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<?xml version="1.0" standalone="no" ?> |
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<!-- |
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###################################################################### |
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# types.xml - This is the definitions-file for all the different # |
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# Crossfire object types and their attributes. # |
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# # |
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# The server code of the Crossfire game is always changing and # |
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# evolving. From time to time, object-attributes change in purpose, # |
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# or new ones are created. # |
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# Therefore, it is important that an Editor is flexible and # |
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# easy to "upgrade" to handle such new features. That's why the # |
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# CFJavaEditor reads the type-definitions from this xml file. # |
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# # |
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# If you encounter bugs, typos or missing entries in the LATEST # |
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# VERSION of this file - Don't hesitate to improve it, contact me # |
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# and eventually send the improved file to me: <red.blaze@gmx.net>. # |
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# I will put it into the "official version" of the CFJavaEditor # |
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# and all fellow Crossfire-Map-Makers can benefit from your work! # |
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# # |
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# IMPORTANT: Make a backup copy of this file before you start # |
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# to modify it! # |
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# # |
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# New types must be inserted maintaining the alphabetical order. # |
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# # |
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# about the 'type' elements: # |
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# # |
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# <type number="15" name="Type Name"> # |
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# <import_type name="Type Name" /> import attributes of this type # |
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# <required> # |
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# list of required attributes to identifying this type # |
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# </required> # |
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# <ignore> # |
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# list of attributes not to import from default_type # |
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# </ignore> # |
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# <description><![CDATA[ # |
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# Description of this type. ]]> # |
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# </description> # |
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# <use><![CDATA[ # |
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# How to use this type. ]]> # |
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# </use> # |
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# ... attributes ... # |
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# </type> # |
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# # |
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# about the 'attribute' type: <attribute ... type="XXX" > # |
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# # |
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# bool - This attribute can only be set to '1' or '0' # |
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# int - This attribute contains a decimal number # |
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# float - This attr. contains a floating point number # |
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# string - This attribute contains a string # |
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# text - This attribute contains a text ("text" can have # |
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# linebreaks, unlike "string") # |
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# fixed - This attribute is always set to a fixed 'value' # |
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# (There is no user-input for this attribute) # |
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# spell - This attribute contains a spell. The mapmaker can # |
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# choose spells from a combo box. # |
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# nz_spell - works just like 'spell', except that the # |
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# spell-value zero is always interpreted as <none>, # |
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# never as "magic bullet" # |
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# bool_special - Like bool, but with customized true/false values # |
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# treasurelist - CF treasure list (see "treasures" file) # |
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# list_LISTNAME - list, must be defined as a <list> element # |
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# bitmask_BITMASKNAME - bitmask, must be defined as a <bitmask> # |
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# element # |
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# # |
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# Created by Andreas Vogl. # |
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###################################################################### |
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--> |
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<!DOCTYPE types [ |
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<!ELEMENT types ((bitmask | list | ignore_list)*, default_type, ignore_list*, type+)> |
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|
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<!ELEMENT bitmask (entry*)> |
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<!ATTLIST bitmask name CDATA #REQUIRED> |
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|
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<!ELEMENT list (entry*)> |
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<!ATTLIST list name CDATA #REQUIRED> |
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|
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<!ELEMENT entry EMPTY> |
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<!ATTLIST entry bit CDATA #IMPLIED |
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value CDATA #IMPLIED |
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name CDATA #REQUIRED> |
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|
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<!ELEMENT ignore_list (attribute* | EMPTY)> |
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<!ATTLIST ignore_list name CDATA #REQUIRED> |
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|
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<!ELEMENT default_type (attribute*)> |
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|
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<!ELEMENT type (import_type?,required?,ignore?,description?,use?,(section | attribute)*)> |
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<!ATTLIST type name CDATA #REQUIRED |
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number CDATA #REQUIRED> |
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|
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<!ELEMENT description (#PCDATA)> |
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<!ELEMENT use (#PCDATA)> |
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|
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<!ELEMENT import_type EMPTY> |
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<!ATTLIST import_type name CDATA #REQUIRED> |
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|
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<!ELEMENT required (attribute+)> |
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<!ELEMENT ignore (attribute*,ignore_list*)> |
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|
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<!ELEMENT section (attribute+)> |
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<!ATTLIST section name CDATA #REQUIRED> |
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|
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<!ELEMENT attribute (#PCDATA)> |
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<!ATTLIST attribute type CDATA #IMPLIED |
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arch CDATA #IMPLIED |
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arch_begin CDATA #IMPLIED |
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arch_end CDATA #IMPLIED |
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editor CDATA #IMPLIED |
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value CDATA #IMPLIED |
