Crossfire Server, Trunk
crossfire-crossfire-server/doc/arch-handbook.txt File Reference

Macros

#define EXP_NONE   (MAX_EXP_CAT - 1)
 
#define MAX_EXP_CAT   maximum number of exp categories. Must
 
#define MAX_EXP_IN_OBJ   (MAX_EXPERIENCE/MAX_EXP_CAT) the maximum
 
#define NROFSKILLS   Equal to the number of elements in the
 

Functions

other than new code I created new revised altered the treasures file and created new object types and a flag It therefore may be enjoyable to install this patch (incl code) and *not *define ALCHEMY in define.h. In particular
 

Variables

other than new code I created new archetypes
 
non standard information is not specified or uptime this means how long since the executable has been started A particular host may have been running a server for quite a long but due to updates or the length of time the server instance has been up may be much shorter MN US< br > link< br >< a href="http: text_comment=Latest SVN 1.x branch, Eden Prairie, MN US archbase=Standard mapbase=Standard codebase=Standard num_players=3 in_bytes=142050710 out_bytes=-1550812829 uptime=909914 version=1.11.0 sc_version=1027 cs_version=1023 last_update=1214541369 END_SERVER_DATA ---- Multigod -------- This is a brief description of the MULTIGOD hack. It is preserved here for mostly historical reasons. Introduction ~~~~~~~~~~~~ The intention of this code is to enhance the enjoy-ability and playability of clerical characters in the new skills/exp scheme. This is done by giving players gods to worship who in turn effect clerical magic and powers. Included in this patch are several new spells which (hopefully) will allow the priest characters a better chance to gain xp at higher levels. Notably, the "holy orb" and "holy word" spells have been revamped. When MULTIPLE_GODS flag is defined in include/config.h, this code is enabled. This code (described below) encompasses 3 main parts: an array of gods that players/NPCs may worship, new clerical spells which rely on the worshiped god's attrib- utes in Gods[] array and, altars/praying--the interface between a worshiper and their god. b.t. thomas@astro.psu.edu Implementation Details ~~~~~~~~~~~~~~~~~~~~~~ This code is flexible and easy to configure (just edit the god archetypes). Part of the reason for creating this code was to allow server maintainers to develop their own "mythos". From my personal point of view, I hate having the old "Christian" aligned mythos, but if that's what you like, you can replicate it with this code too (see below). Properties of the Gods ~~~~~~~~~~~~~~~~~~~~~~ Here is a fuller description of Gods archetype values. ---- name - name of the god (required) other_arch - archetype that will be used for the summon holy servant spell. title - diametrically opposed god, leave blank if none exists attacktype - favored attack of this god, used in spells of summon avatar, holy word. Recipients of "holy possession" get this too. immune - Avatars/holy servants/recipient of "holy possession" gets this. protected - all of the above AND recipient of god's blessing and the priest of this god gets this. vulnerable - Avatar/servant/recipient of gods curse/priest of this god get this. path_attuned - priest of this god and recipient of "bless" gets this path_repelled - priest and recipient of "curse" gets this path_denied - priest and recipient of "curse" gets this slaying - comma delimited list of the races of creatures that are aligned with the god. "summon cult monsters" uses. this list to find creatures. Summon avatar/call servant code assigns this value to prevent them from attacking aligned races. Value is blank if no race(s) exists. race - comma delimited list of the races of creatures "holy word", "holy possession" spells will effect. Value entry is blank if no such race(s) exists. hp,dam,ac,wc - base stats for the summoned avatar. ---- IF MORE_PRIEST_GIFTS is defined (in gods.c) then ADDITIONAL gifts/limitations will be assigned to the priest: Flags ^^^^^ Now, the following flags, in addition to being used by the god (if planted on a map) are assigned to the worshiping priest: can_use_weapon, can_use_armour, is_undead, is_blind, reflect_missile, reflect_spell, make_invisible, stealth, can_see_in_dark, xrays NOTE: if can_use_armour/can_use_weapon flags are NOT present, then the priest will be forbidden the use of these items. Stats ^^^^^ The following stats are used: ---- luck - how lucky the god (and the priest) are. last_eat - how fast priest digestion is last_hp - how fast priest healing is last_sp - how fast priest mana regeneration is last_grace - how fast priest grace regeneration is ---- Designing New Gods ~~~~~~~~~~~~~~~~~~ To examine the gods properties, use the '-m8' flag (ie 'crossfire -m8'). Note some of the big differences here in terms of spell_paths, races, etc. Most of these entries were designed with roughly polar opposite gods. For designing new gods. You should make sure that worshiping a god will be "unique" in some way. But playbalance first! You must consider the balance between the following: . spellpaths . priest gifts . priest limitations . special spells . attacktypes . summoned monster lists . properties of the avatar and holy servant. Here are some hard and fast rules for designing gods: - Decide how the cleric will get experience. The god should be either a 'summoning', 'turning' *or* a 'wounding' god. If summoning/turning, make sure the aligned_race/enemy_race list(s) has enough creatures to summon/slay at low, medium and high levels. DONT give a god attuned to wounding AND turning||summoning (in fact, at minimum, one of these 3 paths should be repelled/denied). - make sure the summoned avatar is stronger than the servant (!) - examine the avatar/servant stats. If set inproperly, you will give wimpy/super values. For example, Avatars/servants with less than 50 hp (and a high ac/no armour) will vanish quickly. Shoot for stats like: ---- type | A V E R A G E S T A T S | hp | ac | wc | arm | dam | speed ----------|----------------------------------- servant | 50 | 5 | 5 | 20 | 5 | 0.15 avatar | 350 | -5 | -1 | 50 | 50 | 0.25 ---- Its difficult to give measurements on how to trade these off. To help guide your choices try to conserve the value of speed*dam and (armour+1)*hp. * avoid giving the potent attacktypes of death, weaponmagic and paralysis. * gods have a vulnerability for every immunity. Not all attacktypes are the same. Immunity to physical, magic and common attacktypes (like fire/cold/electric) are very potent. Similarly, vuln to these is a big negative. * SPELL paths. Carefull treatment is needed here. Give a path_denied/ or a couple path_repelled for every path_attuned. BUT note: not all paths are of equal use. (ex path_abjuration has a very large list of spells). The main clerical paths are restoration, abjuration, protection, turning, wounding and summoning. For balance, make 3-4 of these repelled/denied and 1 or 2 attuned. Be sure to check out the special spells list (below). Attuned paths like DEATH, WOUNDING and (especially) PROTECTION are very potent. Allow for some balance else where if you assign (one!) of these as a path_attuned. * If using the MORE_PRIEST_GIFTS define: priest limitations of no weapons and no armour are very negative, be sure to compensate with more than an attunded path. Of course, you may break these 'rules' to create your god. When you do that, you had better make up for the bonus elsewhere! Otherwise, you will create a 'mega-god' whose worship (by the player priests) will unbalance the game. Designing a good god takes a bit of work. Special Spells ~~~~~~~~~~~~~~ Here is a possibly *incomplete* list of the special spells that a god may grant use to a worshiper. Check the file spellist.h for the 0 bookchance clerical spells to find all of these. (This list was complete on 10/96). ---- INFO perceive self PROTECTION defense; immuntity to cold, fire, electricity, poison, slow, paralysis, draining, attack, and magic RESTORE remove damnation; reincarnation; raise dead; resurrection; regeneration WOUNDING cause critical wounds; retributive strike LIGHT daylight; nightfall DEATH face of death; finger of death SUMMONING insect plague CREATE wall of thorns ---- Ideas ~~~~~ * Allow sacrifices. This is an excellent way to give a cleric xp. Need to create enemy_race creatures w/ bodyparts we can sacrifice, and designate a pointer in Gods to the appropriate array of stuff we can sacrifice for xp. Experience ---------- Obsolete file kept for historical reasons. Introduction ~~~~~~~~~~~~ This patch represents a "developer 's" version of the exp/skills system. While I have now achieved all of the objectives in sections "B" and "C" of the coding proposal (see README.PROPOSAL) and have play-tested as much of the code as possible, I am sure some big bugs must remain. (One for sure is that exp gained when using rod/horn/wand is wrong.) Below this section I outline 1) coding philosophy, 2) gross description of how the code impinges/interacts within older code. 3) designer's notes on the changes to the code. Comments on any area of this coding would be appreciated. Personally, I would like to see the Pow stat and a 2-type system of magic come into being. After all of you check out the code, I would like to discuss enhancements/bug fixes/implementation. For instance, is it too hard to figure out how to use the code! Sometime tomorrow exp2.tar.gz will be available in pub/thomas on ftp.astro.psu.edu. b.t. Code Philosophy ^^^^^^^^^^^^^^^ To move CF over to a new skills-based experience system. In this implementation several kinds of experience will exist. Players will gain experience in each kind of experience (or category) based on their actions in the game. The sum of all the various categories of experience equals the player "score", from which dam, wc, and hp are determined. All experience gaining actions will be through the use of certain skills -- so called "associated skills". Associated skills are each related to 1 kind of experience. Thus, for example, "stealing" is a skill associated with "agility" experience. There exists also "miscellaneous" skills which allow the use of a unique skill, but which are not related to any kind of experience and whose use does not generate experience points. In this implementation, skills and objects are both treated as objects in the inventory of the user. Experience "objects" each represent one kind of experience and are always invisible. Skills objects each represent one kind of skill available in the game. Skills objects may either be invisible or have an associated bitmap (in which case they are "tools"). All experience gaining actions will be through the use of certain skills -- called "associated skills". Associated skills are each related to 1 kind of experience. Thus, for example, "stealing" is a skill associated with "agility" experience. Both Players and NPC's may only use skills which are in their inventories. NPC's do not use experience objects. A breakdown of the properties of skills and exp objects objects is as follows: ---- Object Property NPC use? ------ ----------------------------------- ------- Experience Each represents a different kind of NO experience in the game. The object in the player inventory keeps track of player experience in that category. Always is invisible. Skill- Represents a skill the player may YES associated perform. May be either invisible or visible as a "tool". Successful use of this skill generates experience. Experience is allocated to appropriate experience object. Skill- Same as above, *but* this skill is not YES miscell. related to any experience category, and use of this skill generates *no* experience. ---- Linking of associated skills to experience categories is done during initialization of the code (in init()) based on the shared stats of both. How skills and experience categories are named and linked may be changed by editing the skills/experience object archetypes. Implementation Details ~~~~~~~~~~~~~~~~~~~~~~ The most important thing is that I moved most of the code into the server/skills.c and server/skill_util.c files. The skills code is loosely implemented along the lines of the spell code. This is to say that: . skills use (do_skill) is called from fire(). . there is a skills[] table similar to spells[]. . server files skills.c and skill_util.c parallel spell_effect.c and spell_util.c in respective functionallity. Particular notes about the implementation are outlined below. Defines ^^^^^^^ #define MAX_EXP_CAT be > I had to make use of several global parameters These are
 
long bexp
 
short category
 
Crossfire Architecture the general intention is to enhance the enjoyability and playability of CF In this code
 
this information may not reflect the current implementation This brief document is meant to describe the operation of the crossfire as well as the form of the data The metaserver listens on port for tcp and on port for udp packets The server sends updates to the metaserver via udp The metaserver only does basic checking on the data that server sends It trusts the server for the ip name it provides The metaserver does add the ip address and also tracks the idle time(time since last packet received). The client gets its information from the metaserver through connecting by means of tcp. The client should retrieve http the body s content type is text plain The current metaserver implementation is in Perl But the metaserver could be in any language perl is fast enough for the amount of data that is being exchanged The response includes zero or more server entries Each entry begins with the line START_SERVER_DATA and ends with the line END_SERVER_DATA Between these lines key value pairs("key=value") may be present. The entries are sent in arbitrary order. A client should apply some ordering when displaying the entries to the user. TODO b additional information outside BEGIN_SERVER_DATA END_SERVER_DATA codebase
 
non standard information is not specified or uptime this means how long since the executable has been started A particular host may have been running a server for quite a long but due to updates or crashes
 
non standard information is not specified or uptime this means how long since the executable has been started A particular host may have been running a server for quite a long but due to updates or the length of time the server instance has been up may be much shorter cs_version
 
this information may not reflect the current implementation This brief document is meant to describe the operation of the crossfire as well as the form of the data The metaserver listens on port for tcp and on port for udp packets The server sends updates to the metaserver via udp The metaserver only does basic checking on the data that server sends It trusts the server for the ip name it provides The metaserver does add the ip address and also tracks the idle time(time since last packet received). The client gets its information from the metaserver through connecting by means of tcp. The client should retrieve http the body s content type is text plain The current metaserver implementation is in Perl But the metaserver could be in any language Currently
 
