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map-making_guide [2008/01/23 19:59]
127.0.0.1 external edit
map-making_guide [2018/04/03 12:29]
karl moved to :maps:dev:notes on map making
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 FIXME - reference page, http://​mids.student.utwente.nl/​~avogl/​map_guide/​TOC.htm ; apply page linking, spelling & formatting corrections,​ content updates, and anything else. FIXME - reference page, http://​mids.student.utwente.nl/​~avogl/​map_guide/​TOC.htm ; apply page linking, spelling & formatting corrections,​ content updates, and anything else.
  
-====== Map-Making Guide ======+======= Map-Making Guide =======
  
-===== Introduction =====+====== Introduction ​======
  
-==== General notes about objects and map-making ====+===== General notes about objects and map-making ​=====
  
-=== What is an "​object"?​ ===+==== What is an "​object"? ​====
    
-Objects are the "​atoms"​ that build the crossfire ​game. Every item that can be seen or picked up by the player is an object. There are many more objects not visible to the players, fulfilling various kinds of functionalities. Weapons, floors, walls, monsters... those are all objects. Note that there is one big "​object"​-datastructure, containing a huge list of attributes. The attributes differ, but the structure is the same for all objects.+//Objects// are the "​atoms"​ that build the [[:​start|Crossfire ​game]] . Every [[:​items:​items|item]] that can be seen or [[:​player_commands#​get|picked up]] by the player is an object. There are many more objects not visible to the players, fulfilling various kinds of functional duties[[:​items:​weapon:​0_index|Weapons]] [[:​items:​floor:​0_index|floors]] , walls, monsters... those are all objects. Note that there is one big "​object"​-data-structure, containing a huge list of attributes. The attributes differ, but the structure is the same for all objects.
    
-=== What is an "​arch"?​ ===+==== What is an "​arch"? ​====
    
-Arches are predefined objects. They save you the hassle of writing all the common objects from scratch. There are predefined arches for food, doors, walls, monsters.. almost *anything*. In crossedit you can pick any given arch from the pickmap in the main window.+[[:​arch:​arch|Arches]] are predefined objects. They save you the hassle of writing all the common objects from scratch. There are predefined arches for [[:​items:​foods|food]] [[:​items:​door:​0_index|doors]] [[:​items:​wall:​0_index|walls]] [[:monsters]] .. almost *anything*. In crossedit you can pick any given arch from the //pickmap// in the main window.
    
 So, now you might ask yourself: "What the heck is the So, now you might ask yourself: "What the heck is the
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 It should also be noted that there are limitations with multi-tile objects on how far one may diverge from the original arch. In maps one may never alter any attributes of the "​tail"​ sections of the object or the size of a multi-tile object. It should also be noted that there are limitations with multi-tile objects on how far one may diverge from the original arch. In maps one may never alter any attributes of the "​tail"​ sections of the object or the size of a multi-tile object.
    
-=== What is an "​attribute"​ of an object? ===+==== What is an "​attribute"​ of an object? ​====
    
-In crossedit: Put a goblin somewhere on a map. Open the attribute window and press "​Dump"​. Now you should see a list: +In [[:​crossfire:​editors:​X11:​crossedit]] : Put a [[:​monsters:​goblin:​goblin]] somewhere on a map. Open the //attribute// window and press "​Dump"​. Now you should see a list: 
-"arch goblin+<​code>​ 
 +  ​arch goblin
   name goblin   name goblin
   race goblin   race goblin
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   Wis 10   Wis 10
   hp 6   hp 6
-  ..." +  ... 
-Every line contains an attribute of this goblin object. "​face",​ "​name",​ "​hp"​... those are all attributes. There are HEAPS of attributes. And to make things even worse: they usually have different meanings for different object-types.+</​code>​ 
 +Every line contains an attribute of this goblin ​//object// . "​face",​ "​name",​ "​hp"​... those are all attributes. There are HEAPS of attributes. And to make things even worse: they usually have different meanings for different object-types.
 Knowing about all the attributes is the key for creating cool maps. The main purpose of this tutorial is to explain every attribute out there, in any kind of functionality. Knowing about all the attributes is the key for creating cool maps. The main purpose of this tutorial is to explain every attribute out there, in any kind of functionality.
    
-=== What is a "​map-mechanism"?​ ===+==== What is a "​map-mechanism"? ​====
  
 Okay, I made this word up. What I mean with "​map-mechanism"​ is creating "​special effects",​ usually with combinations of buttons/​levers/​altars,​ gates/​boulders,​ creators.. etc. The player pulls a lever and one gate out of three opens at random. That is what I call a map-mechanism. Okay, I made this word up. What I mean with "​map-mechanism"​ is creating "​special effects",​ usually with combinations of buttons/​levers/​altars,​ gates/​boulders,​ creators.. etc. The player pulls a lever and one gate out of three opens at random. That is what I call a map-mechanism.
  
-=== What is an "​NPC"?​ ===+==== What is an "​NPC"? ​====
  
-NPC means "Non Player Character"​. That are typically friendly guys hanging around in towns, willing to talk to you or help you in other forms. Like in most roleplay ​games, these folks are commonly used in Crossfire to provide the player with information about quests.+NPC means "Non Player Character"​. That are typically friendly guys hanging around in towns, willing to talk to you or help you in other forms. Like in most role-playing ​games, these folks are commonly used in Crossfire to provide the player with information about quests.
  
  
-==== Object types - Adding functionality to an object ====+===== Object types - Adding functionality to an object ​=====
  
 The most important attribute of an object is the "​[[dev:​object types|type]]"​ (presently a number from 1-161). The object-type determines the "​purpose"​ of the object, the object'​s "​functionality"​. Is it eatable? is it a teleporter? a rune? a key? This is set by the type of the object. The most important attribute of an object is the "​[[dev:​object types|type]]"​ (presently a number from 1-161). The object-type determines the "​purpose"​ of the object, the object'​s "​functionality"​. Is it eatable? is it a teleporter? a rune? a key? This is set by the type of the object.