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maps:howto:apartments_for_everyone

Unique Apartments ?

There are a few permanent apartments available throughout Bigworld's towns and cities,
being available to every player; but there are also regions and towns, that only have a couple
of “unique” flats and chambers available, meaning: first comes, first takes.
These “unique” estates can add a bit of excitement to the game, when the number of users
is fixed and below - let's say a dozen.
But on world wide reachable servers, with hiscore lists being completely filled
and new players need to reach level 32 and more to be listed in the TOP-1000, these “unique” apartments
are too few !

What is the secret, that a player has an ' _path_apartment ' file inside the var/crossfire/players/<player name>
directory, and other files inside 'apartment' directories of other cites in the maps package do not show up there ?

The answer is confusing, but it is the unique attribute of the EXIT archetype leading to the apartment map file.

Whenever the EXIT has the unique attribute set to 1 , then the player is getting an “unique” file ( copy )
of the map, the exit leads to, inside the var/crossfire/players/<player name> directory of the server .

Whenever this unique field is missing or set to 0 ( zero ), inside the arch-attributes-end block
of an exit type of a map file, the map is not copied into the player's status directory on the server and stays “globally unique” .


Cities

Cities that have only a fixed amount of apartments available are Stoneville and CityDeClouds .
There the player on the Metalforge server will as of today only be able to drop large amounts of gems
to be swallowed into the nirvana just for a gate to open and no generator implemented to give something for the sacrificed monetaries. ← :!: BUG ! :-(

What to do ?
Implementing it at home @ localhost !


Stoneville

Stoneville has four / five permanent apartments available : house1, luxhouse, (apartment2) , apartment3, housebrxzl .
Stoneville's Adventurer's Guild has a few permanent chambers available, but offers only one key each chamber.

Goto End of Stoneville World Map .

The Luxory Manor is accessible from the world map tile world/world_102_127
and adding a diff for one added unique 1 line would probably be too much :

arch grass
x 49
y 22
end
arch house_1
name Luxory Manor
slaying /dragonisland/luxhouse
hp 7
x 49
y 22
unique 1
end

Three / four permanent apartments are accessible from the world map tile world/world_103_127 ,
where Apartment2 could be also treated non-player unique :
diff -p -C 7 /usr/games/crossfire-1.60.0/share/crossfire/maps/world/world_103_127 /usr/games/crossfire-1.70.0/share/crossfire/maps/world/world_103_127

*** /usr/games/crossfire-1.60.0/share/crossfire/maps/world/world_103_127	Mon Apr  9 10:03:28 2018
--- /usr/games/crossfire-1.70.0/share/crossfire/maps/world/world_103_127	Mon Apr  9 07:23:14 2018
*************** end
*** 320,333 ****
--- 320,334 ----
  arch house_small
  name House by the Well
  slaying /dragonisland/apartment3
  hp 6
  sp 1
  x 1
  y 23
+ unique 1
  end
  arch grass
  x 1
  y 24
  end
  arch grass
  x 1
*************** end
*** 1063,1076 ****
--- 1064,1078 ----
  arch house_2
  name House With Apartment
  slaying /dragonisland/apartment2
  hp 7
  sp 15
  x 4
  y 13
+ unique 1
  end
  arch cobblestones2
  x 4
  y 14
  end
  arch cobblestones2
  x 4
*************** end
*** 2374,2387 ****
--- 2376,2390 ----
  arch barrack_small
  name Little house
  slaying /dragonisland/house1
  hp 1
  sp 2
  x 9
  y 18
+ unique 1
  end
  arch grass
  x 9
  y 19
  end
  arch grass
  x 9
*************** end
*** 3060,3073 ****
--- 3063,3077 ----
  arch darkhold_sym
  name Brxzl's home
  slaying /dragonisland/housebrxzl
  hp 10
  sp 18
  x 12
  y 9
+ unique 1
  end
  arch cobblestones2
  x 12
  y 10
  end
  arch cobblestones2
  x 12

Note: There are two approaches for the apartment2 possible :
total player-uniqueness as it would be in above diff,
and partly globally / partly player-unique .

