&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
If the sc is poison, modify rate by (3 + vit + luk/3) percent.&lt;br /&gt;
&lt;br /&gt;
The form that accepts a being_id is broken in the current stable version of the server.&lt;br /&gt;
&lt;br /&gt;
=== resetlvl ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    resetlvl type;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== resetstatus ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    resetstatus;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== resetskill ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    resetskill;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== changesex ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    changesex;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Ask the login server (via the char server) to toggle this account&#039;s sex, then kick the player.&lt;br /&gt;
&lt;br /&gt;
=== attachrid ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    attachrid(id)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Change the being associated with this script.&lt;br /&gt;
&lt;br /&gt;
Return true if such a player is logged in.&lt;br /&gt;
&lt;br /&gt;
=== detachrid ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    detachrid;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Detach the player associated with this script.&lt;br /&gt;
&lt;br /&gt;
=== isloggedin ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    isloggedin(id)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Return true if the given ID is logged in.&lt;br /&gt;
&lt;br /&gt;
Often you shouldn&#039;t use this, but attachrid(id) instead&lt;br /&gt;
&lt;br /&gt;
=== marriage ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    marriage(&amp;quot;otherplayer&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Marry the attached player to the other player.&lt;br /&gt;
&lt;br /&gt;
Return 1 on success and 0 on failure.&lt;br /&gt;
&lt;br /&gt;
=== divorce ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    divorce()&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Divorce the attached player from their partner&lt;br /&gt;
&lt;br /&gt;
Return 1 on success and 0 on failure.&lt;br /&gt;
&lt;br /&gt;
=== getpartnerid2 ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    getpartnerid2()&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Return the ID of the attached player&#039;s partner (0 is none).&lt;br /&gt;
&lt;br /&gt;
=== getexp ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    getexp base, job;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Increase the types of experience.&lt;br /&gt;
&lt;br /&gt;
=== getinventorylist ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    getinventorylist;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Fill in some arrays of useful information: &amp;quot;@inventorylist_id&amp;quot;, &amp;quot;@inventorylist_amount&amp;quot;, &amp;quot;@inventorylist_equip&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The arrays are not cleared between calls, use &amp;quot;@inventory_count&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== getskilllist ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    getskilllist;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Fill in some arrays of useful information: &amp;quot;@skilllist_id&amp;quot;, &amp;quot;@skilllist_lv&amp;quot;, &amp;quot;@skilllist_flag&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The arrays are not cleared between calls, use &amp;quot;@skill_count&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== getpoolskilllist ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    getpoolskilllist;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Same, but only poolable skills.&lt;br /&gt;
&lt;br /&gt;
=== getactivatedpoolskilllist ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    getactivatedpoolskilllist;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Same, but only activated pool skills.&lt;br /&gt;
&lt;br /&gt;
=== getunactivatedpoolskilllist ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    getunactivatedpoolskilllist;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Same, but only unactivated pool skills.&lt;br /&gt;
&lt;br /&gt;
=== poolskill ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    poolskill skill_id;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Activate a poolable skill.&lt;br /&gt;
&lt;br /&gt;
=== unpoolskill ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    unpoolskill skill_id;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Deactivate a poolable skill.&lt;br /&gt;
&lt;br /&gt;
=== checkpoolskill ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    checkpoolskill(skill_id)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Check if a pool skill is activated&lt;br /&gt;
&lt;br /&gt;
=== misceffect ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    misceffect type, &amp;quot;player_name&amp;quot;;&lt;br /&gt;
    misceffect type, being_id;&lt;br /&gt;
    misceffect type;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Display a miscellaneous effect on a being.&lt;br /&gt;
&lt;br /&gt;
In the third form, it will use the OID if possible, and fallback to the RID.&lt;br /&gt;
&lt;br /&gt;
=== getlook ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    getlook(type)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Return part of the player&#039;s appearance:&lt;br /&gt;
val==1: hair&lt;br /&gt;
val==2: weapon&lt;br /&gt;
val==3: bottom&lt;br /&gt;
val==4: middle&lt;br /&gt;
val==5: top&lt;br /&gt;
val==6: hair color&lt;br /&gt;
val==8: shield&lt;br /&gt;
val==9: shoes&lt;br /&gt;
&lt;br /&gt;
On failure, return -1.&lt;br /&gt;
&lt;br /&gt;
=== getsavepoint ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    getsavepoint(type)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
type==0: Return savepoint map&lt;br /&gt;
type==1: Return savepoint x&lt;br /&gt;
type==2: Return savepoint y&lt;br /&gt;
&lt;br /&gt;
This is believed to be the only function (other than callfunc and callsub of course) that returns a different type depending on its arguments.&lt;br /&gt;
&lt;br /&gt;
=== shop ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    shop &amp;quot;npcname&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Close the script and open the given NPC&#039;s shop.&lt;br /&gt;
&lt;br /&gt;
=== isdead ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    isdead()&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Return 1 if the attached player is dead, else 0.&lt;br /&gt;
&lt;br /&gt;
=== fakenpcname ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    fakenpcname &amp;quot;name&amp;quot;, &amp;quot;newname&amp;quot;, new_sprite_id;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Change the appearance of an NPC.&lt;br /&gt;
&lt;br /&gt;
== Location Commands ==&lt;br /&gt;
These are commands that have to do with the location of players&lt;br /&gt;
&lt;br /&gt;
=== warp ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    warp &amp;quot;mapname&amp;quot;, x, y;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Warp the attached player to the given location. &amp;quot;mapname&amp;quot; may have the special values &amp;quot;Random&amp;quot;, &amp;quot;SavePoint&amp;quot;, and &amp;quot;Save&amp;quot; (case-sensitive), but x and y are still required.&lt;br /&gt;
&lt;br /&gt;
=== isat ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    isat(&amp;quot;mapname&amp;quot;, x, y)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Return 1 if the attached player is at the given location, 0 otherwise.&lt;br /&gt;
&lt;br /&gt;
=== areawarp ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    areawarp &amp;quot;src_map&amp;quot;, x0, y0, x1, y1, &amp;quot;dst_map&amp;quot;, x, y;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Warp all players in the given area to the given location.&lt;br /&gt;
&lt;br /&gt;
=== getusers ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    getusers(type)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Count users.&lt;br /&gt;
&lt;br /&gt;
If flag &amp;amp; 0x8, base on OID instead of RID.&lt;br /&gt;
If (flag &amp;amp; 0x7) == 0, return users on the map.&lt;br /&gt;
If (flag &amp;amp; 0x7) == 1, return users on the server.&lt;br /&gt;
&lt;br /&gt;
=== getmapusers ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    getmapusers(&amp;quot;mapname&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Count users on a given map.&lt;br /&gt;
&lt;br /&gt;
=== getareausers ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    getareausers(&amp;quot;mapname&amp;quot;, x0, y0, x1, y1)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Count users in an area.&lt;br /&gt;
&lt;br /&gt;
=== mapwarp ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    mapwarp &amp;quot;src_map&amp;quot;, &amp;quot;dst_map&amp;quot;, x, y;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Warp all players from source map to destination location.&lt;br /&gt;
&lt;br /&gt;
=== npcwarp ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    npcwarp x, y, &amp;quot;npcname&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Move an NPC to a different location on the same map.&lt;br /&gt;
&lt;br /&gt;
=== isin ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    isin(&amp;quot;mapname&amp;quot;, x0, y0, x1, y1)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Check if the player is in the area.&lt;br /&gt;
&lt;br /&gt;
=== getx ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    getx()&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Return attached player&#039;s x coordinate.&lt;br /&gt;
&lt;br /&gt;
=== gety ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    gety()&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Return attached player&#039;s y coordinate.&lt;br /&gt;
&lt;br /&gt;
=== getmap ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    getmap()&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Return attached player&#039;s current map.&lt;br /&gt;
&lt;br /&gt;
== Item Commands ==&lt;br /&gt;
These have to do with items or inventory.&lt;br /&gt;
&lt;br /&gt;
=== getitem ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    getitem &amp;quot;itemname&amp;quot;, count[, unused_argument[, playerid]];&lt;br /&gt;
    getitem itemid, count[, unused_argument[, playerid]];&lt;br /&gt;
&amp;quot;ii**&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Grant the attached player (or the given player) &amp;quot;count&amp;quot; copies of an item.&lt;br /&gt;
&lt;br /&gt;
If itemname is unrecognized you get an iten (727) instead.&lt;br /&gt;
&lt;br /&gt;
;Warning:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    delitem: only deletes one item if applied to not-stackable item (equipment)&lt;br /&gt;
    getitem: gives item stacked, even if it&#039;s equipment&lt;br /&gt;
    fix: use a loop and only delete/give one item at a time&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== makeitem ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    makeitem &amp;quot;itemname&amp;quot;, count, &amp;quot;mapname&amp;quot;, x, y;&lt;br /&gt;
    makeitem itemid, count, &amp;quot;mapname&amp;quot;, x, y;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Drop items on the ground.&lt;br /&gt;
&lt;br /&gt;
The special &amp;quot;mapname&amp;quot; value &amp;quot;this&amp;quot; means the map of the attached player.&lt;br /&gt;
&lt;br /&gt;
=== delitem ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    delitem &amp;quot;itemname&amp;quot;, count;&lt;br /&gt;
    delitem itemid, count;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Remove items from the attached player&#039;s inventory.&lt;br /&gt;
&lt;br /&gt;
This command is buggy if the player does not have enough of the item. And if the item is not stackable, the command will delete only one of them, even if a higher number is specified.&lt;br /&gt;
;Warning:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    delitem: only deletes one item if applied to not-stackable item (equipment)&lt;br /&gt;
    getitem: gives item stacked, even if it&#039;s equipment&lt;br /&gt;
    fix: use a loop and only delete/give one item at a time&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== countitem ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    countitem(&amp;quot;itemname&amp;quot;)&lt;br /&gt;
    countitem(itemid)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Return the number of the given item in the player&#039;s inventory.&lt;br /&gt;
&lt;br /&gt;
=== checkweight ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    checkweight(&amp;quot;itemname&amp;quot;, count)&lt;br /&gt;
    checkweight(itemid, count)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Return 0 if adding &amp;quot;count&amp;quot; of the item would put player above max weight, 1 if it would still be less than max weight.&lt;br /&gt;
Also returns 0 if item does not exist.&lt;br /&gt;
&lt;br /&gt;
=== getequipid ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    getequipid(equip_point)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Return the ID of the item in the given equip slot.&lt;br /&gt;
&lt;br /&gt;
equip_point is one of the equip_* constants&lt;br /&gt;
&lt;br /&gt;
=== getequipname ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    getequipname(equip_point)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Return the name of the item in the given equip slot.&lt;br /&gt;
&lt;br /&gt;
equip_point is one of the equip_* constants&lt;br /&gt;
&lt;br /&gt;
=== getequipisequiped ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    getequipisequiped(num)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Return 1 if the player currently has an item equipped in the slot.&lt;br /&gt;
&lt;br /&gt;
=== statusup ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    statusup bType;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Permanently increase a stat by one point.&lt;br /&gt;
&lt;br /&gt;
=== statusup2 ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    statusup2 bType, delta;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Permanently increase or decrease a stat.&lt;br /&gt;
&lt;br /&gt;
=== bonus ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    bonus bType, delta&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Temporarily increase a stat. For use in item scripts only.&lt;br /&gt;
&lt;br /&gt;
=== skill ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    skill id, level[, flag = 1];&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Grant a skill.&lt;br /&gt;
&lt;br /&gt;
flag==0: permanent skill&lt;br /&gt;
flag==1: temporary skill (item scripts only)&lt;br /&gt;
&lt;br /&gt;
(Untested)&lt;br /&gt;
&lt;br /&gt;
=== setskill ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    setskill id, level;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Grant a skill permanently.&lt;br /&gt;
&lt;br /&gt;
=== getskilllv ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    getskilllv(skill)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Return the player&#039;s level of the given skill.&lt;br /&gt;
&lt;br /&gt;
=== getgmlevel ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    getgmlevel()&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Return the player&#039;s GM level.&lt;br /&gt;
&lt;br /&gt;
=== getopt2 ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    getopt2()&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Return the player&#039;s opt2 flags.&lt;br /&gt;
&lt;br /&gt;
=== setopt2 ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    setopt2 flags;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Set the player&#039;s opt2 flags.&lt;br /&gt;
&lt;br /&gt;
=== checkoption ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    checkoption(type)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Return 1 if the player has any of the given (XOR&#039;ed) option bits. Usually only one is given.&lt;br /&gt;
&lt;br /&gt;
=== setoption ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    setoption type&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Set the player&#039;s option flags exactly (not OR&#039;ing).&lt;br /&gt;
&lt;br /&gt;
=== savepoint ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    savepoint &amp;quot;mapname&amp;quot;, x, y;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Set the player&#039;s save point. Used e.g. by Soul Menhirs, and during the time travel quest.&amp;lt;!-- Don&#039;t remove this just because you can&#039;t figure out how to start it from this end. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== openstorage ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    openstorage;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Open the player&#039;s storage.&lt;br /&gt;
&lt;br /&gt;
=== getitemname ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    getitemname(&amp;quot;itemname&amp;quot;)&lt;br /&gt;
    getitemname(itemid)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Return the name of the item, or &amp;quot;Unknown Item&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== clearitem ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    clearitem;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Remove all items from a player&#039;s inventory.&lt;br /&gt;
&lt;br /&gt;
=== nude ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    nude;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Unequip all items.&lt;br /&gt;
&lt;br /&gt;
=== hasitems ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    hasitems()&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Return 1 if the player has any inventory, 0 otherwise.&lt;br /&gt;
&lt;br /&gt;
=== unequipbyid ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    unequipbyid slot_id;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Unequip whatever is in the slot&lt;br /&gt;
&lt;br /&gt;
=== getareadropitem ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    getareadropitem(&amp;quot;mapname&amp;quot;, x0, y0, x1, y1, &amp;quot;itemname&amp;quot;[, delitems = 0]);&lt;br /&gt;
    getareadropitem(&amp;quot;mapname&amp;quot;, x0, y0, x1, y1, itemid[, delitems = 0]);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Count items on the floor in an area. If delitems, the items will be deleted as well.&lt;br /&gt;
&lt;br /&gt;
== Common Functions ==&lt;br /&gt;
These are not mostly not related to the RPG or the scripting language.&lt;br /&gt;
&lt;br /&gt;
=== rand ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    rand(range)&lt;br /&gt;
    rand(min, max)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In the first form, return a random number between 0 (inclusive) and range (exclusive). Return 0 if range is not positive.&lt;br /&gt;
In the second form, return a random number between min and max, inclusive. Min and max may be swapped.&lt;br /&gt;
&lt;br /&gt;
=== gettimetick ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    gettimetick(type)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Return one of the ticks&lt;br /&gt;
&lt;br /&gt;
type==0 (or other): milliseconds since some point in time, wraps every 50 days.&lt;br /&gt;
type==1: time since midnight, UTC.&lt;br /&gt;
type==2: seconds since the epoch.&lt;br /&gt;
&lt;br /&gt;
You should almost always use type 2.&lt;br /&gt;
&lt;br /&gt;
=== gettime ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    gettime(type)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Get a component of the time (UTC).&lt;br /&gt;
&lt;br /&gt;
1: second (0-59)&lt;br /&gt;
2: minute (0-59)&lt;br /&gt;
3: hour (0-23)&lt;br /&gt;
4: day of week (0-6)&lt;br /&gt;
5: day of month (1-31)&lt;br /&gt;
6: month (1-12)&lt;br /&gt;
7: year (1902-2038)&lt;br /&gt;
&lt;br /&gt;
== Timers and Events ==&lt;br /&gt;
These have to do with transfering control in ways that are not immediately obvious.&lt;br /&gt;
&lt;br /&gt;
The most common ones are initnpctimer or startnpctimer, stopnpctimer, and setnpctimer.&lt;br /&gt;
&lt;br /&gt;
=== doevent ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    doevent &amp;quot;event&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Manually invoke an NPC event.&lt;br /&gt;
&lt;br /&gt;
=== donpcevent ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    donpcevent &amp;quot;event&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Manually invoke an NPC event.&lt;br /&gt;
&lt;br /&gt;
=== addtimer ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    addtimer tick, &amp;quot;event&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Invoke an NPC event after a delay, for the attached NPC.&lt;br /&gt;
&lt;br /&gt;
This command does the same thing as areatimer, but for only the attached player.&lt;br /&gt;
&lt;br /&gt;
=== deltimer ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    deltimer &amp;quot;event&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This command is untested and might freeze the server.&lt;br /&gt;
&lt;br /&gt;
=== initnpctimer ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    initnpctimer;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Set the NPC&#039;s attached timer to tick 0 and start it.&lt;br /&gt;
&lt;br /&gt;
This is equivalent to setnpctimer, 0; startnpctimer;&lt;br /&gt;
&lt;br /&gt;
=== stopnpctimer ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    stopnpctimer;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Stop the NPC&#039;s attached timer.&lt;br /&gt;
&lt;br /&gt;
This DOES NOT do anything about the tick. But that&#039;s okay, you should normally be starting it with initnpctimer.&lt;br /&gt;
&lt;br /&gt;
=== startnpctimer ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    startnpctimer;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Start the NPC&#039;s attached timer, without setting the tick.&lt;br /&gt;
&lt;br /&gt;
=== setnpctimer ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    setnpctimer tick;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Set the NPC&#039;s timer to a specific tick. Generally, this is only useful for tick 0.&lt;br /&gt;
&lt;br /&gt;
=== getnpctimer ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    getnpctimer(type)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Get the current tick of an NPC&#039;s timer.&lt;br /&gt;
&lt;br /&gt;
type==0: timer event tick (like setnpctimer)&lt;br /&gt;
type==1: bool if it has a next timer.&lt;br /&gt;
type==2: timer amount&lt;br /&gt;
&lt;br /&gt;
=== cmdothernpc ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    cmdothernpc &amp;quot;npc&amp;quot;, &amp;quot;Foo&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Invoke ::OnCommandFoo&lt;br /&gt;
&lt;br /&gt;
=== mobcount ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    mobcount(&amp;quot;mapname&amp;quot;, &amp;quot;event&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Count the remaining mobs from the spawn with the given event. Has an offset of -1.&lt;br /&gt;
&lt;br /&gt;
=== areatimer ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    areatimer &amp;quot;mapname&amp;quot;, x0, y0, x1, y1, tick, &amp;quot;event&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Add a PC event timer to all players in the area.&lt;br /&gt;
&lt;br /&gt;
After &amp;quot;tick&amp;quot; milliseconds, the given NPC event will fire with each player as the RID.&lt;br /&gt;
&lt;br /&gt;
== Unsorted Commands ==&lt;br /&gt;
These are commands that still need sorting, please edit this page, see talk page for category (and subcategory?) suggestions.&lt;br /&gt;
&lt;br /&gt;
=== monster ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    monster &amp;quot;mapname&amp;quot;, x, y, &amp;quot;string&amp;quot;, class, count[, &amp;quot;event&amp;quot;];&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Spawn monsters at a point. If you define an OnDead event using a trigger area then the event is shot only inside that area, hence the event is ignored when the monster is killed outside the trigger area.&lt;br /&gt;
&lt;br /&gt;
=== areamonster ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    areamonster &amp;quot;mapname&amp;quot;, x0, y0, x1, y1, &amp;quot;string&amp;quot;, class, count[, &amp;quot;event&amp;quot;];&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Spawn monsters in an area. If you define an OnDead event using a trigger area then the event is shot only inside that area, hence the event is ignored when the monster is killed outside the trigger area.&lt;br /&gt;
&lt;br /&gt;
=== killmonster ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    killmonster &amp;quot;mapname&amp;quot;, &amp;quot;event&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Kill monsters on a map.&lt;br /&gt;
&lt;br /&gt;
Unless it is &amp;quot;All&amp;quot;, &amp;quot;event&amp;quot; must match the one used at spawn time.&lt;br /&gt;
&lt;br /&gt;
If &amp;quot;All&amp;quot; is given, this function properly preserves permanently respawning monsters.&lt;br /&gt;
&lt;br /&gt;
=== killmonsterall ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    killmonsterall &amp;quot;mapname&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Kill all monsters unconditionally.&lt;br /&gt;
&lt;br /&gt;
This command might prevent monsters from respawning. Instead use &amp;quot;killmonster&amp;quot; with &amp;quot;event&amp;quot; == &amp;quot;All&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== enablenpc ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    enablenpc &amp;quot;name&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Enable an NPC.&lt;br /&gt;
&lt;br /&gt;
=== disablenpc ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    disablenpc &amp;quot;name&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Disable an NPC.&lt;br /&gt;
&lt;br /&gt;
=== hideoffnpc ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    hideoffnpc &amp;quot;name&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
What does this do?&lt;br /&gt;
&lt;br /&gt;
=== hideonnpc ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    hideonnpc &amp;quot;name&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
What does this do?&lt;br /&gt;
&lt;br /&gt;
=== setmapflagnosave ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    setmapflagnosave &amp;quot;mapname&amp;quot;, &amp;quot;savemap&amp;quot;, x, y;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Set the nosave flag and respawn location.&lt;br /&gt;
&lt;br /&gt;
=== setmapflag ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    setmapflag &amp;quot;mapname&amp;quot;, flag;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Set an arbitrary mapflag.&lt;br /&gt;
&lt;br /&gt;
=== removemapflag ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    removemapflag &amp;quot;mapname&amp;quot;, flag;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Unset an arbitrary mapflag.&lt;br /&gt;
&lt;br /&gt;
=== getmapflag ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    getmapflag(&amp;quot;mapname&amp;quot;, flag);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Check an arbitrary mapflag.&lt;br /&gt;
&lt;br /&gt;
=== pvpon ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    pvpon &amp;quot;mapname&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Allow PvP on a map.&lt;br /&gt;
&lt;br /&gt;
=== pvpoff ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    pvpoff &amp;quot;mapname&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Deny PvP on a map.&lt;br /&gt;
&lt;br /&gt;
=== emotion ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    emotion emote_index;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Show a smiley above the OID.&lt;br /&gt;
&lt;br /&gt;
=== getspellinvocation ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    getspellinvocation(&amp;quot;spell-identifier&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Return the #invocation used for a spell, or &amp;quot;...&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== getanchorinvocation ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    getanchorinvocation &amp;quot;anchor-identifier&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Return the invocation used for a teleport anchor (?)&lt;br /&gt;
&lt;br /&gt;
=== strmobinfo ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    strmobinfo(num, class)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Info about a type of mob:&lt;br /&gt;
num==1: name&lt;br /&gt;
num==2: jname&lt;br /&gt;
num==3: lv&lt;br /&gt;
num==4: maxhp&lt;br /&gt;
num==5: maxsp&lt;br /&gt;
num==6: base_exp&lt;br /&gt;
num==7: job_exp&lt;br /&gt;
&lt;br /&gt;
Note that only types 1 and 2 actually return strings, the rest return integers&lt;br /&gt;
&lt;br /&gt;
=== specialeffect ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    specialeffect type;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Display a special effect on the OID.&lt;br /&gt;
&lt;br /&gt;
Same as &amp;quot;misceffect&amp;quot;, but does not fallback when there is no OID.&lt;br /&gt;
&lt;br /&gt;
=== specialeffect2 ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    specialeffect2 type;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Same as &amp;quot;misceffect&amp;quot;, but works when there is an OID.&lt;br /&gt;
&lt;br /&gt;
=== gmcommand ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    gmcommand &amp;quot;@command maybe with arguments&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Run a GM command, at level 99.&lt;/div&gt;</summary>
		<author><name>Chayenne</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Development:Mapping_Tutorial&amp;diff=28954</id>
		<title>Development:Mapping Tutorial</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Development:Mapping_Tutorial&amp;diff=28954"/>
		<updated>2013-12-02T09:05:08Z</updated>