struct obj * exp_obj
 
non standard information is not specified or uptime fields
 
Crossfire Architecture Handbook
 
uint32 hide
 
And the skill structure used by the skills[] table is
 
float lexp
 
non standard information is not specified or uptime this means how long since the executable has been started A particular host may have been running a server for quite a long but due to updates or the length of time the server instance has been up may be much shorter MN US< br > link< br >< a href="http: text_comment=Latest SVN 1.x branch, Eden Prairie, MN US archbase=Standard mapbase=Standard codebase=Standard num_players=3 in_bytes=142050710 out_bytes=-1550812829 uptime=909914 version=1.11.0 sc_version=1027 cs_version=1023 last_update=1214541369 END_SERVER_DATA ---- Multigod -------- This is a brief description of the MULTIGOD hack. It is preserved here for mostly historical reasons. Introduction ~~~~~~~~~~~~ The intention of this code is to enhance the enjoy-ability and playability of clerical characters in the new skills/exp scheme. This is done by giving players gods to worship who in turn effect clerical magic and powers. Included in this patch are several new spells which (hopefully) will allow the priest characters a better chance to gain xp at higher levels. Notably, the "holy orb" and "holy word" spells have been revamped. When MULTIPLE_GODS flag is defined in include/config.h, this code is enabled. This code (described below) encompasses 3 main parts: an array of gods that players/NPCs may worship, new clerical spells which rely on the worshiped god's attrib- utes in Gods[] array and, altars/praying--the interface between a worshiper and their god. b.t. thomas@astro.psu.edu Implementation Details ~~~~~~~~~~~~~~~~~~~~~~ This code is flexible and easy to configure (just edit the god archetypes). Part of the reason for creating this code was to allow server maintainers to develop their own "mythos". From my personal point of view, I hate having the old "Christian" aligned mythos, but if that's what you like, you can replicate it with this code too (see below). Properties of the Gods ~~~~~~~~~~~~~~~~~~~~~~ Here is a fuller description of Gods archetype values. ---- name - name of the god (required) other_arch - archetype that will be used for the summon holy servant spell. title - diametrically opposed god, leave blank if none exists attacktype - favored attack of this god, used in spells of summon avatar, holy word. Recipients of "holy possession" get this too. immune - Avatars/holy servants/recipient of "holy possession" gets this. protected - all of the above AND recipient of god's blessing and the priest of this god gets this. vulnerable - Avatar/servant/recipient of gods curse/priest of this god get this. path_attuned - priest of this god and recipient of "bless" gets this path_repelled - priest and recipient of "curse" gets this path_denied - priest and recipient of "curse" gets this slaying - comma delimited list of the races of creatures that are aligned with the god. "summon cult monsters" uses. this list to find creatures. Summon avatar/call servant code assigns this value to prevent them from attacking aligned races. Value is blank if no race(s) exists. race - comma delimited list of the races of creatures "holy word", "holy possession" spells will effect. Value entry is blank if no such race(s) exists. hp,dam,ac,wc - base stats for the summoned avatar. ---- IF MORE_PRIEST_GIFTS is defined (in gods.c) then ADDITIONAL gifts/limitations will be assigned to the priest: Flags ^^^^^ Now, the following flags, in addition to being used by the god (if planted on a map) are assigned to the worshiping priest: can_use_weapon, can_use_armour, is_undead, is_blind, reflect_missile, reflect_spell, make_invisible, stealth, can_see_in_dark, xrays NOTE: if can_use_armour/can_use_weapon flags are NOT present, then the priest will be forbidden the use of these items. Stats ^^^^^ The following stats are used: ---- luck - how lucky the god (and the priest) are. last_eat - how fast priest digestion is last_hp - how fast priest healing is last_sp - how fast priest mana regeneration is last_grace - how fast priest grace regeneration is ---- Designing New Gods ~~~~~~~~~~~~~~~~~~ To examine the gods properties, use the '-m8' flag (ie 'crossfire -m8'). Note some of the big differences here in terms of spell_paths, races, etc. Most of these entries were designed with roughly polar opposite gods. For designing new gods. You should make sure that worshiping a god will be "unique" in some way. But playbalance first! You must consider the balance between the following: . spellpaths . priest gifts . priest limitations . special spells . attacktypes . summoned monster lists . properties of the avatar and holy servant. Here are some hard and fast rules for designing gods: - Decide how the cleric will get experience. The god should be either a 'summoning', 'turning' *or* a 'wounding' god. If summoning/turning, make sure the aligned_race/enemy_race list(s) has enough creatures to summon/slay at low, medium and high levels. DONT give a god attuned to wounding AND turning||summoning (in fact, at minimum, one of these 3 paths should be repelled/denied). - make sure the summoned avatar is stronger than the servant (!) - examine the avatar/servant stats. If set inproperly, you will give wimpy/super values. For example, Avatars/servants with less than 50 hp (and a high ac/no armour) will vanish quickly. Shoot for stats like: ---- type | A V E R A G E S T A T S | hp | ac | wc | arm | dam | speed ----------|----------------------------------- servant | 50 | 5 | 5 | 20 | 5 | 0.15 avatar | 350 | -5 | -1 | 50 | 50 | 0.25 ---- Its difficult to give measurements on how to trade these off. To help guide your choices try to conserve the value of speed*dam and (armour+1)*hp. * avoid giving the potent attacktypes of death, weaponmagic and paralysis. * gods have a vulnerability for every immunity. Not all attacktypes are the same. Immunity to physical, magic and common attacktypes (like fire/cold/electric) are very potent. Similarly, vuln to these is a big negative. * SPELL paths. Carefull treatment is needed here. Give a path_denied/ or a couple path_repelled for every path_attuned. BUT note: not all paths are of equal use. (ex path_abjuration has a very large list of spells). The main clerical paths are restoration, abjuration, protection, turning, wounding and summoning. For balance, make 3-4 of these repelled/denied and 1 or 2 attuned. Be sure to check out the special spells list (below). Attuned paths like DEATH, WOUNDING and (especially) PROTECTION are very potent. Allow for some balance else where if you assign (one!) of these as a path_attuned. * If using the MORE_PRIEST_GIFTS define: priest limitations of no weapons and no armour are very negative, be sure to compensate with more than an attunded path. Of course, you may break these 'rules' to create your god. When you do that, you had better make up for the bonus elsewhere! Otherwise, you will create a 'mega-god' whose worship (by the player priests) will unbalance the game. Designing a good god takes a bit of work. Special Spells ~~~~~~~~~~~~~~ Here is a possibly *incomplete* list of the special spells that a god may grant use to a worshiper. Check the file spellist.h for the 0 bookchance clerical spells to find all of these. (This list was complete on 10/96). ---- INFO perceive self PROTECTION defense; immuntity to cold, fire, electricity, poison, slow, paralysis, draining, attack, and magic RESTORE remove damnation; reincarnation; raise dead; resurrection; regeneration WOUNDING cause critical wounds; retributive strike LIGHT daylight; nightfall DEATH face of death; finger of death SUMMONING insect plague CREATE wall of thorns ---- Ideas ~~~~~ * Allow sacrifices. This is an excellent way to give a cleric xp. Need to create enemy_race creatures w/ bodyparts we can sacrifice, and designate a pointer in Gods to the appropriate array of stuff we can sacrifice for xp. Experience ---------- Obsolete file kept for historical reasons. Introduction ~~~~~~~~~~~~ This patch represents a "developer 's" version of the exp/skills system. While I have now achieved all of the objectives in sections "B" and "C" of the coding proposal (see README.PROPOSAL) and have play-tested as much of the code as possible, I am sure some big bugs must remain. (One for sure is that exp gained when using rod/horn/wand is wrong.) Below this section I outline 1) coding philosophy, 2) gross description of how the code impinges/interacts within older code. 3) designer's notes on the changes to the code. Comments on any area of this coding would be appreciated. Personally, I would like to see the Pow stat and a 2-type system of magic come into being. After all of you check out the code, I would like to discuss enhancements/bug fixes/implementation. For instance, is it too hard to figure out how to use the code! Sometime tomorrow exp2.tar.gz will be available in pub/thomas on ftp.astro.psu.edu. b.t. Code Philosophy ^^^^^^^^^^^^^^^ To move CF over to a new skills-based experience system. In this implementation several kinds of experience will exist. Players will gain experience in each kind of experience (or category) based on their actions in the game. The sum of all the various categories of experience equals the player "score", from which dam, wc, and hp are determined. All experience gaining actions will be through the use of certain skills -- so called "associated skills". Associated skills are each related to 1 kind of experience. Thus, for example, "stealing" is a skill associated with "agility" experience. There exists also "miscellaneous" skills which allow the use of a unique skill, but which are not related to any kind of experience and whose use does not generate experience points. In this implementation, skills and objects are both treated as objects in the inventory of the user. Experience "objects" each represent one kind of experience and are always invisible. Skills objects each represent one kind of skill available in the game. Skills objects may either be invisible or have an associated bitmap (in which case they are "tools"). All experience gaining actions will be through the use of certain skills -- called "associated skills". Associated skills are each related to 1 kind of experience. Thus, for example, "stealing" is a skill associated with "agility" experience. Both Players and NPC's may only use skills which are in their inventories. NPC's do not use experience objects. A breakdown of the properties of skills and exp objects objects is as follows: ---- Object Property NPC use? ------ ----------------------------------- ------- Experience Each represents a different kind of NO experience in the game. The object in the player inventory keeps track of player experience in that category. Always is invisible. Skill- Represents a skill the player may YES associated perform. May be either invisible or visible as a "tool". Successful use of this skill generates experience. Experience is allocated to appropriate experience object. Skill- Same as above, *but* this skill is not YES miscell. related to any experience category, and use of this skill generates *no* experience. ---- Linking of associated skills to experience categories is done during initialization of the code (in init()) based on the shared stats of both. How skills and experience categories are named and linked may be changed by editing the skills/experience object archetypes. Implementation Details ~~~~~~~~~~~~~~~~~~~~~~ The most important thing is that I moved most of the code into the server/skills.c and server/skill_util.c files. The skills code is loosely implemented along the lines of the spell code. This is to say that: . skills use (do_skill) is called from fire(). . there is a skills[] table similar to spells[]. . server files skills.c and skill_util.c parallel spell_effect.c and spell_util.c in respective functionallity. Particular notes about the implementation are outlined below. Defines ^^^^^^^ #define MAX_EXP_CAT be > I had to make use of several global parameters These etc FLAG_IS_HILLY needed by the mountaineer skill Should be set on all mountainous terrain FLAG_READY_WEAPON Code needs this for both players and and its use differs for each FLAG_READY_SKILL Code needs this for both players and and its use differs for each New Structures A couple of changes to the object structure where made
 
this information may not reflect the current implementation This brief document is meant to describe the operation of the crossfire as well as the form of the data The metaserver listens on port for tcp and on port for udp packets The server sends updates to the metaserver via udp The metaserver only does basic checking on the data that server sends It trusts the server for the ip name it provides The metaserver does add the ip address and also tracks the idle time(time since last packet received). The client gets its information from the metaserver through connecting by means of tcp. The client should retrieve http the body s content type is text plain The current metaserver implementation is in Perl But the metaserver could be in any language perl is fast enough for the amount of data that is being exchanged The response includes zero or more server entries Each entry begins with the line START_SERVER_DATA and ends with the line END_SERVER_DATA Between these lines key value pairs("key=value") may be present. The entries are sent in arbitrary order. A client should apply some ordering when displaying the entries to the user. TODO b additional information outside BEGIN_SERVER_DATA END_SERVER_DATA mapbase
 
this information may not reflect the current implementation This brief document is meant to describe the operation of the crossfire as well as the form of the data The metaserver listens on port for tcp and on port for udp packets The server sends updates to the metaserver via udp The metaserver only does basic checking on the data that server sends It trusts the server for the ip name it provides The metaserver does add the ip address and also tracks the idle time(time since last packet received). The client gets its information from the metaserver through connecting by means of tcp. The client should retrieve http the body s content type is text plain The current metaserver implementation is in Perl But the metaserver could be in any language perl is fast enough for the amount of data that is being exchanged The response includes zero or more server entries Each entry begins with the line START_SERVER_DATA and ends with the line END_SERVER_DATA Between these lines key value pairs("key=value") may be present. The entries are sent in arbitrary order. A client should apply some ordering when displaying the entries to the user. TODO b additional information outside BEGIN_SERVER_DATA END_SERVER_DATA maps
 
this information may not reflect the current implementation This brief document is meant to describe the operation of the crossfire metaserver
 
