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

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Sat Nov 25 17:08:19 CST 2006


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Date        : 2006/11/25 17:08
User        : leaf
Edit Summary: Incremental save

@@ -93,5 +93,29 @@
    * "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.
+ 
+ === type 3: Rod ===
+  
+ Functionality of rods:     
+  A rod contains a spell. The player can use this spell by applying and fireing the rod. Rods need time to regenerate their "internal" spellpoints, lowering the effectiveness in combat. But unlike wands/scrolls, rods can be used endlessly.
+  
+   * "sp  <[[spellnumber]]>" sets the spell of the rod. A list of all spellnumbers can be viewed [[here]]. Consider twice before handing out special rods to players, since they can be used endlessly without any mana cost! Rods with heal/ restoration/ protection spells, IF available, MUST be very very VERY hard to get!
+   * "level <number>" is the casting level for the spell of that rod. For attack spells, level should be set to something reasonable.
+   * "hp <number>" is the initial amount of spellpoints in the rod.
+   * "maxhp <number>": <number> is the maximum amount of spellpoints the rod can hold. Make sure it is enough to cast the contained spell at least once. But don't set the value too high, that would make the rod too effective.
+ 
+ see also: [[horn]] (35),  [[wand]] (109)
+ 
+ === type 4: Treasure ===
+ 
+ Functionality of treasure: A treasure-object turns into certain randomitems when the map is loaded into the game.
+  
+   * "randomitems <treasurelist>" determines what kind of treasure will appear. Look into /crossfire/share/crossfire/treasures for details about existing treasurelists.
+   * "auto_apply 1" must be set in order to have the treasure be created when the map is loaded. If you want to create a random treasure chest, you set "auto_apply 0". That way, the player has to apply the object (the chest), then the treasure is generated.
+   * "hp <number>": <number> pieces of the given treasurelist will appear. Note that for every piece there is a chance that nothing is generated. Also, sometimes there can be stacks of items generated, like for gems/money. (Setting "nrof" for treasure - objects doesn't have any effect!)
+   
+ About usage of the random-artifact treasurelist:  
+ This will generate powerful stuff like girdles, xray helmets, special swords etc. If you put this as reward to your quest, players might be motivated to do it more than once. BUT, by doing so they will get a huge number of different artifacts! Besides, players will always seek the place with the most easy-to-get random artifact and ignore all others. My advice: Don't use it! Attract players with good fighting experience (from monsters), potions, spellbooks, money, and non-random artifacts.
+ 
  


IP-Address  : 65.165.40.73
Old Revision: http://wiki.metalforge.net/doku.php/map-making_guide?rev=1164495406
New Revision: http://wiki.metalforge.net/doku.php/map-making_guide

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