		<summary type="html">&lt;p&gt;Chayenne: /* Use Python Tool */ added example&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_green}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This tutorial is still based on the old, java-based version of Tiled, not on the rewrite based on QT. While most TMW-specific information in this article still applies, some GUI elements might not be where this guide describes them.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
Making maps for The Mana World is not a task that requires a lot of knowledge but is a very good way to become creative and help the game to become more attractive. But getting started can be a little frustrating. Here is a guide that will help you to learn how to make maps.&lt;br /&gt;
&lt;br /&gt;
=== Folders ===&lt;br /&gt;
You need to use a certain folder structure when mapping for TMW:&lt;br /&gt;
*(some folder)&lt;br /&gt;
**graphics&lt;br /&gt;
***tiles&lt;br /&gt;
****The graphics for the tilesets (png files)&lt;br /&gt;
**tilesets&lt;br /&gt;
***The external tilesets (tsx files)&lt;br /&gt;
**maps&lt;br /&gt;
***The actual maps (tmx files)&lt;br /&gt;
&lt;br /&gt;
=== How to get Tiled ===&lt;br /&gt;
The map editor we are using is called Tiled. You can find it at http://mapeditor.org/.&lt;br /&gt;
&lt;br /&gt;
=== Setting up the data files ===&lt;br /&gt;
&lt;br /&gt;
To create a map, you will first need some graphics, as well as existing maps to use for reference.&lt;br /&gt;
&lt;br /&gt;
You can get all the files in the right directory structure by cloning the &amp;quot;tmwdata&amp;quot; project from our [[Git repository]].&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can use the data files that are downloaded while playing the game.  When you downloaded TMW as an installer packet, all map graphics were downloaded at the start of TMW from the update server and stored in the subfolder &amp;quot;\.tmw\updates&amp;quot; of your home directory as zip archives. Unpack these into the &amp;quot;data&amp;quot; subfolder of your TMW installation.&lt;br /&gt;
&lt;br /&gt;
=== Setting up Tiled for making TMW Maps ===&lt;br /&gt;
&lt;br /&gt;
Tiled is a map editor that isn&#039;t made specifically for TMW. That means it has a lot of options and settings we don&#039;t need. &lt;br /&gt;
[[Image:Maptutorial_Newmap.png|right|Settings for a new tmw map]]&lt;br /&gt;
To create a new map, press File-&amp;gt;New. Use the following settings:&lt;br /&gt;
&lt;br /&gt;
* Map Type: Orthogonal&lt;br /&gt;
* Tile Size: 32x32&lt;br /&gt;
* Tile Spacing: 0&lt;br /&gt;
* Map Size: Should be at least 60x60 but not larger than 200x200 (although the theoretical maximum is much higher). A 20 tile border around the outside of every map is needed ([[Map development/Border|diagram]]). Additionally, a 20 tile border is recommended between rooms for indoor maps; this is to prevent more than one room from showing at a time on the client.&lt;br /&gt;
** In the Argaes woodland, outdoor maps should be 150x120, including the 20 tile border.&lt;br /&gt;
&lt;br /&gt;
=== Importing tilesets ===&lt;br /&gt;
[[Image:Maptutorial_Newtileset.png|right|Settings for importing a tileset]]&lt;br /&gt;
Now you have to choose the tilesets you want to use on the map. To import a tileset, select Tilesets-&amp;gt;Add External Tileset and select the appropriate tsx file from ../tilesets/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you need to add a tileset that has never been used before:&lt;br /&gt;
* Choose Map-&amp;gt;New Tileset:&lt;br /&gt;
* Hit browse and select the tileset from graphics/tiles/. The name will be auto-filled.&lt;br /&gt;
* If the tileset is oversized, adjust the tile height (to 64 for an _x2 tileset; 96 for an _x3, etc.)&lt;br /&gt;
* Click OK.&lt;br /&gt;
* In the tileset pane, click the &amp;quot;export&amp;quot; button and browse to the ../tilesets/ directory. Save it with the same name, but with a .tsx extension.&lt;br /&gt;
&lt;br /&gt;
Please try to import tilesets in the same order as other maps, and try to eliminate unused tilesets except when necessary to preserve the order. Add remaining tilesets at the end.&lt;br /&gt;
&lt;br /&gt;
You can list the tileset order of existing maps by running tools/list-tileset-order.&lt;br /&gt;
&lt;br /&gt;
The collision tileset should always be first, and the most-used tileset second. This is a good indicator of which existing pattern to follow, or whether you have enough justification to make a new order.&lt;br /&gt;
&lt;br /&gt;
=== Starting to map ===&lt;br /&gt;
Now you can finally start to map. To place tiles on the map, select the pen tool from the toolbox to the left. Then select a tile from the tile palette. Now you can place the tiles on the map. Please, always take notice of what layer you are drawing on, because the layers play different roles:&lt;br /&gt;
*Use a layer beneath the &amp;quot;Fringe&amp;quot; layer for tiles without transparency. The layers beneath fringe have to be filled completely before you can call the map finished. When there are partially transparent tiles without completely opaque tiles on a layer below, strange graphic bugs will appear in the empty area.&lt;br /&gt;
*The &amp;quot;Fringe&amp;quot; Layer itself is for oversized tiles which have to be drawn in front of or behind moving objects, depending on their location. This sorting takes up CPU, making the game run slower. Thus, you should only use this layer for the tiles which have to use it.&lt;br /&gt;
*Layers above the &amp;quot;Fringe&amp;quot; layer are always drawn over the map sprites. It should be used for objects which are meant to look as if they are far above the game area. Keep in mind that there are also monsters which are larger than player characters.&lt;br /&gt;
*The &amp;quot;Collision&amp;quot; Layer isn&#039;t displayed in the game. It contains information about which parts of the map are walkable and which aren&#039;t. Don&#039;t put any tiles on this layer except for the red collision tiles from the collision tileset.&lt;br /&gt;
&lt;br /&gt;
When you are finished with your map, you have to determine which tiles are walkable and which aren&#039;t. To do so, mark all tiles you want to be blocked with the red squares from the collision tileset on the collision layer. Be careful that even if a tile is not reachable, but is walkable, the server can spawn monsters there which can not be killed by the players because they can&#039;t reach them. This will eventually lead to all monsters accumulating in the unreachable area until there are no monsters left in the reachable areas. &lt;br /&gt;
&lt;br /&gt;
You can check if you did this properly by saving the map, zooming out until the entire map is visible, hiding all layers except for the collision layer, and then using the flood fill tool with the cross tile on the empty area. Any tiles which are still unmarked are not reachable by the players.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Be aware that you need a border of about 20 tiles in every direction that should not be walkable, but should be designed properly ([[Map development/Border|diagram]])&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Testing your map ===&lt;br /&gt;
&lt;br /&gt;
To test your map, you have to replace one of the maps in your TMW folder (in the sub folder data/maps). When you start the game and go to the map you replaced you will see your new map. You will see monsters and other players on the map, but don&#039;t worry-- the other players still see their version of the map, and they won&#039;t see you walk through walls. Just ignore them while you explore your map.&lt;br /&gt;
&lt;br /&gt;
Sometimes your changed map is overridden by a new version of the map in the updates. In that case, you won&#039;t see any changes when you change or even remove a map. When you encounter this problem, either skip the update loading by starting tmw with the parameter &amp;quot;-u&amp;quot;, or delete the file you want to change in all the zip archives you find in the subfolder /updates/.&lt;br /&gt;
&lt;br /&gt;
== Intermediate topics ==&lt;br /&gt;
&lt;br /&gt;
=== Over sized tiles ===&lt;br /&gt;
&lt;br /&gt;
You might have noticed the tilesets ending with _x2.png or _x3.png contain graphics that are two or three tiles high. The graphics engine recognizes these oversized tiles when they are placed and automatically draws sprites in front of them when they are south of them and behind them when they are north of them. When importing a _x2 tileset, set the tile height to 64; when importing a _x3 tileset, set it to 96.&lt;br /&gt;
&lt;br /&gt;
=== The Stamp ===&lt;br /&gt;
&lt;br /&gt;
The Stamp Feature is a powerful feature of Tiled that is hard to find but can save a lot of time. It allows you to do quick copy/pasting of a part of a layer. This allows you to draw objects consisting of multiple tiles very quick. Just select the pen tool, press the right mouse button, and drag the mouse over the tiles you want to copy. Now you can draw the whole square of tiles over and over again with a single left click. To return to the normal drawing mode, just select the pen tool again or choose a tile from the tile palette.&lt;br /&gt;
&lt;br /&gt;
=== Making two maps with a fluent transition ===&lt;br /&gt;
&lt;br /&gt;
When you create an outdoor map, it is most likely supposed to be adjacent to an existing map. In this case, the transmission from one map to the other should be as seamless as possible. This can only be reached when the border areas of both maps are identical. Unfortunately, Tiled can&#039;t copy/paste between different maps (well, it is possible, but it only works correctly when both maps use exactly the same tilesets in exactly the same order), so we developed a command-line based program called TMXcopy for this task. You can find the sourcecode on the GIT repository in the folder http://gitorious.org/tmw/mainline/trees/master/tools/tmxcopy . A compiled windows binary can be found at http://www.crushnet.org/TempFiles/tmw/tmxcopy.zip .&lt;br /&gt;
&lt;br /&gt;
An introduction on how to use this program is described in its [http://gitorious.org/tmw/mainline/blobs/HEAD/tools/tmxcopy/readme.txt readme file].&lt;br /&gt;
&lt;br /&gt;
To create a map adjacent to an existing one, you should:&lt;br /&gt;
# Create the new map as described above, and save it.&lt;br /&gt;
# Use TMXcopy to copy the border area of the old map to the opposite side of the new map. The area should have the double width of the unwalkable area.&lt;br /&gt;
# Open the new map and check if the copying worked correctly. Then modify the lower three layers of the copied area to fit into your map. While doing so, you should focus on the half of the new area that is inside the walkable area of your map. The half that lies in the border zone of your map should not be modified too much because it is part of the old map.&lt;br /&gt;
# Use TMXCopy to copy the new area from the new map back to the old map.&lt;br /&gt;
# Update the collision layers on both maps.&lt;br /&gt;
&lt;br /&gt;
Now the border area should be visually identical on both maps. The only difference should be that the unwalkable areas are switched. When sending the map to the team, remember to include the new version of the old map.&lt;br /&gt;
&lt;br /&gt;
=== Ambient effects ===&lt;br /&gt;
[[Image:Maptutorial_Overlayproperties.png|right|Example for 3 independent scrolling overlays]]&lt;br /&gt;
Ambient Effects are a new feature in TMW 0.0.21. They are either background images drawn at places where you place no tiles or tiles with transparency or they are transparent graphics that will be drawn over your map. All these graphics can scroll independent. They can be used to create a variety of special effects like weather, darkness etc.&lt;br /&gt;
&lt;br /&gt;
To add ambient effects to your map open your map with Tiled and click Map-&amp;gt;Properties to open the map properties dialog. The dialog is a little bit buggy in the current version of Tiled, so make sure that the property has really been set before you save the map. Pressing enter after entering each key and value helps... sometimes. &lt;br /&gt;
&lt;br /&gt;
==== adding foreground images ====&lt;br /&gt;
First you have to choose an image. Do so by adding a key &#039;&#039;foreground0image&#039;&#039; and set its value to the path of the image that you want to use relative to the data directory. For the spotlight effect for example enter &#039;&#039;/graphics/images/ambient/spotlight.png&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
When you want the image to move permanently add the new keys &#039;&#039;foreground0scrollX&#039;&#039; and &#039;&#039;foreground0scrollY&#039;&#039; followed by a number (can be a decimal value). &#039;&#039;foreground0scrollX&#039;&#039; determines the scroll speed to the right (negative values mean scrolling to the left) and &#039;&#039;foreground0scrollY&#039;&#039; the scroll speed down (negative values mean up). both values are in pixels per frame. &lt;br /&gt;
&lt;br /&gt;
You can also define a &#039;&#039;foreground0parallax&#039;&#039; parameter. This parameter affects how much the overlay scrolls when the screen scrolls. A value of 1.0 means that the overlay will stay relative to the ground when the screen scrolls. A value of 0.0 means that the overlay stays relative to the &amp;quot;camera&amp;quot; and is not affected by scrolling. It is a decimal value so you can set it to values between 1 and 0 to create the three dimensional illusion of a layer between the &amp;quot;camera&amp;quot; and the map.&lt;br /&gt;
&lt;br /&gt;
When using foregrounds at different resolutions, some would become disproportioned (for instance, the halo in cave maps that had to fill the screen repeated it self in higher resolution than 800x600.). That why, the keepratio parameter has been added: It will scaled up or down the image based on the current resolution.&lt;br /&gt;
&lt;br /&gt;
Remember that the scaling factor is based on the default 800x600 resolution, so new overlay images are to be fitted for that resolution to make this parameter work.&lt;br /&gt;
(The image scaling in 1024x768 resolution mode, for instance, will be calculated this way: New Image Width = image-width / 800 * 1024, New Image Height = image-height / 600 * 768).&lt;br /&gt;
&lt;br /&gt;
To add this parameter to your foreground configuration, you&#039;ll have to define the &#039;&#039;foreground0keepratio&#039;&#039; to the &#039;&#039;true&#039;&#039; value.&lt;br /&gt;
&lt;br /&gt;
You can create any number of independent foreground graphics. To define a 2nd one create keys with 1 instead of 0, for a 3rd one 2, and so on. For instance &#039;&#039;foreground2parallax&#039;&#039; for the third foreground parallax value.&lt;br /&gt;
&lt;br /&gt;
The foregrounds won&#039;t appear in Tiled. They will only appear in the game.&lt;br /&gt;
&lt;br /&gt;
When it doesn&#039;t work please check that all key names are written correctly (they are cAsEsEnSiTiVe) and that the numbers of the foreground are consecutive starting from 0.&lt;br /&gt;
&lt;br /&gt;
When you want to create foreground images yourself (transparent 32bit png graphics of any size) please don&#039;t forget to make them transparent with your image manipulation program. Otherwise the player won&#039;t be able to see the map under it. An opacity of 50% should be the absolute maximum. When you want to create effects that are not meant to obstruct the players view use an opacity between 10% and 20%.&lt;br /&gt;
&lt;br /&gt;
For historical reasons you can also use &amp;quot;overlay&amp;quot; in place of &amp;quot;foreground&amp;quot;. You will notice this annotation in older map files. Please don&#039;t do it and use &amp;quot;foreground&amp;quot; instead, &amp;quot;overlay&amp;quot; is depreciated.&lt;br /&gt;
&lt;br /&gt;
==== adding background images====&lt;br /&gt;
&lt;br /&gt;
Backgrounds are added in the same way foregrounds are, with the exceptions that the property keys don&#039;t start with the prefix foreground but with background. They use their own numbering, so you have to number your backgrounds 0, 1, 2 etc. no matter if you have foregrounds or not.&lt;br /&gt;
 &#039;&#039;background0image&#039;&#039;&lt;br /&gt;
 &#039;&#039;background0scrollY&#039;&#039;&lt;br /&gt;
 &#039;&#039;background0scrollX&#039;&#039;&lt;br /&gt;
 &#039;&#039;background0keepratio&#039;&#039;&lt;br /&gt;
In contrary to all other fore- or background images the first background (background0image) must not have any transparency but should be 100% opaque. Otherwise ugly graphic bugs will appear.&lt;br /&gt;
&lt;br /&gt;
=== Particle effects ===&lt;br /&gt;
&lt;br /&gt;
Check out the article about the [[Particle engine]] for a description about how to add particle effects to your map and how to create new particle effects when the effect you need doesn&#039;t exist yet.&lt;br /&gt;
&lt;br /&gt;
=== Animated tiles ===&lt;br /&gt;
To make a type of tiles animated go to Tilesets-&amp;gt;Tileset Manager. Then select the tileset with the tile and all of its animation frames (they have to be on one tileset) and click on the icon with a pencil on a piece of paper (the tooltip reads &amp;quot;Edit...&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Select the tile you want to be animated on the list to the left. You should see a table on the right with two columns named &amp;quot;Name&amp;quot; and &amp;quot;Value&amp;quot;. You have to describe the animation of the tile in this table. Here an example for a 3-phase animation:&lt;br /&gt;
&lt;br /&gt;
 NAME              VALUE&lt;br /&gt;
 animation-frame0  0&lt;br /&gt;
 animation-delay0  100&lt;br /&gt;
 animation-frame1  16&lt;br /&gt;
 animation-delay1  100&lt;br /&gt;
 animation-frame2  48&lt;br /&gt;
 animation-delay2  100&lt;br /&gt;
&lt;br /&gt;
animation-frameX is the Tile number (as shown in the list on the left) and animation-delayX is how long it is shown (100 is equal to one second).&lt;br /&gt;
&lt;br /&gt;
The animation does not show up in Tiled.&lt;br /&gt;
===Map Properties===&lt;br /&gt;
====Warps====&lt;br /&gt;
&lt;br /&gt;
*Warp Properties&lt;br /&gt;
&lt;br /&gt;
    dest_map     map name the warp leads to&lt;br /&gt;
    dest_tile_x  X tile coordinate to spawn player on&lt;br /&gt;
    dest_tile_y  Y tile coordinate to spawn player on&lt;br /&gt;
&lt;br /&gt;
*Warp Properties Old system&lt;br /&gt;
&lt;br /&gt;
    dest_map     map name the warp leads to&lt;br /&gt;
    dest_x       X coordinate in pixels to warp to (X tile coord *32)&lt;br /&gt;
    dest_y       Y coordinate in pixels to warp to (Y tile coord *32)&lt;br /&gt;
&lt;br /&gt;
*Warp Mapping&lt;br /&gt;
**Players should spawn on a tile next to the exit warp.&lt;br /&gt;
**Warps should be placed so the player won&#039;t warp back to the map they just warped from. (Warp Looping) &lt;br /&gt;
**Due to a shortcoming of the network protocol, there may be bugs if a warp tile is not bordered by collision on at least 2 adjacent sides.&lt;br /&gt;
&lt;br /&gt;
Example: O = Open, X = Collision, W = Warp, P = Player&lt;br /&gt;
&lt;br /&gt;
    OPO  XXX  OXX  XXO  POX  XXX  XOP  XXX&lt;br /&gt;
    XWX  XWX  PWX  XWP  OWX  XWO  XWO  OWX&lt;br /&gt;
    XXX  OPO  OXX  XXO  XXX  XOP  XXX  POX&lt;br /&gt;
&lt;br /&gt;
*Npc Warps&lt;br /&gt;
**If you cannot enclose a completely warp use of a npc or npc trigger is acceptable. (see [[EAthena_Scripting_Standards#NPC_Definitions|NPCs]])&lt;br /&gt;
Example: world/map/npc/021-1/sewer_north.txt&lt;br /&gt;
&lt;br /&gt;
    // The Sewer Grate&lt;br /&gt;
    &lt;br /&gt;
    021-1.gat,124,41,0|script|#tulimsharsewer1|45,0,0,&lt;br /&gt;
    {&lt;br /&gt;
        mes &amp;quot;Descend into the sewers?&amp;quot;;&lt;br /&gt;
        next;&lt;br /&gt;
        menu&lt;br /&gt;
            &amp;quot;Yes.&amp;quot;, L_Sewer,&lt;br /&gt;
            &amp;quot;Nevermind.&amp;quot;, L_Close;&lt;br /&gt;
    &lt;br /&gt;
    L_Sewer:&lt;br /&gt;
        warp &amp;quot;021-3&amp;quot;,125,35;&lt;br /&gt;
        goto L_Close;&lt;br /&gt;
    &lt;br /&gt;
    L_Close:&lt;br /&gt;
        close;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
Note: These standards were not always followed. Please correct maps to this standard.&lt;br /&gt;
&lt;br /&gt;
====Permanent Mob Spawning====&lt;br /&gt;
====Map Flags====&lt;br /&gt;
&lt;br /&gt;
== Advanced Topics/Adding a map to the server ==&lt;br /&gt;
To get the server to use your new map without replacing the old one, you&#039;ll have to create a wlk file (see below).  Then edit the data/resnametable.txt file, you&#039;ll notice the pattern.  Finally, in the npc directory create a directory for your new map, and create a file named _import.txt with the contents:&lt;br /&gt;
&lt;br /&gt;
    map: &amp;lt;map_name&amp;gt;.gat&lt;br /&gt;
&lt;br /&gt;
In npc/_import.txt include your new _import.txt file like all the others.&lt;br /&gt;
&lt;br /&gt;
The clients still need direct access to the tmw file.  To do this put it in an udpate or put it in the ~/.tmw/maps/ directory for every client that needs access to the map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Creating the WLK files ===&lt;br /&gt;
You can either use the tool found in the tools/ directory of the server-data package or use the export plugin that ships with recent versions of tiled.  To use the export plugin go file-&amp;gt;Save As and under filetype select the wlk extention, or just name the file with that extention.&lt;br /&gt;
&lt;br /&gt;
====Use Python Tool====&lt;br /&gt;
&lt;br /&gt;
tmwa-server-data/tools/&lt;br /&gt;
&lt;br /&gt;
run: from the server data folder:&lt;br /&gt;
&lt;br /&gt;
./tools/tmx_converter.py &amp;lt;path to client data&amp;gt; &amp;lt;path to server data&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
&amp;lt;tt&amp;gt; &lt;br /&gt;
user@machine:~/tmwAthena/tmwa-server-data$ ./tools/tmx_converter.py ./client-data ./world/map &amp;lt;/tt&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====By Hand Method====&lt;br /&gt;
&lt;br /&gt;
*In [[Tiled]] choose &amp;quot;export as from the file menu, then choose TMW-eAthena collision file from the menu at the bottom of the save dialog (.wlk) and save in the &#039;tmwa-server-data/world/map/data/&#039; directory.&lt;br /&gt;
*In this directory, open the file &#039;resnametable.txt&#039; and add the entry corresponding to your new map.&lt;br /&gt;
*In the directory &#039;tmwa-server-data/world/map/npc/&#039;, open the file _import.txt and insert a line fitting to your new map.&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
#Export as TMW-eAthena collision file: (/tmwa-server-data/world/map/data/) &amp;lt;tt&amp;gt;034-1.wlk&amp;lt;/tt&amp;gt;&lt;br /&gt;
#Edit &#039;&amp;lt;tt&amp;gt;tmwa-server-data/world/map/data/resnametable.txt&amp;lt;/tt&amp;gt;&#039;: insert line:&amp;lt;br&amp;gt; &amp;lt;pre&amp;gt;034-1.gat#034-1.wlk# &amp;lt;/pre&amp;gt;&lt;br /&gt;
#Edit &amp;lt;tt&amp;gt;tmwa-server-data/world/map/npc/_import.txt&amp;lt;/tt&amp;gt;: insert line:&amp;lt;br&amp;gt; &amp;lt;pre&amp;gt;import: npc/034-1/_import.txt&amp;lt;/pre&amp;gt;&lt;br /&gt;
#Create the folder: &amp;lt;code&amp;gt;tmwa-server-data/world/map/npc/034-1/ &amp;lt;/code&amp;gt;&lt;br /&gt;
#In this folder create the files: : &amp;lt;code&amp;gt;_import.txt, _warps.txt, _mobs.txt&amp;lt;/code&amp;gt;.&lt;br /&gt;
## _import.txt:Required, It tells the server other files to load.&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;// Map 034-1: Snow Forest &amp;lt;br&amp;gt; // This file is generated automatically. All manually changes will be removed when running the Converter.&amp;lt;br&amp;gt;map: 034-1.gat&amp;lt;br&amp;gt;npc: npc/034-1/_mobs.txt&amp;lt;br&amp;gt;npc: npc/034-1/_warps.txt&amp;lt;br&amp;gt;npc: npc/034-1/npc definition files.txt...&amp;lt;/code&amp;gt;&lt;br /&gt;
## _warps.txt: The warps out to other maps. See [[#Warps]] &lt;br /&gt;
## _mobs.txt: the mobs permanently spawned on the map. See [[#Permanent Mob Spawning]].&lt;br /&gt;
&lt;br /&gt;
== Creating a Minimap ==&lt;br /&gt;
===Create the Mini Maps===&lt;br /&gt;
In the client-data directory tmwa-client-data/, run:&lt;br /&gt;
&lt;br /&gt;
 (cd tmwa-client-data/)&lt;br /&gt;
 tools/minimap-render.py &amp;lt;mapname&amp;gt; &lt;br /&gt;
*&amp;lt;mapname&amp;gt; : nnn-d &#039;(no extension required)&lt;br /&gt;
&lt;br /&gt;
Example;&lt;br /&gt;
&lt;br /&gt;
 $ cd tmwa-client-data/&lt;br /&gt;
 tmwa-client-data$ tools/minimap-render.py 034-2&lt;br /&gt;
 maps/034-2.tmx -&amp;gt; graphics/minimaps/034-2.png&lt;br /&gt;
 tmwa-client-data$&lt;br /&gt;
&lt;br /&gt;
*The tool seeks  the map &#039;034-2.tmx&#039; in the &#039;tmwa-client-data/maps folder&#039;  and writes the minimap &#039;034-2.png&#039; in &#039;tmwa-client-data/graphics/minimaps&#039;.&lt;br /&gt;
&lt;br /&gt;
===By Hand Method===&lt;br /&gt;
The Creation of a minimap is a task that requires an image manipulation software that supports multiple layers and the PNG format (we recommend [http://www.gimp.org GIMP]). When you are not familiar with using one you should ask one of the artists to create a minimap for your map. When you want to create your own minimap then you should exactly follow the following steps to ensure to stay in style with the rest of the minimaps:&lt;br /&gt;
#Open your map with tiled, zoom out until the whole map is visible and use the &amp;quot;save as image&amp;quot; option.&lt;br /&gt;
#Open the image with your image manipulation program.&lt;br /&gt;
#Resize it so that one pixel represents one tile. When your map is for example 160x100 tiles large (including border zone) your picture should be 160x100 pixels large.&lt;br /&gt;
#Create a new transparent layer over the existing one.&lt;br /&gt;
#Select the pencil tool with a brush size of 1x1 pixel and with the color #000000 (pure black). Anti aliasing should be deactivated when available.(As the tiles are 32x32 pixels, the scale is 1/32)&lt;br /&gt;
#Now draw lines on the new layer along the following map features:&lt;br /&gt;
#*Cliffs and walls (lower and upper edge)&lt;br /&gt;
#*River/lake shores&lt;br /&gt;
#*Roads (both sides of the road as single lines)&lt;br /&gt;
#*The border of any other large map structure that you feel should be on the map&lt;br /&gt;
#Trees or other objects can be represented by single pixels with 50% alpha transparency when there are so many that they affect the game play on the map.&lt;br /&gt;
#When you are finished remove the background layer. Now only the black lines should be visible&lt;br /&gt;
#Resize the image so the sides are half (50%) as long. You should use the best image filtering method available (cubic filtering in GIMP).&lt;br /&gt;
#Save your finished minimap as a PNG image with 32bit color depth and alpha transparency as *your_tmw_folder*/data/graphics/minimaps/*mapname*.png. &lt;br /&gt;
#Open your map with Tiled, click Map-&amp;gt;Properties in the menu bar and add a new property with the key &amp;quot;minimap&amp;quot; and the value &amp;quot;/graphics/minimaps/*mapname*.png&amp;quot;. The properties dialog is a little bit buggy in the current version of Tiled, so make sure that the property has really been set before you save the map.&lt;br /&gt;
#Send us both the map and the minimap image&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;While this is indeed exactly the way I also created the earlier cave and desert minimaps, I am not entirely happy with this method. Mostly because the final result is a really tiny image, without the ability to easily make versions of it on other scales. I would therefore suggest we try to create future minimaps in vector format using Inkscape. The technique would be similar, placing a scaled down version of the map in the background and drawing black lines on top. The result should however be an image that can take any scale. This would allow us both to put more detail in the minimap for larger scales, and to include a zooming feature (or similar) in the game so that notes and other marks can be placed on the map with higher precision.&#039;&#039; --[[User:BjÃ¸rn|BjÃ¸rn]] 16:04, 16 August 2006 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Sending the map to the dev team ==&lt;br /&gt;
&lt;br /&gt;
There are many ways to send us your map so we can include it in the next release.&lt;br /&gt;
;Fork on Github: You can create a fork of our [https://github.com/themanaworld/tmwa-client-data client-data repository] on github and push a commit containing your map. Have a look at our [http://wiki.themanaworld.org/index.php/Working_With_Git Tutorial] for using git and creating a fork.&lt;br /&gt;
;IRC: Join our [irc://irc.freenode.net/themanaworld IRC Channel]. When you are not familiar with irc you can find a guide in this [http://forums.themanaworld.org/viewtopic.php?t=747 Forum Thread]. When you are in the channel ask a developer if you can send him your map using DCC or upload your map to a webspace or one click hoster and give us the link.&lt;br /&gt;
;Forum: Upload your map to any webspace or one click hoster. An overview graphic (can be created with Tileds &amp;quot;Save as Image&amp;quot; feature) would be nice, too. Visit our [http://forums.themanaworld.org/viewforum.php?f=9 Forum] and register a new account. Then open a new thread, introduce yourself and post a link to your map. &lt;br /&gt;
&lt;br /&gt;
Please understand that we will most likely have some details we would like to have changed before we release your map. so please check back or leave some information how to contact you.&lt;br /&gt;
&lt;br /&gt;
== Hints for good mapping ==&lt;br /&gt;
&lt;br /&gt;
* Before you start with a map you should have a loose idea of the layout. Making a sketch of the map on a piece of paper can be very useful.&lt;br /&gt;
* Don&#039;t put too many similar objects on one screen. Very eye catching tiles should only be used sparingly. Try to break up large areas with the same tile over and over again by throwing in some objects.&lt;br /&gt;
* Avoid regular patterns in natural environments. Trees usually don&#039;t grow in grid patterns. Rivers, mountain ridges or corridors in caves should never be completely straight.&lt;br /&gt;
* Don&#039;t map too functional. Give the players something to look at, even when it hasn&#039;t got any relevance for the gameplay.&lt;br /&gt;
* But keep the playability in mind.&lt;br /&gt;
&lt;br /&gt;
{|-&lt;br /&gt;
| A bad mapping style:&lt;br /&gt;
| A better mapping style:&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Badmap.png]]&lt;br /&gt;
| [[Image:Goodmap.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Chayenne</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Anwar%27s_Field&amp;diff=28768</id>
		<title>Anwar&#039;s Field</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Anwar%27s_Field&amp;diff=28768"/>
		<updated>2013-11-10T12:49:10Z</updated>