non standard information is not specified or uptime this means how long since the executable has been started A particular host may have been running a server for quite a long but due to updates or the length of time the server instance has been up may be much shorter MN US< br > link< br >< a href="http: text_comment=Latest SVN 1.x branch, Eden Prairie, MN US archbase=Standard mapbase=Standard codebase=Standard num_players=3 in_bytes=142050710 out_bytes=-1550812829 uptime=909914 version=1.11.0 sc_version=1027 cs_version=1023 last_update=1214541369 END_SERVER_DATA ---- Multigod -------- This is a brief description of the MULTIGOD hack. It is preserved here for mostly historical reasons. Introduction ~~~~~~~~~~~~ The intention of this code is to enhance the enjoy-ability and playability of clerical characters in the new skills/exp scheme. This is done by giving players gods to worship who in turn effect clerical magic and powers. Included in this patch are several new spells which (hopefully) will allow the priest characters a better chance to gain xp at higher levels. Notably, the "holy orb" and "holy word" spells have been revamped. When MULTIPLE_GODS flag is defined in include/config.h, this code is enabled. This code (described below) encompasses 3 main parts: an array of gods that players/NPCs may worship, new clerical spells which rely on the worshiped god's attrib- utes in Gods[] array and, altars/praying--the interface between a worshiper and their god. b.t. thomas@astro.psu.edu Implementation Details ~~~~~~~~~~~~~~~~~~~~~~ This code is flexible and easy to configure (just edit the god archetypes). Part of the reason for creating this code was to allow server maintainers to develop their own "mythos". From my personal point of view, I hate having the old "Christian" aligned mythos, but if that's what you like, you can replicate it with this code too (see below). Properties of the Gods ~~~~~~~~~~~~~~~~~~~~~~ Here is a fuller description of Gods archetype values. ---- name - name of the god (required) other_arch - archetype that will be used for the summon holy servant spell. title - diametrically opposed god, leave blank if none exists attacktype - favored attack of this god, used in spells of summon avatar, holy word. Recipients of "holy possession" get this too. immune - Avatars/holy servants/recipient of "holy possession" gets this. protected - all of the above AND recipient of god's blessing and the priest of this god gets this. vulnerable - Avatar/servant/recipient of gods curse/priest of this god get this. path_attuned - priest of this god and recipient of "bless" gets this path_repelled - priest and recipient of "curse" gets this path_denied - priest and recipient of "curse" gets this slaying - comma delimited list of the races of creatures that are aligned with the god. "summon cult monsters" uses. this list to find creatures. Summon avatar/call servant code assigns this value to prevent them from attacking aligned races. Value is blank if no race(s) exists. race - comma delimited list of the races of creatures "holy word", "holy possession" spells will effect. Value entry is blank if no such race(s) exists. hp,dam,ac,wc - base stats for the summoned avatar. ---- IF MORE_PRIEST_GIFTS is defined (in gods.c) then ADDITIONAL gifts/limitations will be assigned to the priest: Flags ^^^^^ Now, the following flags, in addition to being used by the god (if planted on a map) are assigned to the worshiping priest: can_use_weapon, can_use_armour, is_undead, is_blind, reflect_missile, reflect_spell, make_invisible, stealth, can_see_in_dark, xrays NOTE: if can_use_armour/can_use_weapon flags are NOT present, then the priest will be forbidden the use of these items. Stats ^^^^^ The following stats are used: ---- luck - how lucky the god (and the priest) are. last_eat - how fast priest digestion is last_hp - how fast priest healing is last_sp - how fast priest mana regeneration is last_grace - how fast priest grace regeneration is ---- Designing New Gods ~~~~~~~~~~~~~~~~~~ To examine the gods properties, use the '-m8' flag (ie 'crossfire -m8'). Note some of the big differences here in terms of spell_paths, races, etc. Most of these entries were designed with roughly polar opposite gods. For designing new gods. You should make sure that worshiping a god will be "unique" in some way. But playbalance first! You must consider the balance between the following: . spellpaths . priest gifts . priest limitations . special spells . attacktypes . summoned monster lists . properties of the avatar and holy servant. Here are some hard and fast rules for designing gods: - Decide how the cleric will get experience. The god should be either a 'summoning', 'turning' *or* a 'wounding' god. If summoning/turning, make sure the aligned_race/enemy_race list(s) has enough creatures to summon/slay at low, medium and high levels. DONT give a god attuned to wounding AND turning||summoning (in fact, at minimum, one of these 3 paths should be repelled/denied). - make sure the summoned avatar is stronger than the servant (!) - examine the avatar/servant stats. If set inproperly, you will give wimpy/super values. For example, Avatars/servants with less than 50 hp (and a high ac/no armour) will vanish quickly. Shoot for stats like: ---- type | A V E R A G E S T A T S | hp | ac | wc | arm | dam | speed ----------|----------------------------------- servant | 50 | 5 | 5 | 20 | 5 | 0.15 avatar | 350 | -5 | -1 | 50 | 50 | 0.25 ---- Its difficult to give measurements on how to trade these off. To help guide your choices try to conserve the value of speed*dam and (armour+1)*hp. * avoid giving the potent attacktypes of death, weaponmagic and paralysis. * gods have a vulnerability for every immunity. Not all attacktypes are the same. Immunity to physical, magic and common attacktypes (like fire/cold/electric) are very potent. Similarly, vuln to these is a big negative. * SPELL paths. Carefull treatment is needed here. Give a path_denied/ or a couple path_repelled for every path_attuned. BUT note: not all paths are of equal use. (ex path_abjuration has a very large list of spells). The main clerical paths are restoration, abjuration, protection, turning, wounding and summoning. For balance, make 3-4 of these repelled/denied and 1 or 2 attuned. Be sure to check out the special spells list (below). Attuned paths like DEATH, WOUNDING and (especially) PROTECTION are very potent. Allow for some balance else where if you assign (one!) of these as a path_attuned. * If using the MORE_PRIEST_GIFTS define: priest limitations of no weapons and no armour are very negative, be sure to compensate with more than an attunded path. Of course, you may break these 'rules' to create your god. When you do that, you had better make up for the bonus elsewhere! Otherwise, you will create a 'mega-god' whose worship (by the player priests) will unbalance the game. Designing a good god takes a bit of work. Special Spells ~~~~~~~~~~~~~~ Here is a possibly *incomplete* list of the special spells that a god may grant use to a worshiper. Check the file spellist.h for the 0 bookchance clerical spells to find all of these. (This list was complete on 10/96). ---- INFO perceive self PROTECTION defense; immuntity to cold, fire, electricity, poison, slow, paralysis, draining, attack, and magic RESTORE remove damnation; reincarnation; raise dead; resurrection; regeneration WOUNDING cause critical wounds; retributive strike LIGHT daylight; nightfall DEATH face of death; finger of death SUMMONING insect plague CREATE wall of thorns ---- Ideas ~~~~~ * Allow sacrifices. This is an excellent way to give a cleric xp. Need to create enemy_race creatures w/ bodyparts we can sacrifice, and designate a pointer in Gods to the appropriate array of stuff we can sacrifice for xp. Experience ---------- Obsolete file kept for historical reasons. Introduction ~~~~~~~~~~~~ This patch represents a "developer 's" version of the exp/skills system. While I have now achieved all of the objectives in sections "B" and "C" of the coding proposal (see README.PROPOSAL) and have play-tested as much of the code as possible, I am sure some big bugs must remain. (One for sure is that exp gained when using rod/horn/wand is wrong.) Below this section I outline 1) coding philosophy, 2) gross description of how the code impinges/interacts within older code. 3) designer's notes on the changes to the code. Comments on any area of this coding would be appreciated. Personally, I would like to see the Pow stat and a 2-type system of magic come into being. After all of you check out the code, I would like to discuss enhancements/bug fixes/implementation. For instance, is it too hard to figure out how to use the code! Sometime tomorrow exp2.tar.gz will be available in pub/thomas on ftp.astro.psu.edu. b.t. Code Philosophy ^^^^^^^^^^^^^^^ To move CF over to a new skills-based experience system. In this implementation several kinds of experience will exist. Players will gain experience in each kind of experience (or category) based on their actions in the game. The sum of all the various categories of experience equals the player "score", from which dam, wc, and hp are determined. All experience gaining actions will be through the use of certain skills -- so called "associated skills". Associated skills are each related to 1 kind of experience. Thus, for example, "stealing" is a skill associated with "agility" experience. There exists also "miscellaneous" skills which allow the use of a unique skill, but which are not related to any kind of experience and whose use does not generate experience points. In this implementation, skills and objects are both treated as objects in the inventory of the user. Experience "objects" each represent one kind of experience and are always invisible. Skills objects each represent one kind of skill available in the game. Skills objects may either be invisible or have an associated bitmap (in which case they are "tools"). All experience gaining actions will be through the use of certain skills -- called "associated skills". Associated skills are each related to 1 kind of experience. Thus, for example, "stealing" is a skill associated with "agility" experience. Both Players and NPC's may only use skills which are in their inventories. NPC's do not use experience objects. A breakdown of the properties of skills and exp objects objects is as follows: ---- Object Property NPC use? ------ ----------------------------------- ------- Experience Each represents a different kind of NO experience in the game. The object in the player inventory keeps track of player experience in that category. Always is invisible. Skill- Represents a skill the player may YES associated perform. May be either invisible or visible as a "tool". Successful use of this skill generates experience. Experience is allocated to appropriate experience object. Skill- Same as above, *but* this skill is not YES miscell. related to any experience category, and use of this skill generates *no* experience. ---- Linking of associated skills to experience categories is done during initialization of the code (in init()) based on the shared stats of both. How skills and experience categories are named and linked may be changed by editing the skills/experience object archetypes. Implementation Details ~~~~~~~~~~~~~~~~~~~~~~ The most important thing is that I moved most of the code into the server/skills.c and server/skill_util.c files. The skills code is loosely implemented along the lines of the spell code. This is to say that: . skills use (do_skill) is called from fire(). . there is a skills[] table similar to spells[]. . server files skills.c and skill_util.c parallel spell_effect.c and spell_util.c in respective functionallity. Particular notes about the implementation are outlined below. Defines ^^^^^^^ #define MAX_EXP_CAT be > I had to make use of several global parameters These etc FLAG_IS_HILLY needed by the mountaineer skill Should be set on all mountainous terrain FLAG_READY_WEAPON Code needs this for both players and monsters
 
non standard information is not specified num_players
 
non standard information is not specified out_bytes
 
 skill
 
short stat1
 
short stat2
 
short stat3
 
Crossfire Architecture the general intention is to enhance the enjoyability and playability of CF In this I have created a system whereby players may assemble various ingredients to make artifacts The amount of work I put into this was substantial
 
currently either Standard or< version > is used for information as present in SVN
 