End of Stoneville World Map

Goto Stoneville .


Brxzl's Home

Brxzl's home has several stairs leading to other storeys on the same map file.
These stairs act as exits, and need to be set unique 1 too.
A workaround could be considered by making the slaying field relative path inside the new location as
slaying _dragonisland_housebrxzl , but this works when the map finally is copied into the player_name/ directory.
The map files stay in RAM for seconds and minutes, before they will be copied to the player's directory,
and until then, the stairs would complain being “closed” .

Goto End of Brxzl's Home .

So, file housebrxzl needs to be patched also :
diff -p -C 7 /usr/games/crossfire-1.60.0/share/crossfire/maps/dragonisland/housebrxzl /usr/games/crossfire-1.70.0/share/crossfire/maps/dragonisland/housebrxzl

*** /usr/games/crossfire-1.60.0/share/crossfire/maps/dragonisland/housebrxzl	Fri Jan 28 05:07:29 2011
--- /usr/games/crossfire-1.70.0/share/crossfire/maps/dragonisland/housebrxzl	Mon Apr  9 07:07:30 2018
*************** unique 1
*** 1799,1812 ****
--- 1799,1813 ----
  end
  arch stair_3_up
  slaying housebrxzl
  hp 30
  sp 30
  x 7
  y 30
+ unique 1
  end
  arch blackmarble
  x 7
  y 31
  end
  arch wall_1_4
  x 7
*************** unique 1
*** 1842,1855 ****
--- 1843,1857 ----
  end
  arch stair_3_up
  slaying housebrxzl
  hp 30
  sp 36
  x 7
  y 36
+ unique 1
  end
  arch blackmarble
  x 7
  y 37
  unique 1
  end
  arch blackmarble
*************** unique 1
*** 3512,3525 ****
--- 3514,3528 ----
  end
  arch stair_3_up
  slaying housebrxzl
  hp 36
  sp 30
  x 13
  y 30
+ unique 1
  end
  arch blackmarble
  x 13
  y 31
  end
  arch wall_1_3
  x 13
*************** unique 1
*** 3555,3568 ****
--- 3558,3572 ----
  end
  arch stair_3_up
  slaying housebrxzl
  hp 36
  sp 36
  x 13
  y 36
+ unique 1
  end
  arch blackmarble
  x 13
  y 37
  unique 1
  end
  arch blackmarble
*************** unique 1
*** 3945,3970 ****
--- 3949,3976 ----
  end
  arch stair2_up
  slaying housebrxzl
  hp 55
  sp 15
  x 15
  y 14
+ unique 1
  end
  arch blackmarble
  x 15
  y 15
  unique 1
  end
  arch stair2_down
  slaying housebrxzl
  hp 36
  sp 12
  x 15
  y 15
+ unique 1
  end
  arch blackmarble
  x 15
  y 16
  end
  arch wall_2_1_2
  x 15
*************** unique 1
*** 4102,4115 ****
--- 4108,4122 ----
  end
  arch stair_3_down
  slaying housebrxzl
  hp 55
  sp 14
  x 15
  y 38
+ unique 1
  end
  arch blackmarble
  x 15
  y 39
  end
  arch swall_1_3_half
  x 15
*************** unique 1
*** 7703,7716 ****
--- 7710,7724 ----
  end
  arch stair_3_down
  slaying housebrxzl
  hp 7
  sp 30
  x 30
  y 30
+ unique 1
  end
  arch blackmarble
  x 30
  y 31
  end
  arch swall_1_3_half
  x 30
*************** unique 1
*** 7751,7764 ****
--- 7759,7773 ----
  end
  arch stair_3_down
  slaying housebrxzl
  hp 7
  sp 36
  x 30
  y 36
+ unique 1
  end
  arch blackmarble
  x 30
  y 37
  unique 1
  end
  arch blackmarble
*************** unique 1
*** 9197,9210 ****
--- 9206,9220 ----
  end
  arch stair_3_up
  slaying housebrxzl
  hp 15
  sp 15
  x 36
  y 12
+ unique 1
  end
  arch blackmarble
  x 36
  y 13
  unique 1
  end
  arch cave2
*************** unique 1
*** 9311,9324 ****
--- 9321,9335 ----
  end
  arch stair_3_down
  slaying housebrxzl
  hp 13
  sp 30
  x 36
  y 30
+ unique 1
  end
  arch blackmarble
  x 36
  y 31
  end
  arch swall_1_4_half
  x 36
*************** unique 1
*** 9359,9372 ****
--- 9370,9384 ----
  end
  arch stair_3_down
  slaying housebrxzl
  hp 13
  sp 36
  x 36
  y 36
+ unique 1
  end
  arch blackmarble
  x 36
  y 37
  unique 1
  end
  arch blackmarble
*************** unique 1
*** 12807,12832 ****
--- 12819,12846 ----
  end
  arch stair2_up
  slaying housebrxzl
  hp 15
  sp 38
  x 55
  y 14
+ unique 1
  end
  arch blackmarble
  x 55
  y 15
  unique 1
  end
  arch stair2_down
  slaying housebrxzl
  hp 15
  sp 14
  x 55
  y 15
+ unique 1
  end
  arch blackmarble
  x 55
  y 16
  end
  arch wall_1_4
  x 55
End of Brxzls' Home

