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Help with Crossfire Map Editor and Creating Treasure

Posted: Mon May 10, 2004 3:01 pm
by Zortan
Well I finally figured out how to get rid of an item that I put on a floor with other items and I don't want it.. It's silly (maybe I'm doing it wrong) but you have to do a replace with NONE as the object?

Any way.. I'm writing a rather difficult (in terms of level required to complete it) map for non-magic users.. It's loosely based on the Ancient Volcano quest.. I thought that quest was evil and just wanted to make one that's easier to access to (doesn't require solving other quests first.. that always bugged me about pupland quests)..

Any way.. Questions:
1) I created a very powerful item (IMHO) with tons of bonuses that are good, and tons that are bad.. I also made it god-given and life-saving.. The quest I wrote is very difficult and this item would help a LOT (in case you die). Well if you die, reward is that you get life-saved but trade the artifact for it.. If you don't.. You'll have to deal with the heavy penalties as well as the bonuses on this item..

The question.. Since the map is a no-magic, hence no recall feature, if a player disconnects on that map, will they keep the artifact when they connect back in? (I don't want this to be a back door to keeping the artifact)
2) How do I create a custom treasure list for a monster? I think the amount of high-level dragon food is limited, and I want this (if played right) to also be a reward.. The default is a SMALL chance to drop a steak and such.. I want the chance to be a bit higher.. The map IS tough..
3) Can I do Check INV on armour/food/etc and use such as keys to open doors? How do I do that?
4) How would I create a new arch?
5) If I don't have to create a new arch to create items I want, can I use the creator object on a map to create a custom item? I think now it just takes a default arch..

Re: Help with Crossfire Map Editor and Creating Treasure

Posted: Wed May 12, 2004 7:46 am
by Ryo
Zortan wrote:Well I finally figured out how to get rid of an item that I put on a floor with other items and I don't want it.. It's silly (maybe I'm doing it wrong) but you have to do a replace with NONE as the object?
No, you can use 'alt+click' on the right list. Or some other combo, not 100% sure - alt-left, shift-left, just try :p
Zortan wrote: The question.. Since the map is a no-magic, hence no recall feature, if a player disconnects on that map, will they keep the artifact when they connect back in? (I don't want this to be a back door to keeping the artifact)
AFAIK, yes. Players don't lose anything when their connection timeout, they simply leave the game & get back to their last save bed.
Zortan wrote: 2) How do I create a custom treasure list for a monster? I think the amount of high-level dragon food is limited, and I want this (if played right) to also be a reward.. The default is a SMALL chance to drop a steak and such.. I want the chance to be a bit higher.. The map IS tough..
Put item in inventory. I think something like right-click on monster in right list will insert item.
Zortan wrote: 3) Can I do Check INV on armour/food/etc and use such as keys to open doors? How do I do that?
Add an 'inventory checker', enter the slaying field you want, put good connection value.
Set the same 'slaying' value on the specific item you want to check for.
Zortan wrote: 4) How would I create a new arch?
First, you need to get raw archetypes. Then look at how they are made, make your custom one. Then submit it to mailing list, hope it gets added, wait for server upgrade :)
Note that if you don't change any graphics you don't need to, just adjust monster/item in editor, that'll do the trick.
Zortan wrote: 5) If I don't have to create a new arch to create items I want, can I use the creator object on a map to create a custom item? I think now it just takes a default arch..
That i don't remember, sorry.

Hint: look at how existing maps are made, maybe.
Grab map pack from SourceForge (14MB), and copy good ideas :p

Posted: Wed May 12, 2004 11:20 am
by Zortan
Thanks Ryo.. I did figure out the delete combo.. finally.. As far as custom arches, I think I'll stay with what's there and just modify for the map..

The question about people disconnecting on a map.. So you're saying there is a back-door people can use to walk out of a dungeon with an item? I simply collapsed a roof on the exit square and the rest of the map is no-magic.. But if they take the item (which I placed early on to "aid" the player and as the "reward" at the end) and they disconnect, end up in their bed with the item.. hmm.. I may have to rethink this! I'd hate to have people walking around with this item when they haven't earned it..

Posted: Wed May 12, 2004 12:36 pm
by Ryo
Zortan wrote:The question about people disconnecting on a map.. So you're saying there is a back-door people can use to walk out of a dungeon with an item?
As far as I know, there is no way to require a player to not have an item when leaving a dungeon. Even if you block everything (and note that some players don't like non-magic areas, since they are magic users at core, and are weak at melee, so you should balance that), a player can always choose to die and keep all items :)

I thought about putting an altar requiring the sacrifice of the item. But if I remember correctly an altar will check for the item's archetype, not name/stats. So if your item is an amulet, any amulet would do.
On the other hand, maybe you can put an inventory checker 'inverted' so that players who don't have a specific item (with slaying field, i think) can go through - thus force a player to drop the item. And maybe even this wouldn't work, as players could drop item, open door, get item fast & cross before door closes... Maybe a teleporter, then? Inventory checker activates teleporter (on same square), thus player is teleported immediately and can't recover item.

Posted: Wed May 12, 2004 2:45 pm
by Zortan
I think I can use inventory checker to take an iteam, if I want (this is not the case)

My concern was if a player disconnects in a no-save-no-magic area.. Will they keep the item they picked up on that map.. because that would bug me..

The item I created is part of the map story.. It is given to you to help you through the map, and it is the reward, but to help you through the map, he is given it at the beginning.. now if he/she disconnects after getting the item (which isn't hard, nor overly easy) and gets to keep it without solving the map.. well.. rats..

Posted: Wed May 12, 2004 2:51 pm
by Ryo
Zortan wrote:My concern was if a player disconnects in a no-save-no-magic area.. Will they keep the item they picked up on that map.. because that would bug me..
This is how it works.