Crossfire Server, Trunk
crossfire-crossfire-server/doc/spell-docs/spell-info.txt File Reference

Functions

the faster the spell may be cast there are several other common only the caster may be affected by the spell The most common spell range is that of touch This denotes that the caster much touch the recipient of the spell in order to release the spell effects (as for "self", the caster may cast the spell on himself). A "special" range for missile spells indicates that the spell will last until it impacts an object(a PC
 

Variables

the faster the spell may be cast there are several other common only the caster may be affected by the spell The most common spell range is that of touch This denotes that the caster much touch the recipient of the spell in order to release the spell or wall For cone it usually denotes that the range depends on some such as the caster s Wisdom level If this is the case
 
the faster the spell may be cast there are several other common only the caster may be affected by the spell The most common spell range is that of touch This denotes that the caster much touch the recipient of the spell in order to release the spell or wall For cone it usually denotes that the range depends on some such as the caster s Wisdom level If this is the it will be stated in the long spell description Duration
 
 Level
 
the faster the spell may be cast there are several other common only the caster may be affected by the spell The most common spell range is that of touch This denotes that the caster much touch the recipient of the spell in order to release the spell or wall For cone it usually denotes that the range depends on some modifer
 
the faster the spell may be cast there are several other common only the caster may be affected by the spell The most common spell range is that of touch This denotes that the caster much touch the recipient of the spell in order to release the spell monster
 
the faster the spell may be cast there are several other common only the caster may be affected by the spell The most common spell range is that of touch This denotes that the caster much touch the recipient of the spell in order to release the spell or wall For cone it usually denotes that the range depends on some such as the caster s Wisdom level If this is the it will be stated in the long spell description or the standard duration for the spell expires Only one protection or change player attribute spell may be in effect on a player at any one time If another such spell is cast upon a player
 
the faster the spell may be cast Range
 
the faster the spell may be cast there are several other common ranges
 
the faster the spell may be cast there are several other common only the caster may be affected by the spell The most common spell range is that of touch This denotes that the caster much touch the recipient of the spell in order to release the spell or wall For cone spells
 

Function Documentation

◆ effects()

the faster the spell may be cast there are several other common only the caster may be affected by the spell The most common spell range is that of touch This denotes that the caster much touch the recipient of the spell in order to release the spell effects ( as for "self"  ,
the caster may cast the spell on  himself 
)

Variable Documentation

◆ case

the faster the spell may be cast there are several other common only the caster may be affected by the spell The most common spell range is that of touch This denotes that the caster much touch the recipient of the spell in order to release the spell or wall For cone it usually denotes that the range depends on some such as the caster s Wisdom level If this is the case

Definition at line 47 of file spell-info.txt.

◆ Duration

the faster the spell may be cast there are several other common only the caster may be affected by the spell The most common spell range is that of touch This denotes that the caster much touch the recipient of the spell in order to release the spell or wall For cone it usually denotes that the range depends on some such as the caster s Wisdom level If this is the it will be stated in the long spell description Duration
Initial value:
========
The duration of a spell (expressed in game rounds) indicates
how long the effects of the spell will last. Several common ranges are:
"instant" duration spells have effects which are noticeable
immediately. Cone spells with an "instant" duration indicate that the
effects of the cone do not linger on game squares more than 1 round.
The "standard" duration for spells is 500 rounds.
A "permanent" duration is forever.
"special" durations last until a specific event occurs

Definition at line 52 of file spell-info.txt.

◆ Level

with a maximum of six This is not so if you are wearing plate you receive no benefit Armour is additive with all the supplementry forms of which means that it lasts until the next semi permanent spell effect is cast upon the character weak special and current protections and immunities dark elf priest killer panther all others vampire that they only take damage from cold based attacks Level
Initial value:
=====
The level of a spell indicates the difficulty of the spell as
well as defining how advanced a spell-user must be before he may fully
grasp the knowledge to cast the spell.
Type
====
A spell is either a wizard based or priest based spell.
Anyone except a cleric or priest attempting to cast a priest based
spell (a prayer) will not receive a Wisdom bonus to successfully cast
the spell (and has a high chance of fumbling the spell unless the
caster has an unusally inherent high Wisdom).
Speed
=====
The speed (in game rounds) determines how long it takes to
cast such a spell. The lower the speed

Definition at line 2 of file spell-info.txt.