		<summary type="html">&lt;p&gt;Chayenne: Undo revision 28750 by Lord Vlad (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{I18n}}&lt;br /&gt;
{{Category_playerinfo}}&lt;br /&gt;
{{Status_green}}&lt;br /&gt;
&lt;br /&gt;
{{Quest&lt;br /&gt;
|Image          = [[Image:Anwar.png]]&lt;br /&gt;
|Start          = 022-1 [[Tulimshar]]&lt;br /&gt;
|Level          = 1&lt;br /&gt;
|Prerequisites  = None&lt;br /&gt;
|Redoable       = No, only once&lt;br /&gt;
|Reward         = Dark Green Cotton Trousers, 2,000 EXP&lt;br /&gt;
|Cost           = Various items&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What to do:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Speak with Anwar. He is in Tulimshar&#039;s port area (northwest from Ferry Master). He can not leave his garden and wants you to go to the Magic School.&lt;br /&gt;
# Speak with Tinris. He is just inside the gate of the school. Tinris tells you that today is his anniversary, but he can not leave the school to get a gift for his girlfriend. He wants you to go to the Bakery and bring back a Chocolate Cake.&lt;br /&gt;
# After Tinris receives the cake he will create a potion, but he needs ingredients. Gather and deliver 6 Maggot Slimes, 4 Bug Legs, 3 Scorpion Stingers and 1 Pile of Ash to Tinris.&lt;br /&gt;
# Take the potion to Anwar. He uses it, but the plants shrivel and turn brown. He asks you to tell Tinris what happened. Return to Tinris.&lt;br /&gt;
# Tinris will create another potion, but he needs more ingredients. Bring another 4 Maggot Slimes, 5 Bug Legs, 2 Scorpion Stingers, 2 Piles of Ash and 1 Cactus Potion to him.&lt;br /&gt;
# Tinris combines the ingredients, but can&#039;t get the spells right. He recommends taking the mixture to Professor Eomie. She is directly south from Ched and David (they are in the schoolyard).&lt;br /&gt;
# Ask Eomie to cast spells. She says she would, but her Oasis may die. Reply with &#039;Is there any possibility?&#039;. Gather the ingredients she asks for, and return to her. She needs 5 Grass Seeds, 2 Bottles of Water and 2 Ice Cubes.&lt;br /&gt;
# Take this new potion back to Anwar. He sprinkles it on a couple of the plants, to see if it works. Then he applies the remainder to the entire field. He is happy and wants to show his gratitude by making clothes for Tinris and Eomie. And, of course, more ingredients are required. Bring 3 Cotton Cloths and 30 Silk Cocoons to Anwar.&lt;br /&gt;
# Anwar creates a V-Neck Sweater for Tinris and wants you to deliver it. Go to Tinris.&lt;br /&gt;
# Tinris is pleased and asks you to thank Anwar for him. Return to Anwar.&lt;br /&gt;
# Anwar creates a Silk Headband for Eomie and wants you to deliver it. Go to Eomie.&lt;br /&gt;
# Eomie is pleased, and asks you to thank Anwar for her. Return to Anwar.&lt;br /&gt;
# Anwar is glad Tinris and Eomie liked their gifts and gives you a gift as well. Quest completed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hint:&#039;&#039;&#039;&lt;br /&gt;
* All requested items can be drops from [[Aidan And Ishi&#039;s Monster Points|Ishi&#039;s Monster Point Giveaway.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rewards:&#039;&#039;&#039;&lt;br /&gt;
* Dark Green Cotton Trousers (+4 Defense)&lt;br /&gt;
* 2,000 EXP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Costs:&#039;&#039;&#039;&lt;br /&gt;
* 1 Chocolate Cake&lt;br /&gt;
* 10 Maggot Slimes&lt;br /&gt;
* 9 Bug Legs&lt;br /&gt;
* 5 Scorpion Stingers&lt;br /&gt;
* 3 Piles of Ash&lt;br /&gt;
* 1 Cactus Potion&lt;br /&gt;
* 5 Grass Seeds&lt;br /&gt;
* 2 Bottles of Water&lt;br /&gt;
* 2 Ice Cubes&lt;br /&gt;
* 3 Cotton Cloths&lt;br /&gt;
* 30 Silk Cocoons&lt;/div&gt;</summary>
		<author><name>Chayenne</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Banu&amp;diff=28741</id>
		<title>Banu</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Banu&amp;diff=28741"/>
		<updated>2013-11-09T23:15:54Z</updated>

		<summary type="html">&lt;p&gt;Chayenne: added a small introduction and an image of banu&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float: right&amp;quot;  border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
| {{Quest &lt;br /&gt;
| Image         = [[Image:Banu.png]]&lt;br /&gt;
| Start         = 021-1, Tulimshar&lt;br /&gt;
| Level         = 1&lt;br /&gt;
| Prerequisites = None&lt;br /&gt;
| Redoable      = No, only once&lt;br /&gt;
| Reward        = 260 GP 60 EXP&lt;br /&gt;
| Cost          = 200 GP&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As you encounter Banu standing in her private fields she will of course ask you for some minor favours. Help her and you will gain a friend.&lt;br /&gt;
&lt;br /&gt;
=== What to do Part I (Water) ===&lt;br /&gt;
* Talk to Banu. She will tell you field work is hard and ask you to fill an old womans water bottle.&lt;br /&gt;
* Accept and she will give you an empty bottle to fill.&lt;br /&gt;
* From Banu follow the road north to the first intersection. (It is a very short distance)&lt;br /&gt;
* Fill the bottle. It will cost you 150 GP at the well.&lt;br /&gt;
* Return to Banu and receive your reward.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rewards:&#039;&#039;&#039;&lt;br /&gt;
* 200 GP&lt;br /&gt;
* 30 Exp&lt;br /&gt;
&lt;br /&gt;
Banu will then ask you for another favor. She needs a knife from Neko in south Tulimshar.&lt;br /&gt;
&lt;br /&gt;
===What to do Part II (Knife)===&lt;br /&gt;
* Step1 Head south from Banu till the last fork heading west.Head west till you come to a guard in front of a building. Then head south again. Neko is on the right.&lt;br /&gt;
* Buy a knife for 50 GP.&lt;br /&gt;
* Head back to Banu.&lt;br /&gt;
* Give the knife to Banu and receive your reward.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rewards:&#039;&#039;&#039;&lt;br /&gt;
* 60 GP&lt;br /&gt;
* 30 Exp&lt;br /&gt;
&lt;br /&gt;
===Quest Overview===&lt;br /&gt;
&#039;&#039;&#039;Total Cost:&#039;&#039;&#039;&lt;br /&gt;
* Knife and 150 GP or&lt;br /&gt;
* 200 GP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Reward:&#039;&#039;&#039;&lt;br /&gt;
*60 EXP&lt;br /&gt;
*260 GP&lt;br /&gt;
&lt;br /&gt;
[[Category:Quest]]&lt;/div&gt;</summary>
		<author><name>Chayenne</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=File:Banu.png&amp;diff=28740</id>
		<title>File:Banu.png</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=File:Banu.png&amp;diff=28740"/>
		<updated>2013-11-09T23:00:55Z</updated>

		<summary type="html">&lt;p&gt;Chayenne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Chayenne</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Test:Sandbox&amp;diff=28687</id>
		<title>Test:Sandbox</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Test:Sandbox&amp;diff=28687"/>
		<updated>2013-11-06T10:34:26Z</updated>

		<summary type="html">&lt;p&gt;Chayenne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; Collapsible div &#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot; data-collapsetext=&amp;quot;You may collapse me by clicking here&amp;quot; data-expandtext=&amp;quot;Let me back out !&amp;quot;&amp;gt;&lt;br /&gt;
Super duper very interesting&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Very very interesting text&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chayenne</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Test:Sandbox&amp;diff=28685</id>
		<title>Test:Sandbox</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Test:Sandbox&amp;diff=28685"/>
		<updated>2013-11-06T10:33:47Z</updated>

		<summary type="html">&lt;p&gt;Chayenne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; Collapsible div &#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot; data-collapsetext=&amp;quot;You may collapse me by clicking here&amp;quot; data-expandtext=&amp;quot;Let me back out !&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Very very interesting text&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chayenne</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Classic:Rare_Items&amp;diff=28651</id>
		<title>Classic:Rare Items</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Classic:Rare_Items&amp;diff=28651"/>
		<updated>2013-11-04T08:23:03Z</updated>

		<summary type="html">&lt;p&gt;Chayenne: /* Rare Equipment */ added Christmas 2010 as Reward Time for the Christmas Elf Hat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{I18n}}&lt;br /&gt;
{{Category_playerinfo}}&lt;br /&gt;
{{Status_green}}&lt;br /&gt;
&lt;br /&gt;
In the history of TMW there have been numerous events. In the course of which it was possible to obtain items exclusively made for these festivities. Some of those items survived the coming and going of players through the past years. Those items are called rare items. Usually rare items &lt;br /&gt;
&lt;br /&gt;
Sometimes those rare items are also being traded among players.&lt;br /&gt;
&lt;br /&gt;
==Rare Equipment==&lt;br /&gt;
There are a variety of beautiful hats in TMW that can sadly only be obtained with great difficulty. The most notable examples are the Eye Patch and the Scarab Armlet.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name (ID)&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Event&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; width=&amp;quot;350px&amp;quot; | Historical Comment&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-rednose.png]]&lt;br /&gt;
| Red Nose (4042)&lt;br /&gt;
| Christmas 2012&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-panhat.png]]&lt;br /&gt;
| Pan Hat (4032)&lt;br /&gt;
| Easter 2012&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-sunglasses.png]]&lt;br /&gt;
| Sunglasses (855)&lt;br /&gt;
| Christmas 2011&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-elfnightcap.png]]&lt;br /&gt;
| Elf Nightcap (854)&lt;br /&gt;
| Christmas 2011&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-bunchofparsley.png]]&lt;br /&gt;
| Bunch of Parsley (220)&lt;br /&gt;
| Halloween 2010&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-operamask.png]]&lt;br /&gt;
| Opera Mask (1276)&lt;br /&gt;
| Halloween 2010&lt;br /&gt;
| Hardest to obtain in that event.&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-jestermask.png]]&lt;br /&gt;
| Jester Mask (1277)&lt;br /&gt;
| Halloween 2010&lt;br /&gt;
| Second hardest to obtain in that event&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-witchhat.png]]&lt;br /&gt;
| Witch Hat (1278)&lt;br /&gt;
| Halloween 2010&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-goblinmask.png]]&lt;br /&gt;
| Goblin Mask (1279)&lt;br /&gt;
| Halloween 2010&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-guyfawkesmask.png]]&lt;br /&gt;
| Guy Fawkes Mask (769)&lt;br /&gt;
| Halloween 2010&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-heartglasses.png]]&lt;br /&gt;
| Heartglasses (1247)&lt;br /&gt;
| Easter 2010&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-rabbit_ears.png]]&lt;br /&gt;
| White Rabbit Ears (1255)&lt;br /&gt;
| Easter 2010&lt;br /&gt;
| Those can be dyed in all common colors.&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-snowgoggles.png]]&lt;br /&gt;
| Snow Goggles (1242)&lt;br /&gt;
| Christmas 2009&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-facemask.png]]&lt;br /&gt;
| Skull Mask (1221)&lt;br /&gt;
| Halloween 2009&lt;br /&gt;
| Is also rarely droped by [[Monster|The Lost]] a mob that sometimes appears during spawn parties.&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Generic-towel.png]]&lt;br /&gt;
| Towel (749)&lt;br /&gt;
| Towel Day 2009&lt;br /&gt;
| This item was generated by Game Masters on May 25th 2009&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-paperbag.png]]&lt;br /&gt;
| Paper Bag (1218)&lt;br /&gt;
| Easter 2009&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-mouboohead.png]]&lt;br /&gt;
| Mouboo Head (1216)&lt;br /&gt;
| Christmas 2008, Christmas 2010&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-hands-scarabarmlet.png]]&lt;br /&gt;
| Scarab Armlet (585)&lt;br /&gt;
| Halloween 2008&lt;br /&gt;
| One of the most sought after items in this game. It&#039;s even useful!&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Weapon-sword-sabre.png]]&lt;br /&gt;
| Toy Sabre (1215)&lt;br /&gt;
| Halloween 2008&lt;br /&gt;
| Can also be bought at the Exotic Trader for 10,000,000 GP&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-bunnyears.png]]&lt;br /&gt;
| Bunny Ears (1214)&lt;br /&gt;
| Easter 2008, Christmas 2010, Easter 2011&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-mask.png]]&lt;br /&gt;
| Face Mask (634)&lt;br /&gt;
| Christmas 2007, Christmas 2010&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-mushroomhat.png]]&lt;br /&gt;
| Mush Hat (629)&lt;br /&gt;
| Christmas 2007, Christmas 2010, Easter 2011&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-shroomhat.png]]&lt;br /&gt;
| Shroom Hat (630)&lt;br /&gt;
| Christmas 2007, Christmas 2010, Easter 2011&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Armor-head-funkyhat.png]]&lt;br /&gt;
| Funky Hat (628)&lt;br /&gt;
| Christmas 2007, Christmas 2010, Easter 2011&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-tophat.png]]&lt;br /&gt;
| Top Hat (627)&lt;br /&gt;
| Christmas 2007, Christmas 2010, Easter 2011&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-xmaself.png]]&lt;br /&gt;
| Christmas Elf Hat (633)&lt;br /&gt;
| Christmas 2007, Christmas 2010&lt;br /&gt;
| It&#039;s not seen very often.&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-santabeardhat.png]]&lt;br /&gt;
| Santa Beard Hat (1206)&lt;br /&gt;
| Christmas 2006, Christmas 2009&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-antlerhat.png]]&lt;br /&gt;
| Antler Hat (1204)&lt;br /&gt;
| Christmas 2006, Christmas 2009&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-leathergoggles.png]]&lt;br /&gt;
| Leather Goggles (619)&lt;br /&gt;
| Christmas 2006, Halloween 2006, Christmas 2009&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-goggles.png]]&lt;br /&gt;
| Goggles (618)&lt;br /&gt;
| Christmas 2006, Halloween 2006, Christmas 2009&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-eyepatch.png]]&lt;br /&gt;
| Eye Patch (621)&lt;br /&gt;
| Halloween 2006, Christmas 2006&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-christmastree.png]]&lt;br /&gt;
| Christmas Tree Hat (1205)&lt;br /&gt;
| Christmas 2006, Christmas 2009&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-cap.png]]&lt;br /&gt;
| Cap (654)&lt;br /&gt;
| Exotic Trader&lt;br /&gt;
| buyable at a price of 20,000,000 GP&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-highpriest-crown.png]]&lt;br /&gt;
| High Priest Crown (721)&lt;br /&gt;
| Exotic Trader&lt;br /&gt;
| buyable at a price of 30,000,000 GP&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-monster-skull-helm.png]]&lt;br /&gt;
| Monster Skull Helmet (722)&lt;br /&gt;
| Exotic Trader&lt;br /&gt;
| buyable at a price of 30,000,000 GP&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rare Items==&lt;br /&gt;
Those are mostly valuable for hoarders, players who made it their goal to obtain every item this game ever produced. Usually those players also own a good amount of Gold Pieces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Unobtainable Items==&lt;br /&gt;
Some items are not yet released but already in the item database. Other items are not made to be worn by players like the GM Cap and the Moubootaur Head. Even those items very seldomly mysteriously make their way into player hands. Or the items were created on special request, like the Golden Warlord Plate, the Crown and Platynas Red Dress.&lt;/div&gt;</summary>
		<author><name>Chayenne</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Talk:Items&amp;diff=28540</id>
		<title>Talk:Items</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Talk:Items&amp;diff=28540"/>
		<updated>2013-10-28T11:08:20Z</updated>

		<summary type="html">&lt;p&gt;Chayenne: /* Make this an actual Category */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Make this an actual Category ==&lt;br /&gt;
&lt;br /&gt;
As of now this links to a bunch of autogenerated pages that are not coherent with players interests. That Item Reference could move to Dev:Item_Reference. &lt;br /&gt;
Category:Items could contain &lt;br /&gt;
* Human readable versions of Item_Reference&lt;br /&gt;
* Weapons, ( some info about weapon classes, their pro and con&#039;s )&lt;br /&gt;
* Chest Armor&lt;br /&gt;
* Leg Armor &lt;br /&gt;
* Foot Armor&lt;br /&gt;
* Hand Armor&lt;br /&gt;
* any Item from [[Acorn]] to [[Rare Items#Yellow Christmas Ornament|Yellow Christmas Ornament]]&lt;br /&gt;
* unknown items&lt;br /&gt;
* unreleased items ( with a link to the respective dev:Item_Reference/subpage maybe )&lt;br /&gt;
* Healing Items  ( some story about 2 waters equal one chicken leg and how magical the water in tmw is ) a list of commonly used, not used as healing items. also containing a paragraph on: [[Healing Items#you better not eat it its rare|you better not eat it its rare]] and the tale of Innak who ate his [[Golden Apple]].&lt;br /&gt;
* anything i forgot&lt;br /&gt;
&lt;br /&gt;
Chayenne 11:08, 28 October 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Chayenne</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive_talk:The_Travelers_Journal&amp;diff=28538</id>
		<title>Archive talk:The Travelers Journal</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive_talk:The_Travelers_Journal&amp;diff=28538"/>
		<updated>2013-10-28T10:36:39Z</updated>