Goto Brxzl's Home .


Key Sale House

The Keysale house in Stoneville offers a few keys for the Stoneville Apartments.
The Key's “nrof” is only '1' , and whenever the player looses the key,
on a reset random map for example, the key will be lost forever.

The Altars are not set unique, nor the floor, they stand upon;
meaning being available for droppings after next map reset.
But the Keys and the floor tiles below them have unique 1 set,
meaning, there will be no new keys after next map reset.

Overall the keysale map file in the dragonisland/ directory is a “piece of !*#grr%!!*” .
Non-functioning altars with no purpose and out-of-view areas behind unused gates.

Jump to End Keysale .

This is a longer diff -p -C 7 , drop it into the dragonisland directory,
and run patch <patchfilename.diff .
When patch complains, enter the basename : keysale .

*** /usr/games/crossfire-1.50.0/share/crossfire/maps/dragonisland/keysale   Mon Apr 26 03:46:40 2010
--- /usr/games/crossfire-1.70.0/share/crossfire/maps/dragonisland/keysale   Mon Apr  9 12:24:01 2018
*** 189,219 ****
--- 189,228 ----
  arch wall_2_1_2
  x 2
  y 1
  end
  arch woodfloor
  x 2
  y 2
+ #unique 1
  end
  arch woodfloor
  x 2
  y 3
+ #unique 1
  end
  arch igate_closed_1
  x 2
  y 3
+ blocksview 0
+ connected 0203
+ #unique 1
  end
  arch woodfloor
  x 2
  y 4
+ #unique 1
  end
  arch altar
+ name unused altar
  food 5
  x 2
  y 4
+ #unique 1
+ connected 0203
  end
  arch woodfloor
  x 2
  y 5
  end
  arch woodfloor
  x 2
*************** end
*** 246,267 ****
  arch wall_2_1_2
  x 2
  y 10
  end
  arch woodfloor
  x 2
  y 11
! unique 1
  end
  arch key2
! name a key to a little house
  slaying NeuKey
  x 2
  y 11
! unique 1
  end
  arch woodfloor
  x 2
  y 12
  end
  arch wall_2_1_2
  x 2
--- 255,278 ----
  arch wall_2_1_2
  x 2
  y 10
  end
  arch woodfloor
  x 2
  y 11
! #unique 1
  end
  arch key2
! name key to the Little House
  slaying NeuKey
+ nrof 9
+ name_pl keys to the Little House
  x 2
  y 11
! #unique 1
  end
  arch woodfloor
  x 2
  y 12
  end
  arch wall_2_1_2
  x 2
*************** end
*** 333,384 ****
--- 344,405 ----
  arch wall_1_3
  x 3
  y 6
  end
  arch woodfloor
  x 3
  y 7
+ #unique 1
  end
  arch igate_closed_2
  x 3
  y 7
+ blocksview 0
+ connected 0307
+ #unique 1
  end
  arch woodfloor
  x 3
  y 8
  end
  arch wall_1_3
  x 3
  y 8
  end
  arch woodfloor
  x 3
  y 9
+ #unique 1
  end
  arch igate_closed_2
  x 3
  y 9
+ blocksview 0
+ connected 0309
+ #unique 1
  end
  arch woodfloor
  x 3
  y 10
  end
  arch wall_1_3
  x 3
  y 10
  end
  arch woodfloor
  x 3
  y 11
+ #unique 1
  end
  arch igate_closed_2
  x 3
  y 11
  connected 100
  blocksview 0
+ #unique 1
  end
  arch woodfloor
  x 3
  y 12
  end
  arch wall_2_1_2
