From no-reply_wiki at metalforge.org Tue Sep 2 07:00:30 2008 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Tue, 02 Sep 2008 07:00:30 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: client_side_scripting:scripts Message-ID: <1220356830.834198.21302.nullmailer@wiki.metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2008/09/02 07:00 User : Edit Summary: @@ -5,4 +5,6 @@ [[client_side_scripting:scripts:perl|Perl Scripts]] [[client_side_scripting:scripts:python|Python Scripts]] + + [[client_side_scripting:scripts:tcl|Tcl Scripts]] IP-Address : 71.62.74.77 Old Revision: http://wiki.metalforge.net/doku.php/client_side_scripting:scripts?rev=1206000510 New Revision: http://wiki.metalforge.net/doku.php/client_side_scripting:scripts -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Tue Sep 2 07:03:47 2008 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Tue, 02 Sep 2008 07:03:47 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page added: client_side_scripting:scripts:tcl Message-ID: <1220357027.473986.21305.nullmailer@wiki.metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2008/09/02 07:03 User : Edit Summary: created ==== Tcl Scripts ==== The scripts on this page or linked to from this page are working scripts that players have actually used. Feel free to contribute your own Perl script(s) here. If you do not have wiki edit access then send your script to (poof at eracc dot com) for consideration. === The Scripts === IP-Address : 71.62.74.77 Old Revision: none New Revision: http://wiki.metalforge.net/doku.php/client_side_scripting:scripts:tcl -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Tue Sep 2 07:06:52 2008 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Tue, 02 Sep 2008 07:06:52 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: client_side_scripting:scripts:tcl Message-ID: <1220357212.496169.21314.nullmailer@wiki.metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2008/09/02 07:06 User : Edit Summary: Created page for Tcl Scripts @@ -1,5 +1,5 @@ ==== Tcl Scripts ==== - The scripts on this page or linked to from this page are working scripts that players have actually used. Feel free to contribute your own Perl script(s) here. If you do not have wiki edit access then send your script to (poof at eracc dot com) for consideration. + The scripts on this page or linked to from this page are working scripts that players have actually used. Feel free to contribute your own Tcl script(s) here. If you do not have wiki edit access then send your script to (poof at eracc dot com) for consideration. === The Scripts === - + * [[:client_side_scripting:scripts:tcl:autopray]] -- Prays to max grace, including optional altar-spamming. * IP-Address : 71.62.74.77 Old Revision: http://wiki.metalforge.net/doku.php/client_side_scripting:scripts:tcl?rev=1220357025 New Revision: http://wiki.metalforge.net/doku.php/client_side_scripting:scripts:tcl -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Tue Sep 2 07:28:06 2008 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Tue, 02 Sep 2008 07:28:06 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page added: client_side_scripting:scripts:tcl:autopray Message-ID: <1220358486.286761.21363.nullmailer@wiki.metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2008/09/02 07:28 User : Edit Summary: created ====== Introduction ====== This is a more sophisticated client-side Tcl script that will pray you to max grace. It will recognize if you're over a friendly altar and pray you to the doubled max there, or even abort if you move over another god's altar. Yes, you and move, or even cast healing spells while praying, but it does soak up actions, so it's best not used in the middle of a fight. You can also supply a numeric argument to "spam" an altar with that many prayers, to recover your stats, decurse your inventory, etc. Warning: The big weakness of this script is that it cannot autodetect what god the character worships. You can specify the god's name as an argument, too -- but the GTK client, at least, has all characters sharing the same key bindings, so be careful when switching characters! The default is embedded as Mostrai. ====== Requirements ====== * Tcl ====== Code ====== #!/bin/sh # the next line restarts using tclsh \ exec tclsh "$0" ${1+"$@"} # This is a crossfire script to pray to max Grace. # Written by David Harmon, a.k.a. Mental Mouse, for the Crosfire DocuWiki. # Test if we're on an altar. 1 for friendly, 0 for none, -1 for other god's proc look_for_altar {whose} { set on_altar 0 puts "request items on" flush stdout set cfline {} while {0 <= [gets stdin cfline]} { foreach "msgtype msginfo1 msginfo2" "[lrange $cfline 0 2]" {} set msgvalue [lrange "$cfline" 3 end] switch "$msgtype $msginfo1 $msginfo2" { "request items on" { # msgvalue is null to start list, "end" to end it. if {[llength "$msgvalue"] <= 0} { set on_altar 0 continue # go on to first item } if {[string match "$msgvalue" "end"]} { return $on_altar } # Otherwise, examine the item # i_flags: 1 ? 2 ? 4 ? 8 worn 16 locked foreach "i_idnum i_count i_weight i_flags i_class" \ "[lrange $msgvalue 0 4]" {} set i_name [lrange "$msgvalue" 5 end] # ignore anything but an altar if {! [string match "[lindex "$i_name" 0]" "Altar" ]} { continue } if {[string match "[lindex "$i_name" 2]" "$whose"]} { set on_altar 1 } else { set on_altar -1 } # note that we don't want to return here, because we want # to finish reading the list. # case "request items on" } default {} } } # just in case -- we should return from the end of the item list return $on_altar } ##### Procs defined, continuing with program ##### set my_god "Mostrai" set more_prayer 0 # we'd like to be able to *ask* the server what god the character worships! # Failing that, get it from a default and/or an argument. foreach arg $argv { if {[string is digit $arg]} { # TODO: implement this.... set more_prayer $arg } else { set my_god "$arg" } } set on_altar 0 set errvar "" set maxgrace 0 set tmpdir "[file dirname $argv0]/tmp" set on_altar [look_for_altar $my_god] if {$on_altar == -1} { puts "draw 3 You're on the wrong altar!" flush stdout file delete "$lockfile" exit 0 } # Get our maxgrace, once puts "request stat hp" flush stdout while {0 <= [gets stdin cfline]} { foreach "msgtype msginfo1 msginfo2" "[lrange $cfline 0 2]" {} set msgvalue [lrange "$cfline" 3 end] switch "$msgtype $msginfo1 $msginfo2" { "request stat hp" { foreach {hp maxhp sp maxsp grace maxgrace food} \ "$msgvalue" {} puts stderr "Maxgrace: $maxgrace, Grace: $grace" break } default {} } } # Now the tricky part -- we don't want to issue a pray command for every # change in grace (which may not be our work!), so we do a "watch comc" # ("command complete") and respond only to those. We also do a "watch stats" # to keep track of grace, but we don't send commands then. Note that our own # prays also trigger the "watch comc", which is why we start with a prayer. # Note that if we move on or off an altar while praying, we could have trouble, # so check for that too, with a "monitor" puts stderr "Found grace: $grace" puts "watch stats" puts "watch comc" puts "monitor" puts "issue 1 1 use_skill praying" flush stdout set moved 0 set done 0 while {!$done && [gets stdin cfline] > 0} { foreach "msgtype msginfo1 msginfo2" "[lrange $cfline 0 2]" {} set msgvalue [lrange "$cfline" 3 end] switch -glob "$msgtype $msginfo1 $msginfo2" { "watch stats grace" { set grace $msgvalue puts stderr "Grace: $grace" } "monitor 0 0" { # we may be moving.... puts stderr "Moving? \"$msgvalue\"" set moved 1 } "watch comc *" { # msginfo2 is a command number, thus variable. if {$moved} { puts stderr "May have moved ... checking again for altars" set on_altar [look_for_altar $my_god] if {$on_altar == -1} { puts "draw 3 Yikes! You moved onto the wrong altar!" } set moved 0 } if {$on_altar >= 0} { if {$grace >= (($on_altar == 1)? $maxgrace *2 : \ $maxgrace)} { # Countdown extra prayers incr more_prayer -1 puts stderr "Counting down: $more_prayer" flush stderr if {$more_prayer < 0} {incr done} } if {!$done} { puts "issue 1 1 use_skill praying" flush stdout # will be overwritten soon, but that's OK incr grace puts stderr "praying" } } else { puts stderr "praying blocked -- wrong altar" } } default {} } } # now clean up and exit puts "unwatch stats" puts "unwatch comc" puts "unmonitor" flush stdout exit 0 ====== Notes & Comments ====== See Introduction about specifying the character's god. The comment prefix is for UNIX; it lets sh or bash recognize it as a command script, but then relaunch it in Tcl, regardless of Tcl's path. This is a better version of the prefix than that found in the Tcl manual; it doesn't introduce a null argument if called without any. ====== References ======= * [[:Client Side Scripting]] IP-Address : 71.62.74.77 Old Revision: none New Revision: http://wiki.metalforge.net/doku.php/client_side_scripting:scripts:tcl:autopray -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Tue Sep 2 07:29:23 2008 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Tue, 02 Sep 2008 07:29:23 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: client_side_scripting:scripts:tcl:autopray Message-ID: <1220358563.883282.21366.nullmailer@wiki.metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2008/09/02 07:29 User : Edit Summary: @@ -211,9 +211,9 @@ flush stdout exit 0 - + ====== Notes & Comments ====== See Introduction about specifying the character's god. IP-Address : 71.62.74.77 Old Revision: http://wiki.metalforge.net/doku.php/client_side_scripting:scripts:tcl:autopray?rev=1220358484 New Revision: http://wiki.metalforge.net/doku.php/client_side_scripting:scripts:tcl:autopray -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Tue Sep 2 07:39:14 2008 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Tue, 02 Sep 2008 07:39:14 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: beginer_s_atlas Message-ID: <1220359154.603423.21390.nullmailer@wiki.metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2008/09/02 07:39 User : Edit Summary: @@ -7,8 +7,9 @@ First, [[world:Scorn]] is located at the far west of the continent, while [[world:Navar]] is located to the far east. (however the [[world:weather]] system currently treats this differently ((Could be explained, by saying that people in the world consider north and south to be based on magnetic north and south, while weather goes by it's rotational axis))) The [[world:highway|Imperial Highway]], also know as the "Yellow Brick Road"; links [[world:Scorn]], and [[world:Navar]], along with, [[world:Brittany]], [[world:Darcap]], [[world:Lake Country]], and [[world:santodominion|Santo Dominion]]; but we will get to those later. If you picked [[world:Scorn]], first head west (left), and go into "Beginner's 1" for an other quick tutorial relating to combat. And finally enter "Beginner's 2" for a tutorial about staying alive. + ===== Getting Oriented ===== Now you may want to know what you can do around [[world:Scorn]] and how to get to other places. IP-Address : 71.62.74.77 Old Revision: http://wiki.metalforge.net/doku.php/beginer_s_atlas?rev=1160941703 New Revision: http://wiki.metalforge.net/doku.php/beginer_s_atlas -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Tue Sep 2 07:42:59 2008 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Tue, 02 Sep 2008 07:42:59 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: user:mhoram:scripts:altar_pray Message-ID: <1220359379.397622.21399.nullmailer@wiki.metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2008/09/02 07:42 User : Edit Summary: @@ -3,6 +3,6 @@ This is an extremely simple client-side perl script that will pray 600 times over an altar. It will only send the commands one at a time, so it won't bog down the server, thanks to the routines in subs.pl. Yes, this is sort of cheating, but if you're going to pray until you get something uncursed by pressing the button hundreds of times anyway, you might as well be getting a snack while it does it. - + ====== Requirements ====== * Perl * [[subs.pl]] IP-Address : 71.62.74.77 Old Revision: http://wiki.metalforge.net/doku.php/user:mhoram:scripts:altar_pray?rev=1171921397 New Revision: http://wiki.metalforge.net/doku.php/user:mhoram:scripts:altar_pray -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Tue Sep 2 07:53:52 2008 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Tue, 02 Sep 2008 07:53:52 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: beginer_s_atlas Message-ID: <1220360032.652027.21416.nullmailer@wiki.metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2008/09/02 07:53 User : Edit Summary: @@ -11,8 +11,9 @@ ===== Getting Oriented ===== Now you may want to know what you can do around [[world:Scorn]] and how to get to other places. + ==== The City of Scorn ==== First starting with the city of [[world:Scorn]]: @@ -20,19 +21,21 @@ Scorn can be divided into the southern area, the northern area, and the [[world:scorn:port]]. [[world:scorn:castle|The Castle of Scorn]] marks the limit between the northern and southern parts of the city. The southern part of [[world:Scorn]] is more suited to lower level players, while the northern area is better suited for slightly more intermediate-leveled players. The [[scorn:port]] is a bit more advanced, and has transportation to a few other places. I recommend that beginning players explore the southern area of [[world:Scorn]] a bit to get a feel for the game. You have the possibility of helping some people and have a chance of earning rewards. === Scorn --- Southern Area === When starting out, i recommend that beginning players explore the southern area of [[world:Scorn]] first - In the southern area of [[world:Scorn]], there is an [[world:scorn:inn]] which will accommodate anyone for no charge, but be prepared to share rooms. Additionally, there is the general store, which buys and sells basic items. + In the southern area of [[world:Scorn]], there is an [[world:scorn:inn]] which will accommodate anyone for no charge, but be prepared to share rooms. Additionally, there is the general store, which buys and sells basic items. Note that the inn map occasionally resets, so this is not a good place to store stuff. === Scorn --- Northern Area === - When you get oriented with the southern area, you may now want to head to the northern part of [[world:Scorn]]. Be careful though, since you can easily get killed if you are not strong enough. Some safe places to visit would be the apartment buildings (one is shared, the other takes each player to their own area), the ground floor and the basement of the [[world:scorn:trade market|Scorn Trade Market]](the 2nd floor is very dangerous), the shops, and the [[world:scorn:IPO]] (post office). Also in the northern area of [[world:Scorn]], there are two gatehouses. The north gatehouse leads to the [[world:scorn:port|port]], while the east gatehouse leads to the [[world:highway|Imperial Highway]]. + When you get oriented with the southern area, you may now want to head to the northern part of [[world:Scorn]]. Be careful though, since you can easily get killed if you are not strong enough. Some safe places to visit would be the apartment buildings (one is shared, the other takes each player to their own area), the ground floor and the basement of the [[world:scorn:trade market|Scorn Trade Market]](the 2nd floor is very dangerous), the shops, and the [[world:scorn:IPO]] (post office). Also in the northern area of [[world:Scorn]], there are two gatehouses. The north gatehouse leads to the [[world:scorn:port|port]], while the east gatehouse leads to the [[world:highway|Imperial Highway]]. The eastern apartment building is obsolete -- tiny and buggy -- so don't bother buying an apartment there -- the western one, "Permanent Apartments", is the one you want. This gives you plenty of space to hoard stuff. Scraping up the 200 plat for an apartment should be among your first goals. + + Most of the wells take you to various parts of the Old City, which is fairly dangerous (so be prepared to flee back to the surface). The well below the temples goes to a separate dungeon, which you may want to try after you've gained a few levels. === Scorn --- Port === - To get into the [[world:scorn:port]], you need to find the gate password (found somewhere in the city), or port pass (can be found in the city, or bought), or to become a hero of scorn. Once you have one of those, go through the northern gate. Here you can enter a few dungeons, or go to other cities. Additionally there is a shop that sells building supplies, but you can't use those unless you have access to a buildable area such as guild storage buildings, and some apartments ([[world:Scorn]]'s apartments not included). The dragon in the west of the port, will take you to the [[world:Pupland]] terminal. If you go to [[world:Pupland]], it is usually a good idea to keep in mind that it can be considered to be one huge quest, with interlinked dungeons. + To get into the [[world:scorn:port]], you need to find the gate password (found somewhere in the city), or port pass (can be found in the city, or bought), or to become a hero of scorn. Once you have one of those, go through the northern gate. Here you can enter a few dungeons, or go to other cities. Additionally there is a shop that sells building supplies, but you can't use those unless you have access to a buildable area such as guild storage buildings, and some apartments ([[world:Scorn]]'s apartments not included). The dragon in the west of the port, will take you to the [[world:Pupland]] terminal. If you go to [[world:Pupland]], it is usually a good idea to keep in mind that it can be considered to be one huge quest, with interlinked dungeons. Note that otherwise, Scorn does not get dragon service, but you can still buy a (useless) ticket to Scorn at the other cities' Dragon Hangars. There is a free boat to Stoneville, which does have dragon service. The main dungeons in Stoneville are much more dangerous than Scorn's! ==== The Imperial Highway ==== After you get to a high enough level and most of the dungeons around [[world:Scorn]] become easy, you may want to head to [[world:Navar]]. To get there from [[world:Scorn]], leave from the east gate, then follow the [[world:highway|Yellow Brick Road]] east. ==== Navar ==== [[world:Navar]] contains some quest for players who have passed the point where most dungeons in [[world:Scorn]] present a challenge to them. There are places in which you can get you killed shortly after you enter them, if you are not careful. To start on the quests, you may want to talk to some of the people inside [[world:Navar]]'s city hall. To be continued, but feel free to contribute. IP-Address : 71.62.74.77 Old Revision: http://wiki.metalforge.net/doku.php/beginer_s_atlas?rev=1220359152 New Revision: http://wiki.metalforge.net/doku.php/beginer_s_atlas -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Tue Sep 2 08:26:46 2008 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Tue, 02 Sep 2008 08:26:46 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: beginer_s_atlas Message-ID: <1220362006.750373.22444.nullmailer@wiki.metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2008/09/02 08:26 User : Edit Summary: @@ -27,18 +27,19 @@ === Scorn --- Northern Area === When you get oriented with the southern area, you may now want to head to the northern part of [[world:Scorn]]. Be careful though, since you can easily get killed if you are not strong enough. Some safe places to visit would be the ground floor and the basement of the [[world:scorn:trade market|Scorn Trade Market]](the 2nd floor is very dangerous), the shops, and the [[world:scorn:IPO]] (post office). Also in the northern area of [[world:Scorn]], there are two gatehouses. The north gatehouse leads to the [[world:scorn:port|port]], while the east gatehouse leads to the [[world:highway|Imperial Highway]]. What looks like a western gatehouse is the entrance to the "stronghold" (castle), which offers a series of quests, many of which will take you outside the city. Note that these rapidly increase in difficulty, so you'll need to do other adventuring too. Most of the wells take you to various parts of the Old City, which is fairly dangerous (so be prepared to flee back to the surface). The well below the temples goes to a separate dungeon, which you may want to try after you've gained a few levels. City Hall is safe, and offers some free food. You will want to get an apartment fairly soon, to store spare equipment and hoard stuff for later identification and sale. The eastern apartment building is obsolete -- tiny and buggy -- so don't bother buying an apartment there! (However, the lobby and grounds can be a good place to play with spells and such.) The western one, "Permanent Apartments", is the one you want -- plenty of space, and completely secure. Scraping up the 200 plat for an apartment should be among your first goals. + + + === Merchants === + The motto of the Merchant's Guild is "never give a sucker an even break". Unless you have bargaining skill, you shouldn't bother trying to buy most equipment. You can make some money selling stuff from the dungeons, but don't expect to get anything like the purchase prices for the same items. Once you have an apartment, you should accumulate un-IDed stuff until you have stacks large enough to be worth identifying (tables at several shops) and selling. (Un-ID'ed stuff gets even worse prices.) Check around to see who gives you the best prices, as the "wrong" shop will give you a fraction of the price. The specialty shops are pretty obvious, but the "Scorn Sale Shop" takes some of the odder items, notably monster parts. Note that the Library has a shop too! === Scorn --- Port === To get into the [[world:scorn:port]], you need to find the gate password (found somewhere in the city), or port pass (can be found in the city, or bought), or to become a Hero of Scorn. Once you have one of those, go through the northern gate. Here you can enter a few dungeons, or go to other cities. Additionally there is a shop that sells building supplies, but you can't use those unless you have access to a buildable area such as guild storage buildings, and some apartments ([[world:Scorn]]'s apartments not included). The dragon in the west of the port, will take you to the [[world:Pupland]] terminal. If you go to [[world:Pupland]], it is usually a good idea to keep in mind that it can be considered to be one huge quest, with interlinked dungeons. Note that otherwise, Scorn does not get dragon service, but you can still buy a (useless) ticket to Scorn at the other cities' Dragon Hangars. There is a free boat to Stoneville, which does have dragon service. The main dungeons in Stoneville are much more dangerous than Scorn's! (The dragon hangars also offer some free food.) ==== The Imperial Highway ==== After you get to a high enough level and most of the dungeons around [[world:Scorn]] become easy, you may want to head to [[world:Navar]]. To get there from [[world:Scorn]], leave from the east gate, then follow the [[world:highway|Yellow Brick Road]] east. You'll need a Gate Pass, which can be found in any of several dungeons, or purchased in the Port. - - ==== Merchants ==== - The motto of the Merchant's Guild is "never give a sucker an even break". Unless you have bargaining skill, you shouldn't bother trying to buy most equipment. You can make some money selling stuff from the dungeons, but don't expect to get anything like the purchase prices for the same items. Once you have an apartment, you should accumulate un-IDed stuff until you have stacks large enough to be worth identifying (tables at several shops) and selling. (Un-ID'ed stuff gets even worse prices.) Check around to see who gives you the best prices, as the "wrong" shop will give you a fraction of the price. The specialty shops are pretty obvious, but the "Scorn Sale Shop" takes some of the odder items, notably monster parts. Note that the Library has a shop too! ==== Navar ==== [[world:Navar]] contains some quest for players who have passed the point where most dungeons in [[world:Scorn]] present a challenge to them. There are places in which you can get you killed shortly after you enter them, if you are not careful. To start on the quests, you may want to talk to some of the people inside [[world:Navar]]'s city hall. To