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length CDATA #IMPLIED |
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true CDATA #IMPLIED |
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false CDATA #IMPLIED> |
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|
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<!ENTITY move_on " |
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<attribute arch='move_on' editor='movement type' type='bitmask_movement_type'> |
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Which movement types automatically (as opposed to manually) activate this object. |
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</attribute> |
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"> |
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<!ENTITY move_off " |
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<attribute arch='move_off' editor='movement type' type='bitmask_movement_type'> |
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Which movement types deactivate this object (e.g. button). |
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</attribute> |
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"> |
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<!ENTITY move_type " |
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<attribute arch='move_type' editor='movement type' type='bitmask_movement_type'> |
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Determines which kinds of movement this object can use (e.g. for monsters) |
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or grants (e.g. for amulets). |
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</attribute> |
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"> |
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<!ENTITY movement_types_terrain " |
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<attribute arch='move_block' editor='blocked movement' type='bitmask_movement_type'> |
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Objects using these movement types cannot move over this space. |
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</attribute> |
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<attribute arch='move_allow' editor='allowed movement' type='bitmask_movement_type'> |
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Objects using these movement types are allowed to move over this space. Takes |
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precedence over 'blocked movements'. |
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</attribute> |
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<attribute arch='move_slow' editor='slowed movement' type='bitmask_movement_type'> |
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The types of movement that should by slowed down by the 'slow movement penalty'. |
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</attribute> |
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<attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> |
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If <slow movement> is set to a value greater zero, all |
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creatures matching 'slow move' will be slower than normal on this spot. |
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|
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<slow movement> 1 - rough terrain |
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<slow movement> 2 - very rough terrain |
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... |
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<slow movement> 5 - default for deep swamp |
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... |
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<slow movement> 7 - spider web (sticky as hell) |
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</attribute> |
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"> |
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<!ENTITY speed_left " |
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<attribute arch='speed_left' editor='speed left' type='float'> |
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The speed left to the object. On every tick, if this value is higher |
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than 0, the object acts/triggers/moves etc. and the value gets |
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decremented by 1. Otherwise, it is incremented by <speed> on |
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every tick. |
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</attribute> |
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"> |
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<!ENTITY activate_on " |
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<attribute arch='activate_on_push' editor='Activate on push' type='bool'> |
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Whether the teleporter should only be activated on push. |
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</attribute> |
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<attribute arch='activate_on_release' editor='Activate on release' type='bool'> |
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Whether the teleporter should only be activated on release. |
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</attribute> |
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"> |
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]> |
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|
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<types> |
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|
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<!--###################### bitmask definitions ######################--> |
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|
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<bitmask name="attacktype"> |
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<entry bit="0" name="Physical" /> |
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<entry bit="1" name="Magical" /> |
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<entry bit="2" name="Fire" /> |
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<entry bit="3" name="Electricity" /> |
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<entry bit="4" name="Cold" /> |
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<entry bit="5" name="Confusion" /> |
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<entry bit="6" name="Acid" /> |
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<entry bit="7" name="Drain" /> |
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<entry bit="8" name="Weaponmagic" /> |
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<entry bit="9" name="Ghosthit" /> |
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<entry bit="10" name="Poison" /> |
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<entry bit="11" name="Slow" /> |
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<entry bit="12" name="Paralyze" /> |
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<entry bit="13" name="Turn Undead" /> |
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<entry bit="14" name="Fear" /> |
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<entry bit="15" name="Cancellation" /> |
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<entry bit="16" name="Depletion" /> |
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<entry bit="17" name="Death" /> |
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<entry bit="18" name="Chaos" /> |
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<entry bit="19" name="Counterspell" /> |
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<entry bit="20" name="God Power" /> |
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<entry bit="21" name="Holy Power" /> |
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<entry bit="22" name="Blinding" /> |
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</bitmask> |
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|
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<bitmask name="material"> |
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<entry bit="0" name="Paper" /> |
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<entry bit="1" name="Iron" /> |
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<entry bit="2" name="Glass" /> |
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<entry bit="3" name="Leather" /> |
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<entry bit="4" name="Wood" /> |
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<entry bit="5" name="Organics" /> |
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<entry bit="6" name="Stone" /> |
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<entry bit="7" name="Cloth" /> |
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<entry bit="8" name="Adamantite" /> |
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<entry bit="9" name="Liquid" /> |
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<entry bit="10" name="Soft Metal" /> |
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<entry bit="11" name="Bone" /> |
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<entry bit="12" name="Ice" /> |
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<entry bit="13" name="(supress name on display)" /> |
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|
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</bitmask> |
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|