◆ modifer

the faster the spell may be cast there are several other common only the caster may be affected by the spell The most common spell range is that of touch This denotes that the caster much touch the recipient of the spell in order to release the spell or wall For cone it usually denotes that the range depends on some modifer

Definition at line 47 of file spell-info.txt.

◆ monster

the faster the spell may be cast there are several other common only the caster may be affected by the spell The most common spell range is that of touch This denotes that the caster much touch the recipient of the spell in order to release the spell monster

◆ player

the faster the spell may be cast there are several other common only the caster may be affected by the spell The most common spell range is that of touch This denotes that the caster much touch the recipient of the spell in order to release the spell or wall For cone it usually denotes that the range depends on some such as the caster s Wisdom level If this is the it will be stated in the long spell description or the standard duration for the spell expires Only one protection or change player attribute spell may be in effect on a player at any one time If another such spell is cast upon a player

◆ Range

the faster the spell may be cast Range
Initial value:
=====
The range of a spell limits how far reaching the spell will
effectively work. The range of a spell is usually denoted in 10' (one
sqaure) increments. Thus a spell with a range of 1 will only affect
those play squares surrounding the caster. Furthermore

Definition at line 28 of file spell-info.txt.

Referenced by inja::Renderer::visit().

◆ ranges

the faster the spell may be cast there are several other common ranges

◆ spells

the faster the spell may be cast there are several other common only the caster may be affected by the spell The most common spell range is that of touch This denotes that the caster much touch the recipient of the spell in order to release the spell or wall For cone spells

Definition at line 46 of file spell-info.txt.

Referenced by CREMainWindow::onReportSummon(), and spellsTable().

