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faq [2022/09/02 16:34] leaf Add more info on metaserver reporting on release info |
faq [2024/12/25 01:01] (current) leaf Content update, format clean up, and new info added to section: 3.1.1 Which initial stats are most important? |
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* [[http://sourceforge.net/project/showfiles.php?group_id=13833]] | * [[http://sourceforge.net/project/showfiles.php?group_id=13833]] | ||
- | |||
- | Secondary: | ||
- | * [[ftp://ftp.real-time.com/pub/games/crossfire]] | ||
- | * [[ftp://ftp.sunet.se/pub/debian/pool/main/c/crossfire/]] | ||
- | |||
- | === 2.4.2 Via SVN === | ||
- | Bear in mind that the SVN repository contains new features being added constantly, so it may at times contain additional bugs (or even not compile at all). If you want to use it, and are experiencing any FIXME | ||
- | |||
- | The general commands to check out a module (archtypes, client, maps, server map editor, et al) had been the following: | ||
- | * ''svn co https://crossfire.svn.sourceforge.net/svnroot/crossfire/arch'' | ||
- | * ''svn co https://crossfire.svn.sourceforge.net/svnroot/crossfire/client'' | ||
- | * ''svn co https://crossfire.svn.sourceforge.net/svnroot/crossfire/maps'' | ||
- | * ''svn co https://crossfire.svn.sourceforge.net/svnroot/gridarta'' | ||
- | * ''svn co https://crossfire.svn.sourceforge.net/svnroot/crossfire/server'' | ||
- | Since the [[:sourceforge:SourceForge Migration]] the URLs have changed : | ||
- | * ''svn co https://svn.code.sf.net/p/crossfire/code/arch'' | ||
- | * ''svn co https://svn.code.sf.net/p/crossfire/code/client'' | ||
- | * ''svn co https://svn.code.sf.net/p/crossfire/code/maps'' | ||
- | * ''svn co https://svn.code.sf.net/p/crossfire/code/server'' | ||
- | **Note:** It is also possible to use the native **%%svn://%%** protocol : | ||
- | * ''svn co svn:%%//%%svn.code.sf.net/p/crossfire/code/arch'' | ||
==== 2.3 How can I get help compiling Crossfire on my platform? ==== | ==== 2.3 How can I get help compiling Crossfire on my platform? ==== | ||
- | Server compile instructions can be found at http://wiki.metalforge.net/doku.php/crossfire_compile_guide | + | [[server:server_compiling|Server compile instructions]] |
- | Client compile instructions can be found at http://wiki.metalforge.net/doku.php/crossfire_client_compile_guide | + | [[client:client_compiling|Client compile instructions]] |
If you still have problems, try mailing the [[faq#the_crossfire_mailing_lists|Crossfire mailing list]] with your problem, make sure to include what system you are trying to compile on. | If you still have problems, try mailing the [[faq#the_crossfire_mailing_lists|Crossfire mailing list]] with your problem, make sure to include what system you are trying to compile on. | ||
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=== 3.1.1 Which initial stats are most important? === | === 3.1.1 Which initial stats are most important? === | ||
- | For detailed information about [[:characters]] visit the [[:characters|characters page]] | + | |
+ | For detailed information about playable characters visit the [[:characters|characters page]] | ||
First, a summary of the seven [[:characters#Primary stats|primary stats]] are: | First, a summary of the seven [[:characters#Primary stats|primary stats]] are: | ||
- | * **[[characters:str|Strength]]** ("STR") - a measure of the physical strength. Can affect damage and how much can be carried without losing speed. Also affects how often the character can attack. | + | * **[[characters:str|Strength]]** ("STR") - a measure of the physical strength. Can affect melee damage and how much can be carried without losing speed. Impacts movement speed. Also affects how often the character can attack. |
- | * **[[characters:dex|Dexterity]]** ("DEX") - measures physical agility. Helps the character avoid being hit. Affects the Armour Class and the speed | + | * **[[characters:dex|Dexterity]]** ("DEX") - measures physical agility. Helps the character avoid being hit. Affects range based attack. Affects the Armor Class and the speed |
- | * **[[characters:con|Constitution]]** ("CON") - measures physical health and toughness. Affects the maximum Hit Points. | + | * **[[characters:con|Constitution]]** ("CON") - measures physical health and toughness. Affects the maximum Hit Points. |
- | * **[[characters:int|Intelligence]]** ("INT") - measures ability to learn skills and incantations (both prayers and magic). | + | * **[[characters:int|Intelligence]]** ("INT") - measures ability to learn skills and incantations (both prayers and magic). |
- | * **[[characters:wis|Wisdom]]** ("WIS") - measures the ability to learn/use divine magic. Affects Maximum Grace. | + | * **[[characters:wis|Wisdom]]** ("WIS") - measures the ability to learn/use divine magic. Affects Maximum Grace for prayers. |
- | * **[[characters:pow|Power]]** ("POW") - measures magical potential. Affects the maximum Spell Points. | + | * **[[characters:pow|Power]]** ("POW") - measures magical potential. Affects the maximum Spell Points for casting mage or wizardy spells. |
- | * **[[characters:cha|Charisma]]** ("CHA") - measures social and leadership abilities. Affects the prices when buying and selling items. | + | * **[[characters:cha|Charisma]]** ("CHA") - measures social and leadership abilities. Affects the prices when buying and selling items. |