non standard information is not specified or uptime this means how long since the executable has been started A particular host may have been running a server for quite a long but due to updates or the length of time the server instance has been up may be much shorter MN US< br > link< br >< a href="http: text_comment=Latest SVN 1.x branch, Eden Prairie, MN US archbase=Standard mapbase=Standard codebase=Standard num_players=3 in_bytes=142050710 out_bytes=-1550812829 uptime=909914 version=1.11.0 sc_version=1027 cs_version=1023 last_update=1214541369 END_SERVER_DATA ---- Multigod -------- This is a brief description of the MULTIGOD hack. It is preserved here for mostly historical reasons. Introduction ~~~~~~~~~~~~ The intention of this code is to enhance the enjoy-ability and playability of clerical characters in the new skills/exp scheme. This is done by giving players gods to worship who in turn effect clerical magic and powers. Included in this patch are several new spells which (hopefully) will allow the priest characters a better chance to gain xp at higher levels. Notably, the "holy orb" and "holy word" spells have been revamped. When MULTIPLE_GODS flag is defined in include/config.h, this code is enabled. This code (described below) encompasses 3 main parts: an array of gods that players/NPCs may worship, new clerical spells which rely on the worshiped god's attrib- utes in Gods[] array and, altars/praying--the interface between a worshiper and their god. b.t. thomas@astro.psu.edu Implementation Details ~~~~~~~~~~~~~~~~~~~~~~ This code is flexible and easy to configure (just edit the god archetypes). Part of the reason for creating this code was to allow server maintainers to develop their own "mythos". From my personal point of view, I hate having the old "Christian" aligned mythos, but if that's what you like, you can replicate it with this code too (see below). Properties of the Gods ~~~~~~~~~~~~~~~~~~~~~~ Here is a fuller description of Gods archetype values. ---- name - name of the god (required) other_arch - archetype that will be used for the summon holy servant spell. title - diametrically opposed god, leave blank if none exists attacktype - favored attack of this god, used in spells of summon avatar, holy word. Recipients of "holy possession" get this too. immune - Avatars/holy servants/recipient of "holy possession" gets this. protected - all of the above AND recipient of god's blessing and the priest of this god gets this. vulnerable - Avatar/servant/recipient of gods curse/priest of this god get this. path_attuned - priest of this god and recipient of "bless" gets this path_repelled - priest and recipient of "curse" gets this path_denied - priest and recipient of "curse" gets this slaying - comma delimited list of the races of creatures that are aligned with the god. "summon cult monsters" uses. this list to find creatures. Summon avatar/call servant code assigns this value to prevent them from attacking aligned races. Value is blank if no race(s) exists. race - comma delimited list of the races of creatures "holy word", "holy possession" spells will effect. Value entry is blank if no such race(s) exists. hp,dam,ac,wc - base stats for the summoned avatar. ---- IF MORE_PRIEST_GIFTS is defined (in gods.c) then ADDITIONAL gifts/limitations will be assigned to the priest: Flags ^^^^^ Now, the following flags, in addition to being used by the god (if planted on a map) are assigned to the worshiping priest: can_use_weapon, can_use_armour, is_undead, is_blind, reflect_missile, reflect_spell, make_invisible, stealth, can_see_in_dark, xrays NOTE: if can_use_armour/can_use_weapon flags are NOT present, then the priest will be forbidden the use of these items. Stats ^^^^^ The following stats are used: ---- luck - how lucky the god (and the priest) are. last_eat - how fast priest digestion is last_hp - how fast priest healing is last_sp - how fast priest mana regeneration is last_grace - how fast priest grace regeneration is ---- Designing New Gods ~~~~~~~~~~~~~~~~~~ To examine the gods properties, use the '-m8' flag (ie 'crossfire -m8'). Note some of the big differences here in terms of spell_paths, races, etc. Most of these entries were designed with roughly polar opposite gods. For designing new gods. You should make sure that worshiping a god will be "unique" in some way. But playbalance first! You must consider the balance between the following: . spellpaths . priest gifts . priest limitations . special spells . attacktypes . summoned monster lists . properties of the avatar and holy servant. Here are some hard and fast rules for designing gods: - Decide how the cleric will get experience. The god should be either a 'summoning', 'turning' *or* a 'wounding' god. If summoning/turning, make sure the aligned_race/enemy_race list(s) has enough creatures to summon/slay at low, medium and high levels. DONT give a god attuned to wounding AND turning||summoning (in fact, at minimum, one of these 3 paths should be repelled/denied). - make sure the summoned avatar is stronger than the servant (!) - examine the avatar/servant stats. If set inproperly, you will give wimpy/super values. For example, Avatars/servants with less than 50 hp (and a high ac/no armour) will vanish quickly. Shoot for stats like: ---- type | A V E R A G E S T A T S | hp | ac | wc | arm | dam | speed ----------|----------------------------------- servant | 50 | 5 | 5 | 20 | 5 | 0.15 avatar | 350 | -5 | -1 | 50 | 50 | 0.25 ---- Its difficult to give measurements on how to trade these off. To help guide your choices try to conserve the value of speed*dam and (armour+1)*hp. * avoid giving the potent attacktypes of death, weaponmagic and paralysis. * gods have a vulnerability for every immunity. Not all attacktypes are the same. Immunity to physical, magic and common attacktypes (like fire/cold/electric) are very potent. Similarly, vuln to these is a big negative. * SPELL paths. Carefull treatment is needed here. Give a path_denied/ or a couple path_repelled for every path_attuned. BUT note: not all paths are of equal use. (ex path_abjuration has a very large list of spells). The main clerical paths are restoration, abjuration, protection, turning, wounding and summoning. For balance, make 3-4 of these repelled/denied and 1 or 2 attuned. Be sure to check out the special spells list (below). Attuned paths like DEATH, WOUNDING and (especially) PROTECTION are very potent. Allow for some balance else where if you assign (one!) of these as a path_attuned. * If using the MORE_PRIEST_GIFTS define: priest limitations of no weapons and no armour are very negative, be sure to compensate with more than an attunded path. Of course, you may break these 'rules' to create your god. When you do that, you had better make up for the bonus elsewhere! Otherwise, you will create a 'mega-god' whose worship (by the player priests) will unbalance the game. Designing a good god takes a bit of work. Special Spells ~~~~~~~~~~~~~~ Here is a possibly *incomplete* list of the special spells that a god may grant use to a worshiper. Check the file spellist.h for the 0 bookchance clerical spells to find all of these. (This list was complete on 10/96). ---- INFO perceive self PROTECTION defense; immuntity to cold, fire, electricity, poison, slow, paralysis, draining, attack, and magic RESTORE remove damnation; reincarnation; raise dead; resurrection; regeneration WOUNDING cause critical wounds; retributive strike LIGHT daylight; nightfall DEATH face of death; finger of death SUMMONING insect plague CREATE wall of thorns ---- Ideas ~~~~~ * Allow sacrifices. This is an excellent way to give a cleric xp. Need to create enemy_race creatures w/ bodyparts we can sacrifice, and designate a pointer in Gods to the appropriate array of stuff we can sacrifice for xp. Experience ---------- Obsolete file kept for historical reasons. Introduction ~~~~~~~~~~~~ This patch represents a "developer 's" version of the exp/skills system. While I have now achieved all of the objectives in sections "B" and "C" of the coding proposal (see README.PROPOSAL) and have play-tested as much of the code as possible, I am sure some big bugs must remain. (One for sure is that exp gained when using rod/horn/wand is wrong.) Below this section I outline 1) coding philosophy, 2) gross description of how the code impinges/interacts within older code. 3) designer's notes on the changes to the code. Comments on any area of this coding would be appreciated. Personally, I would like to see the Pow stat and a 2-type system of magic come into being. After all of you check out the code, I would like to discuss enhancements/bug fixes/implementation. For instance, is it too hard to figure out how to use the code! Sometime tomorrow exp2.tar.gz will be available in pub/thomas on ftp.astro.psu.edu. b.t. Code Philosophy ^^^^^^^^^^^^^^^ To move CF over to a new skills-based experience system. In this implementation several kinds of experience will exist. Players will gain experience in each kind of experience (or category) based on their actions in the game. The sum of all the various categories of experience equals the player "score", from which dam, wc, and hp are determined. All experience gaining actions will be through the use of certain skills -- so called "associated skills". Associated skills are each related to 1 kind of experience. Thus, for example, "stealing" is a skill associated with "agility" experience. There exists also "miscellaneous" skills which allow the use of a unique skill, but which are not related to any kind of experience and whose use does not generate experience points. In this implementation, skills and objects are both treated as objects in the inventory of the user. Experience "objects" each represent one kind of experience and are always invisible. Skills objects each represent one kind of skill available in the game. Skills objects may either be invisible or have an associated bitmap (in which case they are "tools"). All experience gaining actions will be through the use of certain skills -- called "associated skills". Associated skills are each related to 1 kind of experience. Thus, for example, "stealing" is a skill associated with "agility" experience. Both Players and NPC's may only use skills which are in their inventories. NPC's do not use experience objects. A breakdown of the properties of skills and exp objects objects is as follows: ---- Object Property NPC use? ------ ----------------------------------- ------- Experience Each represents a different kind of NO experience in the game. The object in the player inventory keeps track of player experience in that category. Always is invisible. Skill- Represents a skill the player may YES associated perform. May be either invisible or visible as a "tool". Successful use of this skill generates experience. Experience is allocated to appropriate experience object. Skill- Same as above, *but* this skill is not YES miscell. related to any experience category, and use of this skill generates *no* experience. ---- Linking of associated skills to experience categories is done during initialization of the code (in init()) based on the shared stats of both. How skills and experience categories are named and linked may be changed by editing the skills/experience object archetypes. Implementation Details ~~~~~~~~~~~~~~~~~~~~~~ The most important thing is that I moved most of the code into the server/skills.c and server/skill_util.c files. The skills code is loosely implemented along the lines of the spell code. This is to say that: . skills use (do_skill) is called from fire(). . there is a skills[] table similar to spells[]. . server files skills.c and skill_util.c parallel spell_effect.c and spell_util.c in respective functionallity. Particular notes about the implementation are outlined below. Defines ^^^^^^^ #define MAX_EXP_CAT be > I had to make use of several global parameters These swamp
 
this information may not reflect the current implementation This brief document is meant to describe the operation of the crossfire as well as the form of the data The metaserver listens on port for tcp and on port for udp packets The server sends updates to the metaserver via udp The metaserver only does basic checking on the data that server sends It trusts the server for the ip name it provides The metaserver does add the ip address and also tracks the idle time(time since last packet received). The client gets its information from the metaserver through connecting by means of tcp. The client should retrieve http the body s content type is text plain The current metaserver implementation is in Perl But the metaserver could be in any language perl is fast enough for the amount of data that is being exchanged The response includes zero or more server entries Each entry begins with the line START_SERVER_DATA and ends with the line END_SERVER_DATA Between these lines key value pairs("key=value") may be present. The entries are sent in arbitrary order. A client should apply some ordering when displaying the entries to the user. TODO b additional information outside BEGIN_SERVER_DATA END_SERVER_DATA text_comment
 
other than new code I created new revised altered the treasures file and created new object types and a flag It therefore may be enjoyable to install this this patch does the following things
 
non standard information is not specified or uptime this means how long since the executable has been started A particular host may have been running a server for quite a long time
 
this information may not reflect the current implementation This brief document is meant to describe the operation of the crossfire as well as the form of the data The metaserver listens on port for tcp and on port for udp packets The server sends updates to the metaserver via udp The metaserver only does basic checking on the data that server sends It trusts the server for the ip name it provides The metaserver does add the ip address and also tracks the idle time(time since last packet received). The client gets its information from the metaserver through connecting by means of tcp. The client should retrieve http the body s content type is text plain The current metaserver implementation is in Perl But the metaserver could be in any language perl is fast enough for the amount of data that is being exchanged The response includes zero or more server entries Each entry begins with the line START_SERVER_DATA and ends with the line END_SERVER_DATA Between these lines key value pairs("key=value") may be present. The entries are sent in arbitrary order. A client should apply some ordering when displaying the entries to the user. TODO b additional information outside BEGIN_SERVER_DATA END_SERVER_DATA TODO
 
it was updated by reverse engineering the client code accessing the metaserver It therefore describes the as is state rather than what was intended Communication between server and metaserver was not updated
 
non standard information is not specified or uptime this means how long since the executable has been started A particular host may have been running a server for quite a long but due to updates or the length of time the server instance has been up may be much shorter version
 

Macro Definition Documentation

◆ EXP_NONE

#define EXP_NONE   (MAX_EXP_CAT - 1)

◆ MAX_EXP_CAT

#define MAX_EXP_CAT   maximum number of exp categories. Must

◆ MAX_EXP_IN_OBJ

#define MAX_EXP_IN_OBJ   (MAX_EXPERIENCE/MAX_EXP_CAT) the maximum

◆ NROFSKILLS

#define NROFSKILLS   Equal to the number of elements in the

Function Documentation

◆ patch()

other than new code I created new revised altered the treasures file and created new object types and a flag It therefore may be enjoyable to install this patch ( incl  code)

