[Crossfire-wiki] [Crossfire DokuWiki] page changed: map-making_guide
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Sat Nov 25 19:33:09 CST 2006
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Date : 2006/11/25 19:33
User : leaf
Edit Summary: Import holy altars, magic wall, inventory checker, mood floor
@@ -276,9 +276,9 @@
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 ===
@@ -414,14 +414,84 @@
see also: [[inventory checker]] (64)
=== type 56: holy altar ===
+
+ Functionality of holy_altars:
+ Holy_altars are altars for the various religions. Praying at a holy_altar will make you a follower of that god, and if you already follow that god, you may get some extra bonus. (See: [[god intervention]])
+
+ * "other_arch <god_name>" specifies the god that the altar belongs to. Possible options for <god_name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, Gorokh, Valriel and Sorig. If you want to have an unconsecrated altar, set "other_arch 0" and "level 0".
+ * "level <number>": To re-consecrate an altar, the players skill level (wisdom level) must be as high or higher than the level field. In this way, some altars can not be re-consecrated, while other altars, like those in dungeons, could be.
+ Altars located in temples should have at least "level 100". Some characters might need those altars, they would be very unhappy to see them re-consecrated to another cult.
+
+ see also: [[altar]] (18)
=== type 62: magic wall ===
+
+ Functionality of magic walls:
+ Magic walls fire spells in a given direction, in regular intervals. Magic walls can contain any spell. However, some spells do not operate very successfully in them. The only way to know is to test the spell you want to use with a wall.
+
+ Several types of magical walls are predefined for you in the archetypes, and can be found on a pick-map available in crossedit.
+
+ * "dam <[[spellnumber]]>" specifies the spell the wall will cast. You can find a list of spellnumbers [[here]].
+ * "level <number>": The wall will cast it's spells at level <number>. "level 1" walls cast spells at minimal strength. "level 100" walls cast deadly spells. Arch default is level 1 - you should rise it to meet the overall difficulty of your map.
+ * "sp <number>" holds the direction in which the wall will cast the spell. 1=north, 2=northeast, 3=east,... , 8=northwest. A magic wall with "sp 0" will always fire in a random direction.
+ * "speed <speed_value>" defines the spellcasting speed of the wall. You can fine-tune how long the duration between two casts shall be. If you want to create a wall that can be activated (cast per trigger) via connected lever/button/etc, you must set "speed 0".
+ * "connected <connector_value>" means the wall will cast a spell when it is triggered via <connector_value>. Set "speed 0" or it won't have much visible effect.
+ * "no_pass 1", "blocksview 1" should be set for "normal" wall-behavior: blocking view and non-passable. Yet, this is not a rule written in stone. You could make invisible, passable magic walls... the spells will then seemingly appear out of nowhere.
+ * "alive 1" means the wall can be attacked and destroyed. If set, you must also set the common monster-attributes: hp, maxhp, resistances. See description of [[monsters]].
+
+ Notes on usage:
+ Spellcasting walls pose an interesting alternative to monsters. Usually they are set to be undestroyable ("alive 0"). Thus, while monsters in a map can be cleared out, the magic walls remain. Low level characters for example will not be able to pass through their spell-area, hence they cannot loot a map that a high level character might have cleared out.
+
+ Another point of magic walls is that if the player dies, he has to face them all again. Magic walls can add a kind of "permanent thrill" to your maps.
+
+ Be careful that your magic walls don't kill the monsters on a map. If placing monsters, eventually take ones that are immune to the walls' spell(s).
+
+ It is possible to make walls rotate when triggered. But that is so confusing (and useless IMHO) that I did not mention it above. You can find a working example on the map "/pup_land/castle_eureca/castle_eureca8".
=== type 64: inventory checker ===
+
+ Functionality of inventory checkers:
+ Inventory checkers passively check the players inventory for a specific object. You can set a connected value that is triggered either if that object is present or missing (-> "last_sp") when a player walks over the inv. checker. A valid option is to remove the matching object (usually not recommended, see "last_heal").
+
+ Alternatively, you can set your inv. checker to block all players that do/don't carry the matching object (-> "no_pass").
