Welcome to the Create Or Conquer Gameplay Help Page. Here you will find resources to help you to enjoy Create Or Conquer to the fullest extent possible.
Field Name |
Field Description |
Game Type* |
The type of game that the item is associated with |
Item Name* |
The name of the item, max. 50 characters |
Item Description* |
Brief item description, max. 255 characters |
Item Cost* |
Cost of the item, vendors will up this price considerably |
Item Damage |
Currently not used by the system |
Heal Health |
Amount of health the item heals, system only does 1 heal per item |
Heal Fatigue |
Amount fatigue is raised |
Heal Strength |
Amount strength is raised |
Heal Mind |
Amount mind skill is raised |
Heal Luck |
Amount luck is raised |
Damage Health |
Amount health is lowered, system only does 1 damage per item |
Damage Fatigue |
Amount fatigue is lowered |
Damage Strength |
Amount strength is lowered |
Damage Mind |
Amount mind is lowered |
Damage Luck |
Amount luck is lowered |
# of Uses |
Number of uses an item has, if 0 the item will be removed after one use |
Is Quest Item |
If this item is associated with a quest, quest items will not be shown in vendors as items for sale, a quest may have many items associated with it, but only one item may be the final quest item |
Can Pick Locks |
Can this item open locks |
Can Probe Traps |
Can this item probe traps |
Is Armor |
Item will increase the player’s stats (uses any of the Heal values, eg: Heal Health) |
Is Light Source |
Item will allow entry to buildings with Requires Light Source checked |
Icon* |
Image (transparent gif format) for this item, required |
Is Craftable |
Enter the item ID of the item that will result from the crafting process |
Is a Recipe |
If the item is a recipe item, check this box. The crafthouse looks for this flag. |
Resource ID 1 |
If you selected craftable, enter a valid item ID here. This item ID should be for a resource (ex: metal bar, wood log etc) |
Resource ID 2 |
Optional value if your item requires more than 1 resource item |
Resource ID 3 |
Optional value if your item requires more than 1 resource item |
Creating Transparent Gifs
I am including this portion for those of you who have Adobe Photoshop. It is very highly recommended that you create transparent gifs for your item icons.
Here are some basic requirements for item icons.
File Type |
GIF |
Background |
Transparent |
Max Width |
41 pixels |
Max Height |
50 pixels |
Max File Size |
3-5 KB |
Sometimes when searching the Web you find an image that is already and transparent GIF. Just resize the image to 41 pixels wide, and resave it – and it will be ready for upload.
Here are some step-by-step instructions on creating a transparent GIF using Adobe Photoshop CS2.
If you have another image program and wish to contribute a how-to on making transparent GIFs, please email it to us.
Creating Transparent GIFs using Adobe Photoshop
- 1. Find an image from Google images. I usually search ‘boots clip art’ or something to find a similar style of image. I’d like the game icons to keep some sort of consistency.
So there you go, you have a transparent image! You can now upload the image as the icon for your new item.
Uploading Images
To upload an image, click the Browse button next to the icon field, a pop up will appear and let you navigate your computer to look for the image to upload. Make sure it’s a transparent GIF. Double click the image on your computer to select it. The pop up window will close and the path to the image on your computer will be inserted into the icon field. You’re ready to go, click the Add Item button.
Each time an item image is uploaded, I assign the itemID to the front of the image name, so you could name all your images boots.gif and they would all be unique on the server (because the itemID is unique to each item).
Editing Items
Editing items is similar to adding items. Change the values in the fields if you need to. You don’t need to upload the image again (unless you want to change it).
Adding Buildings
Adding a building is made up of 5 steps. Each step will customize the NPC who resides in the building. All buildings from street level require a NPC to reside in them. You are able to add SubRooms to an existing building. A Subroom is discussed later.
Step 1: Select a Game Type
Select the game type that your building will reside in (this is similar to creating a character).
Step 2: Select a NPC Race
Select a race for your NPC character, who resides in your building.
Step 3: Select a Gender and Name for your NPC
Select a gender for your NPC, and enter a name. Same rules apply to NPC names as player names – be polite ☺
Step 4: Select NPC Avatar
Click on the avatar image for your NPC character. You will proceed to Step 5.
Step 5: Enter Building and NPC information
This screen is the main portion of a building. Here you can create the building name, building description, NPC information.