  x 3
*************** end
*** 414,506 ****
  arch wall_2_1_2
  x 4
  y 1
  end
  arch woodfloor
  x 4
  y 2
! unique 1
  end
  arch key2
! name key to house by the well
  slaying viohousewell
  x 4
  y 2
! unique 1
  end
  arch woodfloor
  x 4
  y 3
  end
  arch igate_closed_1
  x 4
  y 3
  connected 4
  blocksview 0
  end
  arch woodfloor
  x 4
  y 4
  end
  arch altar
  name pay 5000 food to get key
  msg
  Pay 5000 food for the key house by the southern well.
  endmsg
  food 5000
  x 4
  y 4
  connected 4
  end
  arch woodfloor
  x 4
  y 5
  end
  arch woodfloor
  x 4
  y 6
  end
  arch woodfloor
  x 4
  y 7
  end
  arch altar
  x 4
  y 7
  end
  arch woodfloor
  x 4
  y 8
  end
  arch woodfloor
  x 4
  y 9
  end
  arch altar
  x 4
  y 9
  end
  arch woodfloor
  x 4
  y 10
  end
  arch woodfloor
  x 4
  y 11
  end
  arch altar
  name pay 500 diamonds to get key
  slaying diamond
  msg
  Pay 500 diamonds to get the key for a little house.
  endmsg
  food 500
  x 4
  y 11
  connected 100
  end
  arch woodfloor
  x 4
  y 12
  end
  arch wall_2_1_2
  x 4
--- 435,543 ----
  arch wall_2_1_2
  x 4
  y 1
  end
  arch woodfloor
  x 4
  y 2
! #unique 1
  end
  arch key2
! name key to House by the Well
  slaying viohousewell
+ nrof 13
+ name_pl keys to House by the Well
  x 4
  y 2
! #unique 1
  end
  arch woodfloor
  x 4
  y 3
+ #unique 1
  end
  arch igate_closed_1
  x 4
  y 3
  connected 4
  blocksview 0
+ #unique 1
  end
  arch woodfloor
  x 4
  y 4
+ #unique 1
  end
  arch altar
  name pay 5000 food to get key
  msg
  Pay 5000 food for the key house by the southern well.
  endmsg
  food 5000
  x 4
  y 4
  connected 4
+ #unique 1
  end
  arch woodfloor
  x 4
  y 5
  end
  arch woodfloor
  x 4
  y 6
  end
  arch woodfloor
  x 4
  y 7
+ #unique 1
  end
  arch altar
+ name unused altar
  x 4
  y 7
+ #unique 1
+ connected 0307
  end
  arch woodfloor
  x 4
  y 8
  end
  arch woodfloor
  x 4
  y 9
+ #unique 1
  end
  arch altar
+ name unused altar
  x 4
  y 9
+ #unique 1
+ connected 0309
  end
  arch woodfloor
  x 4
  y 10
  end
  arch woodfloor
  x 4
  y 11
+ #unique 1
  end
  arch altar
  name pay 500 diamonds to get key
  slaying diamond
  msg
  Pay 500 diamonds to get the key for a little house.
  endmsg
  food 500
  x 4
  y 11
  connected 100
+ #unique 1
  end
  arch woodfloor
  x 4
  y 12
  end
  arch wall_2_1_2
  x 4
*************** end
*** 623,669 ****
  arch wall_2_1_2
  x 6
  y 1
  end
  arch woodfloor
  x 6
  y 2
! unique 1
  end
  arch key2
  name Key to Luxory Manor
  slaying firsthousekey
  x 6
  y 2
! unique 1
  end
  arch woodfloor
  x 6
  y 3
  end
  arch igate_closed_1
  x 6
  y 3
  connected 2
  blocksview 0
  end
  arch woodfloor
  x 6
  y 4
  end
  arch altar
  name pay 1500 diamonds to get key
