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

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Date        : 2006/11/25 18:54
User        : leaf
Edit Summary: Import brestplate armour, pedestal, altar, locked doors

@@ -203,16 +203,68 @@
  Keep playbalance in mind! Such items mustn't be reachable without hard fighting AND questing. 
  See "[[golden rules of map-making]]".
  
  === type 16: (brestplate) armour === 
+ 
+ Functionality of armour:        
+ Wearing an armour, the object's stats will directly be inherited to the player. Usually enhancing his defense.
+  
+   * "resist_<attacktype> <number>" adds resistance to the armour. Resistance from <attacktype> by <number> percent. "physical protection" (= armour) is referred to as resist_physical.
+   * "Str/Dex/Con/Int/Wis/Pow/Cha <number>": The wielder's stat(s) will rise/fall by value <number> for permanent. 
+   * "path_attuned/repelled/denied <[[spellpath]]>": This modifies the player's attunement to certain spellpaths. 
+   * "last_heal <number>" poses a penalty to spell regeneration speed, for wearing the armour. The bigger <number>, the worse.
+   * "last_sp <number>" reduces the player's walking speed when wearing the armour. The bigger <number>, the worse.
+   * "sp <number>" speeds up the players mana-regen. rate by <number>. (negative values reduce mana-regen).
+   * "ac <number>": armour-class bonus
+   * "magical <number>" sets the armour's magic bonus. It works just like ac, except that magic bonus can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct ac on the armour.
+   * "xrays 1" enables xray-vision for the player, while wearing this armour.
+    
+ see also: [[shield]] (33), [[helmet]] (34), [[amulet]] (39), [[ring]] (70), [[cloak]] (87), [[boots]] (99), [[gloves]] (100), [[bracers]] (104), [[girdle]] (113)
+  
+ These all work more or less exactly like brestplate armour.
  
  === type 17: pedestal=== 
+ 
+ Functionality of pedestals:  
+ Pedestals are designed to detect certain types of living objects. When a predefined type of living creature steps on the pedestal, the connected value is triggered.
+  
+   * "slaying <race_type>" specifies the object we're looking for. If <race_type> matches the monster's or the player's race, we have a match. Yes, pedestals can detect a player's race! E.g. you could create a place where only fireborns can enter, by setting "slaying unnatural". If "slaying player" is set, any player stepping on the pedestal is a match. Very useful if you want to open a gate for players but not for monsters.
+   * "connected <connector_value>" defines the connector value to be activated when the pedestal is triggered.
+   * "walk_on 1",  "walk_off 1" should both be set or it won't work.
+    
+ Notes on usage:
+ If you want to create a place where only players of a certain race can enter, put a  [[teleporter]] over your pedestal. So the [[teleporter]] is only activated for players of the matching race. Do not use gates, because many other players could sneak in. If you put powerful artifacts into such places, generally set "startequip 1", so that they are preserved for that one race and can't be traded to others.
+  
+ see also: [[detector]] (51), [[inv. checker]] (64), [[altar]] (18)
  
  === type 18: altar ===
  
- === type 20: locked door=== 
+ Functionality of altars:     
+ When a player puts a defined number of certain items on the altar, then either a spell is casted (on the player) or a connector is triggered. If the latter is the case, the altar works only once. Either way, the sacrificed item dissapears.
+  
+   * "slaying <item_name>" specifies the item that must be put on the altar to activate it. <item_name> can either be the name of an archetype, or directly the name of an object. Yet, titles are not recognized by altars. Remember to put a note somewhere, telling the player what he is expected to drop on the altar. (Often this is put in the altar's name: E.g. "drop 100 platinums")
+   * "food <value>" is the amount of items (specified as above) that must be dropped to activate the altar.  If "slaying money" is set, then the value of the sacrificed money must be equal to <value> (ie, if food=200, then 200 silver, 20 gold, or 4 platinum will all work.)  Note that the maximum possible for <value> is 32767.
+   * "walk_on 1" must be set or it won't work.
+   * "connected <activate_num>": If <activate_num> is set, the altar will trigger all objects connected to it, when activated. This will only work once.
+   * "sp  <[[spell_number]]>": When activated, the spell of number <spellnum> will be casted (once, on the player). This should work for any given spell. Look for spellnumbers [[here]]. The altar will work infinitly in this way. Don't set both "sp > 0" and "connected > 0" for one altar.
+  
+ see also: [[altar_trigger]] (31),  [[holy altar]] (56)
+ 
+ === type 20: locked door === 
+ 
+ Functionality of locked doors:      
+ A locked door can be opened only when carrying the appropriate [[special key]].
+ 
+   * "slaying <unique_string>" must be identical with the slaying in the special key, then door is unlocked. It is VERY important to set <unique_string> to something that is unique among the CF mapset. DONT EVER USE the default string "set_individual_value".
+   * "msg <text> endmsg": When a player is trying to open the door without carrying the appropriate key, <text> is displayed to the player. This is a good opportunity to place hints about the special key needed to unlock the door.
+   * "no_magic 1",  "damned 1" should always be set to prevent players passing through the door by dimension door spell.
+    
+ Notes on usage:
+ If you want to create a locked door that cannot be opened (no key), set a slaying like "no_key_available". This will clearify things and only a fool would create a key matching that slaying. Door-objects can not only be used for "doors". In many maps these are used with all kinds of faces/names, especially often as "magic force". A good example is the map "Lake_Country/ebony/masterlev". There you have magic forces (door objects) put under certain artifact items. To get your hands on the artifacts, you need to bring up the appropriate quest items (key objects).
+ 
+ see also:  [[special key]] (21)
  
- === type 21: special key===  
+ === type 21: special key ===  
  
  === type 29: magic ear ===
  
  === type 31: altar_trigger === 


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Old Revision: http://wiki.metalforge.net/doku.php/map-making_guide?rev=1164498406
New Revision: http://wiki.metalforge.net/doku.php/map-making_guide

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