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

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Sat Nov 25 19:19:28 CST 2006


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

Date        : 2006/11/25 19:19
User        : leaf
Edit Summary: Import mover, teleporter, creator, detector, marker

@@ -317,16 +317,103 @@
  
  see also: [[altar]] (18)
  
  === type 40: mover === 
+ 
+ Functionality of movers:           
+ Movers move the objects above them. However, only living objects are affected (monsters/NPCs always, players optional). Movers have a direction, so players can be made to move in a pattern, and so can monsters. Motion is involuntary. Additionally, players or monsters can be "frozen" while ontop of movers so that they MUST move along a chain of them. 
+ 
+ Multisquare monsters can be moved as well, given enough space. Movers are usually invisible.
+  
+   * "attacktype 1": If attacktype is nonzero, the mover "freezes" anyone it moves (so they are forced to move along a chain). However, this has nothing to do with the common in-game attacktypes. Default is "attacktype 1".
+   * "maxsp <number>": The player will be "frozen" for <number> moves.  If unset, and "attacktype 1", maxsp becomes 2. Otherwise it is zero by default.
+   * "walk_on 1" must be set or it won't work properly.
+   * "fly_on 1" means all flying (living) objects will get moved as well. A mover with "fly_on 0" will move only walking (non-flying) creatures.
+   * "speed <speed_value>" determines how fast a chain of these movers will push a player along (default -0.2).
+   * "sp <number>" specifies the mover's direction. 1=up, 3=right, 5=down, 7=left. A mover with "sp 8" will spin clockwise.
+   * "level 1": If this is set, both players and monsters will be moved. The arches' default is "level 0", ONLY monsters get moved. Remember that "monsters" includes NPCs! This feature provides you with the possibility to make NPCs literally "come to life". Example: The player is talking with an NPC, speaking a certain keyword. This triggers a magic_ear and activates creators, creating (per default: monster-only) movers under the NPC's feet. The NPC starts "walking" on a predefined route! Note that it's useful to set this NPC immune to everything, preventing the player to push the NPC off his trace.
+   * "lifesave 1" means the mover can be "used up" after a certain number of moves (-> hp). A mover of "lifesave 0" works infinitly. (I know this is opposite to the common sense of "lifesave", but we gotta accept it)
+   * "hp <value>" has only a meaning if lifesave is set: <value> is the number of times minus one, that it will move a player before disappearing. (It will move someone <value>+1 times, then vanish). 
+  
+ Notes on usage:
+ NEVER EVER consider a mover being unpassable in the backwards direction. Setting "attacktype 1" makes it seemingly impossible but there is still a trick: One player can push a second player past the mover, in opposite to the mover's direction! The more movers, the more players needed. Hence, don't make a treasure room that is surrounded by movers instead of solid walls/gates.
+ 
+ Btw, it does not make a difference putting movers above or below the floor. Moreover, movers that are "invisible 1" cannot be discovered with the show_invisible spell.
+  
+ Note on directors:
+ Movers and Directors are seperate objects, even though they look and act similar. Directors only do spells/missiles, while movers only do living creatures (depending on how it is set: monsters and players).
+ 
+ see also: [[director]] (112)
  
  === type 41: teleporter ===
+ 
+ Functionality of teleporters:  
+ When the player walks into a teleporter, he is transferred to a different location. The main difference to the object-type [[exit]] is the possibility to have teleporters connected to levers/buttons/etc. Sometimes teleporters are activated even against the players will.
+ 
+ Unlike [[exits]], teleporters can transfer also items and monsters to different locations on the same map.
+  
+   * "slaying <map_path>" defines the map that the player is transferred to. <map_path> can be an absolute path, beginning with '/' (for example "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the relative path "Fire1"). Use relative paths whenever possible! Note that upper/lower case must always be set correctly. However, please use lower case only.  If the slaying is set, ONLY players can get teleported. If slaying is unset ("slaying 0"), anything can get teleported: Players, monsters and items. In this case, the destined map is automatically the same map the teleporter is on.
+   * "hp <number>",  "sp <number>": hp, sp define the (x, y)- coordinates of the exit's destination. If both are set to zero and "slaying 0" is set, the player will get teleported to another, randomly chosen teleporter on the same map (Slightly confusing for the player though). Make sure there actually *is* a second one in that case. If both (sp,hp) are zero but slaying is set, the player will be transferred to the "default enter location" of the destined map. The latter can be set in the map's attributes as "hp"/"sp", with crossedit there are input masks labeled "Start X"/"Start Y". Though, please DO NOT use that. I wrote it here only so that you understand some existing maps. It turned out to be a source for numerous map-bugs.
+   * "speed <speed_value>": If speed is nonzero, the teleporter will automatically be activated in regular time-intervals. Hence, the player can just step on it and gets teleported sooner or later. The duration between two activates depends on <speed_value>. Default in the teleporter arch is "speed 0.1". VERY IMPORTANT: If you want to have your teleporter activated via button/handle/magic_ear/etc, you must set "speed 0"!
+   * "connected <connector_value>": If set, the teleporter will be activated when the connection is triggered. As stated above, to use this, speed must be zero.
+     
+ Notes on usage:
+ Teleporters must always be placed above the floor in order to work correctly!
+ 
+ When creating maps, I guess sooner or later you'll want to have an invisible teleporter. If using "invisible 1", the teleporter can still be discovered with the show_invisible spell. And you can't place it under the floor to prevent this. Fortunately, there is a cool trick to make a perfectly invisible teleporter: You simply add teleporter functionality to the floor itself. That means: You take the floor arch (e.g. "flagstone"), set "type 41", and add slaying/hp/sp/connected... everything you need.
+ 
+ see also:  [[exit]] (66)
  