+ As you can see, inv. checkers are quite powerful, holding a great variety of possibilities.
+
+ * "slaying <name>" specifies the object we are looking for: We have a match if the player does/don't carry a [[key object]] or a mark (-> see [[marker]]) with identical slaying <name>. Note that [[key objects]] usually appear as "passports" in this context. A typical example is the city gate mechanism of scorn.
+ * "race <archtype_name>" specifies the object we are looking for: We have a match if the player does/don't carry an object of archtype <archtype_name>.
+ * "hp <type_value>" specifies the object we are looking for: We have a match if the player does/don't carry an object that is of type <type_value>. Example: Set "hp 15" ([[type 15 => weapon]]) and "no_pass 1". Now you have an inv. checker blocking all players that carry any kind of melee weapon. To pass, a player is forced to leave behind all his weaponry... bad news for a warrior. Nice, hum? :)
+ * "last_heal 1": Remove object if found. This is usually not recommended because inv. checkers are in general invisible. So, unlike for altars/ locked doors, the player won't expect to lose an object when walking over that square. And he doesn't even get a message either.
+ So, *if* you set last_heal, make sure to inform the player what's going on!
+ * "no_pass 1": If set, only players meeting the match criteria can pass through that space. If "no_pass 0" (default), then the inv. checker acts like a trigger/button.
+ * "last_sp 1" means having that object is a match. "last_sp 0" means not having that object is a match.
+ * "connected <connector_value>" specifies the connector value to be activated if the inv. checker is triggered. This only makes sense along with "no_pass 0".
+
+ General usage notes:
+ Putting a check_inventory space in front of a gate (one below) and one on the opposite side works reasonably well as a control mechanism. Unlike the [[key]]/[[door-combo]], this one works infinite since it is independant from map reset. Use it to put a "structure" into your maps: Player must solve area A to gain access to area B. This concept can be found in nearly every RPG - simple but effective.
+
+ see also: [[special key]] (21), [[marker]] (55), [[pedestal]] (17), [[detector]] (51)
=== type 65: mood floor ===
+
+ Functionality of mood floors:
+ As the name implies, mood floors can change the "mood" of a monsters/NPC. For example, an unagressive monster could be turned mad to start attacking. Similar, an agressive monster could be calmed.
+
+ * "last_sp <number>" is used to determine what will happen to the monster when affected by the mood floor:
+ * "last_sp 0": 'furious' Makes all monsters aggressive
+ * "last_sp 1": 'angry' As above but pets are unaffected
+ * "last_sp 2": 'calm' Makes all monsters unaggressive
+ * "last_sp 3": 'sleep' Puts all monsters to sleep
+ * "last_sp 4": 'charm' Makes monster into a pet of person who triggers the square. This setting is not enabled for continous operation, you need to insert a connected value!
+ * "connected <connector_value>": This should only be set in combination with "last_sp 4". Normally, monsters are affected by the mood floor as soon as they step on it. But charming (monster -> pet) is too powerful, so it needs to be activated. Typically it is connected to an altar, for buying a "hireling". But a powerful pet could as well be the reward for solving a quest. Or even better: It could be *part* of a quest!
+
+ Notes on usage:
+ Notes on usage: Mood floors are absolutely cool for NPC interaction. To make an unaggressive monster/NPC attack, put a [[creator]] with
+ "other_arch furious_floor" under it. Connect the creator to a [[magic_ear]], so the player speaks a keyword like "stupid sucker" - and the monster attacks.
+
+ To turn an NPC into a pet, put a charm_floor under it and connect it directly to a [[magic_ear]]. Then the player speaks a keyword like "help me" - and the NPC joins him as pet.
+
+ (Of course you must always give clear hints about keywords! And there is no reason why you couldn't use a button/lever/[[pedestal]] etc. instead of a [[magic_ear]].)
=== type 66: exit ===
=== type 85: spellbook ===
IP-Address : 65.165.40.73
Old Revision: http://wiki.metalforge.net/doku.php/map-making_guide?rev=1164503964
New Revision: http://wiki.metalforge.net/doku.php/map-making_guide
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