		<summary type="html">&lt;p&gt;Chayenne: /* Downsize Illustration */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Downsize Illustration ==&lt;br /&gt;
&lt;br /&gt;
I think the pictures would fit their purpose better if a smaller part of the screen was used ( 300x300 is still very large ), so the Players Sprite would be easier to look at. Also it might be more appealing if the attack range of the scorpions weren&#039;t highlighted. &lt;br /&gt;
Chayenne 10:36, 28 October 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Chayenne</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Blacksmith_(Dimond)&amp;diff=28534</id>
		<title>Blacksmith (Dimond)</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Blacksmith_(Dimond)&amp;diff=28534"/>
		<updated>2013-10-28T03:41:43Z</updated>

		<summary type="html">&lt;p&gt;Chayenne: Undo revision 28533 by Chayenne (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Blacksmith (Dimond&#039;s)]]&lt;/div&gt;</summary>
		<author><name>Chayenne</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Blacksmith_(Dimond)&amp;diff=28533</id>
		<title>Blacksmith (Dimond)</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Blacksmith_(Dimond)&amp;diff=28533"/>
		<updated>2013-10-28T03:40:45Z</updated>

		<summary type="html">&lt;p&gt;Chayenne: Redirected page to Blacksmith (Dimond)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Blacksmith (Dimond)]]&lt;/div&gt;</summary>
		<author><name>Chayenne</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Classic:Drabur&amp;diff=28532</id>
		<title>Classic:Drabur</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Classic:Drabur&amp;diff=28532"/>
		<updated>2013-10-28T02:32:22Z</updated>

		<summary type="html">&lt;p&gt;Chayenne: some typos, removed xmas cake.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{I18n}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Drabur.png|frame]]&lt;br /&gt;
&lt;br /&gt;
[[Drabur]] is the cashier of the famous [[Riskim]]&#039;s bakery located north east of the [[Tulimshar]]&#039;s Bazaar. OK, his cakes are quite expensive but, you know what? Talent has a price.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#ff4d00&amp;quot;&amp;gt;Items&amp;lt;/span&amp;gt;&#039;&#039;&#039; sold by [[Drabur]]:&lt;br /&gt;
* White Cake (500 GP)&lt;br /&gt;
* Chocolate Cake (550 GP)&lt;br /&gt;
* Orange Cake (600 GP)&lt;br /&gt;
* Apple Cake (600 GP)&lt;br /&gt;
* Cake (30 GP)&lt;br /&gt;
* Cherry Cake (100 GP)&lt;br /&gt;
* Orange Cupcake (270 GP)&lt;br /&gt;
* Milk (1500 GP)&lt;br /&gt;
&lt;br /&gt;
You can find the script [https://gitorious.org/tmw/tmwa-server-data/blobs/master/world/map/npc/021-2/bakery.txt here].&lt;br /&gt;
&lt;br /&gt;
[[Category:NPC]]&lt;/div&gt;</summary>
		<author><name>Chayenne</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Blacksmith&amp;diff=28531</id>
		<title>Blacksmith</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Blacksmith&amp;diff=28531"/>
		<updated>2013-10-28T02:26:26Z</updated>

		<summary type="html">&lt;p&gt;Chayenne: Chayenne moved page Blacksmith to Blacksmith (Dimond)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Blacksmith (Dimond)]]&lt;/div&gt;</summary>
		<author><name>Chayenne</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Blacksmith_(Dimond)&amp;diff=28530</id>
		<title>Blacksmith (Dimond)</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Blacksmith_(Dimond)&amp;diff=28530"/>
		<updated>2013-10-28T02:26:25Z</updated>

		<summary type="html">&lt;p&gt;Chayenne: Chayenne moved page Blacksmith to Blacksmith (Dimond)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Blacksmith (Dimond&#039;s)]]&lt;/div&gt;</summary>
		<author><name>Chayenne</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Blacksmith_(Dimond)&amp;diff=28529</id>
		<title>Blacksmith (Dimond)</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Blacksmith_(Dimond)&amp;diff=28529"/>
		<updated>2013-10-28T02:25:06Z</updated>

		<summary type="html">&lt;p&gt;Chayenne: Chayenne moved page Blacksmith to Blacksmith (Dimond&amp;#039;s): linking to previously done work&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Blacksmith (Dimond&#039;s)]]&lt;/div&gt;</summary>
		<author><name>Chayenne</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Classic:Blacksmith_(Dimond%27s_Cove)&amp;diff=28528</id>
		<title>Classic:Blacksmith (Dimond&#039;s Cove)</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Classic:Blacksmith_(Dimond%27s_Cove)&amp;diff=28528"/>
		<updated>2013-10-28T02:25:06Z</updated>

		<summary type="html">&lt;p&gt;Chayenne: Chayenne moved page Blacksmith to Blacksmith (Dimond&amp;#039;s): linking to previously done work&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{I18n}}&lt;br /&gt;
{{Status_green}}&lt;br /&gt;
{{Category_playerinfo}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Blacksmith.png|frame]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This page is about the [[Blacksmith]] located in Dimonds Cove. If you are looking for the one who crafts equipment please see [[Nicholas the Blacksmith]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Blacksmith]] is located in [[Dimond&#039;s Cove]]. Starting at the [[Soul Menhir]] in [[Hurnscald]], go south twice and then west. In the southwestern corner of this map you will see a big building, Dimond&#039;s Cove. Enter the building and go upstairs to find [[Blacksmith]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#ff4d00&amp;quot;&amp;gt;Items&amp;lt;/span&amp;gt;&#039;&#039;&#039; sold by [[Blacksmith]]:&lt;br /&gt;
* Forest Bow (20,000 GP)&lt;br /&gt;
* Iron Arrow (4 GP)&lt;br /&gt;
* Leather Shield (2,000 GP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can find the script [https://github.com/themanaworld/tmwa-server-data/blob/master/world/map/npc/010-2/dimonds.txt here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:NPC]]&lt;/div&gt;</summary>
		<author><name>Chayenne</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Hurnscald%27s_Miner&amp;diff=28527</id>
		<title>Hurnscald&#039;s Miner</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Hurnscald%27s_Miner&amp;diff=28527"/>
		<updated>2013-10-28T01:56:24Z</updated>

		<summary type="html">&lt;p&gt;Chayenne: Redirected page to Miner&amp;#039;s Treasure Keys&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Miner&#039;s Treasure Keys]]&lt;/div&gt;</summary>
		<author><name>Chayenne</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Miner%27s_Treasure_Keys&amp;diff=28526</id>
		<title>Miner&#039;s Treasure Keys</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Miner%27s_Treasure_Keys&amp;diff=28526"/>
		<updated>2013-10-28T01:55:57Z</updated>

		<summary type="html">&lt;p&gt;Chayenne: Changed Daily Quest nameing to NPCname&amp;#039;s Requested Item&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{I18n}}&lt;br /&gt;
{{Category_playerinfo}}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;float: right&amp;quot;  border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
| &lt;br /&gt;
{{Quest&lt;br /&gt;
| Image         =  [[Image:Hurnscaldminer.png]] &lt;br /&gt;
| Start         = 018-1, Hurnscald.&lt;br /&gt;
| Level         = 40 (required)&lt;br /&gt;
| Prerequisites = None&lt;br /&gt;
| Redoable      = Yes, forever.&lt;br /&gt;
| Reward        = 3000 GP, 300 XP&lt;br /&gt;
| Cost          = 10 Treasure Key, 35 Daily Points.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{Quest_dev&lt;br /&gt;
| Scenario     = [[User:Cinderweb|Cinderweb]]&lt;br /&gt;
| Programmer   = [[User:Cinderweb|Cinderweb]]&lt;br /&gt;
| Contributors = -&lt;br /&gt;
| Maps         = -&lt;br /&gt;
| Tiles        = -&lt;br /&gt;
| NPCs         = -&lt;br /&gt;
| Items        = -&lt;br /&gt;
| Sound_fx     = -&lt;br /&gt;
| Music        = -&lt;br /&gt;
| Testers      = -&lt;br /&gt;
}}  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Background Story ==&lt;br /&gt;
&lt;br /&gt;
The miners usually hang around at the entrance of the mine, taking a break from their daily business. Now that you are strong enough they ask you for a bit of help:&lt;br /&gt;
Apparently the miners in Hurnscald keep loosing their keys. Help them by providing 10 [[Treasure Key]]s!&lt;br /&gt;
&lt;br /&gt;
== Walkthrough ==&lt;br /&gt;
&lt;br /&gt;
You must have reached Level 40 to do this quest. This is a [[Daily Quests|Daily Quest]]: You can repeat each day until you have spent all your Daily Points.&lt;br /&gt;
&lt;br /&gt;
=== What To Do: ===&lt;br /&gt;
&lt;br /&gt;
* Give 10 [[Treasure Key]]s to the miner at the entrance of the Hurnscald Mines.&lt;br /&gt;
&lt;br /&gt;
=== Hints ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Treasure Key]] is dropped by:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Spider (5%)&lt;br /&gt;
* Archant (3%)&lt;br /&gt;
* Copper Slime (15%)&lt;br /&gt;
* Ice Element (7.5%)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rewards:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 300 XP&lt;br /&gt;
* 3000 GP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Cost:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 10 Treasure Keys&lt;br /&gt;
&lt;br /&gt;
[[Category:Quest]]&lt;/div&gt;</summary>
		<author><name>Chayenne</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Revolt:Quests&amp;diff=28525</id>
		<title>Revolt:Quests</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Revolt:Quests&amp;diff=28525"/>
		<updated>2013-10-28T01:54:32Z</updated>

		<summary type="html">&lt;p&gt;Chayenne: /* Quests */  changed Daily Quest nameing to NPCname&amp;#039;s Requested Item&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{I18n}}&lt;br /&gt;
{{Category_playerinfo}}&lt;br /&gt;
{{Status_green}}&lt;br /&gt;
&lt;br /&gt;
==Notes:==&lt;br /&gt;
* Experience point rewards will grant the total amount. There used to be a limit on experience awarded via quests, which would limit the total experience reward to raise you just one level. This is no longer true. Total experience is awarded even if you raise more than a single level while completing a quest.&lt;br /&gt;
* Under the quest&#039;s picture, near the level line, you will see a level. If you don&#039;t see &amp;quot;recommended&amp;quot; next to it, it means you need to be at least of the level written to start the quest.&lt;br /&gt;
* &#039;&#039;&#039;Click on the title&#039;&#039;&#039; of the following topics to see what hides behind!&lt;br /&gt;
&lt;br /&gt;
==[[Magic Quests]]==&lt;br /&gt;
You want to become the most powerful mage of the entire game? Just follow the instructions shown [[Magic Quests|here]] and you will be able to be a powerful mage.&lt;br /&gt;
&lt;br /&gt;
==[[Skills]]==&lt;br /&gt;
When you want to improve your abilities you have to raise your [[Skills|skills]] (Magic is a special kind of skill). There are:&lt;br /&gt;
*[[Skills#Basic Skills|Basic Skills]]&lt;br /&gt;
*[[Skills#Magic Skills|Magic Skills]] and&lt;br /&gt;
*[[Skills#Focus Skills|Focussable Skills]].&lt;br /&gt;
&lt;br /&gt;
==[[Daily Quests]]==&lt;br /&gt;
These quests are made to be able to win money each day. You need to collect a particular type of item and give it to the correct NPC. He will give you an amount of money and experience points according to the item.&lt;br /&gt;
==[[Annual Quests]]==&lt;br /&gt;
These quests happen yearly. Refer to the quests page for date and duration.&lt;br /&gt;
==[[Wedding Woodland|Wedding]]==&lt;br /&gt;
&#039;&#039;&#039;Marriage:&#039;&#039;&#039;&lt;br /&gt;
You can marry someone in game. Keep in mind that you are just playing a game that lets you be able to wear a wedding ring. After being married, a global annoucement will be made in the whole game. You can do your wedding near [[Wedding Woodland|Hurnscald]] or in [[Wedding Tulimshar|Tulimshar]].&lt;br /&gt;
&lt;br /&gt;
* Married players have an increased spell power when casting Life or Nature spells on their partner (i.e.: lum, inma, joyplim, betsanc). The power bonus is a bit more important if both wear their wedding rings. They can also use the &#039;&#039;#inzuwilt&#039;&#039; level 1 spell, which allows them to find their partner quicker when they both wear their wedding rings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Divorce:&#039;&#039;&#039;&lt;br /&gt;
You can divorce at the same places where you got married. There is a tax to get it: you have to pay 500 GP/level. Your partner doesn&#039;t necessarily need to be online and you don&#039;t need his/her agreement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning to Manaplus users&#039;&#039;&#039;: A Manaplus-TMW server incompatibility prevents the &amp;quot;marry&amp;quot; declaration to be correctly handled when you use colored text. Set your text color to default before marrying.&lt;br /&gt;
&lt;br /&gt;
==[[Candor]]==&lt;br /&gt;
This is a place where you can fight evil monsters with your friends. You will need to invite all your friends to be able to get to the end (level 2200). If you reach the end, you will win 100 Boss Points.&lt;br /&gt;
&lt;br /&gt;
==[[Quests]]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Useful&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Low Level (1-20)&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Medium Level (21-50)&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | High Level (50-99)&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | [[Daily Quests]]&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Other&lt;br /&gt;
|-&lt;br /&gt;
| [[Tutorial]]&lt;br /&gt;
| [[Forest Bow Quest]]&lt;br /&gt;
| [[Fertile Soil]]&lt;br /&gt;
| [[Pachua the Hermit Indian]]&lt;br /&gt;
| [[Riskim&#039;s Acorns]]&lt;br /&gt;
| [[Magic Quests]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Aidan And Ishi&#039;s Monster Points]]&lt;br /&gt;
| [[Wooden Shield Quest]]&lt;br /&gt;
| [[Bandit Quest]]&lt;br /&gt;
| [[Diseased Heart Quest]]&lt;br /&gt;
| [[Imec&#039;s Stingers]]&lt;br /&gt;
| [[Wedding Woodland]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Caul The Alchemist]]&lt;br /&gt;
| [[Well Quest]]&lt;br /&gt;
| [[Cat Ears Quest]]&lt;br /&gt;
| [[Demon Mask]]&lt;br /&gt;
| [[Arkim&#039;s Bat Wings]]&lt;br /&gt;
| [[Wedding Tulimshar]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Rauk The Alchemist]]&lt;br /&gt;
| [[Orum Quest]]&lt;br /&gt;
| [[Letter Quest]]&lt;br /&gt;
| [[Rossy Quest]]&lt;br /&gt;
| [[Arkim&#039;s Brother]]&lt;br /&gt;
| [[Candor]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Selim The Dyer]]&lt;br /&gt;
| [[Voltain&#039;s Dark Minds]]&lt;br /&gt;
| [[Robberies In Hurnscald]]&lt;br /&gt;
| [[Blue Sage Quest]]&lt;br /&gt;
| [[Doug&#039;s Cave Snake Lamps]]&lt;br /&gt;
| [[PvP Cave|Brodomir&#039;s PvP Cave]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Candide The Bleacher]]&lt;br /&gt;
| [[Newbie Graduation]]&lt;br /&gt;
| [[Short Sword Quest]]&lt;br /&gt;
| [[Setzer Quest]]&lt;br /&gt;
| [[Mike&#039;s Stingers]]&lt;br /&gt;
| [[Game Masters/Events|Game Master Events]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Iron Ingots]]&lt;br /&gt;
| [[Farmer&#039;s Scythe]]&lt;br /&gt;
| [[Helping With Experiments]]&lt;br /&gt;
| [[Heathin&#039;s Simple Rings]]&lt;br /&gt;
| [[Angela&#039;s Yellow Present Boxes]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Nicholas the Blacksmith]]&lt;br /&gt;
| [[Tulimshar Quests]]&lt;br /&gt;
| [[Bone Knife Quest]]&lt;br /&gt;
| [[Angela&#039;s Daughter]]&lt;br /&gt;
| [[Angela&#039;s White Present Boxes]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Agostine The Tailor]]&lt;br /&gt;
| [[Baktar&#039;s Tulimshar Items]]&lt;br /&gt;
| [[Bone Quest]]&lt;br /&gt;
| [[The Terranite Armor]]&lt;br /&gt;
| [[Miner&#039;s Treasure Keys]]&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | [[Annual Quests|Annual]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Lora Tay The Legendary Seamstress]]&lt;br /&gt;
| [[Ayasha&#039;s Hide and Seek|Ayasha&#039;s Hide-and-Seek]]&lt;br /&gt;
| [[Orum and Waric follow-up quest]]&lt;br /&gt;
| [[Heathin&#039;s Terranite Arrows]]&lt;br /&gt;
| [[Jack&#039;s Raw Logs]]&lt;br /&gt;
| [[Shannon&#039;s Bowler Hat]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| [[Imec&#039;s Petition]]&lt;br /&gt;
| &lt;br /&gt;
| [[Feeding The Wolf]]&lt;br /&gt;
| &lt;br /&gt;
| [[The Lost Hitchhiker]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| [[Anwar&#039;s field]]&lt;br /&gt;
|&lt;br /&gt;
| [[Headless Man&#039;s Helmet]]&lt;br /&gt;
| &lt;br /&gt;
| [[Easter Eggs Hunt]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| [[Kylian the Businessman]]&lt;br /&gt;
| &lt;br /&gt;
| [[Love Triangle Quest]]&lt;br /&gt;
| &lt;br /&gt;
| [[Oscar&#039;s Pumpkins]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| [[Banu]]&lt;br /&gt;
| &lt;br /&gt;
| [[Agostine&#039;s Dream Dress]]&lt;br /&gt;
| &lt;br /&gt;
| [[Quest Of Snowman|Snowman&#039;s sweets]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| [[The Illia Sisters]]&lt;br /&gt;
| &lt;br /&gt;
| [[Santa&#039;s Stolen Presents]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| [[Milly&#039;s Hero]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Chayenne</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Helping_catch_up&amp;diff=28524</id>
		<title>Helping catch up</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Helping_catch_up&amp;diff=28524"/>
		<updated>2013-10-28T01:51:57Z</updated>

		<summary type="html">&lt;p&gt;Chayenne: redirected to new title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Jack&#039;s Raw Logs]]&lt;/div&gt;</summary>
		<author><name>Chayenne</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Classic:Jack%27s_Raw_Logs&amp;diff=28523</id>
		<title>Classic:Jack&#039;s Raw Logs</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Classic:Jack%27s_Raw_Logs&amp;diff=28523"/>
		<updated>2013-10-28T01:51:09Z</updated>

		<summary type="html">&lt;p&gt;Chayenne: Adjusted quest name to current conventions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Jack&#039;s Raw Logs ==&lt;br /&gt;
{{I18n}}&lt;br /&gt;
{{Category_playerinfo}}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;float: right&amp;quot;  border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
| {{Quest      &lt;br /&gt;
| Image         = [[Image:Jack.png]]&lt;br /&gt;
| Start         = 009-1 Hurnscald&lt;br /&gt;
| Level         = 30&lt;br /&gt;
| Prerequisites = None&lt;br /&gt;
| Redoable      = Yes, forever&lt;br /&gt;
| Reward        = 4,000 GP, 4,000 EXP&lt;br /&gt;
| Cost          = 30 Raw Logs, 25 Daily Points&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Background Story ==&lt;br /&gt;
[[Jack]] somewhat retired from doing his job. He still has some customers he is supposed to satisfy! That is why he takes every helping hand he can get. He is asking everyone he thinks can manage it to bring him [[Raw Log|Raw Logs]] from the woods to work with.&lt;br /&gt;
&lt;br /&gt;
=== What To Do: ===&lt;br /&gt;
* Jack is located in Hurnscald just west of the Soul Menhir.&lt;br /&gt;
* Jack will then ask you for 30 Raw Logs.&lt;br /&gt;
* Head Southwest from Jack to find the Log Heads.&lt;br /&gt;
* After you have collected 30 Logs return to Jack for your reward.&lt;br /&gt;
&lt;br /&gt;
=== Hints ===&lt;br /&gt;
* Raw Logs can also be gotten from Ishi with [[Monster Points]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Raw Log is dropped by:&#039;&#039;&#039;&lt;br /&gt;
* Log Head (20%) (see [[Item Reference]] for info).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rewards:&#039;&#039;&#039;&lt;br /&gt;
*4,000 GP&lt;br /&gt;
*4,000 EXP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Cost:&#039;&#039;&#039;&lt;br /&gt;
* 30 Raw Logs&lt;br /&gt;
* 25 Daily Points&lt;br /&gt;
&lt;br /&gt;
[[Category:Quest]]&lt;/div&gt;</summary>
		<author><name>Chayenne</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Helping_catch_up&amp;diff=28522</id>
		<title>Helping catch up</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Helping_catch_up&amp;diff=28522"/>
		<updated>2013-10-28T01:47:45Z</updated>

		<summary type="html">&lt;p&gt;Chayenne: Corrected some Typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Jack&#039;s Raw Logs ==&lt;br /&gt;
{{I18n}}&lt;br /&gt;
{{Category_playerinfo}}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;float: right&amp;quot;  border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
| {{Quest      &lt;br /&gt;
| Image         = [[Image:Jack.png]]&lt;br /&gt;
| Start         = 009-1 Hurnscald&lt;br /&gt;
| Level         = 30&lt;br /&gt;
| Prerequisites = None&lt;br /&gt;
| Redoable      = Yes, forever&lt;br /&gt;
| Reward        = 4,000 GP, 4,000 EXP&lt;br /&gt;
| Cost          = 30 Raw Logs, 25 Daily Points&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Background Story ==&lt;br /&gt;
[[Jack]] somewhat retired from doing his job. He still has some customers he is supposed to satisfy! That is why he takes every helping hand he can get. He is asking everyone he thinks can manage it to bring him [[Raw Log|Raw Logs]] from the woods to work with.&lt;br /&gt;
&lt;br /&gt;
=== What To Do: ===&lt;br /&gt;
* Jack is located in Hurnscald just west of the Soul Menhir.&lt;br /&gt;
* Jack will then ask you for 30 Raw Logs.&lt;br /&gt;
* Head Southwest from Jack to find the Log Heads.&lt;br /&gt;
* After you have collected 30 Logs return to Jack for your reward.&lt;br /&gt;
&lt;br /&gt;
=== Hints ===&lt;br /&gt;
* Raw Logs can also be gotten from Ishi with [[Monster Points]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Raw Log is dropped by:&#039;&#039;&#039;&lt;br /&gt;
* Log Head (20%) (see [[Item Reference]] for info).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rewards:&#039;&#039;&#039;&lt;br /&gt;
*4,000 GP&lt;br /&gt;
*4,000 EXP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Cost:&#039;&#039;&#039;&lt;br /&gt;
* 30 Raw Logs&lt;br /&gt;
* 25 Daily Points&lt;br /&gt;
&lt;br /&gt;
[[Category:Quest]]&lt;/div&gt;</summary>
		<author><name>Chayenne</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Monster_Points&amp;diff=28521</id>
		<title>Monster Points</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Monster_Points&amp;diff=28521"/>
		<updated>2013-10-28T01:39:46Z</updated>

		<summary type="html">&lt;p&gt;Chayenne: Redirected page to Aidan And Ishi&amp;#039;s Monster Points&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Aidan_And_Ishi&#039;s_Monster_Points]]&lt;/div&gt;</summary>
		<author><name>Chayenne</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Well_Quest&amp;diff=28429</id>
		<title>Well Quest</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Well_Quest&amp;diff=28429"/>
		<updated>2013-10-26T05:49:28Z</updated>