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<bitmask name="spellpath"> |
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<entry bit="0" name="Protection" /> |
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<entry bit="1" name="Fire" /> |
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<entry bit="2" name="Frost" /> |
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<entry bit="3" name="Electricity" /> |
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<entry bit="4" name="Missiles" /> |
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<entry bit="5" name="Self" /> |
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<entry bit="6" name="Summoning" /> |
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<entry bit="7" name="Abjuration" /> |
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<entry bit="8" name="Restoration" /> |
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<entry bit="9" name="Detonation" /> |
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<entry bit="10" name="Mind" /> |
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<entry bit="11" name="Creation" /> |
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<entry bit="12" name="Teleportation" /> |
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<entry bit="13" name="Information" /> |
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<entry bit="14" name="Transmutation" /> |
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<entry bit="15" name="Transferrence" /> |
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<entry bit="16" name="Turning" /> |
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<entry bit="17" name="Wounding" /> |
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<entry bit="18" name="Death" /> |
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<entry bit="19" name="Light" /> |
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</bitmask> |
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|
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<bitmask name="will_apply"> |
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<entry bit="0" name="Apply Handles" /> |
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<entry bit="1" name="Open Chests" /> |
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<entry bit="2" name="Break Walls" /> |
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<entry bit="3" name="Open Doors" /> |
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</bitmask> |
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|
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<bitmask name="pick_up"> |
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<entry bit="0" name="Nothing" /> |
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<entry bit="1" name="Wealth" /> |
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<entry bit="2" name="Food" /> |
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<entry bit="3" name="Weapons" /> |
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<entry bit="4" name="Armour" /> |
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<entry bit="5" name="Inverse" /> |
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<entry bit="6" name="All" /> |
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</bitmask> |
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|
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<bitmask name="movement_type"> |
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<entry bit="0" name="Walk" /> |
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<entry bit="1" name="Fly Low" /> |
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<entry bit="2" name="Fly High" /> |
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<entry bit="3" name="Swim" /> |
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<entry bit="4" name="Boat" /> |
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<entry bit="16" name="Other" /> |
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</bitmask> |
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|
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<!--###################### list definitions ######################--> |
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|
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<list name="direction"> |
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<entry value="0" name="<none>" /> |
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<entry value="1" name="north" /> |
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<entry value="2" name="northeast" /> |
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<entry value="3" name="east" /> |
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<entry value="4" name="southeast" /> |
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<entry value="5" name="south" /> |
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<entry value="6" name="southwest" /> |
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<entry value="7" name="west" /> |
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<entry value="8" name="northwest" /> |
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</list> |
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|
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<list name="mood"> |
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<entry value="0" name="furious" /> |
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<entry value="1" name="angry" /> |
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<entry value="2" name="calm" /> |
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<entry value="3" name="sleep" /> |
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<entry value="4" name="charm" /> |
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</list> |
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|
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<list name="potion_effect"> |
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<entry value="0" name="<none>" /> |
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<entry value="65536" name="life restoration" /> |
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<entry value="1048576" name="improvement" /> |
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</list> |
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|
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<list name="weapon_type"> |
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<entry value="0" name="<unknown>" /> |
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<entry value="1" name="sword" /> |
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<entry value="2" name="arrows" /> |
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<entry value="3" name="axe" /> |
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<entry value="4" name="katana" /> |
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<entry value="5" name="knife, dagger" /> |
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<entry value="6" name="whip, chain" /> |
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<entry value="7" name="hammer, flail" /> |
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<entry value="8" name="club, stick" /> |
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</list> |
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|
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<list name="skill_type"> |
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<entry value="1" name="lockpicking" /> |
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<entry value="2" name="hiding" /> |
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<entry value="3" name="smithery" /> |
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<entry value="4" name="bowyer" /> |
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<entry value="5" name="jeweler" /> |
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<entry value="6" name="alchemy" /> |
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<entry value="7" name="stealing" /> |
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<entry value="8" name="literacy" /> |
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<entry value="9" name="bargaining" /> |
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<entry value="10" name="jumping" /> |
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<entry value="11" name="detect magic" /> |
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<entry value="12" name="oratory" /> |
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<entry value="13" name="singing" /> |
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<entry value="14" name="detect curse" /> |
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<entry value="15" name="find traps" /> |
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<entry value="16" name="mediatation" /> |
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<entry value="17" name="punching" /> |
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<entry value="18" name="flame touch" /> |
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<entry value="19" name="karate" /> |
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<entry value="20" name="climbing" /> |
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<entry value="21" name="woodsman" /> |
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<entry value="22" name="inscription" /> |
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<entry value="23" name="one handed weapons" /> |
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<entry value="24" name="missile weapons" /> |
