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

no-reply_wiki at metalforge.org no-reply_wiki at metalforge.org
Sat Nov 25 23:41:05 CST 2006


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

Date        : 2006/11/25 23:41
User        : rednaxela
Edit Summary: Expand on notes, and some more spelling fixes

@@ -334,9 +334,9 @@
    * "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 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.
+ 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. It should be noted though that this behavior can be used for intentionally multi-player maps, and there is one such example in pupland, however it should be noted that forcing players to use that to get through would usually be considered a bit too counterintuitive unless it is hinted to.
  
  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:
@@ -466,16 +466,16 @@
    * "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.
+ 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 independent 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.
+ As the name implies, mood floors can change the "mood" of a monsters/NPC. For example, an unaggressive monster could be turned mad to start attacking. Similar, an aggressive 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
@@ -632,5 +632,5 @@
    * "race <monster_arch_name>": If this is set to the arch name of any monster, together with "slaying summon evil monster", the rune will summon a bunch of those on detonation. (dam and attacktype will still be ignored in this case). In theory, runes are even capable of summoning multi-square monsters, given enough space. You'd better test it though.
    * "maxhp <number>" should only be set to a summoning rune. It will then summon <number> creatures of <monster_arch_name>.
     
  Notes on usage:
- Avoid monsters stepping on your runes. For example, summoning runes together with spellcasting- and  attack-runes is usually a bad idea.
+ Avoid monsters stepping on your runes. For example, summoning runes together with spellcasting- and  attack-runes is usually a bad idea. One can use this feature intentionally though to create chain-reactions of summoning runes and such things, however one should be careful about doing this.


IP-Address  : 66.222.158.169
Old Revision: http://wiki.metalforge.net/doku.php/map-making_guide?rev=1164519083
New Revision: http://wiki.metalforge.net/doku.php/map-making_guide

-- 
This mail was generated by DokuWiki at
http://wiki.metalforge.net/




More information about the crossfire-wiki mailing list