be continued, but feel free to contribute. IP-Address : 71.62.74.77 Old Revision: http://wiki.metalforge.net/doku.php/beginer_s_atlas?rev=1220361926 New Revision: http://wiki.metalforge.net/doku.php/beginer_s_atlas -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Tue Sep 2 08:25:28 2008 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Tue, 02 Sep 2008 08:25:28 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: beginer_s_atlas Message-ID: <1220361928.196266.22441.nullmailer@wiki.metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2008/09/02 08:25 User : Edit Summary: More about the apartments, merchants, etc. @@ -17,25 +17,28 @@ ==== The City of Scorn ==== First starting with the city of [[world:Scorn]]: === Overview === - Scorn can be divided into the southern area, the northern area, and the [[world:scorn:port]]. [[world:scorn:castle|The Castle of Scorn]] marks the limit between the northern and southern parts of the city. The southern part of [[world:Scorn]] is more suited to lower level players, while the northern area is better suited for slightly more intermediate-leveled players. The [[scorn:port]] is a bit more advanced, and has transportation to a few other places. I recommend that beginning players explore the southern area of [[world:Scorn]] a bit to get a feel for the game. You have the possibility of helping some people and have a chance of earning rewards. + Scorn can be divided into the southern area, the northern area, and the [[world:scorn:port]]. [[world:scorn:castle|The Castle of Scorn]] marks the limit between the northern and southern parts of the city. The southern part of [[world:Scorn]] is more suited to lower level players, while the northern area is better suited for slightly more intermediate-leveled players. The [[scorn:port]] is a bit more advanced, and has transportation to a few other places. I recommend that beginning players explore the southern area of [[world:Scorn]] a bit to get a feel for the game. You have the possibility of helping some people and have a chance of earning rewards. === Scorn --- Southern Area === When starting out, i recommend that beginning players explore the southern area of [[world:Scorn]] first - In the southern area of [[world:Scorn]], there is an [[world:scorn:inn]] which will accommodate anyone for no charge, but be prepared to share rooms. Additionally, there is the general store, which buys and sells basic items. Note that the inn map occasionally resets, so this is not a good place to store stuff. + In the southern area of [[world:Scorn]], there is an [[world:scorn:inn]] which will accommodate anyone for no charge, but be prepared to share rooms. Additionally, there is the general store, which buys and sells basic items. Note that the inn map occasionally resets, so this is not a good place to store stuff! === Scorn --- Northern Area === - When you get oriented with the southern area, you may now want to head to the northern part of [[world:Scorn]]. Be careful though, since you can easily get killed if you are not strong enough. Some safe places to visit would be the apartment buildings (one is shared, the other takes each player to their own area), the ground floor and the basement of the [[world:scorn:trade market|Scorn Trade Market]](the 2nd floor is very dangerous), the shops, and the [[world:scorn:IPO]] (post office). Also in the northern area of [[world:Scorn]], there are two gatehouses. The north gatehouse leads to the [[world:scorn:port|port]], while the east gatehouse leads to the [[world:highway|Imperial Highway]]. The eastern apartment building is obsolete -- tiny and buggy -- so don't bother buying an apartment there -- the western one, "Permanent Apartments", is the one you want. This gives you plenty of space to hoard stuff. Scraping up the 200 plat for an apartment should be among your first goals. + When you get oriented with the southern area, you may now want to head to the northern part of [[world:Scorn]]. Be careful though, since you can easily get killed if you are not strong enough. Some safe places to visit would be the ground floor and the basement of the [[world:scorn:trade market|Scorn Trade Market]](the 2nd floor is very dangerous), the shops, and the [[world:scorn:IPO]] (post office). Also in the northern area of [[world:Scorn]], there are two gatehouses. The north gatehouse leads to the [[world:scorn:port|port]], while the east gatehouse leads to the [[world:highway|Imperial Highway]]. What looks like a western gatehouse is the entrance to the "stronghold" (castle), which offers a series of quests, many of which will take you outside the city. Note that these rapidly increase in difficulty, so you'll need to do other adventuring too. Most of the wells take you to various parts of the Old City, which is fairly dangerous (so be prepared to flee back to the surface). The well below the temples goes to a separate dungeon, which you may want to try after you've gained a few levels. City Hall is safe, and offers some free food. - Most of the wells take you to various parts of the Old City, which is fairly dangerous (so be prepared to flee back to the surface). The well below the temples goes to a separate dungeon, which you may want to try after you've gained a few levels. + You will want to get an apartment fairly soon, to store spare equipment and hoard stuff for later identification and sale. The eastern apartment building is obsolete -- tiny and buggy -- so don't bother buying an apartment there! (However, the lobby and grounds can be a good place to play with spells and such.) The western one, "Permanent Apartments", is the one you want -- plenty of space, and completely secure. Scraping up the 200 plat for an apartment should be among your first goals. === Scorn --- Port === - To get into the [[world:scorn:port]], you need to find the gate password (found somewhere in the city), or port pass (can be found in the city, or bought), or to become a hero of scorn. Once you have one of those, go through the northern gate. Here you can enter a few dungeons, or go to other cities. Additionally there is a shop that sells building supplies, but you can't use those unless you have access to a buildable area such as guild storage buildings, and some apartments ([[world:Scorn]]'s apartments not included). The dragon in the west of the port, will take you to the [[world:Pupland]] terminal. If you go to [[world:Pupland]], it is usually a good idea to keep in mind that it can be considered to be one huge quest, with interlinked dungeons. Note that otherwise, Scorn does not get dragon service, but you can still buy a (useless) ticket to Scorn at the other cities' Dragon Hangars. There is a free boat to Stoneville, which does have dragon service. The main dungeons in Stoneville are much more dangerous than Scorn's! + To get into the [[world:scorn:port]], you need to find the gate password (found somewhere in the city), or port pass (can be found in the city, or bought), or to become a Hero of Scorn. Once you have one of those, go through the northern gate. Here you can enter a few dungeons, or go to other cities. Additionally there is a shop that sells building supplies, but you can't use those unless you have access to a buildable area such as guild storage buildings, and some apartments ([[world:Scorn]]'s apartments not included). The dragon in the west of the port, will take you to the [[world:Pupland]] terminal. If you go to [[world:Pupland]], it is usually a good idea to keep in mind that it can be considered to be one huge quest, with interlinked dungeons. Note that otherwise, Scorn does not get dragon service, but you can still buy a (useless) ticket to Scorn at the other cities' Dragon Hangars. There is a free boat to Stoneville, which does have dragon service. The main dungeons in Stoneville are much more dangerous than Scorn's! (The dragon hangars also offer some free food.) ==== The Imperial Highway ==== - After you get to a high enough level and most of the dungeons around [[world:Scorn]] become easy, you may want to head to [[world:Navar]]. To get there from [[world:Scorn]], leave from the east gate, then follow the [[world:highway|Yellow Brick Road]] east. + After you get to a high enough level and most of the dungeons around [[world:Scorn]] become easy, you may want to head to [[world:Navar]]. To get there from [[world:Scorn]], leave from the east gate, then follow the [[world:highway|Yellow Brick Road]] east. You'll need a Gate Pass, which can be found in any of several dungeons, or purchased in the Port. + + ==== Merchants ==== + The motto of the Merchant's Guild is "never give a sucker an even break". Unless you have bargaining skill, you shouldn't bother trying to buy most equipment. You can make some money selling stuff from the dungeons, but don't expect to get anything like the purchase prices for the same items. Once you have an apartment, you should accumulate un-IDed stuff until you have stacks large enough to be worth identifying (tables at several shops) and selling. (Un-ID'ed stuff gets even worse prices.) Check around to see who gives you the best prices, as the "wrong" shop will give you a fraction of the price. The specialty shops are pretty obvious, but the "Scorn Sale Shop" takes some of the odder items, notably monster parts. Note that the Library has a shop too! ==== Navar ==== [[world:Navar]] contains some quest for players who have passed the point where most dungeons in [[world:Scorn]] present a challenge to them. There are places in which you can get you killed shortly after you enter them, if you are not careful. To start on the quests, you may want to talk to some of the people inside [[world:Navar]]'s city hall. To be continued, but feel free to contribute. IP-Address : 71.62.74.77 Old Revision: http://wiki.metalforge.net/doku.php/beginer_s_atlas?rev=1220360030 New Revision: http://wiki.metalforge.net/doku.php/beginer_s_atlas -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Tue Sep 2 08:42:29 2008 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Tue, 02 Sep 2008 08:42:29 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: beginer_s_atlas Message-ID: <1220362949.811162.22474.nullmailer@wiki.metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2008/09/02 08:42 User : Edit Summary: @@ -24,15 +24,14 @@ When starting out, i recommend that beginning players explore the southern area of [[world:Scorn]] first In the southern area of [[world:Scorn]], there is an [[world:scorn:inn]] which will accommodate anyone for no charge, but be prepared to share rooms. Additionally, there is the general store, which buys and sells basic items. Note that the inn map occasionally resets, so this is not a good place to store stuff! === Scorn --- Northern Area === - When you get oriented with the southern area, you may now want to head to the northern part of [[world:Scorn]]. Be careful though, since you can easily get killed if you are not strong enough. Some safe places to visit would be the ground floor and the basement of the [[world:scorn:trade market|Scorn Trade Market]](the 2nd floor is very dangerous), the shops, and the [[world:scorn:IPO]] (post office). Also in the northern area of [[world:Scorn]], there are two gatehouses. The north gatehouse leads to the [[world:scorn:port|port]], while the east gatehouse leads to the [[world:highway|Imperial Highway]]. What looks like a western gatehouse is the entrance to the "stronghold" (castle), which offers a series of quests, many of which will take you outside the city. Note that these rapidly increase in difficulty, so you'll need to do other adventuring too. Most of the wells take you to various parts of the Old City, which is fairly dangerous (so be prepared to flee back to the surface). The well below the temples goes to a separate dungeon, which you may want to try after you've gained a few levels. City Hall is safe, and offers some free food. + When you get oriented with the southern area, you may now want to head to the northern part of [[world:Scorn]]. Be careful though, since you can easily get killed if you are not strong enough. Some safe places to visit would be the ground floor and the basement