[Crossfire-wiki] [Crossfire DokuWiki] page changed: map-making_guide

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Sat Nov 25 16:52:23 CST 2006


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Date        : 2006/11/25 16:52
User        : leaf
Edit Summary: Incremental save

@@ -56,9 +56,42 @@
    * "face <name_of_face>" selects the picture displayed for the object. Look through the arches to get an idea of existing faces.
    * "nrof <number>" determines the number of objects in one stack (for example: 100 goldcoins => "nrof 100"). You should set at least "nrof 1" for any pickable object, otherwise it won't be mergeable!
    * "weight <gramm>" makes an object weight <gramm> gramm (1000g is 1kg). Objects with "weight 0" are not pickable for players. Still, set "no_pick 1" for explicitly non-pickable objects (hey, this is opensource.. you never know ;) ).
    * "value <num>" adds a certain value to the object: It will be worth <num> times the default value from it's archetype. Value for buying/selling will be further modified by various factors. Hence, testing values in-game is usually inevitable. 
-   * "material  [[<number>]]": <number> is a bitmask, containing the information of what material the object is made of. An object's material affects its likelyhood to get destroyed by certain hazards (fire/cold/acid..). Material 0 or 256 means the object cannot be destroyed at all (this is VERY important for special keys!). Read more about materials [[here.]]
+   * "material  <number>": <number> is a bitmask, containing the information of what material the object is made of. An object's material affects its likelyhood to get destroyed by certain hazards (fire/cold/acid..). Material 0 or 256 means the object cannot be destroyed at all (this is VERY important for special keys!). Read more about materials here.
    * "msg <text> endmsg": <text> is the "story" or description of the object (for the players). This should work for all pickable items in some way. For other object-types (living creatures/magic mouth..) this message has special meanings. In crossedit you can write this kind of message into the big text-frame in an object's attribute window. Add stories to all the special artifacts you create!
    * "invisible 1" generally makes the object invisible. Depending on the object-type, some can be made visible by the show_invisible spell. If in doubt, test it. Putting an invisible object under the floor always prevents it from being shown, but, in some cases, might cause malfunction to the object. You may find more detailed info about this matter in the description of the affected object types.
  
+ ==== List of object types, their attributes and functionality: ====
+ 
+ === type 0: misc ===
+  
+ Type 0 means: The object has no special functionality.
+ This usually applies for walls, floors and monsters.
+  
+ == floors: ==               
+  
+   * "is_floor 1" marks the object as floor. Any objects below will be invisible to the player. Never use a partly transparent pic for an object with is_floor! Every square visible to the player should contain a floor. Don't forget to put floors below walls and monsters!
+   * "no_pick 1" should be set for all floors. Prevents the player from picking the floor up.
+   * "unique 1": If this attribute is set to a floor tile, this square is treated as a "unique map". That means this part of the map doesn't get resetted like normal maps. Thus, when a player drops items to this square, they'll stay there forever, unless picked up again.
+ All the unique and permanent apartments have this flag set to every floor tile.
+  
+ == walls: ==            
+ 
+   * "blocksview 1" makes the wall blocking a player's view. Keep in mind that the player might still be able to look behind it with xrays.  If neccessary, make the wall two squares wide for perfect blocking view. It is very bad style when a player can see map-mechanisms with xray. If using a wall with "blocksview 0" (like fence/gates), be aware that the player can jump through it via dimension door. You must set "no_magic 1" and "damned 1" to prevent this.
+   * "no_pass 1" makes the wall non-passable. The player cannot walk through. You can create a secret passage by setting "no_pass 0" (and "no_pick 1"). Remember to put a hint somewhere so the player can find that spot! A huge room with a secret passage and no hint, that SUUUCKS.
+   * "tear_down 1",  "alive 1",  "hp/maxhp/level > 0" and some animation: This creates another form of secret passage - The break-away-walls. 
+    
+ == monsters/ NPCs: ==            
+  
+   * "alive 1" and  "monster 1" turns an object into a basic monster: It blocks the way, (per default) attacks the player and usually it can be killed.
+   * "unaggressive 1" makes the monster stand still, not attacking the player until being attacked first. Should not be used for NPCs since the chance for accidentally kiling an unaggressive creature is rather high.
+   * "friendly 1" should be used for all NPCs. When set to peaceful mode, a player won't attack such an NPC but push him instead. However, it is still possible to kill it. If your NPC plays a very important role in a quest, it might be useful to set immunity to all attacktypes (see "resist_<attacktype> <number>").
+   * "Pow <number>": If the creature can cast spells, this is how many spell points are regenerated each move.
+   * "Con <number>": Monsters regenerate this many hit points each move. This is each time the monster has a move (same for Pow). So two monsters with the same Con can regenerate at different rates if their speeds are different.
+   * "Wis <number>": Determines how close a player needs to be before the creature wakes up. This is done as a square, for reasons of speed. Thus, if the wisdom is 11, any player that moves within the 11x11 square of the monster will wake the monster up. If the player has stealth, the size of this square is reduced in half plus 1.
+   * "hp > 0": The monster's hitpoints
+   * "maxhp > 0": The monsters maximum hitpoints (very important since most monsters regenerate hp fast).
+   * "resist_<attacktype> <number>" rises the monster's resistance from <attacktype> by <number> percent. 100 means perfect immunity. When  set to -100, the monster will receive double damage from this attacktype.
+   * "attacktype  <[[number]]>": the bitmask <number> determines the monster's attacktypes. Attacktypes are: physical, magical, fire, cold.. etc. Read the details about attacktypes [[here]].
+   * "exp <value>" defines the amount of experience a player will get for killing the monster. You should be very careful with setting exp values. Take a good look at existing arches and try to adopt the "overall power/exp"-ratio of monsters. Note that non-spellcasting monsters in general are *much* easier to kill, thus deserve lower exp.
  


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Old Revision: http://wiki.metalforge.net/doku.php/map-making_guide?rev=1164494539
New Revision: http://wiki.metalforge.net/doku.php/map-making_guide

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