  slaying diamond
  msg
  Pay 1500 diamonds for the key to the luxory manor.
  endmsg
  food 1500
  x 6
  y 4
  connected 2
  end
  arch woodfloor
  x 6
  y 5
  end
  arch woodfloor
  x 6
--- 660,712 ----
  arch wall_2_1_2
  x 6
  y 1
  end
  arch woodfloor
  x 6
  y 2
! #unique 1
  end
  arch key2
  name Key to Luxory Manor
  slaying firsthousekey
+ nrof 15
+ name_pl Keys to Luxory Manor
  x 6
  y 2
! #unique 1
  end
  arch woodfloor
  x 6
  y 3
+ #unique 1
  end
  arch igate_closed_1
  x 6
  y 3
  connected 2
  blocksview 0
+ #unique 1
  end
  arch woodfloor
  x 6
  y 4
+ #unique 1
  end
  arch altar
  name pay 1500 diamonds to get key
  slaying diamond
  msg
  Pay 1500 diamonds for the key to the luxory manor.
  endmsg
  food 1500
  x 6
  y 4
  connected 2
+ #unique 1
  end
  arch woodfloor
  x 6
  y 5
  end
  arch woodfloor
  x 6
*************** end
*** 704,719 ****
  arch grass_only
  x 6
  y 13
  end
  arch sign
  name explanation sign
  msg
! In this house, you can buy keys. These key are unique and will open the special doors to which others will have no access.
  endmsg
  x 6
  y 13
  end
  arch grass_only
  x 6
  y 14
  end
--- 747,763 ----
  arch grass_only
  x 6
  y 13
  end
  arch sign
  name explanation sign
  msg
! In this house, you can buy keys.
  endmsg
+ #These key are unique and will open the special doors to which others will have no access.
  x 6
  y 13
  end
  arch grass_only
  x 6
  y 14
  end
*************** end
*** 930,976 ****
  arch wall_2_1_2
  x 9
  y 1
  end
  arch woodfloor
  x 9
  y 2
! unique 1
  end
  arch key2
  name Brxzl's Key
  slaying Brxzl's
  x 9
  y 2
! unique 1
  end
  arch woodfloor
  x 9
  y 3
  end
  arch igate_closed_1
  x 9
  y 3
  connected 3
  blocksview 0
  end
  arch woodfloor
  x 9
  y 4
  end
  arch altar
  name pay 3000 diamonds to get key
  slaying diamond
  msg
  Pay 3000 diamonds to get the key for the manor by the northern well.
  endmsg
  food 3000
  x 9
  y 4
  connected 3
  end
  arch woodfloor
  x 9
  y 5
  end
  arch woodfloor
  x 9
--- 974,1026 ----
  arch wall_2_1_2
  x 9
  y 1
  end
  arch woodfloor
  x 9
  y 2
! #unique 1
  end
  arch key2
  name Brxzl's Key
+ nrof 17
+ name_pl Brxzl's Keys
  slaying Brxzl's
  x 9
  y 2
! #unique 1
  end
  arch woodfloor
  x 9
  y 3
+ #unique 1
  end
  arch igate_closed_1
  x 9
  y 3
  connected 3
  blocksview 0
+ #unique 1
  end
  arch woodfloor
  x 9
  y 4
+ #unique 1
  end
  arch altar
  name pay 3000 diamonds to get key
  slaying diamond
  msg
  Pay 3000 diamonds to get the key for the manor by the northern well.
  endmsg
  food 3000
  x 9
  y 4
  connected 3
+ #unique 1
  end
  arch woodfloor
  x 9
  y 5
  end
  arch woodfloor
  x 9
*************** y 11
*** 998,1012 ****
  end
  arch guildmaster