- | Primary stats have a "natural" range between 0 and ~20. The actual upper limit on each primary stat is set by the chosen character class (see character classes.) You can raise your primary stats by drinking potions up to your class natural limit. | + | Primary stats have a "natural" range between 0 and ~20. The actual upper limit on each primary stat is set by the chosen character race. You can raise your primary stats by drinking potions up to your race natural limit. |
- | As for which stat is the most important - many would say Constitution. One can never have enough Hit Points, and survival is a key aspect of they game. | + | As for which stat is the most important - many would say Constitution. One can never have enough Hit Points, and survival is a key aspect of they game. Because Crossfire is a hack-n-slash style game and movement speed to avoid foes is critical, Strength is the second key stat. |
=== 3.1.2 What do the other stats mean? === | === 3.1.2 What do the other stats mean? === | ||
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=== 3.2.7 What is item_power? === | === 3.2.7 What is item_power? === | ||
- | See the [[dev:objects#item_power_item_power|item power field]]. | + | item_power measures how powerful and item is. This information is only relevant for items that are equipped - one time use items, monsters, walls, floors, do not use this. |
+ | |||
+ | When a player tries to equip something, the code goes through all the objects the player currently has equipped and sums up their item_power. The item_power of the object the player is trying to equip is also added. If this total exceeds the characters level, he is not allowed to equip the item. | ||
+ | |||
+ | In simple terms, the sum of all the players equip items item_power must be less than the characters level. The skills ('skills) command will display your current and maximum item_power. For instance: Your equipped item power is 25 out of 101 | ||
+ | |||
+ | Left click on an identified item to see it's item_power. For instance: That is cloak of intermediate protection (ac+2)(item_power +1) | ||
+ | |||
+ | Powerful items have a higher item_power value. This basically acts as a way to balance the items. It also prevents gifts from high level characters to newbies from being very useful - the item_power may prevent the low level character from equipping this items. | ||
+ | |||
+ | === 3.2.7.1 How is item_power calculated?=== | ||
+ | |||
+ | For items automatically generated by the treasure code, the following formula is used: | ||
+ | |||
+ | |^# Enchantments ^Power| | ||
+ | | 0 | 0 | | ||
+ | | 1 | 0| | ||
+ | | 2 | 1| | ||
+ | | 3 | 2| | ||
+ | | 4 | 3| | ||
+ | | 5 | 5| | ||
+ | | 6 | 8| | ||
+ | | 7 | 11| | ||
+ | |||
+ | An enchantment is: | ||
+ | * Each plus an item has. (+1, +2, +3, etc.) | ||
+ | * Each point an item increases an ability. (Str +1, Dex +2, etc.) | ||
+ | * Each 20% protection an item gives (rounded normally, eg 0-9 counts as nothing, 10-29 counts as one, etc) | ||
+ | * Each attacktype a weapon has. (Fire, Cold, Weaponmagic, etc.) | ||
+ | * Spell path adjustments (Attuned: summoning, etc.) | ||
+ | |||
+ | While the item_power field in the object structure is signed, in general, there should not be objects with a negative item_power. However, negative effects an item has may reduce the item power. Eg, a 'sword +4 (str +2)(wis -3)' would really be 3 enchantments. | ||
=== 3.2.8 How does an Improvement Potion work? === | === 3.2.8 How does an Improvement Potion work? === | ||
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* If you are still lagging and if no one else is lagging, then start troubleshooting your network connection. | * If you are still lagging and if no one else is lagging, then start troubleshooting your network connection. | ||
+ | ==== 3.5 General Questions ==== | ||
+ | |||
+ | === 3.5.1 What does "killed by a dungeon collapse" message mean in the hiscore list? === | ||
+ | |||
+ | When checking the higscore list in the game, you may see a listing like this: | ||
+ | |||
+ | 36 351708075 Asgoth the human was killed by a dungeon collapse on map Reception, Fire Level 3 <299><246><76> | ||
+ | |||
+ | First, the player has not actually died! So, no loss of experience or stat points happened. | ||
+ | |||
+ | This message could mean any of the following: | ||
+ | * The map was reset while the player was disconnected to the server | ||
+ | * The player left the game without use a Bed to Reality | ||
+ | * FIXME - other events cause this? | ||
===== Chapter 4 - Server Questions ===== | ===== Chapter 4 - Server Questions ===== | ||
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If you installed the server using one of the many distro specific packages, that will automatically start the server once the install is complete. | If you installed the server using one of the many distro specific packages, that will automatically start the server once the install is complete. | ||
+ | ==== 4.7 How long is a tick in game terms? ==== | ||
+ | |||
+ | Server time tracking is found in: | ||
+ | | ||
+ | include/config.h says "#define MAX_TIME 120000". | ||
+ | |||
+ | This is in microseconds. Therefore: 120ms or 8.3ticks/second. | ||
+ | |||
+ | So, for instance, a spell that has a duration of 2 ticks would last around 16 seconds. | ||
===== Chapter 5 - Maintenance Questions ===== | ===== Chapter 5 - Maintenance Questions ===== | ||