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

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Sat Nov 25 19:05:37 CST 2006


A page in your DokuWiki was added or changed. Here are the details:

Date        : 2006/11/25 19:05
User        : leaf
Edit Summary: Import special key, magic ear, altar_trigger

@@ -263,12 +263,60 @@
  
  see also:  [[special key]] (21)
  
  === type 21: special key ===  
+ 
+ Functionality of special keys:  
+ When carrying the appropriate special key, a locked door can be opened. The key will dissapear.
+ This object-type can also be used for "passport"-like items: When walking onto an [[inventory checker]], a gate for example might get opened. The "passport" will stay in the player's inventory.
+  
+   * "slaying <unique_string>" must be identical with the slaying in the locked door, then it can be unlocked. It can also be used to trigger [[inventory checkers]].
+   * "material 0" (no material) or "material 256" (adamantite) should be set. This prevents the key from getting burned or otherwise destroyed.
+   * "msg <text> endmsg": This will add a description to the object. The player can read <text> by clicking on the item in his inventory. Use this message to describe what the key/passport is good for. A player might have 50 different keys on his key-ring. Don't expect players to recall their purpose just by their names.
+    
+ Notes on usage:
+ How to make a "passport": You take the special key arch (archetype name is "key2"), set the face to something like card.111 and the name to "passport" - that's all. The slaying certainly must match with the appropiate  [[inventory checker]].
+ 
+ Of course you can be creative with names and faces of key-objects. A "mysterious crystal" or a "big dragon claw" (with appropriate faces) appear more interesting than just a "strange key", or "passport".
+  
+ see also:  [[locked door]] (20),  [[inventory checker]] (64)
  
  === type 29: magic ear ===
+ 
+ Functionality of magic_ears:  
+ Magic_ears trigger a connected value when the player speaks a specific keyword.
+  
+   * "msg <text> endmsg" contains the keyword-matching-syntax. <text> should have the following format: "@match <keyword1>|<keyword2>|... ". Any number of keywords from one to infinite is allowed. Make sure they are seperated by a '|'. Examples: "@match yes", "@match gold|treasure". The connected value will be triggerd when the player speaks any of the given keywords. IMPORTANT: Upper/lower case does not make a difference!
+    * "invisible 1" should always be set for magic_ears. They cannot be discovered by the show invisible spell, so it doesn't matter if you put them above or below the floor.
+    
+ Notes on usage:
+ Whenever you put magic_ears on your maps, make sure there are CLEAR and RELIABLE hints about the keywords somewhere. Don't make something 
+ like a gate that is opened by speaking "open" or "sesame", expecting the player to figure this out all by himself.
+ 
+ Magic_ears are typically used for interaction with NPCs. You can create the impression that the NPC actually *does* something according to his conversation with a player. Mostly this means opening a gate or handing out some item, but you could be quite creative here.
  
  === type 31: altar_trigger === 
+ 
+ Functionality of altar_triggers:     
+ Altar_triggers work pretty much like [[normal altars]] (drop sacrifice -> connection activated), except for the fact that they reset after usage. Hence, altar_triggers can be used infinitly.
+  
+   * "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. (With "last_sp 0", it triggers again when the altar is reset.)
+   * "last_sp 1": If set, the altar_trigger won't push the connected value by altar reset. Only ONCE by dropping the sacrifice. This is typically used when the altar is connected to a [[creator]], e.g. for selling tickets. If "last_sp 0" is set (default), the altar_trigger will push the connected value TWICE per sacrifice: First by dropping sacrifice, second by reset. This mode is typically used for altars being connected to gates, resulting in the gate being opened and closed again.
+    
+ Hints on usage:
+ Altar_triggers are very useful if you want to charge a price for...
+ 
+   * ...an item. -> Connect the altar_trigger (set "last_sp 1") to a [[creator]]. See also: [[converters]].
+   * ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
+   * ...information. -> Connect the altar_trigger (set "last_sp 1") to a [[magic_mouth]].
+    
+ The big advantage over [[normal altars]] is the infinite usability of altar_triggers! If there are ten players on one server, they're quite grateful if things work more than once. =)
+ 
+ see also: [[altar]] (18)
  
  === type 40: mover === 
  
  === type 41: teleporter ===


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Old Revision: http://wiki.metalforge.net/doku.php/map-making_guide?rev=1164502489
New Revision: http://wiki.metalforge.net/doku.php/map-making_guide

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