Variable Documentation

◆ archetypes

◆ are

non standard information is not specified or uptime this means how long since the executable has been started A particular host may have been running a server for quite a long but due to updates or the length of time the server instance has been up may be much shorter MN US<br> link<br><a href="http: text_comment=Latest SVN 1.x branch, Eden Prairie, MN US archbase=Standard mapbase=Standard codebase=Standard num_players=3 in_bytes=142050710 out_bytes=-1550812829 uptime=909914 version=1.11.0 sc_version=1027 cs_version=1023 last_update=1214541369 END_SERVER_DATA ---- Multigod -------- This is a brief description of the MULTIGOD hack. It is preserved here for mostly historical reasons. Introduction ~~~~~~~~~~~~ The intention of this code is to enhance the enjoy-ability and playability of clerical characters in the new skills/exp scheme. This is done by giving players gods to worship who in turn effect clerical magic and powers. Included in this patch are several new spells which (hopefully) will allow the priest characters a better chance to gain xp at higher levels. Notably, the "holy orb" and "holy word" spells have been revamped. When MULTIPLE_GODS flag is defined in include/config.h, this code is enabled. This code (described below) encompasses 3 main parts: an array of gods that players/NPCs may worship, new clerical spells which rely on the worshiped god's attrib- utes in Gods[] array and, altars/praying--the interface between a worshiper and their god. b.t. thomas@astro.psu.edu Implementation Details ~~~~~~~~~~~~~~~~~~~~~~ This code is flexible and easy to configure (just edit the god archetypes). Part of the reason for creating this code was to allow server maintainers to develop their own "mythos". From my personal point of view, I hate having the old "Christian" aligned mythos, but if that's what you like, you can replicate it with this code too (see below). Properties of the Gods ~~~~~~~~~~~~~~~~~~~~~~ Here is a fuller description of Gods archetype values. ---- name - name of the god (required) other_arch - archetype that will be used for the summon holy servant spell. title - diametrically opposed god, leave blank if none exists attacktype - favored attack of this god, used in spells of summon avatar, holy word. Recipients of "holy possession" get this too. immune - Avatars/holy servants/recipient of "holy possession" gets this. protected - all of the above AND recipient of god's blessing and the priest of this god gets this. vulnerable - Avatar/servant/recipient of gods curse/priest of this god get this. path_attuned - priest of this god and recipient of "bless" gets this path_repelled - priest and recipient of "curse" gets this path_denied - priest and recipient of "curse" gets this slaying - comma delimited list of the races of creatures that are aligned with the god. "summon cult monsters" uses. this list to find creatures. Summon avatar/call servant code assigns this value to prevent them from attacking aligned races. Value is blank if no race(s) exists. race - comma delimited list of the races of creatures "holy word", "holy possession" spells will effect. Value entry is blank if no such race(s) exists. hp,dam,ac,wc - base stats for the summoned avatar. ---- IF MORE_PRIEST_GIFTS is defined (in gods.c) then ADDITIONAL gifts/limitations will be assigned to the priest: Flags ^^^^^ Now, the following flags, in addition to being used by the god (if planted on a map) are assigned to the worshiping priest: can_use_weapon, can_use_armour, is_undead, is_blind, reflect_missile, reflect_spell, make_invisible, stealth, can_see_in_dark, xrays NOTE: if can_use_armour/can_use_weapon flags are NOT present, then the priest will be forbidden the use of these items. Stats ^^^^^ The following stats are used: ---- luck - how lucky the god (and the priest) are. last_eat - how fast priest digestion is last_hp - how fast priest healing is last_sp - how fast priest mana regeneration is last_grace - how fast priest grace regeneration is ---- Designing New Gods ~~~~~~~~~~~~~~~~~~ To examine the gods properties, use the '-m8' flag (ie 'crossfire -m8'). Note some of the big differences here in terms of spell_paths, races, etc. Most of these entries were designed with roughly polar opposite gods. For designing new gods. You should make sure that worshiping a god will be "unique" in some way. But playbalance first! You must consider the balance between the following: . spellpaths . priest gifts . priest limitations . special spells . attacktypes . summoned monster lists . properties of the avatar and holy servant. Here are some hard and fast rules for designing gods: - Decide how the cleric will get experience. The god should be either a 'summoning', 'turning' *or* a 'wounding' god. If summoning/turning, make sure the aligned_race/enemy_race list(s) has enough creatures to summon/slay at low, medium and high levels. DONT give a god attuned to wounding AND turning||summoning (in fact, at minimum, one of these 3 paths should be repelled/denied). - make sure the summoned avatar is stronger than the servant (!) - examine the avatar/servant stats. If set inproperly, you will give wimpy/super values. For example, Avatars/servants with less than 50 hp (and a high ac/no armour) will vanish quickly. Shoot for stats like: ---- type | A V E R A G E S T A T S | hp | ac | wc | arm | dam | speed ----------|----------------------------------- servant | 50 | 5 | 5 | 20 | 5 | 0.15 avatar | 350 | -5 | -1 | 50 | 50 | 0.25 ---- Its difficult to give measurements on how to trade these off. To help guide your choices try to conserve the value of speed*dam and (armour+1)*hp. * avoid giving the potent attacktypes of death, weaponmagic and paralysis. * gods have a vulnerability for every immunity. Not all attacktypes are the same. Immunity to physical, magic and common attacktypes (like fire/cold/electric) are very potent. Similarly, vuln to these is a big negative. * SPELL paths. Carefull treatment is needed here. Give a path_denied/ or a couple path_repelled for every path_attuned. BUT note: not all paths are of equal use. (ex path_abjuration has a very large list of spells). The main clerical paths are restoration, abjuration, protection, turning, wounding and summoning. For balance, make 3-4 of these repelled/denied and 1 or 2 attuned. Be sure to check out the special spells list (below). Attuned paths like DEATH, WOUNDING and (especially) PROTECTION are very potent. Allow for some balance else where if you assign (one!) of these as a path_attuned. * If using the MORE_PRIEST_GIFTS define: priest limitations of no weapons and no armour are very negative, be sure to compensate with more than an attunded path. Of course, you may break these 'rules' to create your god. When you do that, you had better make up for the bonus elsewhere! Otherwise, you will create a 'mega-god' whose worship (by the player priests) will unbalance the game. Designing a good god takes a bit of work. Special Spells ~~~~~~~~~~~~~~ Here is a possibly *incomplete* list of the special spells that a god may grant use to a worshiper. Check the file spellist.h for the 0 bookchance clerical spells to find all of these. (This list was complete on 10/96). ---- INFO perceive self PROTECTION defense; immuntity to cold, fire, electricity, poison, slow, paralysis, draining, attack, and magic RESTORE remove damnation; reincarnation; raise dead; resurrection; regeneration WOUNDING cause critical wounds; retributive strike LIGHT daylight; nightfall DEATH face of death; finger of death SUMMONING insect plague CREATE wall of thorns ---- Ideas ~~~~~ * Allow sacrifices. This is an excellent way to give a cleric xp. Need to create enemy_race creatures w/ bodyparts we can sacrifice, and designate a pointer in Gods to the appropriate array of stuff we can sacrifice for xp. Experience ---------- Obsolete file kept for historical reasons. Introduction ~~~~~~~~~~~~ This patch represents a "developer's" version of the exp/skills system. While I have now achieved all of the objectives in sections "B" and "C" of the coding proposal (see README.PROPOSAL) and have play-tested as much of the code as possible, I am sure some big bugs must remain. (One for sure is that exp gained when using rod/horn/wand is wrong.) Below this section I outline 1) coding philosophy, 2) gross description of how the code impinges/interacts within older code. 3) designer's notes on the changes to the code. Comments on any area of this coding would be appreciated. Personally, I would like to see the Pow stat and a 2-type system of magic come into being. After all of you check out the code, I would like to discuss enhancements/bug fixes/implementation. For instance, is it too hard to figure out how to use the code! Sometime tomorrow exp2.tar.gz will be available in pub/thomas on ftp.astro.psu.edu. b.t. Code Philosophy ^^^^^^^^^^^^^^^ To move CF over to a new skills-based experience system. In this implementation several kinds of experience will exist. Players will gain experience in each kind of experience (or category) based on their actions in the game. The sum of all the various categories of experience equals the player "score", from which dam, wc, and hp are determined. All experience gaining actions will be through the use of certain skills -- so called "associated skills". Associated skills are each related to 1 kind of experience. Thus, for example, "stealing" is a skill associated with "agility" experience. There exists also "miscellaneous" skills which allow the use of a unique skill, but which are not related to any kind of experience and whose use does not generate experience points. In this implementation, skills and objects are both treated as objects in the inventory of the user. Experience "objects" each represent one kind of experience and are always invisible. Skills objects each represent one kind of skill available in the game. Skills objects may either be invisible or have an associated bitmap (in which case they are "tools"). All experience gaining actions will be through the use of certain skills -- called "associated skills". Associated skills are each related to 1 kind of experience. Thus, for example, "stealing" is a skill associated with "agility" experience. Both Players and NPC's may only use skills which are in their inventories. NPC's do not use experience objects. A breakdown of the properties of skills and exp objects objects is as follows: ---- Object Property NPC use? ------ ----------------------------------- ------- Experience Each represents a different kind of NO experience in the game. The object in the player inventory keeps track of player experience in that category. Always is invisible. Skill- Represents a skill the player may YES associated perform. May be either invisible or visible as a "tool". Successful use of this skill generates experience. Experience is allocated to appropriate experience object. Skill- Same as above, *but* this skill is not YES miscell. related to any experience category, and use of this skill generates *no* experience. ---- Linking of associated skills to experience categories is done during initialization of the code (in init()) based on the shared stats of both. How skills and experience categories are named and linked may be changed by editing the skills/experience object archetypes. Implementation Details ~~~~~~~~~~~~~~~~~~~~~~ The most important thing is that I moved most of the code into the server/skills.c and server/skill_util.c files. The skills code is loosely implemented along the lines of the spell code. This is to say that: . skills use (do_skill) is called from fire(). . there is a skills[] table similar to spells[]. . server files skills.c and skill_util.c parallel spell_effect.c and spell_util.c in respective functionallity. Particular notes about the implementation are outlined below. Defines ^^^^^^^ #define MAX_EXP_CAT be > I had to make use of several global parameters These are

Definition at line 525 of file arch-handbook.txt.

◆ bexp

long bexp

Definition at line 580 of file arch-handbook.txt.

◆ category

short category

Definition at line 578 of file arch-handbook.txt.

◆ code

◆ codebase

this information may not reflect the current implementation This brief document is meant to describe the operation of the crossfire as well as the form of the data The metaserver listens on port for tcp and on port for udp packets The server sends updates to the metaserver via udp The metaserver only does basic checking on the data that server sends It trusts the server for the ip name it provides The metaserver does add the ip address and also tracks the idle time (time since last packet received). The client gets its information from the metaserver through connecting by means of tcp. The client should retrieve http the body s content type is text plain The current metaserver implementation is in Perl But the metaserver could be in any language perl is fast enough for the amount of data that is being exchanged The response includes zero or more server entries Each entry begins with the line START_SERVER_DATA and ends with the line END_SERVER_DATA Between these lines key value pairs ("key=value") may be present. The entries are sent in arbitrary order. A client should apply some ordering when displaying the entries to the user. TODO b additional information outside BEGIN_SERVER_DATA END_SERVER_DATA codebase

Definition at line 189 of file arch-handbook.txt.

◆ crashes

non standard information is not specified or uptime this means how long since the executable has been started A particular host may have been running a server for quite a long but due to updates or crashes

Definition at line 207 of file arch-handbook.txt.

◆ cs_version

non standard information is not specified or uptime this means how long since the executable has been started A particular host may have been running a server for quite a long but due to updates or the length of time the server instance has been up may be much shorter cs_version

Definition at line 223 of file arch-handbook.txt.

◆ Currently

this information may not reflect the current implementation This brief document is meant to describe the operation of the crossfire as well as the form of the data The metaserver listens on port for tcp and on port for udp packets The server sends updates to the metaserver via udp The metaserver only does basic checking on the data that server sends It trusts the server for the ip name it provides The metaserver does add the ip address and also tracks the idle time (time since last packet received). The client gets its information from the metaserver through connecting by means of tcp. The client should retrieve http the body s content type is text plain The current metaserver implementation is in Perl But the metaserver could be in any language Currently

Definition at line 137 of file arch-handbook.txt.

◆ exp_obj

struct obj* exp_obj

Definition at line 571 of file arch-handbook.txt.

Referenced by worship_forbids_use().