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<entry value="25" name="throwing" /> |
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<entry value="26" name="use magic item" /> |
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<entry value="27" name="disarm traps" /> |
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<entry value="28" name="set traps" /> |
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<entry value="29" name="thaumaturgy" /> |
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<entry value="30" name="praying" /> |
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<entry value="31" name="clawing" /> |
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<entry value="32" name="levitation" /> |
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<entry value="33" name="summoning" /> |
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<entry value="34" name="pyromancy" /> |
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<entry value="35" name="evocation" /> |
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<entry value="36" name="sorcery" /> |
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<entry value="37" name="two handed weapons" /> |
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</list> |
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|
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<list name="spell_type"> |
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<entry value="1" name="raise dead" /> |
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<entry value="2" name="rune" /> |
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<entry value="3" name="make mark" /> |
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<entry value="4" name="bolt" /> |
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<entry value="5" name="bullet" /> |
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<entry value="6" name="explosion" /> |
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<entry value="7" name="cone" /> |
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<entry value="8" name="bomb" /> |
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<entry value="9" name="wonder" /> |
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<entry value="10" name="smite" /> |
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<entry value="11" name="magic missile" /> |
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<entry value="12" name="summon golem" /> |
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<entry value="13" name="dimension door" /> |
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<entry value="14" name="magic mapping" /> |
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<entry value="15" name="magic wall" /> |
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<entry value="16" name="destruction" /> |
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<entry value="17" name="perceive self" /> |
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<entry value="18" name="word of recall" /> |
367 |
<entry value="19" name="invisible" /> |
368 |
<entry value="20" name="probe" /> |
369 |
<entry value="21" name="healing" /> |
370 |
<entry value="22" name="create food" /> |
371 |
<entry value="23" name="earth to dust" /> |
372 |
<entry value="24" name="change ability" /> |
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<entry value="25" name="bless" /> |
374 |
<entry value="26" name="curse" /> |
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<entry value="27" name="summon monster" /> |
376 |
<entry value="28" name="recharge" /> |
377 |
<entry value="29" name="polymorph" /> |
378 |
<entry value="30" name="alchemy" /> |
379 |
<entry value="31" name="remove curse" /> |
380 |
<entry value="32" name="identify" /> |
381 |
<entry value="33" name="detection" /> |
382 |
<entry value="34" name="mood change" /> |
383 |
<entry value="35" name="moving ball" /> |
384 |
<entry value="36" name="swarm" /> |
385 |
<entry value="37" name="charge mana" /> |
386 |
<entry value="38" name="dispel rune" /> |
387 |
<entry value="39" name="create missile" /> |
388 |
<entry value="40" name="consecrate" /> |
389 |
<entry value="41" name="animate weapon" /> |
390 |
<entry value="42" name="light" /> |
391 |
<entry value="43" name="change map light" /> |
392 |
<entry value="44" name="faery fire" /> |
393 |
<entry value="45" name="disease" /> |
394 |
<entry value="46" name="aura" /> |
395 |
<entry value="47" name="town portal" /> |
396 |
</list> |
397 |
|
398 |
<list name="event_type"> |
399 |
<entry value="0" name="none" /> |
400 |
<entry value="1" name="apply" /> |
401 |
<entry value="2" name="attack" /> |
402 |
<entry value="3" name="death" /> |
403 |
<entry value="4" name="drop" /> |
404 |
<entry value="5" name="pickup" /> |
405 |
<entry value="6" name="say" /> |
406 |
<entry value="7" name="stop" /> |
407 |
<entry value="8" name="time" /> |
408 |
<entry value="9" name="throw" /> |
409 |
<entry value="10" name="trigger" /> |
410 |
<entry value="11" name="close" /> |
411 |
<entry value="12" name="timer" /> |
412 |
<entry value="28" name="move" /> |
413 |
<entry value="41" name="drop_on" /> |
414 |
</list> |
415 |
|
416 |
<list name="attack_movement_bits_0_3"> |
417 |
<entry value="0" name="default" /> |
418 |
<entry value="1" name="attack from distance" /> |
419 |
<entry value="2" name="run away" /> |
420 |
<entry value="3" name="hit and run" /> |
421 |
<entry value="4" name="wait, then hit, then move" /> |
422 |
<entry value="5" name="rush blindly" /> |
423 |
<entry value="6" name="always run" /> |
424 |
<entry value="7" name="attack from distance if hit" /> |
425 |
<entry value="8" name="do not approach" /> |
426 |
</list> |
427 |
|
428 |
<list name="attack_movement_bits_4_7"> |
429 |
<entry value="0" name="none" /> |
430 |
<entry value="16" name="pet" /> |
431 |
<entry value="32" name="small circle" /> |
432 |
<entry value="48" name="large circle" /> |
433 |
<entry value="64" name="small horizontal" /> |
434 |
<entry value="80" name="large horizontal" /> |
435 |
<entry value="96" name="random direction" /> |
436 |
<entry value="112" name="random movement" /> |
437 |
<entry value="128" name="small vertical" /> |
438 |
<entry value="144" name="large vertical" /> |
439 |
</list> |
440 |
|
441 |
<!--###################### default attributes ######################--> |
442 |
|
443 |
<!-- |
444 |
The attributes of the default_type get added to all other types by default. |
445 |
Every type can have an 'ignore' element however, which is used to specify |
446 |
default attributes *not* to inherit. |
447 |
--> |
448 |
<default_type> |
449 |
<attribute arch="name" editor="name" type="string"> |
450 |
This is the name of the object, displayed to the player. |
451 |
</attribute> |
452 |
<attribute arch="name_pl" editor="plural name" type="string"> |
453 |
This is the plural name of the object. A plural name must be set for |
454 |
all items that can be picked up and collected by the player. |
455 |
</attribute> |
456 |
<attribute arch="title" editor="title" type="string"> |
457 |
This is the object's title. Once an object is identified the title is |
458 |
attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. |
459 |
</attribute> |
460 |
<attribute arch="face" editor="image" type="string"> |
461 |
The image-name defines what image is displayed for this object in-game. |
462 |
</attribute> |
463 |
<attribute arch="nrof" editor="number" type="int"> |
464 |
This value determines the number of objects in one stack (for example: |
465 |
100 goldcoins => "number = 100"). You should set this at least to one, for |
466 |
any pickable object - otherwise it won't be mergeable into a stack. |
467 |
</attribute> |
468 |
<attribute arch="weight" editor="weight" type="int"> |
469 |
This value defines the object's weight in grams (1000g is 1kg). Objects with |
470 |
zero weight are not pickable for players. Still, set the "non-pickable"-flag |
471 |
for explicitly non-pickable objects (hey, this is opensource.. you |
472 |
never know ;) ). |
473 |
</attribute> |
474 |
<attribute arch="value" editor="value" type="int"> |
475 |
Determines the value of the object, in units of silver coins (one |
476 |
platinum coin == 50 silver coins). Value for buying/selling will be |
477 |
further modified by various factors. Hence, testing values in-game is |
478 |
usually inevitable. |
479 |
</attribute> |
480 |
<attribute arch="glow_radius" editor="glow radius" type="int"> |
481 |
If <glow radius> is set to a value greater zero, the object |
482 |
appears lit up on dark maps. <glow radius> can be a value |
483 |
between 0 and 4, the higher, the more light does the object emit. |
484 |
</attribute> |
485 |
<attribute arch="material" editor="material" type="bitmask_material"> |
486 |
This bitmask-value informs the player of which material(s) the |
487 |
object consists. Material does also affect how likely the object |
488 |
can be destroyed by hazardous spell-effects. |
489 |
</attribute> |
490 |
<attribute arch="no_pick" editor="non-pickable" type="bool"> |
491 |
If set, the object cannot be picked up (Neither by players nor monsters). |
492 |
</attribute> |
493 |
<attribute arch="invisible" editor="invisible" type="bool"> |
494 |
Generally makes the object invisible. Depending on the object-type, |
495 |
some can be made visible by the show_invisible spell. If in doubt, test it. |
496 |
Putting an invisible object under the floor always prevents it from being |
497 |
shown. |
498 |
</attribute> |
499 |
<attribute arch="blocksview" editor="block view" type="bool"> |
500 |
If an item is set to block view, players (and monsters) cannot |
501 |
