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

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

Date        : 2006/11/25 23:31
User        : rednaxela
Edit Summary: spelling/grammar fixes

@@ -101,9 +101,9 @@
  
  === 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.
+  A rod contains a spell. The player can use this spell by applying and firing 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.
@@ -129,9 +129,9 @@
   
    * "level <number>": If the potion contains a spell, the spell is cast at level <number>. For other potions it should be set at least to 1.
    * "cursed 1" generally turns benefits into penalties (see below). Note that potions can be "uncursed" by praying over an altar, with relative ease. *But* the potion must be identified to notice that it is cursed >:)
    * "Str/Dex/Con/Int/Wis/Pow/Cha <num>" makes a stat-potion. The player's stat will rise/fall by value <num> for permanent (of course there is an upper limit). Generally there shouldn't be stat potions granting more than one stat. Cursed potions will subtract the stats if positive.
-   * "resist_<attacktype> <number>" makes a resistance potion. Resistance from <attacktype> by <number> percent. The effect is only temporare, and it does NOT add on the values from the player's equipment. Cursed potions will make negative resistance.. very nasty in combat!
+   * "resist_<attacktype> <number>" makes a resistance potion. Resistance from <attacktype> by <number> percent. The effect is only temporary, and it does NOT add on the values from the player's equipment. Cursed potions will make negative resistance.. very nasty in combat!
    * "sp  <spellnum>": When a player drinks this potion, the spell of number <spellnum> will be casted (once). This should work for any given spell. Look for spellnumbers here. E.g. heal is "sp 35", magic power is "sp 67".
    * "attacktype 1048576" makes an improvement potion. (I know, using attacktype for this is very ugly, bleah!!) If your potion is NOT supposed to be an improvement potion, leave attacktype zero.
  
  === type 6: food === 
@@ -192,9 +192,9 @@
    * "dam <number>" is the damage this weapon does per hit. <number> will add to the base damage of the player.
    * "attacktype  <[[attack_num]]>": the bitmask <attack_num> determines the weapon's attacktypes. Attacktypes are: physical, magical, fire, cold.. etc. Read a more detailed description about attacktypes [[here]]. Most artifact weapons have no more than one or two attacktypes. Keep in mind that all weapons can be blessed by the player's deity, thus adding an additional attacktype. When a player hits a monster with a weapon that has more than one attacktype, then he will do as much damage as the "best" of his attacktypes does. So, the more attacktypes you've got, the better your chance to take advantage of a monster's vulnerabilities. (Btw: Same rule applies for monster vs. player.). Attacktypes "magic" and "chaos" are somehow exceptions.
    * "resist_<attacktype> <number>" adds resistance to the weapon. Resistance from <attacktype> by <number> percent. Treat this with CARE. Look at other maps and what they require to do for getting this-and-that artifact.
    * "Str/Dex/Con/Int/Wis/Pow/Cha <number>": The wielder's stat(s) will rise/fall by value <number> for permanent. Again, don't mess around with this! Stats-bonus is very powerful. (Stat bonus does not mark a weapon being "magical")
-   * "slaying <race>": The weapon does triple damage to monsters of this <race> cathegory. On the other hand, no god blessings are possible for such weapons.
+   * "slaying <race>": The weapon does triple damage to monsters of this <race> category. On the other hand, no god blessings are possible for such weapons.
    * "last_sp <number>" determines the weapon-speed. The lower the faster, "last_sp 1" is best (that is lightning- fast). A typical average value is 8. Speed and damage should be kept in reasonable relation.
    * "path_attuned/repelled/denied  <[[spellpath]]>": This modifies the player's attunement to certain spellpaths. Attunes are more a matter of rings/amulets, while repels/denies are quite common. Remember that weapons are in general the barbarians' tools, not the wizards'. Read the details about spellpaths [[here]].
    * "wc <number>": weapon-class bonus
    * "magical <number>" sets the weapon's magic bonus. It works just like wc, except that magic bonus can be improved by the gods or reduced by acid. Hence, it is less useful than direct wc on a weapon.
@@ -244,9 +244,9 @@
    * "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.
+   * "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 infinitely 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 === 
@@ -258,24 +258,24 @@
    * "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).
+ If you want to create a locked door that cannot be opened (no key), set a slaying like "no_key_available". This will clarify 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 ===  
  