  name master of the keys
  msg
  @match Hello|Hallo|Hi|greet|Greetings
  My Greetings to you!
  @match *
! Get yourself a key here. They are for different houses and rooms here in Stoneville.
  endmsg
  x 9
  y 11
  end
  arch woodfloor
  x 9
  y 12
--- 1048,1062 ----
  end
  arch guildmaster
  name master of the keys
  msg
  @match Hello|Hallo|Hi|greet|Greetings
  My Greetings to you!
  @match *
! Get yourself a key here.  They are for different houses and rooms here in Stoneville.
  endmsg
  x 9
  y 11
  end
  arch woodfloor
  x 9
  y 12
*************** end
*** 1120,1190 ****
--- 1170,1261 ----
  arch wall_2_1_2
  x 11
  y 1
  end
  arch woodfloor
  x 11
  y 2
+ #unique 1
  end
  arch woodfloor
  x 11
  y 3
+ #unique 1
  end
  arch igate_closed_1
  x 11
  y 3
+ blocksview 0
+ connected 1103
+ #unique 1
  end
  arch woodfloor
  x 11
  y 4
+ #unique 1
  end
  arch altar
+ name unused altar
  food 5
  x 11
  y 4
+ connected 1103
+ #unique 1
  end
  arch woodfloor
  x 11
  y 5
  end
  arch woodfloor
  x 11
  y 6
  end
  arch woodfloor
  x 11
  y 7
+ #unique 1
  end
  arch altar
+ name unused altar
  x 11
  y 7
+ connected 1207
+ #unique 1
  end
  arch woodfloor
  x 11
  y 8
  end
  arch woodfloor
  x 11
  y 9
+ #unique 1
  end
  arch altar
+ name unused altar
  x 11
  y 9
+ connected 1209
+ #unique 1
  end
  arch woodfloor
  x 11
  y 10
  end
  arch woodfloor
  x 11
  y 11
+ #unique 1
  end
  arch altar
+ name unused altar
  x 11
  y 11
+ connected 1211
+ #unique 1
  end
  arch woodfloor
  x 11
  y 12
  end
  arch wall_2_1_2
  x 11
*************** end
*** 1248,1297 ****
--- 1319,1380 ----
  arch wall_1_4
  x 12
  y 6
  end
  arch woodfloor
  x 12
  y 7
+ #unique 1
  end
  arch igate_closed_2
  x 12
  y 7
+ blocksview 0
+ connected 1207
+ #unique 1
  end
  arch woodfloor
  x 12
  y 8
  end
  arch wall_1_4
  x 12
  y 8
  end
  arch woodfloor
  x 12
  y 9
+ #unique 1
  end
  arch igate_closed_2
  x 12
  y 9
+ blocksview 0
+ connected 1209
+ #unique 1
  end
  arch woodfloor
  x 12
  y 10
  end
  arch wall_1_4
  x 12
  y 10
  end
  arch woodfloor
  x 12
  y 11
+ #unique 1
  end
  arch igate_closed_2
  x 12
  y 11
+ blocksview 0
+ connected 1211
+ #unique 1
  end
  arch woodfloor
  x 12
  y 12
  end
  arch wall_2_1_2
  x 12
*************** end
*** 1323,1353 ****
--- 1406,1445 ----
  arch wall_2_1_2
  x 13
  y 1
  end
  arch woodfloor
  x 13
  y 2
+ #unique 1
  end
  arch woodfloor
  x 13
  y 3
+ #unique 1
  end
  arch igate_closed_1
  x 13
  y 3
+ blocksview 0
+ connected 1303
+ #unique 1
  end
  arch woodfloor
  x 13
  y 4
+ #unique 1
  end
  arch altar
+ name unused altar
  food 5
  x 13
  y 4
+ #unique 1
+ connected 1303
  end
  arch woodfloor
  x 13
  y 5
  end
  arch woodfloor
  x 13
End Keysale

