| ▼Assets | |
| Asset-Making Guide | |
| Archetypes | Archetypes define the standard properties of predefined objects: monsters, weapons, armours, walls, spells, etc |
| Treasure Lists | Treasure lists specify what items an object can have when it is first created during a map initialization |
| Compound animations | Compound animations are a way to temporarily change an object's animation in reaction to events like spellcasting, fighting, etc |
| ▼Images | |
| Smoothing | |
| Artifacts | Artifacts define variations from predefined objects |
| Client | This page describes the client-server relation and what the client knows about the game events |
| ▼Extending Crossfire | |
| ▼Plugins | |
| Python | |
| ▼Game Representation | The aim of this page is to describe the general concepts used in the Crossfire sources |
| ▼Objects | Objects are one of the main structures in Crossfire |
| ►Type index | Types not listed here have the attributes defined in |
| Misc | This type regroups all types who don't have a specific definition |
| Altar | When a player puts a defined number of certain items on the altar,
then either a spell is casted (on the player) or a connector is
triggered. |
| Altar Trigger | Altar_triggers work pretty much like normal altars (drop sacrifice
-> connection activated), except for the fact that they reset after
usage. |
| Amulet | Wearing an amulet, the object's stats will directly be inherited to
the player. |
| Battleground | Battleground is very special: In short, players can die on
battleground without any death penalties. |
| Book | Applying a book, the containing message is displayed to the player. |
| Boots | Wearing boots, the object's stats will directly be inherited to
the player. |
| Bracers | Bracers are armor-plates worn around the wrists. |
| Breastplate Armor | Wearing an armor, the object's stats will directly be inherited to
the player. |
| Builder | A builder lets players build various items in some spots, on predefined
maps. |
| Building material | Materials are what the player can build with the help of a
builder. |
| Button | When a predefined amount of weigh is placed on a button, the
<connection> value is triggered. |
| Button Trigger | Handle buttons are buttons which reset after a short period
of time. |
| Class Changer | Class changer are used while creating a character. |
| Cloak | Wearing a cloak, the object's stats will directly be inherited to
the player. |
| Clock | Applying a clock, the time is displayed to the player. |
| Container | A player can put (certain kinds of) items in the container. |
| Converter | Converters are like "exchange tables". |
| Creator | A creator is an object which creates another object when it
is triggered. |
| Detector | Detectors work quite much like inventory checkers/pedestals: If the
detector finds a specific object, it toggles its connected value. |
| Director | Directors change the direction of spell objects and other
projectiles that fly past. |
| Disease | Diseases are an interesting form of spellcraft in Crossfire. |
| Door | A door can be opened with a normal key. |
| Drink | By eating/drinking food-objects, the player can fill his
stomach and gain a little health. |
| Duplicator | When activated, a duplicator can duplicate, multiply or destroy a
pile of objects which lies somewhere on top of the duplicator. |
| Event | Scripts are to be put in object's inventory. |
| Exit | When the player applies an exit, he is transferred to a different
location. |
| Flesh | Just like with food, the player can fill his stomach and gain a
little health by eating flesh-objects. |
| Floor | Floor is a very basic thing without too much functionality. |
| Floor (Encounter) | Encounter-Floor is pretty much the same as normal floor. |
| Food | By eating/drinking food-objects, the player can fill his
stomach and gain a little health. |
| Gate | Gates play an important role in Crossfire. |
| Girdle | Wearing a girdle, the object's stats will directly be inherited to
the player. |
| Gloves | Wearing gloves, the object's stats will directly be inherited to the
player. |
| Handle | A handle can be applied by players and (certain) monsters. |
| Handle Trigger | Handle triggers are handles which reset after a short period of
time. |
| Hazard Floor | The best example for Hazard Floor is lava. |
| Helmet | Wearing a helmet, the object's stats will directly be inherited to
the player. |
| Holy Altar | Holy_altars are altars for the various religions. |
| Horn | Horns are very similar to rods. |
| Inorganic | Inorganic materials are generally used as ingredients for alchemical
recipes. |
| Inventory Checker | Inventory checkers passively check the players inventory for a
specific object. |
| Item Transformer | An item transformer is simply applied, after having marked a
'victim' item. |
| Jewel | Items of the type Gold & Jewels are handled like a currency. |
| Key | When carrying a key, a normal door can be opened. |
| Locked Door | A locked door can be opened only when carrying the appropriate
special key. |
| Magic Ear | Magic_ears trigger a connected value when the player speaks a
specific keyword. |
| Magic Wall | Magic walls fire spells in a given direction, in regular intervals. |
| Marker | A marker is an object that inserts an invisible force (a mark) into
a player stepping on it. |
| Money | Items of the type Money are handled as currency. |
| Monster & NPC | Monsters can behave in various kinds of ways. |
| Monster (Grimreaper) | A grimreaper is a monster that vanishes after it did some number of
draining attacks. |
| Mood Floor | As the name implies, mood floors can change the "mood" of a
monster/NPC. |