of the [[world:scorn:trade market|Scorn Trade Market]](the 2nd floor is very dangerous), the shops, the Bank, City Hall, Library, and [[world:scorn:IPO]] (post office). Also in the northern area of [[world:Scorn]], there are two gatehouses. The north gatehouse leads to the [[world:scorn:port|port]], while the east gatehouse leads to the [[world:highway|Imperial Highway]]. What looks like a western gatehouse is the entrance to the "stronghold" (castle), which offers a series of quests, many of which will take you outside the city. Note that these rapidly increase in difficulty, so you'll need to do other adventuring too. Most of the wells take you to various parts of the Old City, which is fairly dangerous (so be prepared to flee back to the surface). The well below the temples goes to a separate dungeon, which you may want to try after you've gained a few levels. You will want to get an apartment fairly soon, to store spare equipment and hoard stuff for later identification and sale. The eastern apartment building is obsolete -- tiny and buggy -- so don't bother buying an apartment there! (However, the lobby and grounds can be a good place to play with spells and such.) The western one, "Permanent Apartments", is the one you want -- plenty of space, and completely secure. Scraping up the 200 plat for an apartment should be among your first goals. - === Merchants === - The motto of the Merchant's Guild is "never give a sucker an even break". Unless you have bargaining skill, you shouldn't bother trying to buy most equipment. You can make some money selling stuff from the dungeons, but don't expect to get anything like the purchase prices for the same items. Once you have an apartment, you should accumulate un-IDed stuff until you have stacks large enough to be worth identifying (tables at several shops) and selling. (Un-ID'ed stuff gets even worse prices.) Check around to see who gives you the best prices, as the "wrong" shop will give you a fraction of the price. The specialty shops are pretty obvious, but the "Scorn Sale Shop" takes some of the odder items, notably monster parts. Note that the Library has a shop too! + The motto of the Merchant's Guild is "never give a sucker an even break". Unless you have bargaining skill, you shouldn't bother trying to buy most equipment. You can make some money selling stuff from the dungeons, but don't expect to get anything like the purchase prices for the same items. The exception to this is gems and gold nuggets, which always buy and sell for 3% off the "official" prices, in any shop. Once you have an apartment, you should accumulate un-IDed stuff until you have stacks large enough to be worth identifying (tables at several shops) and selling. (Un-ID'ed stuff gets even worse prices.) Check around to see who gives you the best prices, as the "wrong" shop will give you a fraction of the price. The specialty shops are pretty obvious, but the "Scorn Sale Shop" takes some of the odder items, notably monster parts. Note that the Library has a shop too! === Scorn --- Port === To get into the [[world:scorn:port]], you need to find the gate password (found somewhere in the city), or port pass (can be found in the city, or bought), or to become a Hero of Scorn. Once you have one of those, go through the northern gate. Here you can enter a few dungeons, or go to other cities. Additionally there is a shop that sells building supplies, but you can't use those unless you have access to a buildable area such as guild storage buildings, and some apartments ([[world:Scorn]]'s apartments not included). The dragon in the west of the port, will take you to the [[world:Pupland]] terminal. If you go to [[world:Pupland]], it is usually a good idea to keep in mind that it can be considered to be one huge quest, with interlinked dungeons. Note that otherwise, Scorn does not get dragon service, but you can still buy a (useless) ticket to Scorn at the other cities' Dragon Hangars. There is a free boat to Stoneville, which does have dragon service. The main dungeons in Stoneville are much more dangerous than Scorn's! (The dragon hangars also offer some free food.) IP-Address : 71.62.74.77 Old Revision: http://wiki.metalforge.net/doku.php/beginer_s_atlas?rev=1220362004 New Revision: http://wiki.metalforge.net/doku.php/beginer_s_atlas -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Thu Sep 4 17:41:11 2008 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Thu, 04 Sep 2008 17:41:11 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: user:leaf Message-ID: <1220568071.975676.8803.nullmailer@wiki.metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2008/09/04 17:41 User : leaf Edit Summary: Tutorial map summary @@ -247,5 +247,114 @@ can be granted by a class, a holy symbol, or a scroll of prayer. Remember to choose your god wisely! Converting to another god will produce BAD effects. - FIXME - Continue with the summary + A generic altar is inside of this room. + + Sign to the south reads: + + Hall of Monsters + + Sign inside the room reads: + + In here you get to fight some monsters. + Don't worry about dying though, the ants are weak. + There's also a 'generator' which produces + the ants. Go to the next sign to learn how to + fight monsters. + + Another sign reads: + + How to fight melee - Very easy! Just move in to the monster and you'll attack it. + + How to fight with a bow - Apply the bow, hold shift and press the directional arrow keys. + + How to cast magic - Same as bow, use the command 'cast' then hold shift and press the directional arrow keys. + + Pull a lever to open multiple gates and the ants start emerge from the ant hill generator. + + Back in the Hallway + + A sign reads: + + Your next task is to convince + this guard to open the gate. + Use + ---- + say hello + ---- + to him to engage + conversation. + + If you're feeling evil and want to attack the guard, + hold down ctrl. However he's very tough so + you might want to run away fast by holding + down ctrl too! + + Last Room + + A sign just inside the door reads: + + Need to take a break from Crossfire and save? + + Applying a bed of reality will save your character. + + However DO NOT save if you have zero experience + because your character will then be deleted. + + Two savebeds or "bed to reality" are located in this room. + + Stuck Room + + This map is hidden from normal view, a sign in the middle of the room reads: + + There are many secrets in Crossfire. + Always think out of the box when you're stuck! + + Ladder Up & Out + + At the end of the hallway is a ladder that takes you back outside. + + Follow the path on the island and you will across two structures, a cave (KoBoLd'S kAvErN) and a store (Delph's Shop) + + KoBoLd'S kAvErN + + A sign by the map exit/entrance reads: + + You're on your own, pal. + + This is a low level dungeon map and a test of what you have learned in the Tutorial Passage. + + One needs to fight their way through the kobolds and locate two levers to open two separate gates. Thorough players will also find an additional key to unlock a final door. Otherwise, the door can be smashed down (eventually..) A boss monster (Urgee the kobold champion) is guarding a treasure chest - which is the reward for the map. + + Delph's Shop + + There are two signs in this shop; the closest one to the map exit/entrance reads: + + How to use a table of identify: + + First mark an item you want to identify (by holding shift and middle clicking it) + Then drop the specified amount of coins. (10 silver coins = 1 gold coin if you want to use silver) + + The second sign reads: + + In the world of Crossfire, items are unknown to you. + Some are even cursed! In the event of equipping a cursed item, + use a scroll of 'remove curse'. + Some items are magical, using the spell 'detect magic' will help you find one. + But beware, it also detects cursed items too! + + The map is a basic shop filled with random items. + + There is a scroll of Detect Magic - which I'm not sure how it works. There's also an altar Detect Magic for 10gp, altar of Detect Curse for 25gp and a table of Identify for 20gp. + + Inside the shop area (Note: no mention on to use the $ mats to enter and leave the shop) there is a sign that reads: + + Buying items from a shop is very easy! + Just pick up the item you want, then walk out of the store. + You'll automatically pay for it, that is, if you have enough money. + + Note: no mention or info on how to sell items. + + Delph, the shop NPC, has some information to share if you talk with him. + + At the far northern end of the island, is a ship that when applied, will take you back to the Nexus map. IP-Address : 65.193.16.100 Old Revision: http://wiki.metalforge.net/doku.php/user:leaf?rev=1218589523 New Revision: http://wiki.metalforge.net/doku.php/user:leaf -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Thu Sep 4 19:09:57 2008 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Thu, 04 Sep 2008 19:09:57 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: user:leaf Message-ID: <1220573397.556186.9249.nullmailer@wiki.metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2008/09/04 19:09 User : leaf Edit Summary: Incremental save of tutorial1 map summary @@ -12,16 +12,8 @@ * Crossfire Announcement list * Crossfire Development list * Wiki * One of the wiki Admins and server host - * Webforum - * Webmaster, one of the forum Admins and server host - * Server crossfire.metalforge.net (aka Metalforge) - * One of the server DMs and server host - * Server admin - * One of the map, archetype and server update managers - * Admin and host for server bots Scribe and Seer - * Websites * crossfire.real-time.com -- Webmaster and server host * www.metalforge.net -- Webmaster and server host * Crossfire project at SourceForge * Assistant Admin -- My role includes: @@ -357,4 +349,504 @@ Delph, the shop NPC, has some information to share if you talk with him. At the far northern end of the island, is a ship that when applied, will take you back to the Nexus map. + + + Unlinked/tutorial1 + + Players enter the map at x11, y1. + + Magic Mouth says: + + Welcome to Crossfire! + + You are now in the beginner's area, which will + teach you the fundamentals of playing Crossfire, + and prepare you to survive in this vast and + sometimes dangerous world. + + As you pass through these halls, read all the + signs and any other information provided, and + you'll soon learn the basics of the game. + + From here, move south (press your down-arrow key, + or type 'south ) and press the 'a' key to + read the next sign. Good luck! + + A sign also reads or shows the same message. + + Two steps to the south is another sign, which reads: + + === Commands === + + There are many commands you can use to + do everything from movement to attacking + to casting spells to identifying treasure. Any + command in Crossfire can be executed by + typing ' (a single quote) followed by the + command. + + So to move southeast, for example, you could type + 'southeast. To read this sign, you could type + 'apply sign. These "long-form" commands are + always available for everything you can do in + the game. + + However, it would be cumbersome to type + commands like that for common actions, so + many commands are bound to keys by default. + This varies from client to client, but you will + probably find that the movement commands + are bound to the arrow keys on your keypad, + for example. There are many other default + keybindings, and you can create your own for + any action or series of actions that you use + regularly. See the documentation for your + Crossfire client for more information on + keybindings. + + Two more steps to the south is another sign, which reads: + + === Movement === + + You can move in any of eight directions: north, + south, east, west, and the four in between. + Pressing a movement key once (or executing a + movement command) will move you one tile + in that direction. If something is in the way, you + may attack it. + + To run in a direction, which is very useful when + fighting, battering down doors, or traveling long + distances, hold down the Ctrl key and press + and hold the key for direction