Here’s some quick information about building data
Field Name |
Description |
Street Name* |
The name of the street you want the building to be on |
Building Name* |
The name of the building, max. 50 characters |
Building Description* |
Information about the building, up to 10,000 characters (a lot) |
NPC Name* |
Name of your NPC, max. 50 characters |
NPC Description* |
Information about your NPC, up to 10,000 characters (a lot) |
NPC Image* |
The avatar for your NPC |
Container ID |
An ID selected from the container list, click the link to view your container list |
Container ID2 |
An ID selected from the container list, click the link to view your container list |
Container ID3 |
An ID selected from the container list, click the link to view your container list |
Is a Chatroom |
Check this box if you want this to be a chatroom |
Is a Merchant |
Check this box if you want this to be a Merchant |
Is a Vault |
Check this box is you want this to be a Vault |
Is a Vendor |
Check this box if you want this to be a Vendor |
Is a SubRoom |
Check this box if it is a sub room, it won’t show on the streets screen |
Is a Crafthouse |
Check this box if you want this to be a Crafthouse |
Requires Light Source |
Check this box to make the player require a light source item in their Inventory to continue |
MonsterID |
An ID selected from the monster list, click the link to view the world monster list |
Subroom can be checked with any of these other checkboxes. But you can’t have a building act as a chatroom AND a vault, etc. It may only have one purpose. Checking a room as a subroom, will make the building not show from street level. A subroom is a room connected within a building (via a container).
When you add a building, it will check to ensure that your item and trap IDs exist – so make sure you have created your items and traps, else you can come back and edit your building later.
You may only select one checkbox, unless you are checking chatroom and subroom together. Otherwise the first selection will be chosen (your building would be a merchant, even if you chose Vendor too – so don’t ☺ )
Editing Buildings
To edit a building, click the Edit link. The edit screen will have your building information filled in for you. You can change any of the information around, and even change the avatar for your NPC.
Adding SubRooms
To add a SubRoom, click the ‘Add SubRoom’ link. A SubRoom is a building that does not show in the Streets screen. It is meant to be a part of a building within an existing building – for example a broom closet, a passageway, etc. Adding a SubRoom from the Building List screen is a quick way to add one. The long way to add a SubRoom is to use the Add Building screen and go through all the prompts.
Using the quick way will carry your NPC data along with it. You can also easier add a SubRoom to a SubRoom by using a container as a connector.
Containers can be boxes, crates, bags – but can also be doors, gates, anything connecting.
I know this might get confusing, sorry, but here we go.
Example: Lou has a house, and in his house he has a broom closet door, that connects to a broom closet. Lou’s house is a building, his closet door is a container (locked, trapped) and his broom closet is a SubRoom.
You can connect SubRooms together by using containers (like a door, trap door, false floor etc).
What works best for me is writing out my quest, laying out all the pieces, then creating them in order and writing their ID values on my original piece of paper that I wrote my quest notes on. Then I can go a cross-reference all my pieces of the quest to ensure it will work. Then I can take one of my characters through it to make sure it all connects and works out.
A note about SubRooms, they don’t have NPC data (name, description or avatar) showing.
You can make a SubRoom a chatroom by using the regular add Building route, or create a quick SubRoom and then edit it – the edit screen will allow you to set it as a chatroom. I like to bury a few chatrooms in secret for people to find. ☺
In your Building List you’ll see SubRooms marked, so you know a SubRoom from a regular building. SubRooms won’t have an avatar displayed either in the Building List.
Editing Subrooms
Editing a SubRoom uses the regular Building edit screen. You’ll see the NPC data is not filled in (or so it looks). There is actually a space character in the NPC fields – this is so the required fields checker doesn’t make you fill it in. As mentioned before, SubRooms don’t need to have NPC data because we already know who owns the room.
Adding Containers
Adding a container is pretty straightforward. Select your game type, enter your container name and description. Enter an item ID (if the container is going to contain an item), and enter a trap ID (if the container is going to be trapped). Check the locked checkbox if you want it to be locked. If you check the locked checkbox, be sure to fill in the Min Mind and Min Luck values.
Here’s some basic information about the fields:
Field Name |
Description |
Game Type* |
Type of game your container is associated with |
Container Name* |
Name of your container, max. 50 characters |
Container Description* |
Description text, max. 255 characters |
Item ID |
ID value of your item inside your container, must exist |
Trap ID |
ID of the trap on your container, must exist |
Locked |
To lock the container |
Min. Mind Skill |
If you lock the container, set this to a numeric value |
Min. Luck Skill |
If you lock the container, set this to a numeric value |
Next Bldg ID |
The container leads to a SubRoom, enter its ID here |
Requires Item ID |
In order to open the container, this item is required to be in the player’s inventory |
Minimum values are good because it makes the players strive to meet the requirements. Nothing worse than exploring and finding a room you can’t get into!