| Mover | Movers move the objects above them. |
| Pedestal | Pedestals are designed to detect certain types of living objects. |
| Pit | Pits are holes, transporting the player when he walks (and falls)
into them. |
| Player | This type of objects must not be used on a map. |
| Player Changer | Teleport a player to a different map and applies changes to the
player from its inventory. |
| Poison Food | When eating, the player's stomach is drained by 1/4 of food. |
| Potion | The player can drink these and gain various kinds of benefits
(/penalties) by doing so. |
| Power Crystal | Power crystals can store a player's mana: When the player applies
the crystal with full mana, half of it flows into the crystal. |
| Projectile | Projectiles like arrows/crossbow bolts are used as ammunition for
shooting weapons. |
| Ring | Rings are worn on the hands - one ring each. |
| Rod | A rod contains a spell. |
| Rune | A rune is a magical inscription on the dungeon floor. |
| Savebed | When the player applies a savebed, he is not only saved. |
| Scroll | Scrolls contain spells (similar to spell-potions). |
| Shield | Wearing a shield, the object's stats will directly be inherited to
the player. |
| Shooting Weapon | Shooting weapons like bows/crossbows are used to shoot projectiles
(arrows/bolts). |
| Shop Floor | Shop floor is used for shops. |
| Shop Mat | Shop mats are used for entering/leaving shops. |
| Sign & Magic Mouth | The purpose of a sign or magic_mouth is to display a certain message
to the player. |
| Skill | Skills are objects which exist in the player/monster inventory. |
| Skill Scroll | By reading a skill scroll, a player has a chance to learn the
contained skill. |
| Special Key | When carrying the appropriate special key, a locked door can be
opened. |
| Spell | Spell objects define a spell. |
| Spellbook | By reading a spellbook, the player has a chance of learning the
contained spell. |
| Spinner | Spinners change the direction of spell objects and other projectiles
that fly past. |
| Swamp | Swamp areas show a special behavior: When a player stands still on a
swamp-square for too long, he will start to sink in and eventually
drown and die. |
| Teleporter | When the player walks into a teleporter, he is transferred to a
different location. |
| Timed Gate | Gates play an important role in Crossfire. |
| Transport | A transport is an object that helps the player move. |
| Trap | A trap is a object that can either do damage or trigger another
connected object when detonated. |
| Trapdoor | Trapdoors are very similar to pits. |
| Treasure | A treasure-object turns into certain randomitems when the map is
loaded into the game. |
| Trigger Marker | A trigger marker is an object that inserts an invisible force (a
mark) into a player stepping on it WHEN TRIGGERED. |
| Wall | Walls usually block passage and sight. |
| Wand & Staff | Wands contain a certain spell. |
| Weak Wall | A weak wall is a breakable spot amidst a solid wall. |
| Weapon | Wielding a weapon, the object's stats will directly be inherited to
the player. |
| ►Field index | This page lists all attributes |
| accept_alive | This is a custom attribute |
| blocks_prayer | This is a custom attribute |
| "connection value" | Use
|
| elevation | This is a custom attribute |
| identified_animation | This is a custom attribute |
| identified_anim_speed | This is a custom attribute |
| identified_face | This is a custom attribute |
| identified_anim_random | This is a custom attribute |
| identified_name | This is a custom attribute |
| identified_name_pl | This is a custom attribute |
| price_adjustment | This is a custom attribute |
| price_adjustment_buy | This is a custom attribute |
| price_adjustment_sell | This is a custom attribute |
| race_restriction | This is a custom attribute |
| face_opened | This is a custom attribute |
| on_use_yield | This is a custom attribute |
| death_animation | This is a custom attribute |
| generator_limit | This is a custom attribute |
| generator_code | This is a custom attribute |
| generator_max_map | This is a custom attribute |
| generator_radius | This is a custom attribute |
| no_mood_change | This is a custom attribute |
| wc_increase_rate | This is a custom attribute |
| casting_requirements | This is a custom attribute |
| immunity_chance | This is a custom attribute |
| anim_full | This is a custom attribute |
| base_speed | This is a custom attribute |
| face_full | This is a custom attribute |
| passenger_limit | This is a custom attribute |
| weight_speed_ratio | This is a custom attribute |
| Custom attributes | Fields that the rest of loader.l doesn't understand are recorded in the object as 'key/value fields' |
| Players | |
| ▼Maps | Maps are where the player and monsters roam |
| Mapping Guide | |
| Technical Information About Maps | |
| Regions | |
| Internationalisation and localisation | I18n's routines are located in the languages::c file |
| Login, player creation | The core connection structure is socket_struct |
| ▼Developer Conventions | |
| Git Guidelines | |
| ▼Systems | |
| Dialog System | The dialog system used by NPCs and magic ear works in the following way: |
| ▼Random Maps | |
| Random Map Styles | Some comments are necessary on the various styles |
| Shops | |
| Skill System | |
| Sound System | |
| Spells | |
| Teleporters | |
| Timers | It is possible, through the functions in the timers::c file, to create custom timers that get activated after some specified time |
| Item Transformation | |
| Traps | |
| Weather | |
| Unit and functional testing | |
| Cross-compilation | |
| Crossfire Mapper | |
| Todo List | |
| Deprecated List | |