see byond it unless they cross it or manage to stand ontop. |
502 |
</attribute> |
503 |
<attribute arch="identified" editor="identified" type="bool"> |
504 |
If an item is identified, the player has full knowledge about it. |
505 |
</attribute> |
506 |
<attribute arch="unpaid" editor="unpaid" type="bool"> |
507 |
An <unpaid> item cannot be used unless a player carried it over |
508 |
a shop mat, paying the demanded price. Setting this flag makes sense |
509 |
only for pickable items inside shops. |
510 |
</attribute> |
511 |
</default_type> |
512 |
|
513 |
<!-- This ignorelist is for all system objects which are non pickable |
514 |
and invisible. They don't interact with players at all. --> |
515 |
<ignore_list name="system_object"> |
516 |
<attribute arch="value" /> |
517 |
<attribute arch="nrof" /> |
518 |
<attribute arch="weight" /> |
519 |
<attribute arch="name_pl" /> |
520 |
<attribute arch="material" /> |
521 |
<attribute arch="no_pick" /> |
522 |
<attribute arch="unpaid" /> |
523 |
<attribute arch="title" /> |
524 |
<attribute arch="glow_radius" /> |
525 |
<attribute arch="identified" /> |
526 |
<attribute arch="blocksview" /> |
527 |
<attribute arch="invisible" /> |
528 |
</ignore_list> |
529 |
|
530 |
<!-- This ignorelist is for non-pickable objects. They can be seen by |
531 |
the player, but don't have values like material or weight. --> |
532 |
<ignore_list name="non_pickable"> |
533 |
<attribute arch="value" /> |
534 |
<attribute arch="nrof" /> |
535 |
<attribute arch="weight" /> |
536 |
<attribute arch="name_pl" /> |
537 |
<attribute arch="material" /> |
538 |
<attribute arch="no_pick" /> |
539 |
<attribute arch="unpaid" /> |
540 |
<attribute arch="title" /> |
541 |
<attribute arch="identified" /> |
542 |
</ignore_list> |
543 |
|
544 |
<!--####################################################################--> |
545 |
<type number="0" name="Misc"> |
546 |
<required> |
547 |
<!-- this is a special case: The "misc" type with type number 0 is |
548 |
the fallback for all types which don't match any other defined types. |
549 |
The required attribute "misc x" prevents that it gets confused with |
550 |
other types like "monster & npc" which also have type number 0. --> |
551 |
<attribute arch="misc" value="x" /> |
552 |
</required> |
553 |
&movement_types_terrain; |
554 |
<attribute arch="cursed" editor="cursed" type="bool"> |
555 |
Curses can have various effects: On equipment and food, |
556 |
they generally harm the player in some way. |
557 |
</attribute> |
558 |
<attribute arch="damned" editor="damned" type="bool"> |
559 |
A damned item/floor on the ground makes it impossible for players |
560 |
to use prayers on that spot. It also prevents players from saving. |
561 |
Damnation on equipment works similar to a curse. |
562 |
</attribute> |
563 |
<attribute arch="unique" editor="unique item" type="bool"> |
564 |
Unique items exist only one time on a server. If the item |
565 |
is taken, lost or destroyed - it's gone for good. |
566 |
</attribute> |
567 |
<attribute arch="startequip" editor="godgiven item" type="bool"> |
568 |
A godgiven item vanishes as soon as the player |
569 |
drops it to the ground. |
570 |
</attribute> |
571 |
<attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
572 |
This text may describe the object. |
573 |
</attribute> |
574 |
</type> |
575 |
|
576 |
<!--####################################################################--> |
577 |
<type number="110" name="Ability"> |
578 |
<ignore> |
579 |
<ignore_list name="system_object" /> |
580 |
</ignore> |
581 |
<description><![CDATA[ |
582 |
Abilities are to be put in a monster's inventory. They grant monsters the |
583 |
knowledge to cast spells. Spells from abilities are usually magical in |
584 |
nature, thus adding magic attacktype to the spell-damage they produce. |
585 |
<br><br> |
586 |
A particularly nice feature of abilities is that they can hold two |
587 |
spells: One for short range- and one for long range use. |
588 |
\n\n |
589 |
You should know that spellcasting monsters receive abilities via |
590 |
<treasurelist>. ]]> |
591 |
</description> |
592 |
<use><![CDATA[ |
593 |
If you want to create "customized" spellcasting monsters, you |
594 |
should use abilities (rather than spellbooks/wands or something). |
595 |
The long/short-range spell feature can make boss-monsters more |
596 |
interesting and challenging. |
597 |
<br><br> |
598 |
You should keep in mind that magic abilities allow players |
599 |
to get better resistance. You can turn off the magic part to |
600 |
make the spells more dangerous. However, this really shouldn't |
601 |
be neccessary unless you work on very high level maps. |
602 |
And what fun is a magic resistance cloak when it has no effect? ]]> |
603 |
</use> |
604 |
<attribute arch="invisible" value="1" type="fixed" /> |
605 |
<attribute arch="no_drop" value="1" type="fixed" /> |
606 |
<attribute arch="sp" editor="short range spell" type="spell"> |
607 |
The monster will use the specified <short range spell> |
608 |
when the player is within 6-square radius (of the |
609 |
monster's head). |
610 |
</attribute> |
611 |
<attribute arch="hp" editor="long range spell" type="nz_spell"> |
612 |
The monster will use the specified <long range spell> |
613 |
when the player is at least 6 squares away (from the |
614 |
monster's head). |
615 |
|
616 |
Setting a <long range spell> is optional. If unset, the |
617 |
<short range spell> gets used all the time. |
618 |
</attribute> |
619 |
<attribute arch="maxsp" editor="importance" type="int"> |
620 |
Sometimes you'll want a monster to use one ability more than others. |
621 |
To achieve this, set the <importance> to a value greater than |
622 |
one. Abilities with this value zero/unset are counted to be of |
623 |
<importance> one. |
624 |
|
625 |
Example: A monster with "small fireball" of <importance> 3 and |
626 |
"paralyze" of <importance> 1 will averagely cast three out of four |
627 |
times the "small fireball". |
628 |
</attribute> |
629 |
<attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special"> |
630 |
This flag specifies whether the ability <is magical> in nature. |
631 |
If enabled, all spells produced by this ability will have magic |
632 |
attacktype added to the usual attacktypes. |
633 |
|
634 |
This should always be set for spell-like abilities. "Natural" |
635 |
abilities like a dragon's firebreath are an exception. |
636 |
Note that non-magical abilities are more dangerous because |
637 |
magic resistance does not protect from those.</attribute> |
638 |
</type> |
639 |
|
640 |
<!--####################################################################--> |
641 |
<type number="18" name="Altar"> |
642 |
<ignore> |
643 |
<ignore_list name="non_pickable" /> |
644 |
</ignore> |
645 |
<description><![CDATA[ |
646 |
When a player puts a defined number of certain items on the altar, |
647 |
then either a spell is casted (on the player) or a connector is |
648 |
triggered. If the latter is the case, the altar works only once. |
649 |
Either way, the sacrificed item disappears. ]]> |
650 |
</description> |
651 |
<attribute arch="no_pick" value="1" type="fixed" /> |
652 |
&move_on; |
653 |
<attribute arch="slaying" editor="match item name" type="string"> |
654 |
This string specifies the item that must be put on the altar to |
655 |
activate it. It can either be the name of an archetype, or directly |
656 |
the name of an object. Yet, titles are not recognized by altars. |
657 |
Remember to put a note somewhere, telling the player what he is |
658 |
expected to drop on the altar. (Often this is put in the altar's |
659 |
name: E.g. "drop 100 platinums") |
660 |
</attribute> |
661 |
<attribute arch="food" editor="drop amount" type="int"> |
662 |
The drop amount specifies the amount of items (specified |
663 |
in <match item name>) that must be dropped to activate the altar. |
664 |
|
665 |
If <match item name> is set to "money", then the value of the |
666 |
sacrificed money must be equal to <drop amount> (ie, if food=200, then |
667 |
200 silver, 20 gold, or 4 platinum will all work.) |
668 |
|
669 |
Note that the maximum possible for <drop amount> is 32767. |
670 |
</attribute> |
671 |
<attribute arch="connected" editor="connection" type="int"> |
672 |
If a connection value is set, the altar will trigger all objects |
673 |
with the same value, when activated. This will only work once. |
674 |
</attribute> |
675 |
<attribute arch="sp" editor="spell" type="spell"> |
676 |
When activated, the selected <spell> will be casted (once, on the |
677 |
player). This should work for any given spell. The altar will work |
678 |
infinitely in this way. Don't set both <spell> and <connection> for |
679 |
one altar. |
680 |
</attribute> |
681 |
<attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
682 |
This text will be displayed to the player |
683 |
in the exact moment when the altar is activated. |
684 |
</attribute> |
685 |
</type> |
686 |
|
687 |
<!--####################################################################--> |
688 |
<type number="31" name="Altar Trigger"> |
689 |
<ignore> |
690 |
<ignore_list name="non_pickable" /> |
691 |
</ignore> |
692 |
<description><![CDATA[ |
693 |
Altar_triggers work pretty much like normal altars |
694 |
(drop sacrifice -> connection activated), except for the fact that |
695 |
they reset after usage. Hence, altar_triggers can be used infinitely. ]]> |
696 |
</description> |
697 |
<use><![CDATA[ |
698 |
Altar_triggers are very useful if you want to charge a price for... |
699 |
<UL> |
700 |
<LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. |
701 |
<LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. |
702 |
<LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. |
703 |
</UL> |
704 |
The big advantage over normal altars is the infinite usability |
705 |
of altar_triggers! If there are ten players on one server, they're |
706 |
quite grateful if things work more than once. =) ]]> |
707 |
</use> |
708 |
<attribute arch="no_pick" value="1" type="fixed" /> |
709 |
<attribute arch="slaying" editor="match item name" type="string"> |
710 |
This string specifies the item that must be put on the altar to |
711 |
activate it. It can either be the name of an archetype, or directly |
712 |
the name of an object. Yet, titles are not recognized by altars. |
713 |
Remember to put a note somewhere, telling the player what he is |
714 |
expected to drop on the altar. (Often this is put in the altar's |
715 |
name: E.g. "drop 100 platinums") |
716 |
</attribute> |
717 |
<attribute arch="food" editor="drop amount" type="int"> |
718 |
The drop amount specifies the amount of items (specified |
719 |
in <match item name>) that must be dropped to activate the altar. |
720 |
|
721 |
If <match item name> is set to "money", then the value of the |
722 |
sacrificed money must be equal to <drop amount> (ie, if food=200, then |
723 |
200 silver, 20 gold, or 4 platinum will all work.) |
724 |
|
725 |
Note that the maximum possible for <drop amount> is 32767. |
726 |
</attribute> |
727 |
<attribute arch="connected" editor="connection" type="int"> |
728 |
If a connection value is set, the altar will trigger all objects |
729 |
with the same value, when activated. This will only work once. |
730 |
</attribute> |
731 |
<attribute arch="sp" editor="spell" type="spell"> |
732 |
When activated, this <spell> will be casted (once, on the player). |
733 |
This should work for any given spell. The altar will work infinitely |
734 |
in this way. Don't set both <spell> and <connection> for one altar. |
735 |
</attribute> |
736 |
<attribute arch="exp" editor="reset time" type="int"> |
737 |
Being activated, the altar will reset after <reset time> ticks. |
738 |
After reset, the altar is ready to be activated once again. |
739 |
The default <reset time> is 30. |
740 |
</attribute> |
741 |
<attribute arch="last_sp" editor="ignore reset" type="bool"> |
742 |
If this attribute is enabled, the altar_trigger won't push the |
743 |
connected value by altar reset. Only ONCE by dropping the sacrifice. |
744 |
This is typically used when the altar is connected to a creator, |
745 |
e.g. for selling tickets. |
746 |
|
747 |
If this attribute is disabled (default), the altar_trigger |
748 |
will push the connected value TWICE per sacrifice: First by |
749 |
dropping sacrifice, second by reset. This mode is typically |
750 |
used for altars being connected to gates, resulting in the |
751 |
gate being opened and closed again. |
752 |
</attribute> |
753 |
&move_on; |
754 |
<attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
755 |
This text will be displayed to the player |
756 |
in the exact moment when the altar is activated. |
757 |
</attribute> |
758 |
</type> |
759 |
|
760 |
<!--####################################################################--> |
761 |
<type number="39" name="Amulet"> |
762 |
<description><![CDATA[ |
763 |
Wearing an amulet, the object's stats will directly be inherited to |
764 |
the player. Amulets are usually meant for protection and defense. ]]> |
765 |
</description> |
766 |
<use><![CDATA[ |
767 |
Feel free to create your own special artifacts. However, it is very |
768 |
important that you keep your artifact in balance with existing maps. ]]> |
769 |
</use> |
770 |
<attribute arch="ac" editor="armour class" type="int"> |
771 |
This value defines the amount of armour-class bonus for wearing |
772 |
this item. <Armour class> lessens the chance of being hit. Lower |
773 |
values are better. It should usually be set only for armour-like equipment. |
774 |
</attribute> |
775 |
<attribute arch="wc" editor="weapon class" type="int"> |
776 |
The <weapon class> value adds to the overall weapon class of the wielder's |
777 |
melee attacks. Weapon class improves the chance of hitting the opponent. |
778 |
Weapon class is the "counterpiece" of <armour class>. It should usually |
779 |
be set only for weapon-like items. Lower values are better. |
780 |
</attribute> |
781 |
<attribute arch="item_power" editor="item power" type="int"> |
782 |
The <item power> value measures how "powerful" an artifact is. |
783 |
Players will only be able to wear equipment with a certain total |
784 |
amount of <item power>, depending on their own level. This is the |
785 |
only way to prevent low level players to wear "undeserved" equipment |
786 |
(like gifts from other players or cheated items). |
787 |
|
788 |
It is very important to adjust the <item power> value carefully |
789 |
for every artifact you create! If zero/unset, the CF server will |
790 |
calculate a provisional value at runtime, but this is never |
791 |
going to be an accurate measurement of <item power>. |
792 |
</attribute> |
793 |
<attribute arch="damned" editor="damnation" type="bool"> |
794 |
A damned piece of equipment cannot be unwielded unless the curse |
795 |
is removed. Removing damnations is a tick harder than removing curses. |
796 |
</attribute> |
797 |
<attribute arch="cursed" editor="curse" type="bool"> |
798 |
A cursed piece of equipment cannot be unwielded |
799 |
unless the curse is removed. |
800 |
</attribute> |
801 |
<attribute arch="lifesave" editor="save life" type="bool"> |
802 |
An item with this flag enabled will save the players life |
803 |
for one time: When the player is wearing this item and his |
804 |
health points reach zero, the item disappears, replenishing |
805 |
half of the player's health. |
806 |
|
807 |
An item with <save life> should not have |
808 |
any decent additional bonuses! |
809 |
</attribute> |
810 |
<attribute arch="unique" editor="unique item" type="bool"> |
811 |
Unique items exist only one time on a server. If the item |
812 |
is taken, lost or destroyed - it's gone for good. |
813 |
</attribute> |
814 |
<attribute arch="startequip" editor="godgiven item" type="bool"> |
815 |
A godgiven item vanishes as soon as the player |
816 |
drops it to the ground. |
817 |
</attribute> |
818 |
<attribute arch="applied" editor="is applied" type="bool"> |
819 |
If you put this item into the inventory of a monster, and |
820 |
you want the monster to use/wear the item - you must set |
821 |
<is applied>. |
822 |
Enabling this flag doesn't make any sense if the item |
823 |
is NOT in a monster's inventory. |
824 |
</attribute> |
825 |
<section name="resistance"> |
826 |
<attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
827 |
This adds physical resistance to the item (= armour value). The number is |
828 |
a percent-value in the range 0-100. Treat this with CARE. Look at other maps |
829 |
and what they require to do for getting this-and-that artifact. |
830 |
</attribute> |
831 |
<attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
832 |
This adds magic resistance to the item. The number is a percent-value in |
833 |
the range 0-100. Treat this with CARE. Look at other maps and what they |
834 |
require to do for getting this-and-that artifact. |
835 |
</attribute> |
836 |
<attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
837 |
This adds fire resistance to the item. The number is a percent-value in |
838 |
the range 0-100. Treat this with CARE. Look at other maps and what they |
839 |
require to do for getting this-and-that artifact. |
840 |
</attribute> |
841 |
<attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
842 |
This adds electricity resistance to the item. The number is a percent-value in |
843 |
the range 0-100. Treat this with CARE. Look at other maps and what they |
844 |
require to do for getting this-and-that artifact. |
845 |
</attribute> |
846 |
<attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
847 |
This adds fire resistance to the item. The number is a percent-value in |
848 |
the range 0-100. Treat this with CARE. Look at other maps and what they |
849 |
require to do for getting this-and-that artifact. |
850 |
</attribute> |
851 |
<attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
852 |
This adds confusion resistance to the item. The number is a percent-value in |
853 |
the range 0-100. Confusion resistance is not very effective |
854 |
unless the value comes close to 100 (= perfect immunity). |
855 |
</attribute> |
856 |
<attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
857 |
This adds acid resistance to the item. The number is a percent-value in |
858 |
the range 0-100. Treat this with CARE. Look at other maps and what they |
859 |
require to do for getting this-and-that artifact. |
860 |
</attribute> |
861 |
<attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
862 |
This adds draining resistance to the item. The number is a percent-value |
863 |
in the range 0-100. Draining resistance is little effective |
864 |
unless the value is 100 (= perfect immunity). |
865 |
</attribute> |
866 |
<attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
867 |
This adds weaponmagic resistance to the item. The number is a percent-value in |
868 |
the range 0-100. Weaponmagic resistance generally should not exist on |
869 |
equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) |
870 |
are not meant to be easily resisted. |
871 |
</attribute> |
872 |
<attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
873 |
This adds ghosthit resistance to the item. The number is a percent-value |
874 |
in the range 0-100. Treat this with CARE. Look at other maps and what they |
875 |
require to do for getting this-and-that artifact. |