you wish to run. + + Now run to the end of this hallway, and read + the sign there. + + Three steps to the east, a magic mouth tells you: + + A sign on the wall says: Slow Down!! + + Five steps to the east, a sign reads: + + === Information === + + There are many sources of information other + than signs like this one. Did you see the sign + on the wall as you were running here? + Sometimes information comes from non-visible + sources like that, so always keep your eyes + open and don't miss anything that shows up + in your Messages area. + + Information also comes from books, notes, and + many other sources. The smallest note can be + the first clue to a large treasure or heroic quest, + so always gather as much information as possible. + Some notes and books you will be able to pick + up and take with you, while others will be + fixed where they are, but they all may be + important to read. + + Two steps to the north, a magic mouth says: + + A sign on the wall says: + + Here is a note you can pick up and take with + you. (You may have already picked it up + automatically if your client is set to do that. If + so, find it in your inventory and read it by + middle-clicking or whatever action your client + uses to apply inventory items.) You may wish + to read it first (press 'a'), and then pick it up + (press the comma key or type 'take). Now it + will be in your inventory, so you can read it + anytime you need to. + + The note on the floor reads: + + The exit password is "orc-knuckle"! (Save this note; you'll need it much later, after you meet Harold.) + + + Two steps to the west is another sign that reads: + + === Talking to People === + + You can also get information from non-player + characters (NPCs) in the game by talking to them. + To talk to the man at the end of this hallway + when you're finished reading this, + walk up next to him and type: 'say hello + + The 'say command will let you talk to nearby + NPCs and other Crossfire players who are + on the same map as you, so it is your main + way to communicate inside the game. (The " + (double-quote) key is often a shortcut for 'say.) + + Many NPC have useful information, but they + will only tell you about it if you ask about the + right things. Saying "hello" is a good start. + If the NPC replies, look for words in his reply + that might be important, and ask about them. + For example, if he says, "Hello, do you have + any food?" ask him about food ('say food), + and he may say something else in response to + that. Saying words like quest, key, treasure, + and other things you're interested in may + start up very interesting conversations! + + Be careful not to run into friendly NPCs; dead men tell no tales. + + Now go talk to that old man. + + Five steps to the west is the old man. Talking with the old man will provide some information, but ultimately you need to say the right word to open the gate. + + Two steps north, you will find some food items on the ground. In the order they are encountered: + + Food + + A message scrawled on the wall says: + + This is a standard food. You can apply it while + it's on the ground, the same way you apply + signs and other objects, or you can pick it up + and take it with you. + + Apple + + A message scrawled on the wall says: + + There are many types of food you can eat. + Be careful, though: food that you find may be + poisonous, so to be safe, don't eat food until + you've identified it. (More on identifying items + later.) + + Goblin's heart + + A message scrawled on the wall says: + + When you kill monsters, sometimes they leave + body parts behind, and these can be taken and + eaten also. + + Waybread + + A message scrawled on the wall says: + + Waybreads are the MRE (Meals-Ready-to-Eat) + of Crossfire. They weigh very little but pack + a large food value. They are much more + expensive than normal food, but when you + can afford them, they are the best food to + take on long trips or dungeon excursions, + since their light weight won't slow you down. + + Two mores steps is another sign that reads: + + === Doors === + + There are many kinds of doors in Crossfire. + Some doors will open for you, so you can walk + right through. Ordinary locked doors can be + bashed open by attacking them or using + lockpicks. Stronger locked doors may require + a certain key, or open when you speak a magic + word or activate a certain trigger somewhere. + + To get through this first door, run into it until + you break through. + + Just beyond the door is another sign that reads: + + By the way, it's a good idea to always check + for traps before trying to open a door. Do + this with the command ('use_skill find traps), + which is often bound to the 'f' key. If you + find a trap, you can try to disarm it with + ('use_skill disarm traps). You can only find + and disable traps if you have those skills. + + Some doors will open when you walk up to them, + then close after a moment. Be careful not to + get crushed by standing in the doorway + too long! + + Five steps to the south is a sign that reads: + + Some gates and doors are opened by levers. Apply to lever to your south to continue. + + Apply the lever and that opens a hallway heading west. + + Two steps to the west is another lever; this will close the gate behind you. + + One step to the west is another sign that reads: + + Sometimes large buttons in the floor can + be activated by a large weight. Run into this + boulder to push it onto the button to your + west, and see what happens. + + Boulders and other "rollable" items like barrels can only be pushed, never pulled, so be careful not to push them into corners from where you won't be able + to move them to their destination. + + Moving the boulder on to the button will open a gate to your south. + + Two steps to the south is a sign that reads: + + Cool, huh! Buttons and other switches can be + used to do all sorts of things, sometimes on + completely different areas of a map, so if you + ever think you're stuck, look around for any + of these kinds of triggers that might open + a way out for you. + + One step to the east is a sign that reads: + + === Earthwalls === + + Some walls, called "earthwalls," are soft and can be battered down and destroyed. Run at the wall to your east until you pass through. + + Destroy the earth wall and you'll find another sign that reads: + + Other kinds of walls can also have weak spots. + Look for cracks in the wall, especially if you + hear voices or have reason to think there might + be secret areas nearby. + + Sometimes walls are illusions that can be walked + through. Go south from here. + + Two steps to the south is a sign that reads: + + === Inventory === + + Stop and take a look at your inventory for a + moment. If you started the game with any + armor or a hand-to-hand weapon like a + sword, you probably should ready them now. + (In most clients you do this by double-clicking.) + Don't make the mistake of many new players, + and run into your first monsters naked and + empty-handed. :-) + + Two steps to the south a sign reads: + + === Fighting === + + Ready for your first fight? On the other side + of this door are some ants. They're mostly + harmless, so run into them as fast as you can, + until you kill them. Be sure to kill the anthill + too, so it can't produce more ants. Many + monsters have "generators" like this which + produce more monsters every so often. + + After you kill the ants, go through the next + door. + + Inside the next room are ants and an ant generator. You will need to destroy the generator to get a special key (key of the Ant King) to unlock the next door. + + A sign at the end of the hallway reads: + + Did you get the key under the anthill? If not, + go back and get it. You will need it to get + through this door. Keep in mind that keys + are often hidden under other objects like that. + + Two steps to the north (past the locked door) is a sign that reads: + + How did you do? Watch your hit points (HP) + closely during battle. If they get too low, you + can always retreat and come back. Hit points + gradually regenerate over time, so if you took + damage, wait until your HP is back to the + maximum before moving on. Eating food + speeds up HP regeneration, so you may want + to eat this food now. + + One step to the north is a food. + + Two steps to the east is another sign that reads: + + Would you like to take on something stronger? + If so, there are a few kobolds on the other side + of this door to your east that shouldn't give + you too much trouble. If the ants were enough + of a challenge, skip the kobolds and go north. + + Beyond the door is a small room with 4 kobolds and some additional treasure (5 silver coins) + + From the room entrance or sign is another two steps north. There is a Rune of Marking on the floor that reads: + + Marking runes like this one are created with + magic spells, but they contain messages + just like signs do. Marking runes are harmless, + but other runes can be very dangerous, so + step carefully! + + Two steps to the west is another Rune of Marking that reads: + + See that rune to the north? You may have to + wait a few seconds to see it. Don't step on it; it might hurt you! + If you have the find traps and disarm traps skills mentioned earlier, + you can step NEXT to it and attempt to find and disarm it. Since + it's at the end of the hallway, you might decide it's not worth the + risk, since there's nothing beyond it, but it's good to increase your + experience in those skills whenever possible. + + Remember: to search for traps, press 'f' (or type 'use_skill find traps), + and to attempt to disarm any traps you find, press 'd' (or type + 'use_skill disarm traps). + + To the north is a Rune of Paralysis + + Two steps to the west is another Rune of Marking that reads: + + There is a rune at the end of this hallway too, but you + might not be able to see it. You can try to find and + disarm it, though. + + To the north is a Rune of Mass Confusion. + + Two steps to the west is another Rune of Marking that reads: + + Chests and other containers are often protected by traps. + To find and disarm these traps, stand on the chest or next + to it while using the find traps and disarm traps commands. + + Once you think a chest is safe, open it by applying it with + the 'a' key, and see what's inside. + + Sometimes you won't be able to find a trap, or it will be + triggered when you try to disarm it. That's just the risk + you take in the pursuit of treasure! If you get hurt by a + trap, let yourself heal before you move on, in case you + walk into another one. + + Two steps to the west is another Rune of Marking that reads: + + Not all runes are harmful. The rune to your north will restore your health! + + To the north is a Rune of Heal. + + Two steps to the west is a sign that reads: + + If you have a bow or crossbow in your inventory, + go south for missile weapons training. If you + do not, go north. + + To the South, is another sign that reads: + + Ready your bow or crossbow by clicking on it. + Arrows or bolts in your inventory will be used + automatically. + + To fire a missile weapon, hold down your Fire (Shift) + key, and press the movement key in the direction you + want to fire. + + On the other side of these doors are some monsters. + Pull the lever to open the doors, and shoot them all! + Don't worry, there's a force preventing them from reaching you. + Continue down the passageway until you get back to this hallway, + then go north. + + Pull the lever to open the door way and practice shooting your missile weapon. + + To the North, there are Runes of Marking. The first rune says: + + === Altars === + + Altars have many different uses. Some altars are consecrated + to a particular god. Do not pray over these altars unless you + wish to worship that god! (More on gods later.) Altars can + also cast spells and perform other actions if you place the + correct sacrifice on them. + + The altar to your east is an "altar of detect magic." + Dropping money on it will cause it to cast detect magic on + all the items in your inventory. + (Make sure you pick up your change.) + To drop money, right-click