◆ fields

non standard information is not specified or uptime fields

◆ Handbook

Crossfire Architecture Handbook
Initial value:
===============================
Crossfire Development Team <crossfire@metalforge.org>
:numbered:
:toc:
Alchemy
-------
This is a brief description of the ALCHEMY hack.
Introduction
~~~~~~~~~~~~

Definition at line 2 of file arch-handbook.txt.

◆ hide

uint32 hide

Definition at line 572 of file arch-handbook.txt.

Referenced by do_hidden_move(), and do_skill().

◆ is

And the skill structure used by the skills [] table is

Definition at line 577 of file arch-handbook.txt.

◆ lexp

float lexp

Definition at line 581 of file arch-handbook.txt.

◆ made

non standard information is not specified or uptime this means how long since the executable has been started A particular host may have been running a server for quite a long but due to updates or the length of time the server instance has been up may be much shorter MN US<br> link<br><a href="http: text_comment=Latest SVN 1.x branch, Eden Prairie, MN US archbase=Standard mapbase=Standard codebase=Standard num_players=3 in_bytes=142050710 out_bytes=-1550812829 uptime=909914 version=1.11.0 sc_version=1027 cs_version=1023 last_update=1214541369 END_SERVER_DATA ---- Multigod -------- This is a brief description of the MULTIGOD hack. It is preserved here for mostly historical reasons. Introduction ~~~~~~~~~~~~ The intention of this code is to enhance the enjoy-ability and playability of clerical characters in the new skills/exp scheme. This is done by giving players gods to worship who in turn effect clerical magic and powers. Included in this patch are several new spells which (hopefully) will allow the priest characters a better chance to gain xp at higher levels. Notably, the "holy orb" and "holy word" spells have been revamped. When MULTIPLE_GODS flag is defined in include/config.h, this code is enabled. This code (described below) encompasses 3 main parts: an array of gods that players/NPCs may worship, new clerical spells which rely on the worshiped god's attrib- utes in Gods[] array and, altars/praying--the interface between a worshiper and their god. b.t. thomas@astro.psu.edu Implementation Details ~~~~~~~~~~~~~~~~~~~~~~ This code is flexible and easy to configure (just edit the god archetypes). Part of the reason for creating this code was to allow server maintainers to develop their own "mythos". From my personal point of view, I hate having the old "Christian" aligned mythos, but if that's what you like, you can replicate it with this code too (see below). Properties of the Gods ~~~~~~~~~~~~~~~~~~~~~~ Here is a fuller description of Gods archetype values. ---- name - name of the god (required) other_arch - archetype that will be used for the summon holy servant spell. title - diametrically opposed god, leave blank if none exists attacktype - favored attack of this god, used in spells of summon avatar, holy word. Recipients of "holy possession" get this too. immune - Avatars/holy servants/recipient of "holy possession" gets this. protected - all of the above AND recipient of god's blessing and the priest of this god gets this. vulnerable - Avatar/servant/recipient of gods curse/priest of this god get this. path_attuned - priest of this god and recipient of "bless" gets this path_repelled - priest and recipient of "curse" gets this path_denied - priest and recipient of "curse" gets this slaying - comma delimited list of the races of creatures that are aligned with the god. "summon cult monsters" uses. this list to find creatures. Summon avatar/call servant code assigns this value to prevent them from attacking aligned races. Value is blank if no race(s) exists. race - comma delimited list of the races of creatures "holy word", "holy possession" spells will effect. Value entry is blank if no such race(s) exists. hp,dam,ac,wc - base stats for the summoned avatar. ---- IF MORE_PRIEST_GIFTS is defined (in gods.c) then ADDITIONAL gifts/limitations will be assigned to the priest: Flags ^^^^^ Now, the following flags, in addition to being used by the god (if planted on a map) are assigned to the worshiping priest: can_use_weapon, can_use_armour, is_undead, is_blind, reflect_missile, reflect_spell, make_invisible, stealth, can_see_in_dark, xrays NOTE: if can_use_armour/can_use_weapon flags are NOT present, then the priest will be forbidden the use of these items. Stats ^^^^^ The following stats are used: ---- luck - how lucky the god (and the priest) are. last_eat - how fast priest digestion is last_hp - how fast priest healing is last_sp - how fast priest mana regeneration is last_grace - how fast priest grace regeneration is ---- Designing New Gods ~~~~~~~~~~~~~~~~~~ To examine the gods properties, use the '-m8' flag (ie 'crossfire -m8'). Note some of the big differences here in terms of spell_paths, races, etc. Most of these entries were designed with roughly polar opposite gods. For designing new gods. You should make sure that worshiping a god will be "unique" in some way. But playbalance first! You must consider the balance between the following: . spellpaths . priest gifts . priest limitations . special spells . attacktypes . summoned monster lists . properties of the avatar and holy servant. Here are some hard and fast rules for designing gods: - Decide how the cleric will get experience. The god should be either a 'summoning', 'turning' *or* a 'wounding' god. If summoning/turning, make sure the aligned_race/enemy_race list(s) has enough creatures to summon/slay at low, medium and high levels. DONT give a god attuned to wounding AND turning||summoning (in fact, at minimum, one of these 3 paths should be repelled/denied). - make sure the summoned avatar is stronger than the servant (!) - examine the avatar/servant stats. If set inproperly, you will give wimpy/super values. For example, Avatars/servants with less than 50 hp (and a high ac/no armour) will vanish quickly. Shoot for stats like: ---- type | A V E R A G E S T A T S | hp | ac | wc | arm | dam | speed ----------|----------------------------------- servant | 50 | 5 | 5 | 20 | 5 | 0.15 avatar | 350 | -5 | -1 | 50 | 50 | 0.25 ---- Its difficult to give measurements on how to trade these off. To help guide your choices try to conserve the value of speed*dam and (armour+1)*hp. * avoid giving the potent attacktypes of death, weaponmagic and paralysis. * gods have a vulnerability for every immunity. Not all attacktypes are the same. Immunity to physical, magic and common attacktypes (like fire/cold/electric) are very potent. Similarly, vuln to these is a big negative. * SPELL paths. Carefull treatment is needed here. Give a path_denied/ or a couple path_repelled for every path_attuned. BUT note: not all paths are of equal use. (ex path_abjuration has a very large list of spells). The main clerical paths are restoration, abjuration, protection, turning, wounding and summoning. For balance, make 3-4 of these repelled/denied and 1 or 2 attuned. Be sure to check out the special spells list (below). Attuned paths like DEATH, WOUNDING and (especially) PROTECTION are very potent. Allow for some balance else where if you assign (one!) of these as a path_attuned. * If using the MORE_PRIEST_GIFTS define: priest limitations of no weapons and no armour are very negative, be sure to compensate with more than an attunded path. Of course, you may break these 'rules' to create your god. When you do that, you had better make up for the bonus elsewhere! Otherwise, you will create a 'mega-god' whose worship (by the player priests) will unbalance the game. Designing a good god takes a bit of work. Special Spells ~~~~~~~~~~~~~~ Here is a possibly *incomplete* list of the special spells that a god may grant use to a worshiper. Check the file spellist.h for the 0 bookchance clerical spells to find all of these. (This list was complete on 10/96). ---- INFO perceive self PROTECTION defense; immuntity to cold, fire, electricity, poison, slow, paralysis, draining, attack, and magic RESTORE remove damnation; reincarnation; raise dead; resurrection; regeneration WOUNDING cause critical wounds; retributive strike LIGHT daylight; nightfall DEATH face of death; finger of death SUMMONING insect plague CREATE wall of thorns ---- Ideas ~~~~~ * Allow sacrifices. This is an excellent way to give a cleric xp. Need to create enemy_race creatures w/ bodyparts we can sacrifice, and designate a pointer in Gods to the appropriate array of stuff we can sacrifice for xp. Experience ---------- Obsolete file kept for historical reasons. Introduction ~~~~~~~~~~~~ This patch represents a "developer's" version of the exp/skills system. While I have now achieved all of the objectives in sections "B" and "C" of the coding proposal (see README.PROPOSAL) and have play-tested as much of the code as possible, I am sure some big bugs must remain. (One for sure is that exp gained when using rod/horn/wand is wrong.) Below this section I outline 1) coding philosophy, 2) gross description of how the code impinges/interacts within older code. 3) designer's notes on the changes to the code. Comments on any area of this coding would be appreciated. Personally, I would like to see the Pow stat and a 2-type system of magic come into being. After all of you check out the code, I would like to discuss enhancements/bug fixes/implementation. For instance, is it too hard to figure out how to use the code! Sometime tomorrow exp2.tar.gz will be available in pub/thomas on ftp.astro.psu.edu. b.t. Code Philosophy ^^^^^^^^^^^^^^^ To move CF over to a new skills-based experience system. In this implementation several kinds of experience will exist. Players will gain experience in each kind of experience (or category) based on their actions in the game. The sum of all the various categories of experience equals the player "score", from which dam, wc, and hp are determined. All experience gaining actions will be through the use of certain skills -- so called "associated skills". Associated skills are each related to 1 kind of experience. Thus, for example, "stealing" is a skill associated with "agility" experience. There exists also "miscellaneous" skills which allow the use of a unique skill, but which are not related to any kind of experience and whose use does not generate experience points. In this implementation, skills and objects are both treated as objects in the inventory of the user. Experience "objects" each represent one kind of experience and are always invisible. Skills objects each represent one kind of skill available in the game. Skills objects may either be invisible or have an associated bitmap (in which case they are "tools"). All experience gaining actions will be through the use of certain skills -- called "associated skills". Associated skills are each related to 1 kind of experience. Thus, for example, "stealing" is a skill associated with "agility" experience. Both Players and NPC's may only use skills which are in their inventories. NPC's do not use experience objects. A breakdown of the properties of skills and exp objects objects is as follows: ---- Object Property NPC use? ------ ----------------------------------- ------- Experience Each represents a different kind of NO experience in the game. The object in the player inventory keeps track of player experience in that category. Always is invisible. Skill- Represents a skill the player may YES associated perform. May be either invisible or visible as a "tool". Successful use of this skill generates experience. Experience is allocated to appropriate experience object. Skill- Same as above, *but* this skill is not YES miscell. related to any experience category, and use of this skill generates *no* experience. ---- Linking of associated skills to experience categories is done during initialization of the code (in init()) based on the shared stats of both. How skills and experience categories are named and linked may be changed by editing the skills/experience object archetypes. Implementation Details ~~~~~~~~~~~~~~~~~~~~~~ The most important thing is that I moved most of the code into the server/skills.c and server/skill_util.c files. The skills code is loosely implemented along the lines of the spell code. This is to say that: . skills use (do_skill) is called from fire(). . there is a skills[] table similar to spells[]. . server files skills.c and skill_util.c parallel spell_effect.c and spell_util.c in respective functionallity. Particular notes about the implementation are outlined below. Defines ^^^^^^^ #define MAX_EXP_CAT be > I had to make use of several global parameters These etc FLAG_IS_HILLY needed by the mountaineer skill Should be set on all mountainous terrain FLAG_READY_WEAPON Code needs this for both players and and its use differs for each FLAG_READY_SKILL Code needs this for both players and and its use differs for each New Structures A couple of changes to the object structure where made

Definition at line 570 of file arch-handbook.txt.

◆ mapbase

this information may not reflect the current implementation This brief document is meant to describe the operation of the crossfire as well as the form of the data The metaserver listens on port for tcp and on port for udp packets The server sends updates to the metaserver via udp The metaserver only does basic checking on the data that server sends It trusts the server for the ip name it provides The metaserver does add the ip address and also tracks the idle time (time since last packet received). The client gets its information from the metaserver through connecting by means of tcp. The client should retrieve http the body s content type is text plain The current metaserver implementation is in Perl But the metaserver could be in any language perl is fast enough for the amount of data that is being exchanged The response includes zero or more server entries Each entry begins with the line START_SERVER_DATA and ends with the line END_SERVER_DATA Between these lines key value pairs ("key=value") may be present. The entries are sent in arbitrary order. A client should apply some ordering when displaying the entries to the user. TODO b additional information outside BEGIN_SERVER_DATA END_SERVER_DATA mapbase

Definition at line 189 of file arch-handbook.txt.

◆ maps

this information may not reflect the current implementation This brief document is meant to describe the operation of the crossfire as well as the form of the data The metaserver listens on port for tcp and on port for udp packets The server sends updates to the metaserver via udp The metaserver only does basic checking on the data that server sends It trusts the server for the ip name it provides The metaserver does add the ip address and also tracks the idle time (time since last packet received). The client gets its information from the metaserver through connecting by means of tcp. The client should retrieve http the body s content type is text plain The current metaserver implementation is in Perl But the metaserver could be in any language perl is fast enough for the amount of data that is being exchanged The response includes zero or more server entries Each entry begins with the line START_SERVER_DATA and ends with the line END_SERVER_DATA Between these lines key value pairs ("key=value") may be present. The entries are sent in arbitrary order. A client should apply some ordering when displaying the entries to the user. TODO b additional information outside BEGIN_SERVER_DATA END_SERVER_DATA maps

◆ metaserver

this information may not reflect the current implementation This brief document is meant to describe the operation of the crossfire metaserver

Definition at line 130 of file arch-handbook.txt.

◆ monsters