Back to top of Key Sale House .


Adventurer's Guild

The Adventurer's Guild in Stoneville offers 5 small chambers
of the size of 2×2 tiles to the player,
and one slightly larger chamber with 3×2 tiles.

All these six rooms would need their own map files.
The five smaller chambers are all the same in shape.
But the internal values differ each of these five room files for the
exit target point hp meaning x on the main advguild map file
and the name Private Chamber 1 line.

Goto End of Room Map .

Here is now first the map file for the first of the small rooms,
slightly more than 100 lines long for “just” 16 ground tiles,
named as dragonisland/advengld/priv_chamber1 :

arch map
name Private Chamber 1
region stoneville
width 4
height 4
enter_x 1
enter_y 3
msg
Creator: Karl the Gnadder
Email: root@puppypc
Date: Mon Apr  9 21:46:18 2018
endmsg
difficulty 1
nosmooth 1
end
arch woodfloor
end
arch wall_2_2_2
end
arch woodfloor
y 1
end
arch wall_2_1_1
y 1
end
arch woodfloor
y 2
end
arch wall_2_1_1
y 2
end
arch woodfloor
y 3
end
arch wall_1_2
y 3
end
arch woodfloor
x 1
end
arch wall_2_1_2
x 1
end
arch woodfloor
x 1
y 1
end
arch woodfloor
x 1
y 2
end
arch woodfloor
x 1
y 3
end
arch oakdoor
x 1
y 3
slaying /dragonisland/advguild
hp 1
sp 5
end
arch woodfloor
x 2
end
arch wall_2_1_2
x 2
end
arch woodfloor
x 2
y 1
end
arch bed_save
x 2
y 1
end
arch woodfloor
x 2
y 2
end
arch woodfloor
x 2
y 3
end
arch wall_1_4
x 2
y 3
end
arch woodfloor
x 3
end
arch wall_2_2_3
x 3
end
arch woodfloor
x 3
y 1
end
arch wall_2_1_1
x 3
y 1
end
arch woodfloor
x 3
y 2
end
arch wall_2_1_1
x 3
y 2
end
arch woodfloor
x 3
y 3
end
arch wall_2_2_4
x 3
y 3
end

The map was created with the X11 Crossedit editor version 1.10.0
and manually added missing “standard” attribute entries found
in map files of version 1.70.0 .

Note: The player does not show up on tile x 4 , but x 5 on the
advguild main map, because the “check_inv” arch could leave the door open,
when the player leaves his chamber, thus enabling other players and the
randomly moving NPCs to gain access to that private room, when the gate is left open. :-)

End of Room Map

Advguild Map Adjustments

When we have the priv_chamber1 file ( and adjusted priv_chamber[2-5] ) in the
stoneville/advengld folder, then the main guild entry map file “advguild”
needs to be fixed to enable the uniqueness of the priv_chamber* maps.

Two invis_exit archetypes are added,
the chamber-side check_inv disabled by commenting,
the keys made non-unique and set nrof 3 , so they
are getting generated new each map reset and thus these chambers
becomming available again to other players.

Goto End of Advguild Diff

Bash commandline:
diff -upBw /usr/games/crossfire-1.60.0/share/crossfire/maps/dragonisland/advguild /usr/games/crossfire-1.70.0/share/crossfire/maps/dragonisland/advguild

Roughly 130 codes already just for the first chamber in the NW-corner :