on it in your inventory + while standing on the altar. + + Magic items are often worth more than identical + non-magic items, so detect magic can help you decide + which ones to sell and which ones to identify or keep. + + Two steps to the east of this rune is an Altar of Detect Magic, which only costs 1 silver piece (unique to this map) + + Two steps to the north is another Rune of Marking that reads: + + This altar to your east is a "detect curse" altar. + It works the same as the "detect magic" altar below. + Altars like these are often found in shops in towns. + + Always detect curse on items you find before applying them. + If you apply a cursed item, you won't be able to remove it + until the curse is removed. + + Two steps to the east of this rune is an Altar of Detect Curse, which only costs 1 silver piece (unique to this map) + + Two steps to the north is another Rune of Marking that reads: + + Tables work much like altars. The table to the + east is an "identify item" table. It will identify + the unidentified items in your inventory, one at a + time, for 20 gold pieces each. Tables are often + found in shops too, especially magic shops. + + Two steps to the east of this rune is an table of Identify, which costs 20 gold pieces for each item identified. + + Two steps to the west is a Sign that reads: + + Shops are an important part of Crossfire. + Shops will sell you all sorts of adventuring + supplies, and then buy almost any treasure + you bring back to sell. + + To enter a shop, step on the shop mat. + This will transport you to the inside. + To exit, simply step on the inside mat. + To sell items, drop them on the shop floor. + To buy items, simply pick up what you want and leave. + The cost of the items will be taken from your inventory. + If you don't have enough money to pay your bill, you won't + be allowed to leave, and you will have to drop enough of + the items you picked up until you can afford what you're + holding. + + You may enter this shop and look around, and buy something + if you have the money. When you're in the shop, clicking + on an item in your inventory will tell you how much the shop + will pay you for it. Standing over an item on the shop floor + and examining it (press 'e' or type 'examine) will tell you + that item's price. + + WARNING: Be very careful not to drop anything you aren't sure + you want to sell! Once dropped, an item is sold and belongs + to the shop, and the price for buying it back may be many times + what you sold it for. Check your client's documentation on "locking" + items for instructions on how to lock your important items so you + can't accidentally drop them. + + Inside the fenced in area is a shop with randomly generated items. + + Two steps to the south is a sign that reads: + + In areas other than shops, teleporters can + transport you instantly from place to place. + Beware: a teleporter might send you into a dangerous area! + This teleporter, however, will take you right across the + fence to the south. + + One step after the teleporter is a sign that reads: + + Some monsters, like mice, can multiply without a + generator. If not killed quickly, these monsters + can spread to fill up a map completely. Run + through this door and kill the mice inside + before they get out of control. IP-Address : 65.193.16.100 Old Revision: http://wiki.metalforge.net/doku.php/user:leaf?rev=1220568066 New Revision: http://wiki.metalforge.net/doku.php/user:leaf -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Thu Sep 4 20:06:42 2008 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Thu, 04 Sep 2008 20:06:42 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: user:leaf Message-ID: <1220576802.194078.9528.nullmailer@wiki.metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2008/09/04 20:06 User : leaf Edit Summary: Finish up the summary @@ -33,8 +33,9 @@ * I am focusing mostly on fixing issues and improving existing maps * I also review new maps that are submitted to the Maps mailing list or uploaded to SourceForge's Patch area While I may provide feedback and comments and coding direction on actual code - I'm not a developer in that sense. I do not have the necessary coding background. I do not see that changing in the forseeable future either. ;-P + @@ -336,9 +337,9 @@ But beware, it also detects cursed items too! The map is a basic shop filled with random items. - There is a scroll of Detect Magic - which I'm not sure how it works. There's also an altar Detect Magic for 10gp, altar of Detect Curse for 25gp and a table of Identify for 20gp. + There is a scroll of Detect Magic - which is available to you for free. There's also an altar Detect Magic for 10gp, altar of Detect Curse for 25gp and a table of Identify for 20gp. Inside the shop area (Note: no mention on to use the $ mats to enter and leave the shop) there is a sign that reads: Buying items from a shop is very easy! @@ -849,4 +850,72 @@ generator. If not killed quickly, these monsters can spread to fill up a map completely. Run through this door and kill the mice inside before they get out of control. + + A locked door the west leads to a small room filled with mice. As an additional reward, there is 1 gold coin in the corner. + + Two steps to the south is a sign that reads: + + Magic scrolls like the one to your south contain + one spell each. When you read a magic scroll, + the spell is cast and the scroll crumbles into dust. + Take this scroll and save it for some time when you + have collected a bunch of items and want to cast + detect magic on them. + + In the corner is a scroll of Detect Magic + + Two steps to the west is a sign that reads: + + Potions can help you in many ways, boosting your + stats temporarily or permanently, giving you + resistance to certain attacks, or healing you. + Save this potion of healing for some time when + you are injured and unable to retreat to heal + slowly. + + Keep in mind that potions you find can be cursed + just like other objects, so always get them + identified before using them. + + In the corner is a Healing Potion + + To the west and around the corner is a sign that reads: + + A bed of reality is used for saving your game. + Whenever you want to leave the game, or just + save in a particular town, apply (press 'a') + on a bed of reality, like the one at the end + of this hallway. + + The next time you login, your player will start + from that bed's location, with all the inventory + items you had when you saved. Also, if your + player ever dies, you will be returned to + the location of the last bed of reality you used. + + You may use this one now, and then continue on + after logging back in. + + To the east is a bed to reality. + + Two steps to the south is a sign that reads: + + Congratulations, you have completed this + part of the tutorial! Take the exit to + your east to move on. Step carefully + around the gravestone of Harold, who + didn't pay very close attention and + paid the price. :-) + + The tombstone reads: Here lies Harold the Slow + + Two steps to the east is a gate and a magic mouth that says: + + What is the password? + + (Do you still have the note you got back + at the beginning of this trip? Apply it + and see what it says, if you don't remember.) + + The password (orc-knuckle) opens the gate to a teleporter that takes you back to Scorn. IP-Address : 65.193.16.100 Old Revision: http://wiki.metalforge.net/doku.php/user:leaf?rev=1220573393 New Revision: http://wiki.metalforge.net/doku.php/user:leaf -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Fri Sep 5 13:57:47 2008 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Fri, 05 Sep 2008 13:57:47 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: user:leaf Message-ID: <1220641067.341998.12633.nullmailer@wiki.metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2008/09/05 13:57 User : Edit Summary: Restored content that was accidentally deleted @@ -12,8 +12,18 @@ * Crossfire Announcement list * Crossfire Development list * Wiki * One of the wiki Admins and server host + * crossfire.real-time.com -- Webmaster and server host + * www.metalforge.net -- Webmaster and server host + * Webforum + * Webmaster, one of the forum Admins and server host + * Server crossfire.metalforge.net (aka Metalforge) + * One of the server DMs and server host + * Server admin + * One of the map, archetype and server update managers + * Admin and host for server bots Scribe and Seer + * Websites * crossfire.real-time.com -- Webmaster and server host * www.metalforge.net -- Webmaster and server host * Crossfire project at SourceForge * Assistant Admin -- My role includes: IP-Address : 65.193.16.100 Old Revision: http://wiki.metalforge.net/doku.php/user:leaf?rev=1220576798 New Revision: http://wiki.metalforge.net/doku.php/user:leaf -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Mon Sep 8 11:26:09 2008 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Mon, 08 Sep 2008 11:26:09 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page added: mlab Message-ID: <1220891169.709792.30839.nullmailer@wiki.metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2008/09/08 11:26 User : Edit Summary: created Mlab is the mapset created by Mikeeusa. These maps contain explicit content and are demeaning to women and femanism. IP-Address : 216.19.229.42 Old Revision: none New Revision: http://wiki.metalforge.net/doku.php/mlab -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Mon Sep 8 11:37:21 2008 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Mon, 08 Sep 2008 11:37:21 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: mlab Message-ID: <1220891841.631215.30855.nullmailer@wiki.metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2008/09/08 11:37 User : Edit Summary: Removed spamvertisement @@ -1 +1 @@ - Mlab is the mapset created by Mikeeusa. These maps contain explicit content and are demeaning to women and femanism. + IP-Address : 65.193.16.100 Old Revision: http://wiki.metalforge.net/doku.php/mlab?rev=1220891167 New Revision: http://wiki.metalforge.net/doku.php/mlab -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Sat Sep 13 15:15:48 2008 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Sat, 13 Sep 2008 15:15:48 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: playground:playground Message-ID: <1221336948.942839.27250.nullmailer@wiki.metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2008/09/13 15:15 User : Edit Summary: @@ -8,5 +8,9 @@ * [[guides:alchemy:recipies:Philosophical Oil]] * [[guides:alchemy:recipies:Water of the Wise]] * [[guides:alchemy:recipies:Mercury]] + ===== DraugTheWhopper ===== + Some fooling around here... + + the tobias tower is a tower in santo dominion, aimed at newbies. if you think you can wade through mice without harm, an amulet is a reward for destroying all mice. IP-Address : 98.105.35.252 Old Revision: http://wiki.metalforge.net/doku.php/playground:playground?rev=1211704577 New Revision: http://wiki.metalforge.net/doku.php/playground:playground -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Sat Sep 13 15:17:29 2008 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Sat, 13 Sep 2008 15:17:29 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: playground:playground Message-ID: <1221337049.491741.27256.nullmailer@wiki.metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2008/09/13 15:17 User : Edit Summary: @@ -12,5 +12,5 @@ ===== DraugTheWhopper ===== Some fooling around here... - the tobias tower is a tower in santo dominion, aimed at newbies. if you think you can wade through mice without harm, an amulet is a reward for destroying all mice. + the tobias tower is a small tower in santo dominion, aimed at __newbies__. if you think you can wade through mice without harm, an amulet is a reward for destroying all mice. IP-Address : 98.105.35.252 Old Revision: http://wiki.metalforge.net/doku.php/playground:playground?rev=1221336945 New Revision: http://wiki.metalforge.net/doku.php/playground:playground -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Mon Sep 22 15:17:51 2008 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Mon, 22 Sep 2008 15:17:51 