		<summary type="html">&lt;p&gt;Chayenne: Updated it to contain the ferry to Nivalis.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{I18n}}&lt;br /&gt;
&lt;br /&gt;
{{Quest&lt;br /&gt;
|Image         = [[Image:Well.png]]&lt;br /&gt;
|Start         = 020-1 Nivalis&lt;br /&gt;
|Reward        = EXP&lt;br /&gt;
|Cost          = Various items&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What To Do:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Travel to Nivalis by using one of the Docks that you can find on every continent. You will need to pay the ferry to go to Nivalis. After that, head north until you see the entrance of a cave, the Ice Labyrinth. From there go south west until you get to the border of the Village Nivalis. When you see the well, click on the little hole in the middle. You will have the choice of items to throw in the well or not.&lt;br /&gt;
# You have 4 possibilities of items to throw into the well: a Maggot Slime, a Raw Log, a Pile of Ash or a Bottle of Water.&lt;br /&gt;
# After that, you will understand that someone is inside the well and he needs help.&lt;br /&gt;
# After giving as many items as you want, talk to Miler located in the Inn of the town.&lt;br /&gt;
# He will rescue the person in the well. You ended this quest.&lt;br /&gt;
[[Image:Miler.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hints:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You only need to give one item to end the quest.&lt;br /&gt;
* Bottles of Water can be bought, and can be filled up after being used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maggot Slimes are dropped by:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Bat]] (8%)&lt;br /&gt;
* [[Black Scorpion]] (8%)&lt;br /&gt;
* Cave Maggot (8%)&lt;br /&gt;
* Fire Goblin (8%)&lt;br /&gt;
* Giant Maggot (7.5%)&lt;br /&gt;
* Ice Goblin (8%)&lt;br /&gt;
* [[Maggot]] (8%)&lt;br /&gt;
* Red Scorpions(5%)&lt;br /&gt;
* Scorpion (7%)&lt;br /&gt;
* Sea Slimes(5%)&lt;br /&gt;
* Spiky Mushroom (0.5%)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Raw Logs are dropped by:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Log Head (20%)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Piles of Ash are dropped by:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Fire Skull (50%)&lt;br /&gt;
* Fire Goblin (5%)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bottles of Water are dropped by:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Mouboo]] (7.5%)&lt;br /&gt;
* [[White Slime]] (5%)&lt;br /&gt;
* Sea Slime (0.5%)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reward:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* EXP (111*Level)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Cost:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1 Maggot Slime&lt;br /&gt;
* or 1 Raw Log&lt;br /&gt;
* or 1 Pile of Ash&lt;br /&gt;
* or 1 Bottle of Water&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Quest]]&lt;/div&gt;</summary>
		<author><name>Chayenne</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Classic:Rare_Items&amp;diff=28425</id>
		<title>Classic:Rare Items</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Classic:Rare_Items&amp;diff=28425"/>
		<updated>2013-10-24T17:25:51Z</updated>

		<summary type="html">&lt;p&gt;Chayenne: The eyepatch in 2010 didnt make it into the game due to a programming error.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{I18n}}&lt;br /&gt;
{{Category_playerinfo}}&lt;br /&gt;
{{Status_green}}&lt;br /&gt;
&lt;br /&gt;
In the history of TMW there have been numerous events. In the course of which it was possible to obtain items exclusively made for these festivities. Some of those items survived the coming and going of players through the past years. Those items are called rare items. Usually rare items &lt;br /&gt;
&lt;br /&gt;
Sometimes those rare items are also being traded among players.&lt;br /&gt;
&lt;br /&gt;
==Rare Equipment==&lt;br /&gt;
There are a variety of beautiful hats in TMW that can sadly only be obtained with great difficulty. The most notable examples are the Eye Patch and the Scarab Armlet.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name (ID)&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Event&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; width=&amp;quot;350px&amp;quot; | Historical Comment&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-rednose.png]]&lt;br /&gt;
| Red Nose (4042)&lt;br /&gt;
| Christmas 2012&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-panhat.png]]&lt;br /&gt;
| Pan Hat (4032)&lt;br /&gt;
| Easter 2012&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-sunglasses.png]]&lt;br /&gt;
| Sunglasses (855)&lt;br /&gt;
| Christmas 2011&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-elfnightcap.png]]&lt;br /&gt;
| Elf Nightcap (854)&lt;br /&gt;
| Christmas 2011&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-bunchofparsley.png]]&lt;br /&gt;
| Bunch of Parsley (220)&lt;br /&gt;
| Halloween 2010&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-operamask.png]]&lt;br /&gt;
| Opera Mask (1276)&lt;br /&gt;
| Halloween 2010&lt;br /&gt;
| Hardest to obtain in that event.&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-jestermask.png]]&lt;br /&gt;
| Jester Mask (1277)&lt;br /&gt;
| Halloween 2010&lt;br /&gt;
| Second hardest to obtain in that event&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-witchhat.png]]&lt;br /&gt;
| Witch Hat (1278)&lt;br /&gt;
| Halloween 2010&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-goblinmask.png]]&lt;br /&gt;
| Goblin Mask (1279)&lt;br /&gt;
| Halloween 2010&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-guyfawkesmask.png]]&lt;br /&gt;
| Guy Fawkes Mask (769)&lt;br /&gt;
| Halloween 2010&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-heartglasses.png]]&lt;br /&gt;
| Heartglasses (1247)&lt;br /&gt;
| Easter 2010&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-rabbit_ears.png]]&lt;br /&gt;
| White Rabbit Ears (1255)&lt;br /&gt;
| Easter 2010&lt;br /&gt;
| Those can be dyed in all common colors.&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-snowgoggles.png]]&lt;br /&gt;
| Snow Goggles (1242)&lt;br /&gt;
| Christmas 2009&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-facemask.png]]&lt;br /&gt;
| Skull Mask (1221)&lt;br /&gt;
| Halloween 2009&lt;br /&gt;
| Is also rarely droped by [[Monster|The Lost]] a mob that sometimes appears during spawn parties.&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Generic-towel.png]]&lt;br /&gt;
| Towel (749)&lt;br /&gt;
| Towel Day 2009&lt;br /&gt;
| This item was generated by Game Masters on May 25th 2009&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-paperbag.png]]&lt;br /&gt;
| Paper Bag (1218)&lt;br /&gt;
| Easter 2009&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-mouboohead.png]]&lt;br /&gt;
| Mouboo Head (1216)&lt;br /&gt;
| Christmas 2008, Christmas 2010&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-hands-scarabarmlet.png]]&lt;br /&gt;
| Scarab Armlet (585)&lt;br /&gt;
| Halloween 2008&lt;br /&gt;
| One of the most sought after items in this game. It&#039;s even useful!&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Weapon-sword-sabre.png]]&lt;br /&gt;
| Toy Sabre (1215)&lt;br /&gt;
| Halloween 2008&lt;br /&gt;
| Can also be bought at the Exotic Trader for 10,000,000 GP&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-bunnyears.png]]&lt;br /&gt;
| Bunny Ears (1214)&lt;br /&gt;
| Easter 2008, Christmas 2010, Easter 2011&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-mask.png]]&lt;br /&gt;
| Face Mask (634)&lt;br /&gt;
| Christmas 2007, Christmas 2010&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-mushroomhat.png]]&lt;br /&gt;
| Mush Hat (629)&lt;br /&gt;
| Christmas 2007, Christmas 2010, Easter 2011&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-shroomhat.png]]&lt;br /&gt;
| Shroom Hat (630)&lt;br /&gt;
| Christmas 2007, Christmas 2010, Easter 2011&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Armor-head-funkyhat.png]]&lt;br /&gt;
| Funky Hat (628)&lt;br /&gt;
| Christmas 2007, Christmas 2010, Easter 2011&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-tophat.png]]&lt;br /&gt;
| Top Hat (627)&lt;br /&gt;
| Christmas 2007, Christmas 2010, Easter 2011&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-xmaself.png]]&lt;br /&gt;
| Christmas Elf Hat (633)&lt;br /&gt;
| Christmas 2007&lt;br /&gt;
| It&#039;s not seen very often.&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-santabeardhat.png]]&lt;br /&gt;
| Santa Beard Hat (1206)&lt;br /&gt;
| Christmas 2006, Christmas 2009&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-antlerhat.png]]&lt;br /&gt;
| Antler Hat (1204)&lt;br /&gt;
| Christmas 2006, Christmas 2009&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-leathergoggles.png]]&lt;br /&gt;
| Leather Goggles (619)&lt;br /&gt;
| Christmas 2006, Halloween 2006, Christmas 2009&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-goggles.png]]&lt;br /&gt;
| Goggles (618)&lt;br /&gt;
| Christmas 2006, Halloween 2006, Christmas 2009&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-eyepatch.png]]&lt;br /&gt;
| Eye Patch (621)&lt;br /&gt;
| Halloween 2006, Christmas 2006&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-christmastree.png]]&lt;br /&gt;
| Christmas Tree Hat (1205)&lt;br /&gt;
| Christmas 2006, Christmas 2009&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-cap.png]]&lt;br /&gt;
| Cap (654)&lt;br /&gt;
| Exotic Trader&lt;br /&gt;
| buyable at a price of 20,000,000 GP&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-highpriest-crown.png]]&lt;br /&gt;
| High Priest Crown (721)&lt;br /&gt;
| Exotic Trader&lt;br /&gt;
| buyable at a price of 30,000,000 GP&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-monster-skull-helm.png]]&lt;br /&gt;
| Monster Skull Helmet (722)&lt;br /&gt;
| Exotic Trader&lt;br /&gt;
| buyable at a price of 30,000,000 GP&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rare Items==&lt;br /&gt;
Those are mostly valuable for hoarders, players who made it their goal to obtain every item this game ever produced. Usually those players also own a good amount of Gold Pieces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Unobtainable Items==&lt;br /&gt;
Some items are not yet released but already in the item database. Other items are not made to be worn by players like the GM Cap and the Moubootaur Head. Even those items very seldomly mysteriously make their way into player hands. Or the items were created on special request, like the Golden Warlord Plate, the Crown and Platynas Red Dress.&lt;/div&gt;</summary>
		<author><name>Chayenne</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Classic:Rare_Items&amp;diff=28424</id>
		<title>Classic:Rare Items</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Classic:Rare_Items&amp;diff=28424"/>
		<updated>2013-10-24T01:18:51Z</updated>

		<summary type="html">&lt;p&gt;Chayenne: Created page with &amp;quot;{{I18n}} {{Category_playerinfo}} {{Status_green}}  In the history of TMW there have been numerous events. In the course of which it was possible to obtain items exclusively ma...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{I18n}}&lt;br /&gt;
{{Category_playerinfo}}&lt;br /&gt;
{{Status_green}}&lt;br /&gt;
&lt;br /&gt;
In the history of TMW there have been numerous events. In the course of which it was possible to obtain items exclusively made for these festivities. Some of those items survived the coming and going of players through the past years. Those items are called rare items. Usually rare items &lt;br /&gt;
&lt;br /&gt;
Sometimes those rare items are also being traded among players.&lt;br /&gt;
&lt;br /&gt;
==Rare Equipment==&lt;br /&gt;
There are a variety of beautiful hats in TMW that can sadly only be obtained with great difficulty. The most notable examples are the Eye Patch and the Scarab Armlet.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name (ID)&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Event&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; width=&amp;quot;350px&amp;quot; | Historical Comment&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-rednose.png]]&lt;br /&gt;
| Red Nose (4042)&lt;br /&gt;
| Christmas 2012&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-panhat.png]]&lt;br /&gt;
| Pan Hat (4032)&lt;br /&gt;
| Easter 2012&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-sunglasses.png]]&lt;br /&gt;
| Sunglasses (855)&lt;br /&gt;
| Christmas 2011&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-elfnightcap.png]]&lt;br /&gt;
| Elf Nightcap (854)&lt;br /&gt;
| Christmas 2011&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-bunchofparsley.png]]&lt;br /&gt;
| Bunch of Parsley (220)&lt;br /&gt;
| Halloween 2010&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-operamask.png]]&lt;br /&gt;
| Opera Mask (1276)&lt;br /&gt;
| Halloween 2010&lt;br /&gt;
| Hardest to obtain in that event.&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-jestermask.png]]&lt;br /&gt;
| Jester Mask (1277)&lt;br /&gt;
| Halloween 2010&lt;br /&gt;
| Second hardest to obtain in that event&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-witchhat.png]]&lt;br /&gt;
| Witch Hat (1278)&lt;br /&gt;
| Halloween 2010&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-goblinmask.png]]&lt;br /&gt;
| Goblin Mask (1279)&lt;br /&gt;
| Halloween 2010&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-guyfawkesmask.png]]&lt;br /&gt;
| Guy Fawkes Mask (769)&lt;br /&gt;
| Halloween 2010&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-heartglasses.png]]&lt;br /&gt;
| Heartglasses (1247)&lt;br /&gt;
| Easter 2010&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-rabbit_ears.png]]&lt;br /&gt;
| White Rabbit Ears (1255)&lt;br /&gt;
| Easter 2010&lt;br /&gt;
| Those can be dyed in all common colors.&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-snowgoggles.png]]&lt;br /&gt;
| Snow Goggles (1242)&lt;br /&gt;
| Christmas 2009&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-facemask.png]]&lt;br /&gt;
| Skull Mask (1221)&lt;br /&gt;
| Halloween 2009&lt;br /&gt;
| Is also rarely droped by [[Monster|The Lost]] a mob that sometimes appears during spawn parties.&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Generic-towel.png]]&lt;br /&gt;
| Towel (749)&lt;br /&gt;
| Towel Day 2009&lt;br /&gt;
| This item was generated by Game Masters on May 25th 2009&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-paperbag.png]]&lt;br /&gt;
| Paper Bag (1218)&lt;br /&gt;
| Easter 2009&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-mouboohead.png]]&lt;br /&gt;
| Mouboo Head (1216)&lt;br /&gt;
| Christmas 2008, Christmas 2010&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-hands-scarabarmlet.png]]&lt;br /&gt;
| Scarab Armlet (585)&lt;br /&gt;
| Halloween 2008&lt;br /&gt;
| One of the most sought after items in this game. It&#039;s even useful!&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Weapon-sword-sabre.png]]&lt;br /&gt;
| Toy Sabre (1215)&lt;br /&gt;
| Halloween 2008&lt;br /&gt;
| Can also be bought at the Exotic Trader for 10,000,000 GP&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-bunnyears.png]]&lt;br /&gt;
| Bunny Ears (1214)&lt;br /&gt;
| Easter 2008, Christmas 2010, Easter 2011&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-mask.png]]&lt;br /&gt;
| Face Mask (634)&lt;br /&gt;
| Christmas 2007, Christmas 2010&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-mushroomhat.png]]&lt;br /&gt;
| Mush Hat (629)&lt;br /&gt;
| Christmas 2007, Christmas 2010, Easter 2011&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-shroomhat.png]]&lt;br /&gt;
| Shroom Hat (630)&lt;br /&gt;
| Christmas 2007, Christmas 2010, Easter 2011&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Image:Armor-head-funkyhat.png]]&lt;br /&gt;
| Funky Hat (628)&lt;br /&gt;
| Christmas 2007, Christmas 2010, Easter 2011&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-tophat.png]]&lt;br /&gt;
| Top Hat (627)&lt;br /&gt;
| Christmas 2007, Christmas 2010, Easter 2011&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-xmaself.png]]&lt;br /&gt;
| Christmas Elf Hat (633)&lt;br /&gt;
| Christmas 2007&lt;br /&gt;
| It&#039;s not seen very often.&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-santabeardhat.png]]&lt;br /&gt;
| Santa Beard Hat (1206)&lt;br /&gt;
| Christmas 2006, Christmas 2009&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-antlerhat.png]]&lt;br /&gt;
| Antler Hat (1204)&lt;br /&gt;
| Christmas 2006, Christmas 2009&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-leathergoggles.png]]&lt;br /&gt;
| Leather Goggles (619)&lt;br /&gt;
| Christmas 2006, Halloween 2006, Christmas 2009&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-goggles.png]]&lt;br /&gt;
| Goggles (618)&lt;br /&gt;
| Christmas 2006, Halloween 2006, Christmas 2009&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-eyepatch.png]]&lt;br /&gt;
| Eye Patch (621)&lt;br /&gt;
| Halloween 2006, Christmas 2006, Christmas 2010&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-christmastree.png]]&lt;br /&gt;
| Christmas Tree Hat (1205)&lt;br /&gt;
| Christmas 2006, Christmas 2009&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-cap.png]]&lt;br /&gt;
| Cap (654)&lt;br /&gt;
| Exotic Trader&lt;br /&gt;
| buyable at a price of 20,000,000 GP&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-highpriest-crown.png]]&lt;br /&gt;
| High Priest Crown (721)&lt;br /&gt;
| Exotic Trader&lt;br /&gt;
| buyable at a price of 30,000,000 GP&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Armor-head-monster-skull-helm.png]]&lt;br /&gt;
| Monster Skull Helmet (722)&lt;br /&gt;
| Exotic Trader&lt;br /&gt;
| buyable at a price of 30,000,000 GP&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rare Items==&lt;br /&gt;
Those are mostly valuable for hoarders, players who made it their goal to obtain every item this game ever produced. Usually those players also own a good amount of Gold Pieces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Unobtainable Items==&lt;br /&gt;
Some items are not yet released but already in the item database. Other items are not made to be worn by players like the GM Cap and the Moubootaur Head. Even those items very seldomly mysteriously make their way into player hands. Or the items were created on special request, like the Golden Warlord Plate, the Crown and Platynas Red Dress.&lt;/div&gt;</summary>
		<author><name>Chayenne</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Economy&amp;diff=28423</id>
		<title>Economy</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Economy&amp;diff=28423"/>
		<updated>2013-10-23T21:00:27Z</updated>

		<summary type="html">&lt;p&gt;Chayenne: Put up to date with current content and prizes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{I18n}}&lt;br /&gt;
{{Category_playerinfo}}&lt;br /&gt;
{{Status_green}}&lt;br /&gt;
&lt;br /&gt;
Because TMW is smaller and more personal than many other MMORPGs, the structure of the economy is slightly different.&lt;br /&gt;
There is a player market for monster drops as well as for items that cannot be obtained in the game. &lt;br /&gt;
&lt;br /&gt;
As an aid for player to player transactions there are two bots in The Manaworld that provide as a chain element between trading partners, these are [[ManaMarket]] and [[AuctionBot]].&lt;br /&gt;
To get money independent from other players it is possible to sell monster drops to NPC shops that are scattered over all Continents. Any shop will buy everything at a fixed price! &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Most of the items in the ManaWorld come to a use as you progress or later in the game, which means that only those items that are worth a good amount of Goldpieces and reasonably easy to hunt or obtain should be sold to NPCs. &lt;br /&gt;
&lt;br /&gt;
==Commonly dropped Items with Good Sell Value that are Safe to Sell to NPCs==&lt;br /&gt;
==Profitable to sell to shops==&lt;br /&gt;
{| table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efdead; width:150px&amp;quot; | Item&lt;br /&gt;
! style=&amp;quot;background:#efdead; width:200px&amp;quot; | Monster&lt;br /&gt;
! style=&amp;quot;background:#efdead; width:125px&amp;quot; | Selling Price (GP)&lt;br /&gt;
|-&lt;br /&gt;
| Root&lt;br /&gt;
| Log Head&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| 200&lt;br /&gt;
|-&lt;br /&gt;
| Miner Hat&lt;br /&gt;
| [[Red Slime]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| 400&lt;br /&gt;
|-&lt;br /&gt;
| Boots&lt;br /&gt;
| [[Red Slime]], [[Aidan And Ishi&#039;s Monster Points|Quest]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| 500&lt;br /&gt;
|-&lt;br /&gt;
| Dagger&lt;br /&gt;
| [[Bat]], Fire Goblin, [[Red Slime]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| 500&lt;br /&gt;
|-&lt;br /&gt;
| Fancy Hat&lt;br /&gt;
| Red Scorpion, Snake, [[Aidan And Ishi&#039;s Monster Points|Quest]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| 800&lt;br /&gt;
|-&lt;br /&gt;
| Miner Gloves&lt;br /&gt;
| [[Red Slime]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| 1,000&lt;br /&gt;
|-&lt;br /&gt;
| Leather Shirt&lt;br /&gt;
| Black Scorpion&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| 1,000&lt;br /&gt;
|-&lt;br /&gt;
| Ruby or Topaz Powder&lt;br /&gt;
| [[The_Lost_Hitchhiker#The_Gem_Powders|Quest]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| 500&lt;br /&gt;
|-&lt;br /&gt;
| Coin Bag&lt;br /&gt;
| Spider, Bandit, Giant Maggot, Pink Flower, Green Slime&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| 500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some monster drops only occur rarely but are very useful, those usually sell for a good price to other players.&lt;br /&gt;
&lt;br /&gt;
==Rarely Dropped Items with Good Sell Value to Players==&lt;br /&gt;
{| table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efdead; width:150px&amp;quot; | Item&lt;br /&gt;
! style=&amp;quot;background:#efdead; width:200px&amp;quot; | Monster&lt;br /&gt;
! style=&amp;quot;background:#efdead; width:125px&amp;quot; | Selling Price (GP)&lt;br /&gt;
|-&lt;br /&gt;
| Jeans Shorts&lt;br /&gt;
| Cave Snake&lt;br /&gt;
| 7,000 - 10,000&lt;br /&gt;
|-&lt;br /&gt;
| Infantry Helmet&lt;br /&gt;
| Spider&lt;br /&gt;
| 4,000 - 9,000&lt;br /&gt;
|-&lt;br /&gt;
| Leather Gloves&lt;br /&gt;
| Mountain Snake, Fallen&lt;br /&gt;
| 5000 - 12,000&lt;br /&gt;
|-&lt;br /&gt;
| Warlord Helmet&lt;br /&gt;
| Fallen&lt;br /&gt;
| 90,000 - 150,000&lt;br /&gt;
|-&lt;br /&gt;
| Warlord Plate&lt;br /&gt;
| Fallen&lt;br /&gt;
| 150,000 - 250,000&lt;br /&gt;
|-&lt;br /&gt;
| Four-Leaf Clover&lt;br /&gt;
| Clover Patch&lt;br /&gt;
| 100,000 - 200,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are also a lot of Monster drops that are needed to fulfill the requirements of quests in the game. Those items should not be sold to NPC shops, you can save them up for your own game progress or to sell them to a player that needs them. Furthermore there are some items that are vital to survive this game as a mage, it is always a good idea to hunt for these.&lt;br /&gt;
&lt;br /&gt;
==Monster Drops that are Profitable to Trade with other Players==&lt;br /&gt;
{| table border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Magic Ingredients &lt;br /&gt;
| [[Pile of Ash|Ashes]], [[Hard Spike|Hard Spikes]], Iron Powders, Roots, Dark Crystal, Snake Egg, Iron Ore, Maggot Slime, Bug Leg, Life Stone&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Repeatable Quest Items&lt;br /&gt;
| Black Scorpion Stingers, Scorpion Stingers, [[Coal]], [[Iron Ore]], Raw Logs, Treasure Keys, Amethyst, Sapphire, Terranite Ore, Bat Wings, Yellow Presentbox, White Presentbox, Herbs, Silk Cocoon, Frozen Yeti Tear, Iced Water&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Quest Items &lt;br /&gt;
| Herbs, Terranite Ores, Diamond, Snake Skin, Snake Eggs (all varieties), Reed Bundle, Book Page&lt;br /&gt;
|}&lt;br /&gt;
The prices you can aim for these items vary over time, it is recommended you take a look at the ManaMarket Statistics to get a realistic prize.&lt;br /&gt;
&lt;br /&gt;
===Rare items===&lt;br /&gt;
There is a tiny economy growing around items that are no longer obtainable in the game. Some players specialized in buying and selling unobtainable items to make a living. For details see [[Rare Items]].&lt;br /&gt;
&lt;br /&gt;
===Jack&#039;O drops===&lt;br /&gt;
These items are dropped from one of the most powerful monster in game, Jack&#039;O. They are not rare drops but are difficult to be obtained due to the difficulty to kill this monster. These items can be bought or sold at around 3,000 GP.&lt;br /&gt;
&lt;br /&gt;
* Axe Hat&lt;br /&gt;
* Bandanna&lt;br /&gt;
* Circlet&lt;br /&gt;
* Ranger Hat&lt;br /&gt;
* Pirate Hat&lt;br /&gt;
* Pumpkin Helmet&lt;br /&gt;
* V-Neck Sweater&lt;br /&gt;
* Jack O Soul&lt;/div&gt;</summary>
		<author><name>Chayenne</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Treasure_Key&amp;diff=28418</id>
		<title>Treasure Key</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Treasure_Key&amp;diff=28418"/>
		<updated>2013-10-23T14:16:44Z</updated>