  === type 42: creator ===
+ 
+ Functionality of creators:   
+ A creator is an object which creates another object when it is triggered. The child object can be anything. Creators are VERY useful for all kinds of map-mechanisms.
+  
+   * "other_arch <arch_name>" defines the object that will be created. You can choose any of the existing arches.
+   * "connected <connector_value>": If <connector_value> is activated, the creator is triggered. 
+   * "hp <number>": The creator can be triggered <number> times, thus creating <number> objects, before it dissappears. Default is "hp 1" (-> one-time usage).
+   * "lifesave 1" means the creator will work infinitly, regardless of hp.
+   * "slaying <name>": The created object will bear the name <name>. If no slaying is set, the standard name of the archetype is used.
+   * "level <number>: The created object will be of level <number>. Again, if not set, the standard level of the archetype is used.
+    
+ Notes on usage:
+ Don't hesitate to hide your creators under the floor. The created items will still always appear ontop of the floor.
+ 
+ see also:  [[rune]] (154)
  
  === type 51: detectors === 
+ 
+ Functionality of detectors:   
+ Detectors work quite much like [[inv. checkers]]/[[pedestals]]: If the detector finds a specific object, it toggles its connected value.
+ 
+ What is "unique" about them, compared to [[inv. checkers]]/ [[pedestals]]? - First, detectors check their square for a match periodically, not instantly. Second, detectors check directly for object names. Third, detectors do not check the inventory of players/monsters.
+  
+   * "slaying <name>" specifies the name of the object we are looking for. Actually it does also check for slayings in key-objects, but for this case inv. checkers are often more powerful to use.
+   * "speed <speed_value>" sets the time between two detector-checks. If you want the detector to behave almost like pedestals/buttons, set speed rather high, like "speed 1.0".
+    
+ Notes on usage:
+ There is one major speciality about detectors: You can detect spells blown over a detector! To detect a lighting bolt for example, set "slaying ligthing" and "speed 1.0". In combination with [[spellcasting walls]], this can be very useful for map-mechanisms.
+ 
+ see also: [[pedestal]] (17), [[inv. checker]] (64), [[altar]] (18)
  
  === type 55: marker ===
+ 
+ Functionality of markers:   
+ A marker is an object that inserts an invisible force (a mark) into a player stepping on it. This force does nothing except contain a string in its slaying field which can be discovered by detectors or [[inv. checkers]]. It is also possible to use markers for removing marks again.
+ Note that the player has no possibility to "see" his own marks, except by the effect that they cause on the maps.
+  
+   * "slaying <unique_string>" is the "lockcode" that can be detected by inv. checkers/detectors. If the player already has a force with that slaying, there won't be inserted a second one.
+   * "speed <speed_value>" defines how quickly it will mark something standing on the marker. Set <speed_value> rather high to make sure the player really gets his mark. I think "speed 1.0" should do fine.
+   * "food <number>" sets the duration of the force it inserts. If nonzero, the duration of the player's mark is finite: about 1 food per 10 seconds. "food 0" means the mark will stay on the player forever.
+   * "name <unique_string>": When the player steps onto the marker, all existing forces in the players inv. with slaying <unique_string> will be removed. If you don't want to remove any marks, simply name your object "marker". I know, involving an object's name in it's functionalities is rather uncommon and irritating... but hey, we gotta deal with it. =)
+   * "msg <text> endmsg": In the moment when the player gets marked, the message <text> is displayed to him. You should usually set a message in any marker you create, because it's the only way for the player to notice what's going on.
+     
+ Notes on usage:
+ Markers hold real cool possibilities for map-making. I encourage you to use them frequently. However there is one negative point about markers: Players don't "see" what's going on with them. It is your task, as map-creator, to make sure the player is always well informed and never confused.
+ 
+ Please avoid infinite markers when they aren't needed. They're using a little space in the player file after all, so if there is no real purpose, set an expire time.
+ 
+ see also: [[inventory checker]] (64)
  
  === type 56: holy altar === 
  
  === type 62: magic wall ===


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Old Revision: http://wiki.metalforge.net/doku.php/map-making_guide?rev=1164503134
New Revision: http://wiki.metalforge.net/doku.php/map-making_guide

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