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: map_making Message-ID: <1222114671.416756.17076.nullmailer@wiki.metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2008/09/22 15:17 User : Edit Summary: Update regions list @@ -15,8 +15,9 @@ * Maps contained within a city/town should be placed in the city/town directory in the maps tree. * If a quest is started from a city/town then it should be placed in the city/town directory. * The dungeons directory would be for non-quests that are not linked to a specific city/town region and that are just experience grinds. * The quests directory should be used if the quest is not linked to a specific city/town. + ==== Regions ==== Maps that are not wilderness should be assigned a region. Current defined regions are: @@ -46,15 +47,8 @@ * firevolcano * azumauindo * dream * citydeclouds - * theabyss - * dis - * kingdomofsaints - * kingdomofsaintsborder - * stjohns - * strose - * stbartholomew * euthville ==== Entrances and Exits ==== IP-Address : 65.193.16.100 Old Revision: http://wiki.metalforge.net/doku.php/map_making?rev=1216713980 New Revision: http://wiki.metalforge.net/doku.php/map_making -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Mon Sep 22 16:00:05 2008 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Mon, 22 Sep 2008 16:00:05 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: map_making Message-ID: <1222117205.784732.17179.nullmailer@wiki.metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2008/09/22 16:00 User : Edit Summary: More info for determining Map Level Difficulty @@ -112,18 +112,73 @@ - It is very frustrating to play a map, killing most every monster without much difficulty, only to find the last monster invincible to the character that just made it through the rest of the map just fine. - It is reasonable to have the monsters increase in difficulty. Also, if the map has no quest or end goal, then having a very difficult monster around is not unreasonable, as long as it does prevent the player from progressing to the next map. - Do not place directors with bullet, lightning, fireball, etc. that are a loop or continuous. Example: Do not have two directors, each facing each other, with a bullet wall firing into them at the side. - Having numerous directors is fine. But make sure that eventually, there will be an exit/detonation point for the fired spell. Having loops that go for over typically bring the game to a halt, as the objects just multiply and the game consumes more and more CPU time. + ==== Technical Map Hints ==== * If you are creating a new archetype, it only needs to go into the general archetype distribution if it has a unique image associated with it, or it has general use (a new monster). Something that uses already existing image can be set up in the map file itself (through setting various variables). * When modifying an existing archetype into a new one (either new face or new type), use the archetype that has the most variables in common.Thus, if you want to create a monster called a boulder, it is probably best to take a monster of some sort and change its face instead of taking the existing boulder archetype and changing its type, hit points, speed,etc. * Changing color is no longer possible in maps - instead, a new face and image must be created, and then put in the standard distribution.The archetype collection script will automatically pull out face information from archetype files. * Try to keep maps readable by other people who might edit them. Thus, instead of modifying a woods space so it also acts as an exit, just put an invisible exit under the woods space. This has the same functionality, but it makes it much easier for other players to see what this space does. (Side note - if you want it so that players actually need to apply the space to enter, you will need to change the face of the exit for this to work. If you do this, you should also accompany it with a magic mouth.) - * Make sure you set the difficulty field in the map attributes to something meaningful. Crossfire will calculate a default difficulty, but its formula is hardly ideal. The difficulty of a map determines how magical the treasure will be (and some treasure types won't show up unless the map has a certain difficulty level.) * Don't be too intimidated about writing new code if there is something you would like to be able to do and it isn't currently supported. If you are not the code writing type, make a suggestion. Worst case is it gets ignored. But many times, someone has written code because a mapmaker had some idea which just was not possible at the time (ie, the apartment in the starting town required an expansion/change of the unique item code.) On the other hand, please don't ask for new code and then bail out before adding a map that uses the new feature since that tends to make a developer less likely to want to write code the next time someone asks. + + === Map Difficulty Level === + + FIXME - needs better organization; draft & work in progress + + * Make sure you set the difficulty field in the map attributes to something meaningful. Crossfire will calculate a default difficulty, but its formula is hardly ideal. + * The difficulty of a map determines how magical the treasure will be (and some treasure types won't show up unless the map has a certain difficulty level.) + + == Map Difficulty Level Factors == + + **Base Line** + * Check and see what level monsters are that are already in the map + * Compare that with the map spoilers on the Crossfire website + * Consider nearby maps (For instance, Port Joseph is considered a low level map region while Ancient Pupland is a high level map region) + * If the map has no monsters, generally speaking the level should be 1, but the follow exceptions may apply: + * Any time there is random items (weapons, scrolls, food) on the map, a level should be set appropriately + * Any time there are traps in a room, a level should be set appropriately + * A treasure room should have a difficulty level set to something approximate to the related map set + + **Factors that INCREASE Difficulty** + * Monsters with multiple attack types + * Especially dangerous: acid and draining and poison attacks + * Monsters or traps with large area of effect spells or damage attacks (fireball or rune of fire) + * A mixed group of monsters - see all other points related to monster placements + * Monsters will very damaging spells such as comet, meteor swarm, frost nova, ball lightning and holy word line of spells (holy word, banishment, etc.) + * Large group of monsters that can swarm a player + * This prevents them from escaping or leaving the map + * This allows the player to take damage or be attacked from eight sides + * This renders many spells useless because they will damage the caster (fireball, snowball) + * Traps (bullet wall, lightning wall) that can not be disarmed or disabled + * Monsters with numerous protections or resistances + * Protection from the elemental attacks can make the task especially hard for fireborn and some dragon players + * Monsters that can summon other monsters (elementals, pets, cult monsters, animate weapons) + * Floors that can cause damage, such as lava (fire damage) or swampland (death from drowning) + * Monster has the attack_type godpower (players have no protection against this) + * Monsters that can replicate without generators (mice, slime) + + **Factors that DECREASE Difficulty** + * Single monster + * Hallways that make movement difficult for opposing monsters - such as a large dragon behind a doorway + * Monsters with vulnerabilities to multiple attack types + * Single type or race of monster located in a map (see also the Grey Area about Undead monsters) + + **Grey Areas in Regards to Difficulty** + * Single space hallways - can work for or against the player & monsters + * Player - can only be attacked from one direction + * Monster - certain spells are even more deadly (large lightning bolt, confusion) since the player has no way to avoid them + * Large and open rooms + * Area of effect spells can work for and against players and monsters + * Player can kill lots of monsters with a single spell casting + * Monsters can kill other monsters with a single spell casting + * Player could get caught and take damage from numerous spells cast at the same time and is unable to escape in time + * Undead monsters + * They are immune to disease - this would normally increase the difficulty level + * They are vulnerable to Holy Word spells and many cases Fire to - this would normally decrease the difficulty level ==== Other Suggestions ==== The following are various suggestions for making good or interesting maps. A map that does not need to follow all these hints to be accepted,but following these hints will make for more interesting or playable maps. IP-Address : 65.193.16.100 Old Revision: http://wiki.metalforge.net/doku.php/map_making?rev=1222114669 New Revision: http://wiki.metalforge.net/doku.php/map_making -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Mon Sep 22 16:10:30 2008 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Mon, 22 Sep 2008 16:10:30 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: map_making Message-ID: <1222117830.930552.18138.nullmailer@wiki.metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2008/09/22 16:10 User : Edit Summary: Typo correction @@ -180,9 +180,9 @@ * They are vulnerable to Holy Word spells and many cases Fire to - this would normally decrease the difficulty level ==== Other Suggestions ==== - The following are various suggestions for making good or interesting maps. A map that does not need to follow all these hints to be accepted,but following these hints will make for more interesting or playable maps. + The following are various suggestions for making good or interesting maps. A map that does not need to follow all these hints to be accepted, but following these hints will make for more interesting or playable maps. * Try to create only small maps. If you have a large map in mind, try to see if you can possibly split it up into several separate sections, and place those sections in different maps. Many small maps use much less memory than one large map since Crossfire doesn't yet support swapping of portions of maps. Also, with small maps, the time to load and store becomes so short that it's impossible to notice. In this context, small means about 32x32, though it's actually the number of objects in the map that count. * What is potentially more critical than the size of the map is the number of objects (memory usage), and live objects (CPU usage, as each needs to be actively managed). * Remember that with large maps, all generators crank out monsters whenever anyone is on it. This could mean that a lot of monsters have been generated before a player even gets to the area where they are being created. IP-Address : 65.193.16.100 Old Revision: http://wiki.metalforge.net/doku.php/map_making?rev=1222117200 New Revision: http://wiki.metalforge.net/doku.php/map_making -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Mon Sep 22 18:01:14 2008 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Mon, 22 Sep 2008 18:01:14 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: map_making Message-ID: <1222124474.475307.18618.nullmailer@wiki.metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2008/09/22 18:01 User : leaf Edit Summary: Internal linking to Trunk and Branch reference definitions @@ -246,7 +246,8 @@ - Compose an email to crossfire-maps at lists.sourceforge.net and include the map file as an attachment * Try to keep the attachment at 1MB or less in size * If possible, avoid composing the message in HTML format -- this helps keep the mail archives "looking nice" and consistent * If you would like to sign up for the Crossfire Maps mailing list, visit https://lists.sourceforge.net/lists/listinfo/crossfire-maps + ==== Trunk or Branch ? ==== - Brand new content that has never been seen before and is not an update or patch of existing maps should go into trunk. Updates and patches to existing maps should go into trunk and branch. + Brand new content that has never been seen before and is not an