spells
the faster the spell may be cast there are several other common only the caster may be affected by the spell The most common spell range is that of touch This denotes that the caster much touch the recipient of the spell in order to release the spell or wall For cone spells
Definition: spell-info.txt:46
occurs
pluglist shows those as well as a short text describing each the list will simply appear empty The keyword for the Python plugin is Python plugout< keyword > Unloads a given identified by its _keyword_ So if you want to unload the Python you need to do plugout Python plugin< libname > Loads a given whose _filename_ is libname So in the case of you d have to do a plugin cfpython so Note that all filenames are relative to the default plugin it tries to load all available files in the SHARE plugins directory as plugin libraries It first displays the Initializing the plugin has the opportunity to signal itself by a message on the console Then the server displays an informative message containing both the plugin content and its keyword For the Python the standard load process thus GreenGoblin When a plugin has been it can request to be warned whenever a global event occurs(global events are 'shout', 'login', 'death', and so on). A complete list of events is available in the include/plugin.h file. Specific notes related to the Python plugin. -------------------------------------------- The Python plugin supports all global events. The const ant PYTHON_DEBUG defined at the start of the plugin_python.c file increases the verbosity of the plugin. Global event scripts go into SHARE/maps/python/events/< event name >
it
**Media tags please refer to the protocol file in doc Developers protocol Quick for your pleasure an example[/b][i] This is an old full of dirt and partially destroyed[hand] My dear as you two years i had to leave quickly Words have come to me of powerful magic scrolls discovered in an old temple by my uncle I have moved to study them I not forgot your knowledge in ancient languages I need your help for[print][b] Some parts of document are to damaged to be readable[/b][arcane] Arghis[color=Red] k h[color=dark slate blue] ark[color=#004000] fido[/color][hand] please come as fast as possible my friend[print][b] The bottom of letter seems deliberatly shredded What is it
Definition: media-tags.txt:28
that
Install Bug reporting Credits so make sure you have that
Definition: README.txt:6
giveknowledge.knowledge
knowledge
DIALOGCHECK MINARGS 1 MAXARGS 1
Definition: giveknowledge.py:15
well
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 consult the README file to find out how to get in touch with helpful people via mailing and more History the communications plan was set to be a text based system It was up to the server and client to parse these messages and determine what to do These messages were assumed to be line per message At a reasonably early stage of Eric Anderson wrote a then the data itself you could send many data and after the other end could decode these commands This works fairly well
Definition: protocol.txt:39
cast
Player Stats effect how well a character can survie and interact inside the crossfire world This section discusses the various what they and how they effect the player s actions Also in this section are the stat modifiers that specific classes professions bring Player and sps the current and maximum the Current and Maximum The Current Sp can go somewhat negative When Sp is negative not all spells can be cast
Definition: stats.txt:18
is
And the skill structure used by the skills[] table is
Definition: arch-handbook.txt:577
of
a copper bar weighs and has a value of
Definition: ore.txt:3
speed
Player Stats effect how well a character can survie and interact inside the crossfire world This section discusses the various what they and how they effect the player s actions Also in this section are the stat modifiers that specific classes professions bring Player and sps the current and maximum the Current and Maximum The Current Sp can go somewhat negative When Sp is negative not all spells can be and a more negative Sp makes spell casting less likey to succeed can affect Damage and how the characters speed
Definition: stats.txt:23
spell
with a maximum of six This is not so if you are wearing plate you receive no benefit Armour is additive with all the supplementry forms of which means that it lasts until the next semi permanent spell effect is cast upon the character spell
Definition: tome-of-magic.txt:44
effects
the faster the spell may be cast there are several other common only the caster may be affected by the spell The most common spell range is that of touch This denotes that the caster much touch the recipient of the spell in order to release the spell effects(as for "self", the caster may cast the spell on himself). A "special" range for missile spells indicates that the spell will last until it impacts an object(a PC
prayer
with a maximum of six This is not so if you are wearing plate you receive no benefit Armour is additive with all the supplementry forms of which means that it lasts until the next semi permanent spell effect is cast upon the character weak special and current protections and immunities dark elf priest killer panther all others vampire that they only take damage from cold based attacks but it also inflicts hp rnd The range of the cone covers(2+Wisdom bonus) squares. spell will not cure poison or disease prayer
Definition: tome-of-magic.txt:203
to
**Media tags please refer to the protocol file in doc Developers protocol Quick for your pleasure an example[/b][i] This is an old full of dirt and partially destroyed[hand] My dear as you two years i had to leave quickly Words have come to me of powerful magic scrolls discovered in an old temple by my uncle I have moved to study them I not forgot your knowledge in ancient languages I need your help for[print][b] Some parts of document are to damaged to be readable[/b][arcane] Arghis[color=Red] k h[color=dark slate blue] ark[color=#004000] fido[/color][hand] please come as fast as possible my friend[print][b] The bottom of letter seems deliberatly shredded What is but not limited to
Definition: media-tags.txt:30
ranges
the faster the spell may be cast there are several other common ranges
Definition: spell-info.txt:36
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: arch-handbook.txt:525
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
receive
Definition: receive.py:1
bonus
Player Stats effect how well a character can survie and interact inside the crossfire world This section discusses the various what they and how they effect the player s actions Also in this section are the stat modifiers that specific classes professions bring Player and sps the current and maximum the Current and Maximum The Current Sp can go somewhat negative When Sp is negative not all spells can be and a more negative Sp makes spell casting less likey to succeed can affect Damage and how the characters as well as how often the character can attack this affects the prices when buying and selling items if this drops the player will start losing hit points wd Cleric or Dwarf sm Elf wd Fireborn ft Human ra Mage C Monk se Ninja hi Priest C Quetzalcoatl mw Swashbuckler si Thief st Viking ba Warrior or Wizard C Wraith C Class Prof Str Dex Con Wis Cha Int Pow Net Skills Enclosed are codes used for the skills above The ones in and fighting should all be pretty self explanatory For the other a brief description is for a more detailed look at the skills doc file Skill remove use magic items phys no fire cold Fireborns are supposed to be fire spirits They re closely in tune with magic and are powerful and learn magic easily Being fire they are immune to fire and and vulnerable to cold They are vulnerable to ghosthit and drain because being mostly non anything which strikes directly at the spirit hits them harder race attacktype restrictions immunities prot vuln Quetzalcoatl physical no armour fire cold Quetzalcoatl s are now born knowing the spell of burning but because of their negative wisdom bonus
Definition: stats.txt:176
have
**Media tags please refer to the protocol file in doc Developers protocol Quick for your pleasure an example[/b][i] This is an old full of dirt and partially destroyed[hand] My dear as you two years i had to leave quickly Words have come to me of powerful magic scrolls discovered in an old temple by my uncle I have moved to study them I have
Definition: media-tags.txt:19
work
vs only yadda is in because all tags get reset on the next draw_ext_info In the second since it is all in one everything is bold How does it work
Definition: media-tags.txt:65
level
Definition: level.py:1