--- /usr/games/crossfire-1.60.0/share/crossfire/maps/dragonisland/advguild	2018-04-10 09:50:58.337686606 -0100
+++ /usr/games/crossfire-1.70.0/share/crossfire/maps/dragonisland/advguild	2018-04-10 09:21:52.288788952 -0100
@@ -214,17 +214,30 @@ x 1
 y 1
 unique 1
 end
+
+#--- Gate 1
 arch woodfloor
 x 1
 y 2
 unique 1
 end
-arch check_inv
-slaying guildap1
+
+#arch check_inv
+#slaying stvadvgapart1
+#x 1
+#y 2
+#connected 101
+#end
+
+arch invis_exit
 x 1
 y 2
-connected 101
+slaying /dragonisland/advengld/priv_chamber1
+hp 1
+sp 3
+unique 1
 end
+
 arch woodfloor
 x 1
 y 3
@@ -238,12 +253,16 @@ arch woodfloor
 x 1
 y 4
 end
+
 arch check_inv
-slaying guildap1
+slaying stvadvgapart1
 x 1
 y 4
 connected 101
 end
+
+#---- /Gate 1
+
 arch woodfloor
 x 1
 y 5
@@ -454,6 +474,16 @@ x 2
 y 2
 unique 1
 end
+
+arch invis_exit
+x 2
+y 2
+slaying /dragonisland/advengld/priv_chamber1
+hp 1
+sp 3
+unique 1
+end
+
 arch woodfloor
 x 2
 y 3
@@ -824,14 +854,15 @@ end
 arch woodfloor
 x 4
 y 1
-unique 1
+#unique 1
 end
 arch key2
 name Key to guild apartment 1
-slaying guildap1
+slaying stvadvgapart1
+nrof 3
 x 4
 y 1
-unique 1
+#unique 1
 end
 arch woodfloor
 x 4
@@ -840,16 +871,19 @@ end
 arch woodfloor
 x 4
 y 3
+#unique 1
 end
 arch igate_closed_1
 x 4
 y 3
 connected 201
 blocksview 0
+#unique 1
 end
 arch woodfloor
 x 4
 y 4
+#unique 1
 end
 arch altar
 name drop 500 food to get a key
@@ -857,6 +891,7 @@ food 500
 x 4
 y 4
 connected 201
+#unique 1
 end
 arch woodfloor
 x 4

And this code needs to be done for the other 4 small chambers
and the 1 larger chamber; with adjustments to the slaying filename
and disabling the unique 1 for the keys to these chambers.

Note: The key slaying attribute value has been changed to stvadvgapart[1-6] therefore,
since it is four times “guildap”[1,2,3,6] and two times “advap”[4,5] ,
to make them more unique inside the whole maps collection.

Note: The prices for the altars are not adjusted, since 2000 goldcoin
for the largest room is actually the cheapest price for all of the 6 rooms;
guessing that it is more difficult to collect 5 dragon scales than 2000 gold coins.

End of Advguild Diff

Apartment2

The house stoneville/apartment2 offers two different rooms :
One chamber for 10 gold coins and a permanent apartment with 4 unique keys.

Here are two ways possible to make that map unique to each player:
Either by setting the EXIT entry from the world_X_Y map “unique 1” ,
as it is done in the diff for the world map 103_127 for Stoneville ,
or to use the approach described in the Advguild Map Adjustments section for the
permanent chamber(s) and unsetting the uniqueness of the four available keys and altar,
making this map partly player-unique and partly globally “unique” .

Note: The default 'gooldfloor' approach in the map for the non-permanent room
with the cleaning woman inside to the right does not work for me. :!: Bug ?


City De Clouds

The City de Clouds has several types of apartments available.

Already player-unique are the maps

  • /mlab/citydeclouds/cdcapart1
    • that has unneeded /mlab/citydeclouds/cdcapart2 being set unique too :!: Bug ?
  • /mlab/citydeclouds/villa/citydecloudsvillab1
  • /mlab/citydeclouds/villa/citydecloudsvillab2

which are unfortunately (not yet) available on the metalforge server.

Then there are 4 “Town Haus” and 5 Open-Air “Lot” available,
that can be “easily” made player-unique by the approach
described in Brixzl's Home , with adjustments to their
upper floor level files and making the exit to the CDC-Mainmap
absolute slaying /full/path/to/game_map as slaying /mlab/citydeclouds/cloudworlddecity
instead of the relative approach slaying ../game_map as slaying ../cloudworlddecity
as it is written in there .
( relative path would not work anymore inside var/players/<player_name> directories
to step back into the crossfire world )

And there are also three larger rooms available and
several different kind of Bank Vault's and Deposits;
that would need the approach described for the Adventurer's Guild in Stoneville .

maps/howto/apartments_for_everyone.txt · Last modified: 2018/04/10 06:37 by karl