		<summary type="html">&lt;p&gt;Chayenne: /* See Also */ Adjusted link to Hurnscald Miner Quest&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{I18n}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
|Name          = [[Treasure Key]]&lt;br /&gt;
|Description   = A rusty key.&lt;br /&gt;
|Image         = [[Image:Generic-treasurekey.png]]&lt;br /&gt;
|Buy           = 100&lt;br /&gt;
|Sell          = 50&lt;br /&gt;
|Weight        = 2&lt;br /&gt;
|ID            = 537&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
* 3 [[Treasure Key|Treasure Keys]] are needed to unlock the treasure chest in the [[Tulimshar Quests#Lieutenant Dausen|Lieutenant Dausen Quest]].&lt;br /&gt;
* 10 [[Treasure Key|Treasure Keys]] are needed to unlock the treasure chest in the [[Short Sword Quest]].&lt;br /&gt;
* 1 [[Treasure Key]] is needed to unlock the treasure chest in the [[Demon Mask|Demon Mask Quest]].&lt;br /&gt;
* 10 [[Treasure Key|Treasure Keys]] are needed to open Cindy&#039;s cage in the [[Angela&#039;s Daughter|Angela&#039;s Daughter Quest]].&lt;br /&gt;
* 10 [[Treasure Key|Treasure Keys]] are used in [[Hurnscald&#039;s Miner|Miner&#039;s Treasure Keys Daily Quest]].&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
&lt;br /&gt;
[[Treasure Key|Treasure Keys]] are dropped by:&lt;br /&gt;
* Archant (3%)&lt;br /&gt;
* [[Spider]] (5%)&lt;br /&gt;
* Ice Element (7.5%)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Tulimshar Quests#Lieutenant Dausen|Lieutenant Dausen Quest]]&lt;br /&gt;
* [[Short Sword Quest]]&lt;br /&gt;
* [[Demon Mask|Demon Mask Quest]]&lt;br /&gt;
* [[Angela&#039;s Daughter|Angela&#039;s Daughter Quest]]&lt;br /&gt;
* [[Hurnscald&#039;s Miner|Miner&#039;s Treasure Keys Daily Quest]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Item]]&lt;/div&gt;</summary>
		<author><name>Chayenne</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Treasure_Key&amp;diff=28417</id>
		<title>Treasure Key</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Treasure_Key&amp;diff=28417"/>
		<updated>2013-10-23T14:12:30Z</updated>

		<summary type="html">&lt;p&gt;Chayenne: /* Uses */ adjusted Questname of Treasure Key Quest&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{I18n}}&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
|Name          = [[Treasure Key]]&lt;br /&gt;
|Description   = A rusty key.&lt;br /&gt;
|Image         = [[Image:Generic-treasurekey.png]]&lt;br /&gt;
|Buy           = 100&lt;br /&gt;
|Sell          = 50&lt;br /&gt;
|Weight        = 2&lt;br /&gt;
|ID            = 537&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
* 3 [[Treasure Key|Treasure Keys]] are needed to unlock the treasure chest in the [[Tulimshar Quests#Lieutenant Dausen|Lieutenant Dausen Quest]].&lt;br /&gt;
* 10 [[Treasure Key|Treasure Keys]] are needed to unlock the treasure chest in the [[Short Sword Quest]].&lt;br /&gt;
* 1 [[Treasure Key]] is needed to unlock the treasure chest in the [[Demon Mask|Demon Mask Quest]].&lt;br /&gt;
* 10 [[Treasure Key|Treasure Keys]] are needed to open Cindy&#039;s cage in the [[Angela&#039;s Daughter|Angela&#039;s Daughter Quest]].&lt;br /&gt;
* 10 [[Treasure Key|Treasure Keys]] are used in [[Hurnscald&#039;s Miner|Miner&#039;s Treasure Keys Daily Quest]].&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
&lt;br /&gt;
[[Treasure Key|Treasure Keys]] are dropped by:&lt;br /&gt;
* Archant (3%)&lt;br /&gt;
* [[Spider]] (5%)&lt;br /&gt;
* Ice Element (7.5%)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Tulimshar Quests#Lieutenant Dausen|Lieutenant Dausen Quest]]&lt;br /&gt;
* [[Short Sword Quest]]&lt;br /&gt;
* [[Demon Mask|Demon Mask Quest]]&lt;br /&gt;
* [[Angela&#039;s Daughter|Angela&#039;s Daughter Quest]]&lt;br /&gt;
* [[Miner&#039;s Treasure Keys|Miner&#039;s Treasure Keys Daily Quest]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Item]]&lt;/div&gt;</summary>
		<author><name>Chayenne</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Hurnscald%27s_Miner&amp;diff=28416</id>
		<title>Hurnscald&#039;s Miner</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Hurnscald%27s_Miner&amp;diff=28416"/>
		<updated>2013-10-23T14:11:08Z</updated>

		<summary type="html">&lt;p&gt;Chayenne: Created page with &amp;quot;{{I18n}} {{Category_playerinfo}}  {| style=&amp;quot;float: right&amp;quot;  border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; |  {{Quest | Image         =  Image:Hurnscaldminer.png  | Start         = 018-1, Hurn...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{I18n}}&lt;br /&gt;
{{Category_playerinfo}}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;float: right&amp;quot;  border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
| &lt;br /&gt;
{{Quest&lt;br /&gt;
| Image         =  [[Image:Hurnscaldminer.png]] &lt;br /&gt;
| Start         = 018-1, Hurnscald.&lt;br /&gt;
| Level         = 40 (required)&lt;br /&gt;
| Prerequisites = None&lt;br /&gt;
| Redoable      = Yes, forever.&lt;br /&gt;
| Reward        = 3000 GP, 300 XP&lt;br /&gt;
| Cost          = 10 Treasure Key, 35 Daily Points.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{Quest_dev&lt;br /&gt;
| Scenario     = [[User:Cinderweb|Cinderweb]]&lt;br /&gt;
| Programmer   = [[User:Cinderweb|Cinderweb]]&lt;br /&gt;
| Contributors = -&lt;br /&gt;
| Maps         = -&lt;br /&gt;
| Tiles        = -&lt;br /&gt;
| NPCs         = -&lt;br /&gt;
| Items        = -&lt;br /&gt;
| Sound_fx     = -&lt;br /&gt;
| Music        = -&lt;br /&gt;
| Testers      = -&lt;br /&gt;
}}  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Background Story ==&lt;br /&gt;
&lt;br /&gt;
The miners usually hang around at the entrance of the mine, taking a break from their daily business. Now that you are strong enough they ask you for a bit of help:&lt;br /&gt;
Apparently the miners in Hurnscald keep loosing their keys. Help them by providing 10 [[Treasure Key]]s!&lt;br /&gt;
&lt;br /&gt;
== Walkthrough ==&lt;br /&gt;
&lt;br /&gt;
You must have reached Level 40 to do this quest. This is a [[Daily Quests|Daily Quest]]: You can repeat each day until you have spent all your Daily Points.&lt;br /&gt;
&lt;br /&gt;
=== What To Do: ===&lt;br /&gt;
&lt;br /&gt;
* Give 10 [[Treasure Key]]s to the miner at the entrance of the Hurnscald Mines.&lt;br /&gt;
&lt;br /&gt;
=== Hints ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Treasure Key]] is dropped by:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Spider (5%)&lt;br /&gt;
* Archant (3%)&lt;br /&gt;
* Copper Slime (15%)&lt;br /&gt;
* Ice Element (7.5%)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rewards:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 300 XP&lt;br /&gt;
* 3000 GP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Cost:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 10 Treasure Keys&lt;br /&gt;
&lt;br /&gt;
[[Category:Quest]]&lt;/div&gt;</summary>
		<author><name>Chayenne</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=File:Hurnscaldminer.png&amp;diff=28415</id>
		<title>File:Hurnscaldminer.png</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=File:Hurnscaldminer.png&amp;diff=28415"/>
		<updated>2013-10-23T13:52:17Z</updated>

		<summary type="html">&lt;p&gt;Chayenne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Chayenne</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Revolt:Quests&amp;diff=28412</id>
		<title>Revolt:Quests</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Revolt:Quests&amp;diff=28412"/>
		<updated>2013-10-23T12:23:41Z</updated>

		<summary type="html">&lt;p&gt;Chayenne: /* Quests */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{I18n}}&lt;br /&gt;
{{Category_playerinfo}}&lt;br /&gt;
{{Status_green}}&lt;br /&gt;
&lt;br /&gt;
==Notes:==&lt;br /&gt;
* Experience point rewards will grant the total amount. There used to be a limit on experience awarded via quests, which would limit the total experience reward to raise you just one level. This is no longer true. Total experience is awarded even if you raise more than a single level while completing a quest.&lt;br /&gt;
* Under the quest&#039;s picture, near the level line, you will see a level. If you don&#039;t see &amp;quot;recommended&amp;quot; next to it, it means you need to be at least of the level written to start the quest.&lt;br /&gt;
* &#039;&#039;&#039;Click on the title&#039;&#039;&#039; of the following topics to see what hides behind!&lt;br /&gt;
&lt;br /&gt;
==[[Magic Quests]]==&lt;br /&gt;
You want to become the most powerful mage of the entire game? Just follow the instructions shown [[Magic Quests|here]] and you will be able to be a powerful mage.&lt;br /&gt;
&lt;br /&gt;
==[[Skills]]==&lt;br /&gt;
When you want to improve your abilities you have to raise your [[Skills|skills]] (Magic is a special kind of skill). There are:&lt;br /&gt;
*[[Skills#Basic Skills|Basic Skills]]&lt;br /&gt;
*[[Skills#Magic Skills|Magic Skills]] and&lt;br /&gt;
*[[Skills#Focus Skills|Focussable Skills]].&lt;br /&gt;
&lt;br /&gt;
==[[Daily Quests]]==&lt;br /&gt;
These quests are made to be able to win money each day. You need to collect a particular type of item and give it to the correct NPC. He will give you an amount of money and experience points according to the item.&lt;br /&gt;
==[[Annual Quests]]==&lt;br /&gt;
These quests happen yearly. Refer to the quests page for date and duration.&lt;br /&gt;
==[[Wedding Woodland|Wedding]]==&lt;br /&gt;
&#039;&#039;&#039;Marriage:&#039;&#039;&#039;&lt;br /&gt;
You can marry someone in game. Keep in mind that you are just playing a game that lets you be able to wear a wedding ring. After being married, a global annoucement will be made in the whole game. You can do your wedding near [[Wedding Woodland|Hurnscald]] or in [[Wedding Tulimshar|Tulimshar]].&lt;br /&gt;
&lt;br /&gt;
* Married players have an increased spell power when casting Life or Nature spells on their partner (i.e.: lum, inma, joyplim, betsanc). The power bonus is a bit more important if both wear their wedding rings. They can also use the &#039;&#039;#inzuwilt&#039;&#039; level 1 spell, which allows them to find their partner quicker when they both wear their wedding rings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Divorce:&#039;&#039;&#039;&lt;br /&gt;
You can divorce at the same places where you got married. There is a tax to get it: you have to pay 500 GP/level. Your partner doesn&#039;t necessarily need to be online and you don&#039;t need his/her agreement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning to Manaplus users&#039;&#039;&#039;: A Manaplus-TMW server incompatibility prevents the &amp;quot;marry&amp;quot; declaration to be correctly handled when you use colored text. Set your text color to default before marrying.&lt;br /&gt;
&lt;br /&gt;
==[[Candor]]==&lt;br /&gt;
This is a place where you can fight evil monsters with your friends. You will need to invite all your friends to be able to get to the end (level 2200). If you reach the end, you will win 100 Boss Points.&lt;br /&gt;
&lt;br /&gt;
==[[Quests]]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Useful&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Low Level (1-20)&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Medium Level (21-50)&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | High Level (50-99)&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | [[Daily Quests]]&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Other&lt;br /&gt;
|-&lt;br /&gt;
| [[Tutorial]]&lt;br /&gt;
| [[Forest Bow Quest]]&lt;br /&gt;
| [[Fertile Soil]]&lt;br /&gt;
| [[Pachua the Hermit Indian]]&lt;br /&gt;
| [[Riskim&#039;s Acorns]]&lt;br /&gt;
| [[Magic Quests]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Aidan And Ishi&#039;s Monster Points]]&lt;br /&gt;
| [[Wooden Shield Quest]]&lt;br /&gt;
| [[Bandit Quest]]&lt;br /&gt;
| [[Diseased Heart Quest]]&lt;br /&gt;
| [[Imec&#039;s Stingers]]&lt;br /&gt;
| [[Wedding Woodland]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Caul The Alchemist]]&lt;br /&gt;
| [[Well Quest]]&lt;br /&gt;
| [[Cat Ears Quest]]&lt;br /&gt;
| [[Demon Mask]]&lt;br /&gt;
| [[Arkim&#039;s Bat Wings]]&lt;br /&gt;
| [[Wedding Tulimshar]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Rauk The Alchemist]]&lt;br /&gt;
| [[Orum Quest]]&lt;br /&gt;
| [[Letter Quest]]&lt;br /&gt;
| [[Rossy Quest]]&lt;br /&gt;
| [[Arkim&#039;s Brother]]&lt;br /&gt;
| [[Candor]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Selim The Dyer]]&lt;br /&gt;
| [[Voltain&#039;s Dark Minds]]&lt;br /&gt;
| [[Robberies In Hurnscald]]&lt;br /&gt;
| [[Blue Sage Quest]]&lt;br /&gt;
| [[Doug&#039;s Cave Snake Lamps]]&lt;br /&gt;
| [[PvP Cave|Brodomir&#039;s PvP Cave]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Candide The Bleacher]]&lt;br /&gt;
| [[Newbie Graduation]]&lt;br /&gt;
| [[Short Sword Quest]]&lt;br /&gt;
| [[Setzer Quest]]&lt;br /&gt;
| [[Mike&#039;s Stingers]]&lt;br /&gt;
| [[Game Masters/Events|Game Master Events]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Iron Ingots]]&lt;br /&gt;
| [[Farmer&#039;s Scythe]]&lt;br /&gt;
| [[Helping With Experiments]]&lt;br /&gt;
| [[Heathin&#039;s Simple Rings]]&lt;br /&gt;
| [[Angela&#039;s Yellow Present Boxes]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Nicholas the Blacksmith]]&lt;br /&gt;
| [[Tulimshar Quests]]&lt;br /&gt;
| [[Bone Knife Quest]]&lt;br /&gt;
| [[Angela&#039;s Daughter]]&lt;br /&gt;
| [[Angela&#039;s White Present Boxes]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Agostine The Tailor]]&lt;br /&gt;
| [[Baktar&#039;s Tulimshar Items]]&lt;br /&gt;
| [[Bone Quest]]&lt;br /&gt;
| [[The Terranite Armor]]&lt;br /&gt;
| [[Hurnscald&#039;s Miner]]&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | [[Annual Quests|Annual]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Lora Tay The Legendary Seamstress]]&lt;br /&gt;
| [[Ayasha&#039;s Hide and Seek|Ayasha&#039;s Hide-and-Seek]]&lt;br /&gt;
| [[Orum and Waric follow-up quest]]&lt;br /&gt;
| [[Heathin&#039;s Terranite Arrows]]&lt;br /&gt;
| &lt;br /&gt;
| [[Shannon&#039;s Bowler Hat]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| [[Imec&#039;s Petition]]&lt;br /&gt;
| &lt;br /&gt;
| [[Feeding The Wolf]]&lt;br /&gt;
| &lt;br /&gt;
| [[The Lost Hitchhiker]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| [[Anwar&#039;s field]]&lt;br /&gt;
| &lt;br /&gt;
| [[Headless Man&#039;s Helmet]]&lt;br /&gt;
| &lt;br /&gt;
| [[Easter Eggs Hunt]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| [[Kylian the Businessman]]&lt;br /&gt;
| &lt;br /&gt;
| [[Love Triangle Quest]]&lt;br /&gt;
| &lt;br /&gt;
| [[Oscar&#039;s Pumpkins]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| [[Agostine&#039;s Dream Dress]]&lt;br /&gt;
| &lt;br /&gt;
| [[Quest Of Snowman|Snowman&#039;s sweets]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| [[The Illia Sisters]]&lt;br /&gt;
| &lt;br /&gt;
| [[Santa&#039;s Stolen Presents]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| [[Milly&#039;s Hero]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Chayenne</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Revolt:Quests&amp;diff=28411</id>
		<title>Revolt:Quests</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Revolt:Quests&amp;diff=28411"/>
		<updated>2013-10-23T12:20:17Z</updated>

		<summary type="html">&lt;p&gt;Chayenne: Added Hurnscald&amp;#039;s Miner daily quest.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{I18n}}&lt;br /&gt;
{{Category_playerinfo}}&lt;br /&gt;
{{Status_green}}&lt;br /&gt;
&lt;br /&gt;
==Notes:==&lt;br /&gt;
* Experience point rewards will grant the total amount. There used to be a limit on experience awarded via quests, which would limit the total experience reward to raise you just one level. This is no longer true. Total experience is awarded even if you raise more than a single level while completing a quest.&lt;br /&gt;
* Under the quest&#039;s picture, near the level line, you will see a level. If you don&#039;t see &amp;quot;recommended&amp;quot; next to it, it means you need to be at least of the level written to start the quest.&lt;br /&gt;
* &#039;&#039;&#039;Click on the title&#039;&#039;&#039; of the following topics to see what hides behind!&lt;br /&gt;
&lt;br /&gt;
==[[Magic Quests]]==&lt;br /&gt;
You want to become the most powerful mage of the entire game? Just follow the instructions shown [[Magic Quests|here]] and you will be able to be a powerful mage.&lt;br /&gt;
&lt;br /&gt;
==[[Skills]]==&lt;br /&gt;
When you want to improve your abilities you have to raise your [[Skills|skills]] (Magic is a special kind of skill). There are:&lt;br /&gt;
*[[Skills#Basic Skills|Basic Skills]]&lt;br /&gt;
*[[Skills#Magic Skills|Magic Skills]] and&lt;br /&gt;
*[[Skills#Focus Skills|Focussable Skills]].&lt;br /&gt;
&lt;br /&gt;
==[[Daily Quests]]==&lt;br /&gt;
These quests are made to be able to win money each day. You need to collect a particular type of item and give it to the correct NPC. He will give you an amount of money and experience points according to the item.&lt;br /&gt;
==[[Annual Quests]]==&lt;br /&gt;
These quests happen yearly. Refer to the quests page for date and duration.&lt;br /&gt;
==[[Wedding Woodland|Wedding]]==&lt;br /&gt;
&#039;&#039;&#039;Marriage:&#039;&#039;&#039;&lt;br /&gt;
You can marry someone in game. Keep in mind that you are just playing a game that lets you be able to wear a wedding ring. After being married, a global annoucement will be made in the whole game. You can do your wedding near [[Wedding Woodland|Hurnscald]] or in [[Wedding Tulimshar|Tulimshar]].&lt;br /&gt;
&lt;br /&gt;
* Married players have an increased spell power when casting Life or Nature spells on their partner (i.e.: lum, inma, joyplim, betsanc). The power bonus is a bit more important if both wear their wedding rings. They can also use the &#039;&#039;#inzuwilt&#039;&#039; level 1 spell, which allows them to find their partner quicker when they both wear their wedding rings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Divorce:&#039;&#039;&#039;&lt;br /&gt;
You can divorce at the same places where you got married. There is a tax to get it: you have to pay 500 GP/level. Your partner doesn&#039;t necessarily need to be online and you don&#039;t need his/her agreement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning to Manaplus users&#039;&#039;&#039;: A Manaplus-TMW server incompatibility prevents the &amp;quot;marry&amp;quot; declaration to be correctly handled when you use colored text. Set your text color to default before marrying.&lt;br /&gt;
&lt;br /&gt;
==[[Candor]]==&lt;br /&gt;
This is a place where you can fight evil monsters with your friends. You will need to invite all your friends to be able to get to the end (level 2200). If you reach the end, you will win 100 Boss Points.&lt;br /&gt;
&lt;br /&gt;
==[[Quests]]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Useful&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Low Level (1-20)&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Medium Level (21-50)&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | High Level (50-99)&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | [[Daily Quests]]&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Other&lt;br /&gt;
|-&lt;br /&gt;
| [[Tutorial]]&lt;br /&gt;
| [[Forest Bow Quest]]&lt;br /&gt;
| [[Fertile Soil]]&lt;br /&gt;
| [[Pachua the Hermit Indian]]&lt;br /&gt;
| [[Riskim&#039;s Acorns]]&lt;br /&gt;
| [[Magic Quests]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Aidan And Ishi&#039;s Monster Points]]&lt;br /&gt;
| [[Wooden Shield Quest]]&lt;br /&gt;
| [[Bandit Quest]]&lt;br /&gt;
| [[Diseased Heart Quest]]&lt;br /&gt;
| [[Imec&#039;s Stingers]]&lt;br /&gt;
| [[Wedding Woodland]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Caul The Alchemist]]&lt;br /&gt;
| [[Well Quest]]&lt;br /&gt;
| [[Cat Ears Quest]]&lt;br /&gt;
| [[Demon Mask]]&lt;br /&gt;
| [[Arkim&#039;s Bat Wings]]&lt;br /&gt;
| [[Wedding Tulimshar]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Rauk The Alchemist]]&lt;br /&gt;
| [[Orum Quest]]&lt;br /&gt;
| [[Letter Quest]]&lt;br /&gt;
| [[Rossy Quest]]&lt;br /&gt;
| [[Arkim&#039;s Brother]]&lt;br /&gt;
| [[Candor]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Selim The Dyer]]&lt;br /&gt;
| [[Voltain&#039;s Dark Minds]]&lt;br /&gt;
| [[Robberies In Hurnscald]]&lt;br /&gt;
| [[Blue Sage Quest]]&lt;br /&gt;
| [[Doug&#039;s Cave Snake Lamps]]&lt;br /&gt;
| [[PvP Cave|Brodomir&#039;s PvP Cave]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Candide The Bleacher]]&lt;br /&gt;
| [[Newbie Graduation]]&lt;br /&gt;
| [[Short Sword Quest]]&lt;br /&gt;
| [[Setzer Quest]]&lt;br /&gt;
| [[Mike&#039;s Stingers]]&lt;br /&gt;
| [[Game Masters/Events|Game Master Events]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Iron Ingots]]&lt;br /&gt;
| [[Farmer&#039;s Scythe]]&lt;br /&gt;
| [[Helping With Experiments]]&lt;br /&gt;
| [[Heathin&#039;s Simple Rings]]&lt;br /&gt;
| [[Angela&#039;s Yellow Present Boxes]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Nicholas the Blacksmith]]&lt;br /&gt;
| [[Tulimshar Quests]]&lt;br /&gt;
| [[Bone Knife Quest]]&lt;br /&gt;
| [[Angela&#039;s Daughter]]&lt;br /&gt;
| [[Angela&#039;s White Present Boxes]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Agostine The Tailor]]&lt;br /&gt;
| [[Baktar&#039;s Tulimshar Items]]&lt;br /&gt;
| [[Bone Quest]]&lt;br /&gt;
| [[The Terranite Armor]]&lt;br /&gt;
| [[Hurnscald&#039;s Miner]]&lt;br /&gt;
| &lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | [[Annual Quests|Annual]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Lora Tay The Legendary Seamstress]]&lt;br /&gt;
| [[Ayasha&#039;s Hide and Seek|Ayasha&#039;s Hide-and-Seek]]&lt;br /&gt;
| [[Orum and Waric follow-up quest]]&lt;br /&gt;
| [[Heathin&#039;s Terranite Arrows]]&lt;br /&gt;
| &lt;br /&gt;
| [[Shannon&#039;s Bowler Hat]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| [[Imec&#039;s Petition]]&lt;br /&gt;
| &lt;br /&gt;
| [[Feeding The Wolf]]&lt;br /&gt;
| &lt;br /&gt;
| [[The Lost Hitchhiker]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| [[Anwar&#039;s field]]&lt;br /&gt;
| &lt;br /&gt;
| [[Headless Man&#039;s Helmet]]&lt;br /&gt;
| &lt;br /&gt;
| [[Easter Eggs Hunt]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| [[Kylian the Businessman]]&lt;br /&gt;
| &lt;br /&gt;
| [[Love Triangle Quest]]&lt;br /&gt;
| &lt;br /&gt;
| [[Oscar&#039;s Pumpkins]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| [[Agostine&#039;s Dream Dress]]&lt;br /&gt;
| &lt;br /&gt;
| [[Quest Of Snowman|Snowman&#039;s sweets]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| [[The Illia Sisters]]&lt;br /&gt;
| &lt;br /&gt;
| [[Santa&#039;s Stolen Presents]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| [[Milly&#039;s Hero]]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Chayenne</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Ru:Doug%27s_Cave_Snake_Lamps&amp;diff=28394</id>
		<title>Ru:Doug&#039;s Cave Snake Lamps</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Ru:Doug%27s_Cave_Snake_Lamps&amp;diff=28394"/>
		<updated>2013-10-22T08:27:41Z</updated>