update or patch of existing maps should go into trunk. Updates and patches to existing maps should go into [[trunk]] and [[branch]]. IP-Address : 65.193.16.100 Old Revision: http://wiki.metalforge.net/doku.php/map_making?rev=1222117828 New Revision: http://wiki.metalforge.net/doku.php/map_making -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Mon Sep 22 18:27:27 2008 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Mon, 22 Sep 2008 18:27:27 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: map_making Message-ID: <1222126047.327149.18663.nullmailer@wiki.metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2008/09/22 18:27 User : leaf Edit Summary: new content, layout and text updates to Map Difficulty section @@ -112,8 +112,9 @@ - It is very frustrating to play a map, killing most every monster without much difficulty, only to find the last monster invincible to the character that just made it through the rest of the map just fine. - It is reasonable to have the monsters increase in difficulty. Also, if the map has no quest or end goal, then having a very difficult monster around is not unreasonable, as long as it does prevent the player from progressing to the next map. - Do not place directors with bullet, lightning, fireball, etc. that are a loop or continuous. Example: Do not have two directors, each facing each other, with a bullet wall firing into them at the side. - Having numerous directors is fine. But make sure that eventually, there will be an exit/detonation point for the fired spell. Having loops that go for over typically bring the game to a halt, as the objects just multiply and the game consumes more and more CPU time. + ==== Technical Map Hints ==== @@ -123,51 +124,62 @@ * Changing color is no longer possible in maps - instead, a new face and image must be created, and then put in the standard distribution.The archetype collection script will automatically pull out face information from archetype files. * Try to keep maps readable by other people who might edit them. Thus, instead of modifying a woods space so it also acts as an exit, just put an invisible exit under the woods space. This has the same functionality, but it makes it much easier for other players to see what this space does. (Side note - if you want it so that players actually need to apply the space to enter, you will need to change the face of the exit for this to work. If you do this, you should also accompany it with a magic mouth.) * Don't be too intimidated about writing new code if there is something you would like to be able to do and it isn't currently supported. If you are not the code writing type, make a suggestion. Worst case is it gets ignored. But many times, someone has written code because a mapmaker had some idea which just was not possible at the time (ie, the apartment in the starting town required an expansion/change of the unique item code.) On the other hand, please don't ask for new code and then bail out before adding a map that uses the new feature since that tends to make a developer less likely to want to write code the next time someone asks. - === Map Difficulty Level === + ==== Map Difficulty Level ==== FIXME - needs better organization; draft & work in progress * Make sure you set the difficulty field in the map attributes to something meaningful. Crossfire will calculate a default difficulty, but its formula is hardly ideal. * The difficulty of a map determines how magical the treasure will be (and some treasure types won't show up unless the map has a certain difficulty level.) - == Map Difficulty Level Factors == + === Map Difficulty Level Factors === + + == Base Line == - **Base Line** * Check and see what level monsters are that are already in the map * Compare that with the map spoilers on the Crossfire website * Consider nearby maps (For instance, Port Joseph is considered a low level map region while Ancient Pupland is a high level map region) * If the map has no monsters, generally speaking the level should be 1, but the follow exceptions may apply: * Any time there is random items (weapons, scrolls, food) on the map, a level should be set appropriately * Any time there are traps in a room, a level should be set appropriately * A treasure room should have a difficulty level set to something approximate to the related map set - **Factors that INCREASE Difficulty** + == Factors that INCREASE Difficulty == + * Monsters with multiple attack types * Especially dangerous: acid and draining and poison attacks * Monsters or traps with large area of effect spells or damage attacks (fireball or rune of fire) * A mixed group of monsters - see all other points related to monster placements - * Monsters will very damaging spells such as comet, meteor swarm, frost nova, ball lightning and holy word line of spells (holy word, banishment, etc.) + * Monsters with very damaging spells such as comet, meteor swarm, frost nova, ball lightning and holy word line of spells (holy word, banishment, etc.) * Large group of monsters that can swarm a player * This prevents them from escaping or leaving the map * This allows the player to take damage or be attacked from eight sides * This renders many spells useless because they will damage the caster (fireball, snowball) * Traps (bullet wall, lightning wall) that can not be disarmed or disabled + * Monsters with numerous protections or resistances * Protection from the elemental attacks can make the task especially hard for fireborn and some dragon players * Monsters that can summon other monsters (elementals, pets, cult monsters, animate weapons) * Floors that can cause damage, such as lava (fire damage) or swampland (death from drowning) * Monster has the attack_type godpower (players have no protection against this) * Monsters that can replicate without generators (mice, slime) + * Numerous generators that can replenish a monster population quickly + * Generators that are unreachable by the player + * Maps that are no_magic (no wizard/mage type spells will work, see also Grey Area about Spell Restrictions) + * Maps with unholy ground (no cleric/priest prayer magic will work, see also Grey Area about Spell Restrictions) - **Factors that DECREASE Difficulty** - * Single monster + == Factors that DECREASE Difficulty == + + * Single monster (unless it is a highly tweaked, aka "boss monster") * Hallways that make movement difficult for opposing monsters - such as a large dragon behind a doorway * Monsters with vulnerabilities to multiple attack types * Single type or race of monster located in a map (see also the Grey Area about Undead monsters) - **Grey Areas in Regards to Difficulty** + == Grey Areas in Regards to Difficulty == + + They Grey Areas are special cases or scenarios which can work for against the player character. Here's a partial list of factors that need consideration on a per case basis: + * Single space hallways - can work for or against the player & monsters * Player - can only be attacked from one direction * Monster - certain spells are even more deadly (large lightning bolt, confusion) since the player has no way to avoid them * Large and open rooms @@ -176,9 +188,19 @@ * Monsters can kill other monsters with a single spell casting * Player could get caught and take damage from numerous spells cast at the same time and is unable to escape in time * Undead monsters * They are immune to disease - this would normally increase the difficulty level - * They are vulnerable to Holy Word spells and many cases Fire to - this would normally decrease the difficulty level + * They are vulnerable to Holy Word spells and many cases Fire too - this would normally decrease the difficulty level + * Spell Restrictions + * This can work in favor of the player (monsters can't cast spells either) + * Or against the player (can't use prayers or spells or both) + * Floors that slow movement + * Can work for and against the player, but can also be overcome easily by using levitation + * Can make the map harder by populating the map with flying monsters when the player has no access to levitation + * Darkness + * This can make it harder for the player to see contents in a map + * Carrying a light source may make them draw more attention from aggressive monsters + * Could make it easier for the player if monsters have limited dark vision ==== Other Suggestions ==== The following are various suggestions for making good or interesting maps. A map that does not need to follow all these hints to be accepted, but following these hints will make for more interesting or playable maps. IP-Address : 65.193.16.100 Old Revision: http://wiki.metalforge.net/doku.php/map_making?rev=1222124470 New Revision: http://wiki.metalforge.net/doku.php/map_making -- This mail was generated by DokuWiki at http://wiki.metalforge.net/ From no-reply_wiki at metalforge.org Tue Sep 23 20:30:46 2008 From: no-reply_wiki at metalforge.org (no-reply_wiki at metalforge.org) Date: Tue, 23 Sep 2008 20:30:46 -0500 Subject: [Crossfire-wiki] [Crossfire DokuWiki] page changed: map_making Message-ID: <1222219846.437905.24768.nullmailer@wiki.metalforge.net> A page in your DokuWiki was added or changed. Here are the details: Date : 2008/09/23 20:30 User : leaf Edit Summary: Note about runes of magic draining and death @@ -123,8 +123,9 @@ * When modifying an existing archetype into a new one (either new face or new type), use the archetype that has the most variables in common.Thus, if you want to create a monster called a boulder, it is probably best to take a monster of some sort and change its face instead of taking the existing boulder archetype and changing its type, hit points, speed,etc. * Changing color is no longer possible in maps - instead, a new face and image must be created, and then put in the standard distribution.The archetype collection script will automatically pull out face information from archetype files. * Try to keep maps readable by other people who might edit them. Thus, instead of modifying a woods space so it also acts as an exit, just put an invisible exit under the woods space. This has the same functionality, but it makes it much easier for other players to see what this space does. (Side note - if you want it so that players actually need to apply the space to enter, you will need to change the face of the exit for this to work. If you do this, you should also accompany it with a magic mouth.) * Don't be too intimidated about writing new code if there is something you would like to be able to do and it isn't currently supported. If you are not the code writing type, make a suggestion. Worst case is it gets ignored. But many times, someone has written code because a mapmaker had some idea which just was not possible at the time (ie, the apartment in the starting town required an expansion/change of the unique item code.) On the other hand, please don't ask for new code and then bail out before adding a map that uses the new feature since that tends to make a developer less likely to want to write code the next time someone asks. + ==== Map Difficulty Level ==== FIXME - needs better organization; draft & work in progress @@ -155,9 +156,9 @@ * This prevents them from escaping or leaving the map * This allows the player to take damage or be attacked from eight sides * This renders many spells useless because they will damage the caster (fireball, snowball) * Traps (bullet wall, lightning wall) that can not be disarmed or disabled - + * Some traps are far more dangerous to certain classes (Rune of Magic Draining for wizards) and at certain levels (Rune of Death) for all classes * Monsters with numerous protections or resistances * Protection from the elemental attacks can make the task especially hard for fireborn and some dragon players * Monsters that can summon other monsters (elementals, pets, cult monsters, animate weapons) * Floors that can cause damage, such as lava (fire damage) or swampland (death from drowning) IP-Address : 65.193.16.100 Old Revision: http://wiki.metalforge.net/doku.php/map_making?rev=1222126043 New Revision: http://wiki.metalforge.net/doku.php/map_making -- This mail was generated by DokuWiki at http://wiki.metalforge.net/