non standard information is not specified or uptime this means how long since the executable has been started A particular host may have been running a server for quite a long but due to updates or the length of time the server instance has been up may be much shorter MN US< br > link< br >< a href="http: text_comment=Latest SVN 1.x branch, Eden Prairie, MN US archbase=Standard mapbase=Standard codebase=Standard num_players=3 in_bytes=142050710 out_bytes=-1550812829 uptime=909914 version=1.11.0 sc_version=1027 cs_version=1023 last_update=1214541369 END_SERVER_DATA ---- Multigod -------- This is a brief description of the MULTIGOD hack. It is preserved here for mostly historical reasons. Introduction ~~~~~~~~~~~~The intention of this code is to enhance the enjoy-ability and playability of clerical characters in the new skills/exp scheme. This is done by giving players gods to worship who in turn effect clerical magic and powers. Included in this patch are several new spells which (hopefully) will allow the priest characters a better chance to gain xp at higher levels. Notably, the "holy orb" and "holy word" spells have been revamped. When MULTIPLE_GODS flag is defined in include/config.h, this code is enabled. This code (described below) encompasses 3 main parts: an array of gods that players/NPCs may worship, new clerical spells which rely on the worshiped god's attrib- utes in Gods[] array and, altars/praying--the interface between a worshiper and their god. b.t. thomas@astro.psu.edu Implementation Details ~~~~~~~~~~~~~~~~~~~~~~This code is flexible and easy to configure (just edit the god archetypes). Part of the reason for creating this code was to allow server maintainers to develop their own "mythos". From my personal point of view, I hate having the old "Christian" aligned mythos, but if that's what you like, you can replicate it with this code too (see below). Properties of the Gods ~~~~~~~~~~~~~~~~~~~~~~Here is a fuller description of Gods archetype values. ---- name - name of the god (required) other_arch - archetype that will be used for the summon holy servant spell. title - diametrically opposed god, leave blank if none exists attacktype - favored attack of this god, used in spells of summon avatar, holy word. Recipients of "holy possession" get this too. immune - Avatars/holy servants/recipient of "holy possession" gets this. protected - all of the above AND recipient of god's blessing and the priest of this god gets this. vulnerable - Avatar/servant/recipient of gods curse/priest of this god get this. path_attuned - priest of this god and recipient of "bless" gets this path_repelled - priest and recipient of "curse" gets this path_denied - priest and recipient of "curse" gets this slaying - comma delimited list of the races of creatures that are aligned with the god. "summon cult monsters" uses. this list to find creatures. Summon avatar/call servant code assigns this value to prevent them from attacking aligned races. Value is blank if no race(s) exists. race - comma delimited list of the races of creatures "holy word", "holy possession" spells will effect. Value entry is blank if no such race(s) exists. hp,dam,ac,wc - base stats for the summoned avatar. ---- IF MORE_PRIEST_GIFTS is defined (in gods.c) then ADDITIONAL gifts/limitations will be assigned to the priest: Flags ^^^^^ Now, the following flags, in addition to being used by the god (if planted on a map) are assigned to the worshiping priest: can_use_weapon, can_use_armour, is_undead, is_blind, reflect_missile, reflect_spell, make_invisible, stealth, can_see_in_dark, xrays NOTE: if can_use_armour/can_use_weapon flags are NOT present, then the priest will be forbidden the use of these items. Stats ^^^^^ The following stats are used: ---- luck - how lucky the god (and the priest) are. last_eat - how fast priest digestion is last_hp - how fast priest healing is last_sp - how fast priest mana regeneration is last_grace - how fast priest grace regeneration is ---- Designing New Gods ~~~~~~~~~~~~~~~~~~To examine the gods properties, use the '-m8' flag (ie 'crossfire -m8'). Note some of the big differences here in terms of spell_paths, races, etc. Most of these entries were designed with roughly polar opposite gods. For designing new gods. You should make sure that worshiping a god will be "unique" in some way. But playbalance first! You must consider the balance between the following: . spellpaths . priest gifts . priest limitations . special spells . attacktypes . summoned monster lists . properties of the avatar and holy servant. Here are some hard and fast rules for designing gods: - Decide how the cleric will get experience. The god should be either a 'summoning', 'turning' *or* a 'wounding' god. If summoning/turning, make sure the aligned_race/enemy_race list(s) has enough creatures to summon/slay at low, medium and high levels. DONT give a god attuned to wounding AND turning||summoning (in fact, at minimum, one of these 3 paths should be repelled/denied). - make sure the summoned avatar is stronger than the servant (!) - examine the avatar/servant stats. If set inproperly, you will give wimpy/super values. For example, Avatars/servants with less than 50 hp (and a high ac/no armour) will vanish quickly. Shoot for stats like: ---- type | A V E R A G E S T A T S | hp | ac | wc | arm | dam | speed ----------|----------------------------------- servant | 50 | 5 | 5 | 20 | 5 | 0.15 avatar | 350 | -5 | -1 | 50 | 50 | 0.25 ---- Its difficult to give measurements on how to trade these off. To help guide your choices try to conserve the value of speed*dam and (armour+1)*hp. * avoid giving the potent attacktypes of death, weaponmagic and paralysis. * gods have a vulnerability for every immunity. Not all attacktypes are the same. Immunity to physical, magic and common attacktypes (like fire/cold/electric) are very potent. Similarly, vuln to these is a big negative. * SPELL paths. Carefull treatment is needed here. Give a path_denied/ or a couple path_repelled for every path_attuned. BUT note: not all paths are of equal use. (ex path_abjuration has a very large list of spells). The main clerical paths are restoration, abjuration, protection, turning, wounding and summoning. For balance, make 3-4 of these repelled/denied and 1 or 2 attuned. Be sure to check out the special spells list (below). Attuned paths like DEATH, WOUNDING and (especially) PROTECTION are very potent. Allow for some balance else where if you assign (one!) of these as a path_attuned. * If using the MORE_PRIEST_GIFTS define: priest limitations of no weapons and no armour are very negative, be sure to compensate with more than an attunded path. Of course, you may break these 'rules' to create your god. When you do that, you had better make up for the bonus elsewhere! Otherwise, you will create a 'mega-god' whose worship (by the player priests) will unbalance the game. Designing a good god takes a bit of work. Special Spells ~~~~~~~~~~~~~~Here is a possibly *incomplete* list of the special spells that a god may grant use to a worshiper. Check the file spellist.h for the 0 bookchance clerical spells to find all of these. (This list was complete on 10/96). ---- INFO perceive self PROTECTION defense immuntity to cold, fire, electricity, poison, slow, paralysis, draining, attack, and magic RESTORE remove damnation reincarnation raise dead resurrection regeneration WOUNDING cause critical wounds retributive strike LIGHT daylight nightfall DEATH face of death finger of death SUMMONING insect plague CREATE wall of thorns ---- Ideas ~~~~~* Allow sacrifices. This is an excellent way to give a cleric xp. Need to create enemy_race creatures w/ bodyparts we can sacrifice, and designate a pointer in Gods to the appropriate array of stuff we can sacrifice for xp. Experience ---------- Obsolete file kept for historical reasons. Introduction ~~~~~~~~~~~~This patch represents a "developer 's" version of the exp/skills system. While I have now achieved all of the objectives in sections "B" and "C" of the coding proposal (see README.PROPOSAL) and have play-tested as much of the code as possible, I am sure some big bugs must remain. (One for sure is that exp gained when using rod/horn/wand is wrong.) Below this section I outline 1) coding philosophy, 2) gross description of how the code impinges/interacts within older code. 3) designer's notes on the changes to the code. Comments on any area of this coding would be appreciated. Personally, I would like to see the Pow stat and a 2-type system of magic come into being. After all of you check out the code, I would like to discuss enhancements/bug fixes/implementation. For instance, is it too hard to figure out how to use the code! Sometime tomorrow exp2.tar.gz will be available in pub/thomas on ftp.astro.psu.edu. b.t. Code Philosophy ^^^^^^^^^^^^^^^ To move CF over to a new skills-based experience system. In this implementation several kinds of experience will exist. Players will gain experience in each kind of experience (or category) based on their actions in the game. The sum of all the various categories of experience equals the player "score", from which dam, wc, and hp are determined. All experience gaining actions will be through the use of certain skills -- so called "associated skills". Associated skills are each related to 1 kind of experience. Thus, for example, "stealing" is a skill associated with "agility" experience. There exists also "miscellaneous" skills which allow the use of a unique skill, but which are not related to any kind of experience and whose use does not generate experience points. In this implementation, skills and objects are both treated as objects in the inventory of the user. Experience "objects" each represent one kind of experience and are always invisible. Skills objects each represent one kind of skill available in the game. Skills objects may either be invisible or have an associated bitmap (in which case they are "tools"). All experience gaining actions will be through the use of certain skills -- called "associated skills". Associated skills are each related to 1 kind of experience. Thus, for example, "stealing" is a skill associated with "agility" experience. Both Players and NPC's may only use skills which are in their inventories. NPC's do not use experience objects. A breakdown of the properties of skills and exp objects objects is as follows: ---- Object Property NPC use? ------ ----------------------------------- ------- Experience Each represents a different kind of NO experience in the game. The object in the player inventory keeps track of player experience in that category. Always is invisible. Skill- Represents a skill the player may YES associated perform. May be either invisible or visible as a "tool". Successful use of this skill generates experience. Experience is allocated to appropriate experience object. Skill- Same as above, *but* this skill is not YES miscell. related to any experience category, and use of this skill generates *no* experience. ---- Linking of associated skills to experience categories is done during initialization of the code (in init()) based on the shared stats of both. How skills and experience categories are named and linked may be changed by editing the skills/experience object archetypes. Implementation Details ~~~~~~~~~~~~~~~~~~~~~~The most important thing is that I moved most of the code into the server/skills.c and server/skill_util.c files. The skills code is loosely implemented along the lines of the spell code. This is to say that: . skills use (do_skill) is called from fire(). . there is a skills[] table similar to spells[]. . server files skills.c and skill_util.c parallel spell_effect.c and spell_util.c in respective functionallity. Particular notes about the implementation are outlined below. Defines ^^^^^^^ #define MAX_EXP_CAT be > I had to make use of several global parameters These etc FLAG_IS_HILLY needed by the mountaineer skill Should be set on all mountainous terrain FLAG_READY_WEAPON Code needs this for both players and and its use differs for each FLAG_READY_SKILL Code needs this for both players and monsters

Definition at line 558 of file arch-handbook.txt.

Referenced by CREMainWindow::onReportPlayer().

◆ num_players

non standard information is not specified num_players

Definition at line 200 of file arch-handbook.txt.

Referenced by count_players(), and list_players().

◆ out_bytes

non standard information is not specified out_bytes

Definition at line 204 of file arch-handbook.txt.

◆ skill

skill

Definition at line 585 of file arch-handbook.txt.

Referenced by adjust_skill_tool(), alchemyTable(), append_spell(), attack_hth(), attack_melee_weapon(), attempt_hide(), attempt_jump(), attempt_pick_lock(), attempt_steal(), calc_skill_exp(), cast_destruction(), cast_spell(), caster_level(), cfapi_object_change_exp(), check_spells(), command_addexp(), command_rskill(), command_unarmed_skill(), compute_price_variation_with_bargaining(), Crossfire_Object_AddExp(), cure_disease(), detect_curse_on_item(), detect_magic_on_item(), dispel_rune(), do_harvest(), do_skill(), do_skill_attack(), do_skill_detect_curse(), do_skill_detect_magic(), do_skill_ident(), do_throw(), examine_autoidentify(), examine_fluff(), find_random_spell_in_ob(), find_skill_by_name(), find_skill_by_number(), find_traps(), Archetypes::findBySkillNameAndType(), fire_bow(), food_type_apply(), get_archetype_by_skill_name(), god_enchants_weapon(), god_intervention(), hide(), hiscore_display(), identify_object_with_skill(), improve_weapon_magic(), jump(), kill_object(), link_player_skills(), meditate(), monster_use_skill(), monsterFight(), monsterTable(), object_find_by_type_and_skill(), CREMainWindow::onReportAlchemy(), CREMainWindow::onReportSpells(), pick_lock(), poison_living(), pray(), pray_at_altar(), recipe_chance(), remove_trap(), share_exp(), singing(), skill_attack(), skill_ident(), skill_throw(), spell_failure(), spellsTable(), START_TEST(), steal(), subtract_player_exp(), trap_disarm(), try_leave_cult(), use_oratory(), write_on_item(), write_scroll(), and writeRecipe().

◆ stat1

short stat1

Definition at line 582 of file arch-handbook.txt.

◆ stat2

short stat2

Definition at line 583 of file arch-handbook.txt.

◆ stat3

short stat3

Definition at line 584 of file arch-handbook.txt.

◆ substantial

Crossfire Architecture the general intention is to enhance the enjoyability and playability of CF In this I have created a system whereby players may assemble various ingredients to make artifacts The amount of work I put into this was substantial

Definition at line 17 of file arch-handbook.txt.

◆ SVN

currently either Standard or<version> is used for information as present in SVN

Definition at line 193 of file arch-handbook.txt.

◆ swamp

non standard information is not specified or uptime this means how long since the executable has been started A particular host may have been running a server for quite a long but due to updates or the length of time the server instance has been up may be much shorter MN US<br> link<br><a href="http: text_comment=Latest SVN 1.x branch, Eden Prairie, MN US archbase=Standard mapbase=Standard codebase=Standard num_players=3 in_bytes=142050710 out_bytes=-1550812829 uptime=909914 version=1.11.0 sc_version=1027 cs_version=1023 last_update=1214541369 END_SERVER_DATA ---- Multigod -------- This is a brief description of the MULTIGOD hack. It is preserved here for mostly historical reasons. Introduction ~~~~~~~~~~~~ The intention of this code is to enhance the enjoy-ability and playability of clerical characters in the new skills/exp scheme. This is done by giving players gods to worship who in turn effect clerical magic and powers. Included in this patch are several new spells which (hopefully) will allow the priest characters a better chance to gain xp at higher levels. Notably, the "holy orb" and "holy word" spells have been revamped. When MULTIPLE_GODS flag is defined in include/config.h, this code is enabled. This code (described below) encompasses 3 main parts: an array of gods that players/NPCs may worship, new clerical spells which rely on the worshiped god's attrib- utes in Gods[] array and, altars/praying--the interface between a worshiper and their god. b.t. thomas@astro.psu.edu Implementation Details ~~~~~~~~~~~~~~~~~~~~~~ This code is flexible and easy to configure (just edit the god archetypes). Part of the reason for creating this code was to allow server maintainers to develop their own "mythos". From my personal point of view, I hate having the old "Christian" aligned mythos, but if that's what you like, you can replicate it with this code too (see below). Properties of the Gods ~~~~~~~~~~~~~~~~~~~~~~ Here is a fuller description of Gods archetype values. ---- name - name of the god (required) other_arch - archetype that will be used for the summon holy servant spell. title - diametrically opposed god, leave blank if none exists attacktype - favored attack of this god, used in spells of summon avatar, holy word. Recipients of "holy possession" get this too. immune - Avatars/holy servants/recipient of "holy possession" gets this. protected - all of the above AND recipient of god's blessing and the priest of this god gets this. vulnerable - Avatar/servant/recipient