The NextBldgID is important. This is where you can connect containers (like a door, gate) to a SubRoom. Back to Lou’s House example, Lou’s broom closet door was a container, and the NextBldgID would be the ID of the Broom Closet SubRoom.
All your ID values will be checked to make sure they exist – so if an item, trap or next building haven’t been added yet, either open a new window and add them, or leave the fields blank and edit the container later.
Editing Containers
Editing a container looks the same as adding.
Adding Quests
This screen seems like it should be more complicated, but it isn’t. All the hard work has been done in creating the items, traps, containers, buildings and subrooms – plus the plot for your quest.
I’ll explain the fields below:
Field Name |
Description |
Game Type* |
Type of game the quest is for |
Quest Name* |
Name of the quest, max. 100 characters |
Quest Description* |
Quest description, 10,000 chars (lots) give background info here |
Quest Item ID |
Quest item, must exist of you give one (player will get this and return it to the quest giver. The quest giver will take the item from them) |
Start Bldg ID* |
The building where the quest is given |
End Bldg ID* |
The building where the quest item will reside (kind of redundant) |
XP Gain* |
How much XP the player will gain |
Money Gain* |
How much money they will receive for completing the quest |
End Bldg ID was a good idea originally; I am not using it in the grand scheme of things at the moment. The quest ends when then player finds your quest item. The system may not care if the End Bldg ID is the same as the building where your quest item resides.
Your quest must have a different End Bldg ID than the Start Bldg ID. Not much of a journey when it’s in the same building!
Currently players can only complete a quest once per character. So a player could do the quest on a 2nd character and then go give the item to a player, sell it etc.
Editing Quests
Editing a quest, same as adding, just changing values. All IDs will be checked to ensure they exist.
Assembling a Quest
When I make a quest I do the following steps
- 1. Download a quest worksheet from the site
Adding Traps
Everyone loves a good trap. Adding traps is pretty straightforward. Currently base damage is not being used, but is required, so just enter 0, or 1000 – so when I do implement it, your trap will smoke the daylights out of someone who trips it ;)
Here is some basic information about the fields:
Field Name |
Description |
Game Type* |
Type of game your trap is for |
Trap Name* |
Name of trap, max. 50 characters |
Trap Description* |
Description for trap, max. 255 characters |
Base Damage* |
Not currently used, Dmg values are used instead, enter 0 |
Min. Mind Skill* |
Minimum skill level required to probe |
Min. Luck Skill* |
Minimum skill level required to probe |
Xp Gain* |
Amount of XP earned for triggering with probe |
Dmg Health |
Amount of health deducted |
Dmg Fatigue |
Amount of fatigue deducted |
Dmg Str |
Amount of strength deducted |
Dmg Mind |
Amount of mind deducted |
Dmg Luck |
Amount of luck deducted |
Minimum skills are required to probe the trap successfully. The game has a random fail 30% of the time even if the player stats are at max – need to make it interesting and struggle a bit.
The damage stats fields, you can assign values to one or all of these – traps like my favorite (Massive Blast) smoke the player for every stat!
Note: Traps have the ability to have their own sound effects (wav, or very small mp3 files). If you have a sound that you want associated with your trap – please email me the file (email at the top of this document) after you have added your trap, and I will link it into your trap. Otherwise there is a default sound for all traps.
Editing Traps
Looks the same as adding one.
Sharing Items and Traps
You may have noticed, but only your items, traps etc are shown to you. I may make all items and traps available via another screen at some point – because I would like players to be able to use other player-made things. But since I am looking for unique content to build the world – for now you can only see what you’ve created (unless you ask a player for the ID values of some traps and items – maybe some smart cookie will create a secret chatroom where ‘devs’ can talk and share trap info.) Remember chatroom clear messages older than 4 hours…
Note About Adding Description Field Content
When you make your item, trap, container, building descriptions, the text field in the web page isn’t the best place to write a lot of content. I’d recommend using Word or some program with spell-check.
One note about Word. When you copy content directly from Word and paste it into the textfield on the web site – sometimes Word has ‘special’ characters (like hyphens and double quotes) that don’t copy across. This can cause formatting issues when your content is displayed in a web page.
A way around this is: Write your content in Word, spell-check it, then save your Word document as a Text (.txt) file. Then copy the content from this text file and paste it into the web page. A text file will remove all Word formatting.
Removing Data
Currently, because I am trying to build game content, you can’t delete anything you create (items, traps, buildings etc). You can however reuse anything you make – as in rename, reset values etc. Eventually I will allow the deletion of things your create.