876 |
</attribute> |
877 |
<attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
878 |
This adds poison resistance to the item. The number is a percent-value in |
879 |
the range 0-100. Treat this with CARE. Look at other maps and what they |
880 |
require to do for getting this-and-that artifact. |
881 |
</attribute> |
882 |
<attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
883 |
This adds fear resistance to the item. The number is a percent-value in |
884 |
the range 0-100. Resistance to fear is pretty useless. |
885 |
</attribute> |
886 |
<attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
887 |
This adds paralyze resistance to the item. The number is a percent-value in |
888 |
the range 0-100. Paralyze resistance is little effective |
889 |
unless the value is 100 (= perfect immunity). |
890 |
</attribute> |
891 |
<attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
892 |
This adds fear resistance to the item. The number is a percent-value in |
893 |
the range 0-100. Resistance to fear is pretty useless. |
894 |
</attribute> |
895 |
<attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
896 |
This adds depletion resistance to the item. The number is a percent-value |
897 |
in the range 0-100. Depletion resistance is little effective |
898 |
unless the value is 100 (= perfect immunity). |
899 |
</attribute> |
900 |
<attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
901 |
This adds death-attack resistance to the item. The number is a |
902 |
percent-value in the range 0-100. Death-attack resistance is little |
903 |
effective unless the value is 100 (= perfect immunity). |
904 |
Generally, resistance to death-attack is not supposed to be |
905 |
available to players! |
906 |
</attribute> |
907 |
<attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
908 |
This adds chaos resistance to the item. The number is a percent-value in |
909 |
the range 0-100. Treat this with CARE. Look at other maps and what they |
910 |
require to do for getting this-and-that artifact. |
911 |
Note that chaos is not a stand-alone attacktype. Chaos "contains" a |
912 |
combination of other attacktypes. |
913 |
</attribute> |
914 |
<attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
915 |
This adds blinding resistance to the item. The number is a percent-value |
916 |
in the range 0-100. Treat this with CARE. Look at other maps and what they |
917 |
require to do for getting this-and-that artifact. |
918 |
</attribute> |
919 |
<attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
920 |
This adds holy power resistance to the item. The number is a percent-value |
921 |
in the range 0-100. Holy power is the attacktype that holyword-type spells |
922 |
use to hurt undead creatures. This kind of resistance is only reasonable |
923 |
for undead players (wraith or devourer cult). |
924 |
Generally, resistance to holy word should not be available for players. |
925 |
</attribute> |
926 |
</section> |
927 |
<section name="stats"> |
928 |
<attribute arch="Str" editor="strength" type="int"> |
929 |
The player's strentgh will rise/fall by the given value |
930 |
while wearing this piece of equipment. |
931 |
</attribute> |
932 |
<attribute arch="Dex" editor="dexterity" type="int"> |
933 |
The player's dexterity will rise/fall by the given value |
934 |
while wearing this piece of equipment. |
935 |
</attribute> |
936 |
<attribute arch="Con" editor="constitution" type="int"> |
937 |
The player's constitution will rise/fall by the given value |
938 |
while wearing this piece of equipment. |
939 |
</attribute> |
940 |
<attribute arch="Int" editor="intelligence" type="int"> |
941 |
The player's intelligence will rise/fall by the given value |
942 |
while wearing this piece of equipment. |
943 |
</attribute> |
944 |
<attribute arch="Pow" editor="power" type="int"> |
945 |
The player's power will rise/fall by the given value |
946 |
while wearing this piece of equipment. |
947 |
</attribute> |
948 |
<attribute arch="Wis" editor="wisdom" type="int"> |
949 |
The player's wisdom will rise/fall by the given value while |
950 |
wearing this piece of equipment. |
951 |
</attribute> |
952 |
<attribute arch="Cha" editor="charisma" type="int"> |
953 |
The player's charisma will rise/fall by the given value |
954 |
while wearing this piece of equipment. |
955 |
</attribute> |
956 |
</section> |
957 |
<section name="misc"> |
958 |
<attribute arch="luck" editor="luck bonus" type="int"> |
959 |
With positive luck bonus, the player is more likely to |
960 |
succeed in all sorts of things (spellcasting, praying,...). |
961 |
Unless the <luck bonus> is very high, the effect will be |
962 |
barely visible in-game. Luck bonus on one piece of equipment |
963 |
should never exceed 3, and such bonus should not be too |
964 |
frequently available. |
965 |
</attribute> |
966 |
<attribute arch="hp" editor="health regen." type="int"> |
967 |
Positive <health regen.> bonus speeds up the |
968 |
player's healing process. Negative values slow it down. |
969 |
</attribute> |
970 |
<attribute arch="sp" editor="mana regen." type="int"> |
971 |
Positive <mana regen.> bonus speeds up the |
972 |
player's mana regeneration. Negative values slow it down. |
973 |
</attribute> |
974 |
<attribute arch="grace" editor="grace regen." type="int"> |
975 |
Positive <grace regen.> bonus speeds up the |
976 |
player's grace regeneration. Negative values slow it down. |
977 |
Since grace can be regenerated rather easy with praying, |
978 |
additional <grace regen.> bonus should be VERY RARE!! |
979 |
</attribute> |
980 |
<attribute arch="food" editor="food bonus" type="int"> |
981 |
Positive <food bonus> slows down the player's digestion, |
982 |
thus he consumes less food. Negative values speed it up. |
983 |
|
984 |
Note that food is consumed not only for "being alive", but |
985 |
also for healing and mana-regeneration. |
986 |
<food bonus> only affects the amount of food consumed |
987 |
for "being alive". Hence, even with high <food bonus>, |
988 |
during a fight a player can run out of food quickly. |
989 |
</attribute> |
990 |
<attribute arch="xrays" editor="xray vision" type="bool"> |
991 |
Xray vision allows the player to see through obstacles |
992 |
in a two-square-wide radius. This is extremely helpful and |
993 |
desirable, so don't give it away for cheap on equipment. |
994 |
</attribute> |
995 |
<attribute arch="stealth" editor="stealth" type="bool"> |
996 |
Stealth allows the player to move silently. |
997 |
This comes to effect if a player turns himself |
998 |
invisible and tries to sneak around monsters. |
999 |
(At least that was the idea behind it) |
1000 |
</attribute> |
1001 |
<attribute arch="reflect_spell" editor="reflect spells" type="bool"> |
1002 |
If a player is wearing any piece of equipment with |
1003 |
the ability to <reflect spells>, all kinds of |
1004 |
spell-bullets and -beams will bounce off him. |
1005 |
This works only about 90% of all times, to |
1006 |
avoid players being completely immune to certain |
1007 |
types of attacks. |
1008 |
|
1009 |
This is a very powerful ability and it |
1010 |
shouldn't be handed out cheap! |
1011 |
</attribute> |
1012 |
<attribute arch="reflect_missile" editor="reflect missiles" type="bool"> |
1013 |
If a player is wearing any piece of equipment with |
1014 |
the ability to <reflect missiles>, all kinds of |
1015 |
projectiles (e.g. arrows, bolts, boulders) will |
1016 |
bounce off him. This works only about 90% of all |
1017 |
times, to avoid players being completely immune to |
1018 |
certain types of attacks. |
1019 |
</attribute> |
1020 |
&move_type; |
1021 |
<attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath"> |
1022 |
Click on the <attuned paths> button to select spellpaths. |
1023 |
The player will get attuned to the specified spellpaths |
1024 |
while wearing this item. |
1025 |
</attribute> |
1026 |
<attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath"> |
1027 |
Click on the <repelled paths> button to select spellpaths. |
1028 |
The player will get repelled to the specified spellpaths |
1029 |
while wearing this item. |
1030 |
</attribute> |
1031 |
<attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath"> |
1032 |
Click on the <denied paths> button to select spellpaths. |
1033 |
The specified spellpaths will be denied to the player |
1034 |
while wearing this item. |
1035 |
</attribute> |
1036 |
</section> |
1037 |
<attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1038 |
This text describes the item's "story". Every decent artifact |
1039 |
should have such a description. |
1040 |
</attribute> |
1041 |
</type> |
1042 |
|
1043 |
<!--####################################################################--> |
1044 |
<type number="58" name="Battleground"> |
1045 |
<ignore> |
1046 |
<ignore_list name="non_pickable" /> |
1047 |
</ignore> |
1048 |
<description><![CDATA[ |
1049 |
Battleground is very special: In short, players can die on battleground |
1050 |
without any death penalties. They don't loose or gain experience |
1051 |
while on battleground. Acid, draining and depletion effects don't |
1052 |
work either. |
1053 |
When a player dies on battleground, he gets teleported to an exit |
1054 |
location which is defined in the battleground object. ]]> |
1055 |
</description> |
1056 |
<use><![CDATA[ |
1057 |
Battleground is only meant for player vs. player duels. You can |
1058 |
design combat arenas similiar to the one in scorn.<br> |
1059 |
What should NEVER be done is placing battleground tiles in |
1060 |
open dungeons or other free kinds of land. |
1061 |
It must not be possible to gain significant treasure for fighting |
1062 |