		<summary type="html">&lt;p&gt;Chayenne: Corrected rewards and requirements.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{I18n}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:250%&amp;quot; class=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Лампы пещерных змей&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{.Ru:Quest&lt;br /&gt;
|Картинка       = [[Image:Dougcavesnakelamps.png]]&lt;br /&gt;
|Начало         = 010-2 Бухта Димонда&lt;br /&gt;
|Уровень        = 15&lt;br /&gt;
|Награда        = 1500 EXP, 1000 зм&lt;br /&gt;
|Цена          = 5 ламп пещерных змей&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Что делать:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# В ущелье Димонда можно попасть так: через южные ворота Хурскалда идите на юг до поворота главной дороги, поверните на запад и идите до перекрёстка в следующей карте, поверните на юг и идите до большого здания - это и есть бухта Димонда. Поднимитесь на 3 этаж и поговорите с Дагом (Doug) в левой части.&lt;br /&gt;
# Даг скажет, что ему нужно 5 ламп пещерных змей (Cave Snake Lamps) для освещения своей комнаты. &lt;br /&gt;
# В награду он выдаст вам опыт и монеты.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Намёки:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Пещерные змеи с небольшой вероятностью (0.4%) роняют джинсовые шорты (Jeans Shorts) (+4 защита).&lt;br /&gt;
* Одно из мест, где можно поохотиться на пещерных змей - это Змеиная пещера, куда можно попасть двумя способами: через пещеру [[Ru:Arkim&#039;s_Bat_Wings|Аркима]]: от бухты Димонда идите по дороге на север, на перекрёстке тоже на север к самому северному выходу, на следующей карте прямо по дорожке до входа в пещеру Аркима, внутри идите через южный выход. Либо войдите в гостинице Хурнскалда в подвал (дверь в юго-восточном углу гостиницы), п подвале на юг в пещеру под Хурнскалдом, там по красному ковру до крайней западной точки.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Лампа пещерной змеи из:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Пещерная змея (Cave Snakes) (8%) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Награды:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1500 опыт &lt;br /&gt;
* 1000 зм&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Цена:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* 5 ламп пещерных змей (Cave Snake Lamps)&lt;/div&gt;</summary>
		<author><name>Chayenne</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Id:Doug%27s_Cave_Snake_Lamps&amp;diff=28393</id>
		<title>Id:Doug&#039;s Cave Snake Lamps</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Id:Doug%27s_Cave_Snake_Lamps&amp;diff=28393"/>
		<updated>2013-10-22T08:26:32Z</updated>

		<summary type="html">&lt;p&gt;Chayenne: Corrected rewards and requirements.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{I18n}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:250%&amp;quot; class=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Lampu Ular Goa Doug&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{.Id:Quest&lt;br /&gt;
|Gambar         = [[Image:Dougcavesnakelamps.png]]&lt;br /&gt;
|Mulai          = 010-2 Dimond&#039;s Cove&lt;br /&gt;
|Tingkat        = 15&lt;br /&gt;
|Hadiah         = 1500 EXP dan 1000 GP&lt;br /&gt;
|Biaya          = 5 buah &amp;quot;Cave Snake Lamp&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hal yang harus dilakukan:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Pergilah ke Dimond&#039;s Cove. untuk ke sana, keluarlah dari selatan kota [[Hurnscald]]. Pada ujung jalan ambil arah barat, pada perpotongan jalan yang berbentuk &amp;quot;T&amp;quot;, lalu ikutilah terus jalan yang terbentuk dari batu tersebut,Sampai anda bertemu bangunan besar diseberang kiri anda. Naiklah ke lantai tiga untuk bertemu dengan Doug (pada bagian kiri).&lt;br /&gt;
# Berbicaralah dengan Doug, anda akan diberitahu bahwa dia membutuhkan 5 buah &amp;quot;Cave Snake Lamp&amp;quot; untuk menerangi ruangannya didalam hotel ini. &lt;br /&gt;
# Pergilah dan carilah cave snake lamp.&lt;br /&gt;
# Kembali pada Doug dan berikan cave snake lamp tersebut untuk mendapatkan hadiah anda.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Petunjuk:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Cave Snakes memiliki kemungkinan kecil (0.4%) untuk menjatuhkan &amp;quot;Jeans Shorts&amp;quot; (+4 Pertahanan).&lt;br /&gt;
* Ada satu tempat yang dapat anda kunjungi untuk bertemu dengan &amp;quot;Cave Snake&amp;quot;, keluar dari Dimond&#039;s Cove, ambil arah utara, pada jalan yang sama dengan jalan anda kemari. Setelah itu anda akan melihat jalan berbatu dengan banyak arah, ambilah yang ke arah utara, dan terus ikuti arah tersebut. Itu akan mengarah ke area kecil, dimana anda dapat melihat goa disisi kanan. Masukilah goa yang terdekat tersebut (ini adalah salah satu goa kelalawar). Saat didalam goa, ambil arah utara, dan ambilah jalan masuk tersebut. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Snake Lamp dijatuhkan oleh:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Cave Snakes (8%) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hadiah:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1,500 EXP &lt;br /&gt;
* 1,000 GP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Biaya:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* 5 buah &amp;quot;Cave Snake Lamp&amp;quot;&lt;/div&gt;</summary>
		<author><name>Chayenne</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Fr:Doug%27s_Cave_Snake_Lamps&amp;diff=28392</id>
		<title>Fr:Doug&#039;s Cave Snake Lamps</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Fr:Doug%27s_Cave_Snake_Lamps&amp;diff=28392"/>
		<updated>2013-10-22T08:25:30Z</updated>

		<summary type="html">&lt;p&gt;Chayenne: Corrected rewards and requirements.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{I18n}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:250%&amp;quot; class=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Les Lampes de Doug&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{.Fr:Quest&lt;br /&gt;
|Image         = [[Image:Dougcavesnakelamps.png]]&lt;br /&gt;
|Début         = 010-2 Dimond&#039;s Cove&lt;br /&gt;
|Niveau        = 15&lt;br /&gt;
|Récompense    = 1 500 EXP, 1 000 GP&lt;br /&gt;
|Coût          = 5 Cave Snake Lamps&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Que Faire :&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Dirigez-vous vers Dimond&#039;s Cove. Pour y aller, Partez de [[Hurnscald]], dirigez-vous au sud. Quand vous arrivez au bout du chemin, allez à l&#039;ouest, puis suivez la route au sud jusqu&#039;à atteindre un grand bâtiment. Allez parler à Doug au troisième étage.&lt;br /&gt;
# Il vous dira qu&#039;il a besoin de 5 Cave Snake Lamps pour éclairer les salles. &lt;br /&gt;
# Allez récupérer les Cave Snake Lamps.&lt;br /&gt;
# Donnez-les lui pour obtenir votre récompense.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Astuces :&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Les Cave Snakes ont également une faible probabilité (0,4%) de déposer des Jeans Shorts (+4 Défense).&lt;br /&gt;
* Vous pouvez trouver des Cave Snakes en partant tout au nord de Dimond&#039;s Cove. Vous arriverez dans une petite zone, où il y aura une grotte sur la droite. Entrez dans la plus proche, dirigez-vous alors au nord.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Snake Lamps sont déposées par :&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Cave Snakes (8%) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Récompenses :&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1 500 EXP &lt;br /&gt;
* 1 000 GP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coût Total :&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* 5 Cave Snake Lamps&lt;/div&gt;</summary>
		<author><name>Chayenne</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Es:Doug%27s_Cave_Snake_Lamps&amp;diff=28391</id>
		<title>Es:Doug&#039;s Cave Snake Lamps</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Es:Doug%27s_Cave_Snake_Lamps&amp;diff=28391"/>
		<updated>2013-10-22T08:24:00Z</updated>

		<summary type="html">&lt;p&gt;Chayenne: Corrected rewards and requirements.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{I18n}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:250%&amp;quot; class=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Doug y las Lámparas&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{.Es:Quest&lt;br /&gt;
|Imagen        = [[Image:Dougcavesnakelamps.png]]&lt;br /&gt;
|Comienzo      = 010-2 Dimond&#039;s Cove&lt;br /&gt;
|Nivel         = 15&lt;br /&gt;
|Recompensa    = 1500 EXP, 1000 GP&lt;br /&gt;
|Costo         = 5 Cave Snake Lamps&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Que hacer:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Diríjase a Dimond&#039;s Cove. Para llegar allí, diríjase al sur de [[Hurnscald]]. Al final de la intersección T, diríjase al oeste; luego siga el camino hasta el final de las curvas, hasta que encuentre un edificio a la izquierda. Suba hasta el tercer piso para encontrar a Doug (a la izquierda).  &lt;br /&gt;
# Hable con Doug, le dirá que necesita 5 Cave Snake Lamps para darle luz a los cuartos del hotel. &lt;br /&gt;
# Vaya y recolecte las cave snake lamps.&lt;br /&gt;
# Regrese a donde Doug y dele las lámparas (Cave Snake Lamps) para obtener su recompensa. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pistas:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Las &amp;quot;Cave Snakes&amp;quot; tienen una probabilidad baja (0.4%) de dejar caer Jeans Shorts (+4 Defensa).&lt;br /&gt;
* Un lugar en donde puede encontrar Cave Snakes es al salir de Dimond&#039;s Cove, diríjase al Norte igual de como llego. El lugar de tomar las curvas, sígalo directo al norte por el camino. Llegará a un área pequeño, donde vera una cueva a su derecha. Entre a la cueva más cercana (esta es la de los murciélagos). Al estar en la cueva, diríjase al norte y entre por el pasadizo.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Snake Lamps se obtienen de:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Cave Snakes (8%) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recompensas:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1500 EXP &lt;br /&gt;
* 1000 GP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costo Total:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* 5 Cave Snake Lamps&lt;/div&gt;</summary>
		<author><name>Chayenne</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=De:Doug%27s_Cave_Snake_Lamps&amp;diff=28390</id>
		<title>De:Doug&#039;s Cave Snake Lamps</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=De:Doug%27s_Cave_Snake_Lamps&amp;diff=28390"/>
		<updated>2013-10-22T08:22:26Z</updated>

		<summary type="html">&lt;p&gt;Chayenne: Corrected rewards and requirements.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{I18n}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:250%&amp;quot; class=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Schlangenlaternen für Doug&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{.De:Quest&lt;br /&gt;
|Bild          = [[Image:Dougcavesnakelamps.png]]&lt;br /&gt;
|Anfang        = 010-2 Dimond&#039;s Cove&lt;br /&gt;
|Stufe         = 15&lt;br /&gt;
|Wiederholbar  = Ja, immer&lt;br /&gt;
|Belohnung     = 1500 EXP, 1000 GP&lt;br /&gt;
|Kosten        = 5 Cave Snake Lamps&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Was zu machen ist:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Die Reise zum Dimond&#039;s Cove beginnt südlich von [[Hurnscald]]. Bei der T-Kreuzung des Weges halte Dich westlich. Folge der Straße bis du links ein großes Haus siehst. Im 3.Stock auf der linken Seite ist Doug.&lt;br /&gt;
# Rede mit Doug. Er erzählt das 5 Cave Snake Lamps gebraucht werden um die Taverne zu beleuchten.&lt;br /&gt;
# Geh los und sammle die Cave Snake Lamps.&lt;br /&gt;
# Kehre zu Doug zurück und tausche die Cave Snake Lamps für deine Belohnung.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hinweis:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Mit viel Glück (0.4%) hinterlässt eine Cave Snakes ein Paar Jeans Shorts (+4 Defense) für dich.&lt;br /&gt;
* Ein guter Platz um Cave Snakes zu finden ist nördlich von Dimond&#039;s Cove. Gehe nordwärts auf demselben Weg auf den du gekommen bist, aber halte dich immer nordwärts. Auf der rechten Seite ist dann ein Höhleneingang, in den du eintrittst (dies eine der Fledermaushöhlen).&lt;br /&gt;
* Der nördliche Durchgang führt dich tiefer in die Höhle hinein. Du bist in einer riesigen Höhlenlandschaft rund um einen Untergrundsee, die Heimat der Cave Snakes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cave Snake Lamps hinterlassen:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Cave Snakes (8%) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Belohnung:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1500 EXP &lt;br /&gt;
* 1000 GP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kosten:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* 5 Cave Snake Lamps&lt;/div&gt;</summary>
		<author><name>Chayenne</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Doug%27s_Cave_Snake_Lamps&amp;diff=28389</id>
		<title>Doug&#039;s Cave Snake Lamps</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Doug%27s_Cave_Snake_Lamps&amp;diff=28389"/>
		<updated>2013-10-22T08:19:51Z</updated>

		<summary type="html">&lt;p&gt;Chayenne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{I18n}}&lt;br /&gt;
&lt;br /&gt;
{{Quest&lt;br /&gt;
|Image         = [[Image:Dougcavesnakelamps.png]]&lt;br /&gt;
|Start         = 010-2 Dimond&#039;s Cove&lt;br /&gt;
|Level         = 15&lt;br /&gt;
|Redoable      = Yes, forever&lt;br /&gt;
|Reward        = 1500 EXP, 1000 GP&lt;br /&gt;
|Cost          = 5 Cave Snake Lamps, 10 Daily Points&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What To Do:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Head to Dimond&#039;s Cove. To get there, head south of [[Hurnscald]]. Head west at the end, at the T intersection, then follow the road all the way past the bends, until you come across a large building on the left. Go up to the third floor to find Doug (on the left).&lt;br /&gt;
# Talk to Doug, who tells you that he needs 5 Cave Snake Lamps to light up the rooms at the inn. &lt;br /&gt;
# Go and gather the cave snake lamps.&lt;br /&gt;
# Return to Doug and give him the cave snake lamps for your reward.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hints:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Cave Snakes have a low probability (0.4%) of dropping Jeans Shorts (+4 Defense).&lt;br /&gt;
* One place that you can find Cave Snakes by heading out of Dimond&#039;s Cove, and heading north, the same way you came. Instead of turning at all of the bends, follow it straight up north, up the track. It leads to a small area, where you will see a cave on the right. Enter the closest cave (this is one of the bat caves). When in the cave, head north, and go through the passageway. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Snake Lamps are dropped by:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Cave Snakes (8%) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rewards:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1500 EXP &lt;br /&gt;
* 1000 GP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Cost:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* 5 Cave Snake Lamps&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Quest]]&lt;/div&gt;</summary>
		<author><name>Chayenne</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Doug%27s_Cave_Snake_Lamps&amp;diff=28388</id>
		<title>Doug&#039;s Cave Snake Lamps</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Doug%27s_Cave_Snake_Lamps&amp;diff=28388"/>
		<updated>2013-10-22T08:17:58Z</updated>

		<summary type="html">&lt;p&gt;Chayenne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{I18n}}&lt;br /&gt;
&lt;br /&gt;
{{Quest&lt;br /&gt;
|Image         = [[Image:Dougcavesnakelamps.png]]&lt;br /&gt;
|Start         = 010-2 Dimond&#039;s Cove&lt;br /&gt;
|Level         = 15&lt;br /&gt;
|Redoable      = Yes, forever&lt;br /&gt;
|Reward        = 1500 EXP, 1000 GP&lt;br /&gt;
|Cost          = 5 Cave Snake Lamps, 10 daily points&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What To Do:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Head to Dimond&#039;s Cove. To get there, head south of [[Hurnscald]]. Head west at the end, at the T intersection, then follow the road all the way past the bends, until you come across a large building on the left. Go up to the third floor to find Doug (on the left).&lt;br /&gt;
# Talk to Doug, who tells you that he needs 5 Cave Snake Lamps to light up the rooms at the inn. &lt;br /&gt;
# Go and gather the cave snake lamps.&lt;br /&gt;
# Return to Doug and give him the cave snake lamps for your reward.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hints:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Cave Snakes have a low probability (0.4%) of dropping Jeans Shorts (+4 Defense).&lt;br /&gt;
* One place that you can find Cave Snakes by heading out of Dimond&#039;s Cove, and heading north, the same way you came. Instead of turning at all of the bends, follow it straight up north, up the track. It leads to a small area, where you will see a cave on the right. Enter the closest cave (this is one of the bat caves). When in the cave, head north, and go through the passageway. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Snake Lamps are dropped by:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Cave Snakes (8%) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rewards:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1500 EXP &lt;br /&gt;
* 1000 GP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Cost:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* 5 Cave Snake Lamps&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Quest]]&lt;/div&gt;</summary>
		<author><name>Chayenne</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Development:Mapping_Tutorial&amp;diff=28377</id>
		<title>Development:Mapping Tutorial</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Development:Mapping_Tutorial&amp;diff=28377"/>
		<updated>2013-10-12T19:55:57Z</updated>