  Functionality of special keys:  
- When carrying the appropriate special key, a locked door can be opened. The key will dissapear.
+ When carrying the appropriate special key, a locked door can be opened. The key will disappear.
  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]].
+ 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 appropriate  [[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)
@@ -284,9 +284,9 @@
  
  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!
+   * "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 triggered 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 
@@ -296,9 +296,9 @@
  
  === 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.
+ 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 infinitely.
   
    * "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.
@@ -330,18 +330,18 @@
    * "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)
+   * "lifesave 1" means the mover can be "used up" after a certain number of moves (-> hp). A mover of "lifesave 0" works infinitely. (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.
+ NEVER EVER consider a mover to be impassable 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).
+ Movers and Directors are separate 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 ===
@@ -369,10 +369,10 @@
  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.
+   * "hp <number>": The creator can be triggered <number> times, thus creating <number> objects, before it disappears. Default is "hp 1" (-> one-time usage).
+   * "lifesave 1" means the creator will work infinitely, 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:
@@ -390,9 +390,9 @@
    * "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.
+ There is one major specialty about detectors: You can detect spells blown over a detector! To detect a lightning bolt for example, set "slaying lightning" 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 ===
@@ -457,9 +457,9 @@
  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>.
+   * "race <archetype_name>" specifies the object we are looking for: We have a match if the player does/don't carry an object of archetype <archetype_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.
@@ -480,9 +480,9 @@
      * "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!
+     * "last_sp 4": 'charm' Makes monster into a pet of person who triggers the square. This setting is not enabled for continuous 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 
@@ -501,9 +501,9 @@
    * "hp <number>",  "sp <number>": hp, sp define the (x, y)- coordinates of the exit's destination. If both are set to zero, 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.
    * "walk_on 1": If set, the player will apply the exit by just walking into it. This must be set for the invisible exits for example. If "walk_on 0", the player has to step onto the exit and press <a> to get transferred.
    * "fly_on 1": If set, the player will apply the exit by "flying into it". Flying means the player is levitating. E.g. he might wear the levitation boots.
    * "msg <text> endmsg": If set, <text> will be displayed to the player when he applies the exit. This is quite useful to throw in some "role-play feeling": "As you enter the dark cave you hear the sound of rustling dragonscales...". Well, my english is poor, but you got the point. =)
-   * "unique 1" defines the destined map as "personal unique map". That means there will be a seperate version of that map for every player out there. This feature is used for the permanent apartments (in Scorn/Nuernberg/Caterham...). It should not be used for anything else than apartments, since Crossfire is a *multi*player game. In such a permanent apartment don't forget to set "unique 1" for all floor tiles too (see [[floors]]). An exit pointing outside of a "personal unique map" must be "unique 0".
+   * "unique 1" defines the destined map as "personal unique map". That means there will be a separate version of that map for every player out there. This feature is used for the permanent apartments (in Scorn/Nuernberg/Caterham...). It should not be used for anything else than apartments, since Crossfire is a *multi*player game. In such a permanent apartment don't forget to set "unique 1" for all floor tiles too (see [[floors]]). An exit pointing outside of a "personal unique map" must be "unique 0".
     
  Notes on usage:
  If you want to have an invisible exit, set "invisible 1" (, of course "walk_on 1"), and put it *under* the floor. Otherwise it could be detected with the show_invisible spell.
  


IP-Address  : 66.222.158.169
Old Revision: http://wiki.metalforge.net/doku.php/map-making_guide?rev=1164506238
New Revision: http://wiki.metalforge.net/doku.php/map-making_guide

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