of gods curse/priest of this god get this. path_attuned - priest of this god and recipient of "bless" gets this path_repelled - priest and recipient of "curse" gets this path_denied - priest and recipient of "curse" gets this slaying - comma delimited list of the races of creatures that are aligned with the god. "summon cult monsters" uses. this list to find creatures. Summon avatar/call servant code assigns this value to prevent them from attacking aligned races. Value is blank if no race(s) exists. race - comma delimited list of the races of creatures "holy word", "holy possession" spells will effect. Value entry is blank if no such race(s) exists. hp,dam,ac,wc - base stats for the summoned avatar. ---- IF MORE_PRIEST_GIFTS is defined (in gods.c) then ADDITIONAL gifts/limitations will be assigned to the priest: Flags ^^^^^ Now, the following flags, in addition to being used by the god (if planted on a map) are assigned to the worshiping priest: can_use_weapon, can_use_armour, is_undead, is_blind, reflect_missile, reflect_spell, make_invisible, stealth, can_see_in_dark, xrays NOTE: if can_use_armour/can_use_weapon flags are NOT present, then the priest will be forbidden the use of these items. Stats ^^^^^ The following stats are used: ---- luck - how lucky the god (and the priest) are. last_eat - how fast priest digestion is last_hp - how fast priest healing is last_sp - how fast priest mana regeneration is last_grace - how fast priest grace regeneration is ---- Designing New Gods ~~~~~~~~~~~~~~~~~~ To examine the gods properties, use the '-m8' flag (ie 'crossfire -m8'). Note some of the big differences here in terms of spell_paths, races, etc. Most of these entries were designed with roughly polar opposite gods. For designing new gods. You should make sure that worshiping a god will be "unique" in some way. But playbalance first! You must consider the balance between the following: . spellpaths . priest gifts . priest limitations . special spells . attacktypes . summoned monster lists . properties of the avatar and holy servant. Here are some hard and fast rules for designing gods: - Decide how the cleric will get experience. The god should be either a 'summoning', 'turning' *or* a 'wounding' god. If summoning/turning, make sure the aligned_race/enemy_race list(s) has enough creatures to summon/slay at low, medium and high levels. DONT give a god attuned to wounding AND turning||summoning (in fact, at minimum, one of these 3 paths should be repelled/denied). - make sure the summoned avatar is stronger than the servant (!) - examine the avatar/servant stats. If set inproperly, you will give wimpy/super values. For example, Avatars/servants with less than 50 hp (and a high ac/no armour) will vanish quickly. Shoot for stats like: ---- type | A V E R A G E S T A T S | hp | ac | wc | arm | dam | speed ----------|----------------------------------- servant | 50 | 5 | 5 | 20 | 5 | 0.15 avatar | 350 | -5 | -1 | 50 | 50 | 0.25 ---- Its difficult to give measurements on how to trade these off. To help guide your choices try to conserve the value of speed*dam and (armour+1)*hp. * avoid giving the potent attacktypes of death, weaponmagic and paralysis. * gods have a vulnerability for every immunity. Not all attacktypes are the same. Immunity to physical, magic and common attacktypes (like fire/cold/electric) are very potent. Similarly, vuln to these is a big negative. * SPELL paths. Carefull treatment is needed here. Give a path_denied/ or a couple path_repelled for every path_attuned. BUT note: not all paths are of equal use. (ex path_abjuration has a very large list of spells). The main clerical paths are restoration, abjuration, protection, turning, wounding and summoning. For balance, make 3-4 of these repelled/denied and 1 or 2 attuned. Be sure to check out the special spells list (below). Attuned paths like DEATH, WOUNDING and (especially) PROTECTION are very potent. Allow for some balance else where if you assign (one!) of these as a path_attuned. * If using the MORE_PRIEST_GIFTS define: priest limitations of no weapons and no armour are very negative, be sure to compensate with more than an attunded path. Of course, you may break these 'rules' to create your god. When you do that, you had better make up for the bonus elsewhere! Otherwise, you will create a 'mega-god' whose worship (by the player priests) will unbalance the game. Designing a good god takes a bit of work. Special Spells ~~~~~~~~~~~~~~ Here is a possibly *incomplete* list of the special spells that a god may grant use to a worshiper. Check the file spellist.h for the 0 bookchance clerical spells to find all of these. (This list was complete on 10/96). ---- INFO perceive self PROTECTION defense; immuntity to cold, fire, electricity, poison, slow, paralysis, draining, attack, and magic RESTORE remove damnation; reincarnation; raise dead; resurrection; regeneration WOUNDING cause critical wounds; retributive strike LIGHT daylight; nightfall DEATH face of death; finger of death SUMMONING insect plague CREATE wall of thorns ---- Ideas ~~~~~ * Allow sacrifices. This is an excellent way to give a cleric xp. Need to create enemy_race creatures w/ bodyparts we can sacrifice, and designate a pointer in Gods to the appropriate array of stuff we can sacrifice for xp. Experience ---------- Obsolete file kept for historical reasons. Introduction ~~~~~~~~~~~~ This patch represents a "developer's" version of the exp/skills system. While I have now achieved all of the objectives in sections "B" and "C" of the coding proposal (see README.PROPOSAL) and have play-tested as much of the code as possible, I am sure some big bugs must remain. (One for sure is that exp gained when using rod/horn/wand is wrong.) Below this section I outline 1) coding philosophy, 2) gross description of how the code impinges/interacts within older code. 3) designer's notes on the changes to the code. Comments on any area of this coding would be appreciated. Personally, I would like to see the Pow stat and a 2-type system of magic come into being. After all of you check out the code, I would like to discuss enhancements/bug fixes/implementation. For instance, is it too hard to figure out how to use the code! Sometime tomorrow exp2.tar.gz will be available in pub/thomas on ftp.astro.psu.edu. b.t. Code Philosophy ^^^^^^^^^^^^^^^ To move CF over to a new skills-based experience system. In this implementation several kinds of experience will exist. Players will gain experience in each kind of experience (or category) based on their actions in the game. The sum of all the various categories of experience equals the player "score", from which dam, wc, and hp are determined. All experience gaining actions will be through the use of certain skills -- so called "associated skills". Associated skills are each related to 1 kind of experience. Thus, for example, "stealing" is a skill associated with "agility" experience. There exists also "miscellaneous" skills which allow the use of a unique skill, but which are not related to any kind of experience and whose use does not generate experience points. In this implementation, skills and objects are both treated as objects in the inventory of the user. Experience "objects" each represent one kind of experience and are always invisible. Skills objects each represent one kind of skill available in the game. Skills objects may either be invisible or have an associated bitmap (in which case they are "tools"). All experience gaining actions will be through the use of certain skills -- called "associated skills". Associated skills are each related to 1 kind of experience. Thus, for example, "stealing" is a skill associated with "agility" experience. Both Players and NPC's may only use skills which are in their inventories. NPC's do not use experience objects. A breakdown of the properties of skills and exp objects objects is as follows: ---- Object Property NPC use? ------ ----------------------------------- ------- Experience Each represents a different kind of NO experience in the game. The object in the player inventory keeps track of player experience in that category. Always is invisible. Skill- Represents a skill the player may YES associated perform. May be either invisible or visible as a "tool". Successful use of this skill generates experience. Experience is allocated to appropriate experience object. Skill- Same as above, *but* this skill is not YES miscell. related to any experience category, and use of this skill generates *no* experience. ---- Linking of associated skills to experience categories is done during initialization of the code (in init()) based on the shared stats of both. How skills and experience categories are named and linked may be changed by editing the skills/experience object archetypes. Implementation Details ~~~~~~~~~~~~~~~~~~~~~~ The most important thing is that I moved most of the code into the server/skills.c and server/skill_util.c files. The skills code is loosely implemented along the lines of the spell code. This is to say that: . skills use (do_skill) is called from fire(). . there is a skills[] table similar to spells[]. . server files skills.c and skill_util.c parallel spell_effect.c and spell_util.c in respective functionallity. Particular notes about the implementation are outlined below. Defines ^^^^^^^ #define MAX_EXP_CAT be > I had to make use of several global parameters These swamp

Definition at line 553 of file arch-handbook.txt.

◆ text_comment

this information may not reflect the current implementation This brief document is meant to describe the operation of the crossfire as well as the form of the data The metaserver listens on port for tcp and on port for udp packets The server sends updates to the metaserver via udp The metaserver only does basic checking on the data that server sends It trusts the server for the ip name it provides The metaserver does add the ip address and also tracks the idle time (time since last packet received). The client gets its information from the metaserver through connecting by means of tcp. The client should retrieve http the body s content type is text plain The current metaserver implementation is in Perl But the metaserver could be in any language perl is fast enough for the amount of data that is being exchanged The response includes zero or more server entries Each entry begins with the line START_SERVER_DATA and ends with the line END_SERVER_DATA Between these lines key value pairs ("key=value") may be present. The entries are sent in arbitrary order. A client should apply some ordering when displaying the entries to the user. TODO b additional information outside BEGIN_SERVER_DATA END_SERVER_DATA text_comment

Definition at line 189 of file arch-handbook.txt.

◆ things

other than new code I created new revised altered the treasures file and created new object types and a flag It therefore may be enjoyable to install this this patch does the following things

Definition at line 33 of file arch-handbook.txt.

◆ time

◆ TODO

this information may not reflect the current implementation This brief document is meant to describe the operation of the crossfire as well as the form of the data The metaserver listens on port for tcp and on port for udp packets The server sends updates to the metaserver via udp The metaserver only does basic checking on the data that server sends It trusts the server for the ip name it provides The metaserver does add the ip address and also tracks the idle time (time since last packet received). The client gets its information from the metaserver through connecting by means of tcp. The client should retrieve http the body s content type is text plain The current metaserver implementation is in Perl But the metaserver could be in any language perl is fast enough for the amount of data that is being exchanged The response includes zero or more server entries Each entry begins with the line START_SERVER_DATA and ends with the line END_SERVER_DATA Between these lines key value pairs ("key=value") may be present. The entries are sent in arbitrary order. A client should apply some ordering when displaying the entries to the user. TODO b additional information outside BEGIN_SERVER_DATA END_SERVER_DATA and server code the server uses TODO

Definition at line 150 of file arch-handbook.txt.

◆ updated

it was updated by reverse engineering the client code accessing the metaserver It therefore describes the as is state rather than what was intended Communication between server and metaserver was not updated

Definition at line 126 of file arch-handbook.txt.

Referenced by Archetypes::recursive_update().

◆ version

non standard information is not specified or uptime this means how long since the executable has been started A particular host may have been running a server for quite a long but due to updates or the length of time the server instance has been up may be much shorter version

Definition at line 212 of file arch-handbook.txt.

Referenced by CREMapInformationManager::loadCache().

is
And the skill structure used by the skills[] table is
Definition: arch-handbook.txt:577
Crossfire
TIPS on SURVIVING Crossfire is populated with a wealth of different monsters These monsters can have varying immunities and attack types In some of them can be quite a bit smarter than others It will be important for new players to learn the abilities of different monsters and learn just how much it will take to kill them This section discusses how monsters can interact with players Most monsters in the game are out to mindlessly kill and destroy the players These monsters will help boost a player s after he kills them When fighting a large amount of monsters in a single attempt to find a narrower hallway so that you are not being attacked from all sides Charging into a room full of Beholders for instance would not be open the door and fight them one at a time For there are several maps designed for them Find these areas and clear them out All throughout these a player can find signs and books which they can read by stepping onto them and hitting A to apply the book sign These messages will help the player to learn the system One more always keep an eye on your food If your food drops to your character will soon so BE CAREFUL ! NPCs Non Player Character are special monsters which have intelligence Players may be able to interact with these monsters to help solve puzzles and find items of interest To speak with a monster you suspect to be a simply move to an adjacent square to them and push the double ie Enter your and press< Return > You can also use say if you feel like typing a little extra Other NPCs may not speak to but display intelligence with their movement Some monsters can be and may attack the nearest of your enemies Others can be in that they follow you around and help you in your quest to kill enemies and find treasure SPECIAL ITEMS There are many special items which can be found in Crossfire
Definition: survival-guide.txt:45
of
a copper bar weighs and has a value of
Definition: ore.txt:3
description
spell prayer lvl t sp speed range duration short description
Definition: spell-summary.txt:2
always
Crossfire Protocol most of the time after the actual code was already omit certain important and possibly make life miserable any new developer or curious player should be able to find most of the relevant information here If inconsistencies are found or this documentation proves to be consider the latest server side protocol code in the public source code repository as the authoritative reference Introduction If you were ever curious enough to telnet or netcat to a Crossfire chances are you were sorely disappointed While the protocol may seem to use plain text at it actually uses a mix of ASCII and binary data This handbook attempts to document various aspects of the Crossfire protocol As always
Definition: protocol.txt:23
a
Magical Runes Runes are magical inscriptions on the dungeon which cast a spell or detonate when something steps on them Flying objects don t detonate runes Beware ! Runes are invisible most of the time They are only visible occasionally ! There are several runes which are there are some special runes which may only be called with the invoke and people may apply it to read it Maybe useful for mazes ! This rune will not nor is it ordinarily invisible Partial Visibility of they ll be visible only part of the time They have a(your level/2) chance of being visible in any given round