		<summary type="html">&lt;p&gt;Chayenne: /* Use Python Tool */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_green}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This tutorial is still based on the old, java-based version of Tiled, not on the rewrite based on QT. While most TMW-specific information in this article still applies, some GUI elements might not be where this guide describes them.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
Making maps for The Mana World is not a task that requires a lot of knowledge but is a very good way to become creative and help the game to become more attractive. But getting started can be a little frustrating. Here is a guide that will help you to learn how to make maps.&lt;br /&gt;
&lt;br /&gt;
=== Folders ===&lt;br /&gt;
You need to use a certain folder structure when mapping for TMW:&lt;br /&gt;
*(some folder)&lt;br /&gt;
**graphics&lt;br /&gt;
***tiles&lt;br /&gt;
****The graphics for the tilesets (png files)&lt;br /&gt;
**tilesets&lt;br /&gt;
***The external tilesets (tsx files)&lt;br /&gt;
**maps&lt;br /&gt;
***The actual maps (tmx files)&lt;br /&gt;
&lt;br /&gt;
=== How to get Tiled ===&lt;br /&gt;
The map editor we are using is called Tiled. You can find it at http://mapeditor.org/.&lt;br /&gt;
&lt;br /&gt;
=== Setting up the data files ===&lt;br /&gt;
&lt;br /&gt;
To create a map, you will first need some graphics, as well as existing maps to use for reference.&lt;br /&gt;
&lt;br /&gt;
You can get all the files in the right directory structure by cloning the &amp;quot;tmwdata&amp;quot; project from our [[Git repository]].&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can use the data files that are downloaded while playing the game.  When you downloaded TMW as an installer packet, all map graphics were downloaded at the start of TMW from the update server and stored in the subfolder &amp;quot;\.tmw\updates&amp;quot; of your home directory as zip archives. Unpack these into the &amp;quot;data&amp;quot; subfolder of your TMW installation.&lt;br /&gt;
&lt;br /&gt;
=== Setting up Tiled for making TMW Maps ===&lt;br /&gt;
&lt;br /&gt;
Tiled is a map editor that isn&#039;t made specifically for TMW. That means it has a lot of options and settings we don&#039;t need. &lt;br /&gt;
[[Image:Maptutorial_Newmap.png|right|Settings for a new tmw map]]&lt;br /&gt;
To create a new map, press File-&amp;gt;New. Use the following settings:&lt;br /&gt;
&lt;br /&gt;
* Map Type: Orthogonal&lt;br /&gt;
* Tile Size: 32x32&lt;br /&gt;
* Tile Spacing: 0&lt;br /&gt;
* Map Size: Should be at least 60x60 but not larger than 200x200 (although the theoretical maximum is much higher). A 20 tile border around the outside of every map is needed ([[Map development/Border|diagram]]). Additionally, a 20 tile border is recommended between rooms for indoor maps; this is to prevent more than one room from showing at a time on the client.&lt;br /&gt;
** In the Argaes woodland, outdoor maps should be 150x120, including the 20 tile border.&lt;br /&gt;
&lt;br /&gt;
=== Importing tilesets ===&lt;br /&gt;
[[Image:Maptutorial_Newtileset.png|right|Settings for importing a tileset]]&lt;br /&gt;
Now you have to choose the tilesets you want to use on the map. To import a tileset, select Tilesets-&amp;gt;Add External Tileset and select the appropriate tsx file from ../tilesets/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you need to add a tileset that has never been used before:&lt;br /&gt;
* Choose Map-&amp;gt;New Tileset:&lt;br /&gt;
* Hit browse and select the tileset from graphics/tiles/. The name will be auto-filled.&lt;br /&gt;
* If the tileset is oversized, adjust the tile height (to 64 for an _x2 tileset; 96 for an _x3, etc.)&lt;br /&gt;
* Click OK.&lt;br /&gt;
* In the tileset pane, click the &amp;quot;export&amp;quot; button and browse to the ../tilesets/ directory. Save it with the same name, but with a .tsx extension.&lt;br /&gt;
&lt;br /&gt;
Please try to import tilesets in the same order as other maps, and try to eliminate unused tilesets except when necessary to preserve the order. Add remaining tilesets at the end.&lt;br /&gt;
&lt;br /&gt;
You can list the tileset order of existing maps by running tools/list-tileset-order.&lt;br /&gt;
&lt;br /&gt;
The collision tileset should always be first, and the most-used tileset second. This is a good indicator of which existing pattern to follow, or whether you have enough justification to make a new order.&lt;br /&gt;
&lt;br /&gt;
=== Starting to map ===&lt;br /&gt;
Now you can finally start to map. To place tiles on the map, select the pen tool from the toolbox to the left. Then select a tile from the tile palette. Now you can place the tiles on the map. Please, always take notice of what layer you are drawing on, because the layers play different roles:&lt;br /&gt;
*Use a layer beneath the &amp;quot;Fringe&amp;quot; layer for tiles without transparency. The layers beneath fringe have to be filled completely before you can call the map finished. When there are partially transparent tiles without completely opaque tiles on a layer below, strange graphic bugs will appear in the empty area.&lt;br /&gt;
*The &amp;quot;Fringe&amp;quot; Layer itself is for oversized tiles which have to be drawn in front of or behind moving objects, depending on their location. This sorting takes up CPU, making the game run slower. Thus, you should only use this layer for the tiles which have to use it.&lt;br /&gt;
*Layers above the &amp;quot;Fringe&amp;quot; layer are always drawn over the map sprites. It should be used for objects which are meant to look as if they are far above the game area. Keep in mind that there are also monsters which are larger than player characters.&lt;br /&gt;
*The &amp;quot;Collision&amp;quot; Layer isn&#039;t displayed in the game. It contains information about which parts of the map are walkable and which aren&#039;t. Don&#039;t put any tiles on this layer except for the red collision tiles from the collision tileset.&lt;br /&gt;
&lt;br /&gt;
When you are finished with your map, you have to determine which tiles are walkable and which aren&#039;t. To do so, mark all tiles you want to be blocked with the red squares from the collision tileset on the collision layer. Be careful that even if a tile is not reachable, but is walkable, the server can spawn monsters there which can not be killed by the players because they can&#039;t reach them. This will eventually lead to all monsters accumulating in the unreachable area until there are no monsters left in the reachable areas. &lt;br /&gt;
&lt;br /&gt;
You can check if you did this properly by saving the map, zooming out until the entire map is visible, hiding all layers except for the collision layer, and then using the flood fill tool with the cross tile on the empty area. Any tiles which are still unmarked are not reachable by the players.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Be aware that you need a border of about 20 tiles in every direction that should not be walkable, but should be designed properly ([[Map development/Border|diagram]])&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Testing your map ===&lt;br /&gt;
&lt;br /&gt;
To test your map, you have to replace one of the maps in your TMW folder (in the sub folder data/maps). When you start the game and go to the map you replaced you will see your new map. You will see monsters and other players on the map, but don&#039;t worry-- the other players still see their version of the map, and they won&#039;t see you walk through walls. Just ignore them while you explore your map.&lt;br /&gt;
&lt;br /&gt;
Sometimes your changed map is overridden by a new version of the map in the updates. In that case, you won&#039;t see any changes when you change or even remove a map. When you encounter this problem, either skip the update loading by starting tmw with the parameter &amp;quot;-u&amp;quot;, or delete the file you want to change in all the zip archives you find in the subfolder /updates/.&lt;br /&gt;
&lt;br /&gt;
== Intermediate topics ==&lt;br /&gt;
&lt;br /&gt;
=== Over sized tiles ===&lt;br /&gt;
&lt;br /&gt;
You might have noticed the tilesets ending with _x2.png or _x3.png contain graphics that are two or three tiles high. The graphics engine recognizes these oversized tiles when they are placed and automatically draws sprites in front of them when they are south of them and behind them when they are north of them. When importing a _x2 tileset, set the tile height to 64; when importing a _x3 tileset, set it to 96.&lt;br /&gt;
&lt;br /&gt;
=== The Stamp ===&lt;br /&gt;
&lt;br /&gt;
The Stamp Feature is a powerful feature of Tiled that is hard to find but can save a lot of time. It allows you to do quick copy/pasting of a part of a layer. This allows you to draw objects consisting of multiple tiles very quick. Just select the pen tool, press the right mouse button, and drag the mouse over the tiles you want to copy. Now you can draw the whole square of tiles over and over again with a single left click. To return to the normal drawing mode, just select the pen tool again or choose a tile from the tile palette.&lt;br /&gt;
&lt;br /&gt;
=== Making two maps with a fluent transition ===&lt;br /&gt;
&lt;br /&gt;
When you create an outdoor map, it is most likely supposed to be adjacent to an existing map. In this case, the transmission from one map to the other should be as seamless as possible. This can only be reached when the border areas of both maps are identical. Unfortunately, Tiled can&#039;t copy/paste between different maps (well, it is possible, but it only works correctly when both maps use exactly the same tilesets in exactly the same order), so we developed a command-line based program called TMXcopy for this task. You can find the sourcecode on the GIT repository in the folder http://gitorious.org/tmw/mainline/trees/master/tools/tmxcopy . A compiled windows binary can be found at http://www.crushnet.org/TempFiles/tmw/tmxcopy.zip .&lt;br /&gt;
&lt;br /&gt;
An introduction on how to use this program is described in its [http://gitorious.org/tmw/mainline/blobs/HEAD/tools/tmxcopy/readme.txt readme file].&lt;br /&gt;
&lt;br /&gt;
To create a map adjacent to an existing one, you should:&lt;br /&gt;
# Create the new map as described above, and save it.&lt;br /&gt;
# Use TMXcopy to copy the border area of the old map to the opposite side of the new map. The area should have the double width of the unwalkable area.&lt;br /&gt;
# Open the new map and check if the copying worked correctly. Then modify the lower three layers of the copied area to fit into your map. While doing so, you should focus on the half of the new area that is inside the walkable area of your map. The half that lies in the border zone of your map should not be modified too much because it is part of the old map.&lt;br /&gt;
# Use TMXCopy to copy the new area from the new map back to the old map.&lt;br /&gt;
# Update the collision layers on both maps.&lt;br /&gt;
&lt;br /&gt;
Now the border area should be visually identical on both maps. The only difference should be that the unwalkable areas are switched. When sending the map to the team, remember to include the new version of the old map.&lt;br /&gt;
&lt;br /&gt;
=== Ambient effects ===&lt;br /&gt;
[[Image:Maptutorial_Overlayproperties.png|right|Example for 3 independent scrolling overlays]]&lt;br /&gt;
Ambient Effects are a new feature in TMW 0.0.21. They are either background images drawn at places where you place no tiles or tiles with transparency or they are transparent graphics that will be drawn over your map. All these graphics can scroll independent. They can be used to create a variety of special effects like weather, darkness etc.&lt;br /&gt;
&lt;br /&gt;
To add ambient effects to your map open your map with Tiled and click Map-&amp;gt;Properties to open the map properties dialog. The dialog is a little bit buggy in the current version of Tiled, so make sure that the property has really been set before you save the map. Pressing enter after entering each key and value helps... sometimes. &lt;br /&gt;
&lt;br /&gt;
==== adding foreground images ====&lt;br /&gt;
First you have to choose an image. Do so by adding a key &#039;&#039;foreground0image&#039;&#039; and set its value to the path of the image that you want to use relative to the data directory. For the spotlight effect for example enter &#039;&#039;/graphics/images/ambient/spotlight.png&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
When you want the image to move permanently add the new keys &#039;&#039;foreground0scrollX&#039;&#039; and &#039;&#039;foreground0scrollY&#039;&#039; followed by a number (can be a decimal value). &#039;&#039;foreground0scrollX&#039;&#039; determines the scroll speed to the right (negative values mean scrolling to the left) and &#039;&#039;foreground0scrollY&#039;&#039; the scroll speed down (negative values mean up). both values are in pixels per frame. &lt;br /&gt;
&lt;br /&gt;
You can also define a &#039;&#039;foreground0parallax&#039;&#039; parameter. This parameter affects how much the overlay scrolls when the screen scrolls. A value of 1.0 means that the overlay will stay relative to the ground when the screen scrolls. A value of 0.0 means that the overlay stays relative to the &amp;quot;camera&amp;quot; and is not affected by scrolling. It is a decimal value so you can set it to values between 1 and 0 to create the three dimensional illusion of a layer between the &amp;quot;camera&amp;quot; and the map.&lt;br /&gt;
&lt;br /&gt;
When using foregrounds at different resolutions, some would become disproportioned (for instance, the halo in cave maps that had to fill the screen repeated it self in higher resolution than 800x600.). That why, the keepratio parameter has been added: It will scaled up or down the image based on the current resolution.&lt;br /&gt;
&lt;br /&gt;
Remember that the scaling factor is based on the default 800x600 resolution, so new overlay images are to be fitted for that resolution to make this parameter work.&lt;br /&gt;
(The image scaling in 1024x768 resolution mode, for instance, will be calculated this way: New Image Width = image-width / 800 * 1024, New Image Height = image-height / 600 * 768).&lt;br /&gt;
&lt;br /&gt;
To add this parameter to your foreground configuration, you&#039;ll have to define the &#039;&#039;foreground0keepratio&#039;&#039; to the &#039;&#039;true&#039;&#039; value.&lt;br /&gt;
&lt;br /&gt;
You can create any number of independent foreground graphics. To define a 2nd one create keys with 1 instead of 0, for a 3rd one 2, and so on. For instance &#039;&#039;foreground2parallax&#039;&#039; for the third foreground parallax value.&lt;br /&gt;
&lt;br /&gt;
The foregrounds won&#039;t appear in Tiled. They will only appear in the game.&lt;br /&gt;
&lt;br /&gt;
When it doesn&#039;t work please check that all key names are written correctly (they are cAsEsEnSiTiVe) and that the numbers of the foreground are consecutive starting from 0.&lt;br /&gt;
&lt;br /&gt;
When you want to create foreground images yourself (transparent 32bit png graphics of any size) please don&#039;t forget to make them transparent with your image manipulation program. Otherwise the player won&#039;t be able to see the map under it. An opacity of 50% should be the absolute maximum. When you want to create effects that are not meant to obstruct the players view use an opacity between 10% and 20%.&lt;br /&gt;
&lt;br /&gt;
For historical reasons you can also use &amp;quot;overlay&amp;quot; in place of &amp;quot;foreground&amp;quot;. You will notice this annotation in older map files. Please don&#039;t do it and use &amp;quot;foreground&amp;quot; instead, &amp;quot;overlay&amp;quot; is depreciated.&lt;br /&gt;
&lt;br /&gt;
==== adding background images====&lt;br /&gt;
&lt;br /&gt;
Backgrounds are added in the same way foregrounds are, with the exceptions that the property keys don&#039;t start with the prefix foreground but with background. They use their own numbering, so you have to number your backgrounds 0, 1, 2 etc. no matter if you have foregrounds or not.&lt;br /&gt;
 &#039;&#039;background0image&#039;&#039;&lt;br /&gt;
 &#039;&#039;background0scrollY&#039;&#039;&lt;br /&gt;
 &#039;&#039;background0scrollX&#039;&#039;&lt;br /&gt;
 &#039;&#039;background0keepratio&#039;&#039;&lt;br /&gt;
In contrary to all other fore- or background images the first background (background0image) must not have any transparency but should be 100% opaque. Otherwise ugly graphic bugs will appear.&lt;br /&gt;
&lt;br /&gt;
=== Particle effects ===&lt;br /&gt;
&lt;br /&gt;
Check out the article about the [[Particle engine]] for a description about how to add particle effects to your map and how to create new particle effects when the effect you need doesn&#039;t exist yet.&lt;br /&gt;
&lt;br /&gt;
=== Animated tiles ===&lt;br /&gt;
To make a type of tiles animated go to Tilesets-&amp;gt;Tileset Manager. Then select the tileset with the tile and all of its animation frames (they have to be on one tileset) and click on the icon with a pencil on a piece of paper (the tooltip reads &amp;quot;Edit...&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Select the tile you want to be animated on the list to the left. You should see a table on the right with two columns named &amp;quot;Name&amp;quot; and &amp;quot;Value&amp;quot;. You have to describe the animation of the tile in this table. Here an example for a 3-phase animation:&lt;br /&gt;
&lt;br /&gt;
 NAME              VALUE&lt;br /&gt;
 animation-frame0  0&lt;br /&gt;
 animation-delay0  100&lt;br /&gt;
 animation-frame1  16&lt;br /&gt;
 animation-delay1  100&lt;br /&gt;
 animation-frame2  48&lt;br /&gt;
 animation-delay2  100&lt;br /&gt;
&lt;br /&gt;
animation-frameX is the Tile number (as shown in the list on the left) and animation-delayX is how long it is shown (100 is equal to one second).&lt;br /&gt;
&lt;br /&gt;
The animation does not show up in Tiled.&lt;br /&gt;
===Map Properties===&lt;br /&gt;
====Warps====&lt;br /&gt;
&lt;br /&gt;
*Warp Properties&lt;br /&gt;
&lt;br /&gt;
    dest_map     map name the warp leads to&lt;br /&gt;
    dest_tile_x  X tile coordinate to spawn player on&lt;br /&gt;
    dest_tile_y  Y tile coordinate to spawn player on&lt;br /&gt;
&lt;br /&gt;
*Warp Properties Old system&lt;br /&gt;
&lt;br /&gt;
    dest_map     map name the warp leads to&lt;br /&gt;
    dest_x       X coordinate in pixels to warp to (X tile coord *32)&lt;br /&gt;
    dest_y       Y coordinate in pixels to warp to (Y tile coord *32)&lt;br /&gt;
&lt;br /&gt;
*Warp Mapping&lt;br /&gt;
**Players should spawn on a tile next to the exit warp.&lt;br /&gt;
**Warps should be placed so the player won&#039;t warp back to the map they just warped from. (Warp Looping) &lt;br /&gt;
**Due to a shortcoming of the network protocol, there may be bugs if a warp tile is not bordered by collision on at least 2 adjacent sides.&lt;br /&gt;
&lt;br /&gt;
Example: O = Open, X = Collision, W = Warp, P = Player&lt;br /&gt;
&lt;br /&gt;
    OPO  XXX  OXX  XXO  POX  XXX  XOP  XXX&lt;br /&gt;
    XWX  XWX  PWX  XWP  OWX  XWO  XWO  OWX&lt;br /&gt;
    XXX  OPO  OXX  XXO  XXX  XOP  XXX  POX&lt;br /&gt;
&lt;br /&gt;
*Npc Warps&lt;br /&gt;
**If you cannot enclose a completely warp use of a npc or npc trigger is acceptable. (see [[EAthena_Scripting_Standards#NPC_Definitions|NPCs]])&lt;br /&gt;
Example: world/map/npc/021-1/sewer_north.txt&lt;br /&gt;
&lt;br /&gt;
    // The Sewer Grate&lt;br /&gt;
    &lt;br /&gt;
    021-1.gat,124,41,0|script|#tulimsharsewer1|45,0,0,&lt;br /&gt;
    {&lt;br /&gt;
        mes &amp;quot;Descend into the sewers?&amp;quot;;&lt;br /&gt;
        next;&lt;br /&gt;
        menu&lt;br /&gt;
            &amp;quot;Yes.&amp;quot;, L_Sewer,&lt;br /&gt;
            &amp;quot;Nevermind.&amp;quot;, L_Close;&lt;br /&gt;
    &lt;br /&gt;
    L_Sewer:&lt;br /&gt;
        warp &amp;quot;021-3&amp;quot;,125,35;&lt;br /&gt;
        goto L_Close;&lt;br /&gt;
    &lt;br /&gt;
    L_Close:&lt;br /&gt;
        close;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
Note: These standards were not always followed. Please correct maps to this standard.&lt;br /&gt;
&lt;br /&gt;
====Permanent Mob Spawning====&lt;br /&gt;
====Map Flags====&lt;br /&gt;
&lt;br /&gt;
== Advanced Topics/Adding a map to the server ==&lt;br /&gt;
To get the server to use your new map without replacing the old one, you&#039;ll have to create a wlk file (see below).  Then edit the data/resnametable.txt file, you&#039;ll notice the pattern.  Finally, in the npc directory create a directory for your new map, and create a file named _import.txt with the contents:&lt;br /&gt;
&lt;br /&gt;
    map: &amp;lt;map_name&amp;gt;.gat&lt;br /&gt;
&lt;br /&gt;
In npc/_import.txt include your new _import.txt file like all the others.&lt;br /&gt;
&lt;br /&gt;
The clients still need direct access to the tmw file.  To do this put it in an udpate or put it in the ~/.tmw/maps/ directory for every client that needs access to the map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Creating the WLK files ===&lt;br /&gt;
You can either use the tool found in the tools/ directory of the server-data package or use the export plugin that ships with recent versions of tiled.  To use the export plugin go file-&amp;gt;Save As and under filetype select the wlk extention, or just name the file with that extention.&lt;br /&gt;
&lt;br /&gt;
====Use Python Tool====&lt;br /&gt;
&lt;br /&gt;
tmwa-server-data/tools/&lt;br /&gt;
&lt;br /&gt;
run: from the server data folder:&lt;br /&gt;
&lt;br /&gt;
./tools/tmx_converter.py &amp;lt;path to client data&amp;gt; &amp;lt;path to server data&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
====By Hand Method====&lt;br /&gt;
&lt;br /&gt;
*In [[Tiled]] choose &amp;quot;export as from the file menu, then choose TMW-eAthena collision file from the menu at the bottom of the save dialog (.wlk) and save in the &#039;tmwa-server-data/world/map/data/&#039; directory.&lt;br /&gt;
*In this directory, open the file &#039;resnametable.txt&#039; and add the entry corresponding to your new map.&lt;br /&gt;
*In the directory &#039;tmwa-server-data/world/map/npc/&#039;, open the file _import.txt and insert a line fitting to your new map.&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
#Export as TMW-eAthena collision file: (/tmwa-server-data/world/map/data/) &amp;lt;tt&amp;gt;034-1.wlk&amp;lt;/tt&amp;gt;&lt;br /&gt;
#Edit &#039;&amp;lt;tt&amp;gt;tmwa-server-data/world/map/data/resnametable.txt&amp;lt;/tt&amp;gt;&#039;: insert line:&amp;lt;br&amp;gt; &amp;lt;pre&amp;gt;034-1.gat#034-1.wlk# &amp;lt;/pre&amp;gt;&lt;br /&gt;
#Edit &amp;lt;tt&amp;gt;tmwa-server-data/world/map/npc/_import.txt&amp;lt;/tt&amp;gt;: insert line:&amp;lt;br&amp;gt; &amp;lt;pre&amp;gt;import: npc/034-1/_import.txt&amp;lt;/pre&amp;gt;&lt;br /&gt;
#Create the folder: &amp;lt;code&amp;gt;tmwa-server-data/world/map/npc/034-1/ &amp;lt;/code&amp;gt;&lt;br /&gt;
#In this folder create the files: : &amp;lt;code&amp;gt;_import.txt, _warps.txt, _mobs.txt&amp;lt;/code&amp;gt;.&lt;br /&gt;
## _import.txt:Required, It tells the server other files to load.&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;// Map 034-1: Snow Forest &amp;lt;br&amp;gt; // This file is generated automatically. All manually changes will be removed when running the Converter.&amp;lt;br&amp;gt;map: 034-1.gat&amp;lt;br&amp;gt;npc: npc/034-1/_mobs.txt&amp;lt;br&amp;gt;npc: npc/034-1/_warps.txt&amp;lt;br&amp;gt;npc: npc/034-1/npc definition files.txt...&amp;lt;/code&amp;gt;&lt;br /&gt;
## _warps.txt: The warps out to other maps. See [[#Warps]] &lt;br /&gt;
## _mobs.txt: the mobs permanently spawned on the map. See [[#Permanent Mob Spawning]].&lt;br /&gt;
&lt;br /&gt;
== Creating a Minimap ==&lt;br /&gt;
===Create the Mini Maps===&lt;br /&gt;
In the client-data directory tmwa-client-data/, run:&lt;br /&gt;
&lt;br /&gt;
 (cd tmwa-client-data/)&lt;br /&gt;
 tools/minimap-render.py &amp;lt;mapname&amp;gt; &lt;br /&gt;
*&amp;lt;mapname&amp;gt; : nnn-d &#039;(no extension required)&lt;br /&gt;
&lt;br /&gt;
Example;&lt;br /&gt;
&lt;br /&gt;
 $ cd tmwa-client-data/&lt;br /&gt;
 tmwa-client-data$ tools/minimap-render.py 034-2&lt;br /&gt;
 maps/034-2.tmx -&amp;gt; graphics/minimaps/034-2.png&lt;br /&gt;
 tmwa-client-data$&lt;br /&gt;
&lt;br /&gt;
*The tool seeks  the map &#039;034-2.tmx&#039; in the &#039;tmwa-client-data/maps folder&#039;  and writes the minimap &#039;034-2.png&#039; in &#039;tmwa-client-data/graphics/minimaps&#039;.&lt;br /&gt;
&lt;br /&gt;
===By Hand Method===&lt;br /&gt;
The Creation of a minimap is a task that requires an image manipulation software that supports multiple layers and the PNG format (we recommend [http://www.gimp.org GIMP]). When you are not familiar with using one you should ask one of the artists to create a minimap for your map. When you want to create your own minimap then you should exactly follow the following steps to ensure to stay in style with the rest of the minimaps:&lt;br /&gt;
#Open your map with tiled, zoom out until the whole map is visible and use the &amp;quot;save as image&amp;quot; option.&lt;br /&gt;
#Open the image with your image manipulation program.&lt;br /&gt;
#Resize it so that one pixel represents one tile. When your map is for example 160x100 tiles large (including border zone) your picture should be 160x100 pixels large.&lt;br /&gt;
#Create a new transparent layer over the existing one.&lt;br /&gt;
#Select the pencil tool with a brush size of 1x1 pixel and with the color #000000 (pure black). Anti aliasing should be deactivated when available.(As the tiles are 32x32 pixels, the scale is 1/32)&lt;br /&gt;
#Now draw lines on the new layer along the following map features:&lt;br /&gt;
#*Cliffs and walls (lower and upper edge)&lt;br /&gt;
#*River/lake shores&lt;br /&gt;
#*Roads (both sides of the road as single lines)&lt;br /&gt;
#*The border of any other large map structure that you feel should be on the map&lt;br /&gt;
#Trees or other objects can be represented by single pixels with 50% alpha transparency when there are so many that they affect the game play on the map.&lt;br /&gt;
#When you are finished remove the background layer. Now only the black lines should be visible&lt;br /&gt;
#Resize the image so the sides are half (50%) as long. You should use the best image filtering method available (cubic filtering in GIMP).&lt;br /&gt;
#Save your finished minimap as a PNG image with 32bit color depth and alpha transparency as *your_tmw_folder*/data/graphics/minimaps/*mapname*.png. &lt;br /&gt;
#Open your map with Tiled, click Map-&amp;gt;Properties in the menu bar and add a new property with the key &amp;quot;minimap&amp;quot; and the value &amp;quot;/graphics/minimaps/*mapname*.png&amp;quot;. The properties dialog is a little bit buggy in the current version of Tiled, so make sure that the property has really been set before you save the map.&lt;br /&gt;
#Send us both the map and the minimap image&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;While this is indeed exactly the way I also created the earlier cave and desert minimaps, I am not entirely happy with this method. Mostly because the final result is a really tiny image, without the ability to easily make versions of it on other scales. I would therefore suggest we try to create future minimaps in vector format using Inkscape. The technique would be similar, placing a scaled down version of the map in the background and drawing black lines on top. The result should however be an image that can take any scale. This would allow us both to put more detail in the minimap for larger scales, and to include a zooming feature (or similar) in the game so that notes and other marks can be placed on the map with higher precision.&#039;&#039; --[[User:BjÃ¸rn|BjÃ¸rn]] 16:04, 16 August 2006 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Sending the map to the dev team ==&lt;br /&gt;
&lt;br /&gt;
There are many ways to send us your map so we can include it in the next release.&lt;br /&gt;
;Fork on Github: You can create a fork of our [https://github.com/themanaworld/tmwa-client-data client-data repository] on github and push a commit containing your map. Have a look at our [http://wiki.themanaworld.org/index.php/Working_With_Git Tutorial] for using git and creating a fork.&lt;br /&gt;
;IRC: Join our [irc://irc.freenode.net/themanaworld IRC Channel]. When you are not familiar with irc you can find a guide in this [http://forums.themanaworld.org/viewtopic.php?t=747 Forum Thread]. When you are in the channel ask a developer if you can send him your map using DCC or upload your map to a webspace or one click hoster and give us the link.&lt;br /&gt;
;Forum: Upload your map to any webspace or one click hoster. An overview graphic (can be created with Tileds &amp;quot;Save as Image&amp;quot; feature) would be nice, too. Visit our [http://forums.themanaworld.org/viewforum.php?f=9 Forum] and register a new account. Then open a new thread, introduce yourself and post a link to your map. &lt;br /&gt;
&lt;br /&gt;
Please understand that we will most likely have some details we would like to have changed before we release your map. so please check back or leave some information how to contact you.&lt;br /&gt;
&lt;br /&gt;
== Hints for good mapping ==&lt;br /&gt;
&lt;br /&gt;
* Before you start with a map you should have a loose idea of the layout. Making a sketch of the map on a piece of paper can be very useful.&lt;br /&gt;
* Don&#039;t put too many similar objects on one screen. Very eye catching tiles should only be used sparingly. Try to break up large areas with the same tile over and over again by throwing in some objects.&lt;br /&gt;
* Avoid regular patterns in natural environments. Trees usually don&#039;t grow in grid patterns. Rivers, mountain ridges or corridors in caves should never be completely straight.&lt;br /&gt;
* Don&#039;t map too functional. Give the players something to look at, even when it hasn&#039;t got any relevance for the gameplay.&lt;br /&gt;
* But keep the playability in mind.&lt;br /&gt;
&lt;br /&gt;
{|-&lt;br /&gt;
| A bad mapping style:&lt;br /&gt;
| A better mapping style:&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Badmap.png]]&lt;br /&gt;
| [[Image:Goodmap.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Chayenne</name></author>
	</entry>
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