on battleground, because it bears no risk.<br><br> |
1063 |
(Battleground will cease to work when the image or name is changed, |
1064 |
or when it is placed beneath another floor tile. |
1065 |
This is not a bug, it is there to prevent any attempts of placing |
1066 |
"hidden" battleground tiles anywhere.) ]]> |
1067 |
</use> |
1068 |
<attribute arch="no_pick" value="1" type="fixed" /> |
1069 |
<attribute arch="is_floor" value="1" type="fixed" /> |
1070 |
<attribute arch="hp" editor="destination X" type="int"> |
1071 |
The exit destinations define the (x, y)-coordinates where players |
1072 |
get teleported after they died on this battleground. |
1073 |
</attribute> |
1074 |
<attribute arch="sp" editor="destination Y" type="int"> |
1075 |
The exit destinations define the (x, y)-coordinates where players |
1076 |
get teleported after they died on this battleground. |
1077 |
</attribute> |
1078 |
</type> |
1079 |
|
1080 |
<!--####################################################################--> |
1081 |
<type number="165" name="Safe ground (CF+)"> |
1082 |
<ignore> |
1083 |
<ignore_list name="non_pickable" /> |
1084 |
</ignore> |
1085 |
<description><![CDATA[ |
1086 |
Safe ground is a special object that prevents any effects that might |
1087 |
be harmful for the map, other players or items on the map. |
1088 |
It blocks all magic and prayers, usage of alchemy, prevents potions |
1089 |
from being used and blocks bombs from exploding. Note that altars that |
1090 |
do cast spells still work. |
1091 |
(This is a Crossfire+ feature, and might not work elsewhere) |
1092 |
]]> |
1093 |
</description> |
1094 |
<use><![CDATA[ |
1095 |
Safe ground can be used to prevents any means of burning |
1096 |
or destroying the items in a shop. Put this object below all floor tiles |
1097 |
in your map and your shop will be safe. It's generally useful for making |
1098 |
areas where really no kind of spell should be invoked by a player. |
1099 |
]]> |
1100 |
</use> |
1101 |
<attribute arch="no_pick" value="1" type="fixed" /> |
1102 |
</type> |
1103 |
|
1104 |
<!--####################################################################--> |
1105 |
<type number="8" name="Book"> |
1106 |
<description><![CDATA[ |
1107 |
Applying a book, the containing message is displayed to the player. ]]> |
1108 |
</description> |
1109 |
<attribute arch="level" editor="literacy level" type="int"> |
1110 |
If this value is set to be greater than zero, the player needs a |
1111 |
certain literacy level to succeed reading the book. The book can be |
1112 |
read if: mental_level greater <literacy level> - 5. Adding level to a |
1113 |
book can be a nice idea, personally I like it when a player needs |
1114 |
more than his fighting skills to solve a quest. However, keep the |
1115 |
booklevel at least below 15 because it is quite hard to gain high |
1116 |
mental levels. |
1117 |
</attribute> |
1118 |
<attribute arch="startequip" editor="godgiven item" type="bool"> |
1119 |
A godgiven item vanishes as soon as the player |
1120 |
drops it to the ground. |
1121 |
</attribute> |
1122 |
<attribute arch="unique" editor="unique item" type="bool"> |
1123 |
Unique items exist only one time on a server. If the item |
1124 |
is taken, lost or destroyed - it's gone for good. |
1125 |
</attribute> |
1126 |
<attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text"> |
1127 |
This is the text that appears "written" in the book. |
1128 |
</attribute> |
1129 |
<attribute arch="slaying" editor="key string" type="string"> |
1130 |
This is the key string of the book. The key string is checked by an inventory checker. |
1131 |
(This is used eg. for the gate/port passes in scorn) |
1132 |
</attribute> |
1133 |
</type> |
1134 |
|
1135 |
<!--####################################################################--> |
1136 |
<type number="99" name="Boots"> |
1137 |
<import_type name="Amulet" /> |
1138 |
<description><![CDATA[ |
1139 |
Wearing boots, the object's stats will directly be inherited to |
1140 |
the player. Usually enhancing his speed, or granting some minor |
1141 |
protection bonus. ]]> |
1142 |
</description> |
1143 |
<use><![CDATA[ |
1144 |
Feel free to create your own special artifacts. However, it is very |
1145 |
important that you keep your artifact in balance with existing maps. ]]> |
1146 |
</use> |
1147 |
<attribute arch="exp" editor="speed bonus" type="int"> |
1148 |
Boots with <speed bonus> will increase the player's walking speed |
1149 |
while worn. This kind of bonus is quite desirable for players of low- |
1150 |
and medium level. High level players usually have fastest possible |
1151 |
walking speed and thus don't need <speed bonus> anymore. |
1152 |
Still, this bonus is good for nice artifacts - not everything has |
1153 |
to be for highest level. |
1154 |
</attribute> |
1155 |
<attribute arch="magic" editor="magic bonus" type="int"> |
1156 |
<magic bonus> works just like ac, except that it can be improved by |
1157 |
"scrolls of Enchant Armour" or reduced by acid. It is less useful |
1158 |
than direct armour-class bonus on the boots. |
1159 |
|
1160 |
Important: <magic bonus> on boots has no effect if there is no |
1161 |
<armour class> set. It only works in combination with <armour class>. |
1162 |
</attribute> |
1163 |
</type> |
1164 |
|
1165 |
<!--####################################################################--> |
1166 |
<type number="104" name="Bracers"> |
1167 |
<import_type name="Amulet" /> |
1168 |
<description><![CDATA[ |
1169 |
Bracers are armour-plates worn around the wrists. |
1170 |
Wearing bracer, the object's stats will directly be inherited to |
1171 |
the player. Usually enhancing his defense. ]]> |
1172 |
</description> |
1173 |
<use><![CDATA[ |
1174 |
Feel free to create your own special artifacts. However, it is very |
1175 |
important that you keep your artifact in balance with existing maps. ]]> |
1176 |
</use> |
1177 |
<attribute arch="magic" editor="magic bonus" type="int"> |
1178 |
<magic bonus> works just like ac, except that it can be improved by |
1179 |
"scrolls of Enchant Armour" or reduced by acid. It is less useful |
1180 |
than direct armour-class bonus on the bracers. |
1181 |
</attribute> |
1182 |
</type> |
1183 |
|
1184 |
<!--####################################################################--> |
1185 |
<type number="16" name="Brestplate Armour"> |
1186 |
<import_type name="Amulet" /> |
1187 |
<description><![CDATA[ |
1188 |
Wearing an armour, the object's stats will directly be inherited to |
1189 |
the player. Usually enhancing his defense. ]]> |
1190 |
</description> |
1191 |
<use><![CDATA[ |
1192 |
Feel free to create your own special artifacts. However, it is very |
1193 |
important that you keep your artifact in balance with existing maps. ]]> |
1194 |
</use> |
1195 |
<attribute arch="last_heal" editor="spellpoint penalty" type="int"> |
1196 |
This poses a penalty to spell regeneration speed, for wearing the armour. |
1197 |
The bigger the spellpoint penalty, the worse. |
1198 |
</attribute> |
1199 |
<attribute arch="last_sp" editor="slowdown penalty" type="int"> |
1200 |
Slowdown penalty reduces the player's walking speed when wearing the |
1201 |
armour. Bigger values are worse - zero is best. |
1202 |
</attribute> |
1203 |
<attribute arch="magic" editor="magic bonus" type="int"> |
1204 |
<magic bonus> works just like ac, except that it can be improved by |
1205 |
"scrolls of Enchant Armour" or reduced by acid. It is less useful |
1206 |
than direct armour-class bonus on the armour. |
1207 |
</attribute> |
1208 |
</type> |
1209 |
|
1210 |
<!--####################################################################--> |
1211 |
<type number="92" name="Button"> |
1212 |
<ignore> |
1213 |
<ignore_list name="non_pickable" /> |
1214 |
</ignore> |
1215 |
<description><![CDATA[ |
1216 |
When a predefined amount of weigh is placed on a button, the |
1217 |
<connection> value is triggered. In most cases this happens when a |
1218 |
player or monster steps on it. When the button is "released", the |
1219 |
<connection> value get's triggered a second time. ]]> |
1220 |
</description> |
1221 |
&move_on; |
1222 |
&move_off; |
1223 |
<attribute arch="no_pick" value="1" type="fixed" /> |
1224 |
<attribute arch="weight" editor="press weight" type="int"> |
1225 |
The button is pressed (triggered), as soon as |
1226 |
<press weigh> gram are placed ontop of it. |
1227 |
</attribute> |
1228 |
<attribute arch="connected" editor="connection" type="int"> |
1229 |
Every time the button is pressed or released, all objects |
1230 |
with the same <connection> value are activated. |
1231 |
</attribute> |
1232 |
<attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1233 |
This text may describe the item. You can use this |
1234 |
message to explain the button's purpose to the player. |
1235 |
</attribute> |
1236 |
</type> |
1237 |
|
1238 |
<!--####################################################################--> |
1239 |
<type number="30" name="Button Trigger"> |
1240 |
<import_type name="Button" /> |
1241 |
<ignore> |
1242 |
<ignore_list name="non_pickable" /> |
1243 |
</ignore> |
1244 |
<description><![CDATA[ |
1245 |
Handle buttons are buttons which reset after a short period |
1246 |
of time. Every time it is either applied or reset, the |
1247 |
<connection> value is triggered. ]]> |
1248 |
</description> |
1249 |
</type> |
1250 |
|
1251 |
<!--####################################################################--> |
1252 |
<type number="37" name="Class Changer"> |
1253 |
<ignore> |
1254 |
<ignore_list name="non_pickable" /> |
1255 |
</ignore> |
1256 |
<description><![CDATA[ |
1257 |
Class changer are used while creating a character. ]]> |
1258 |
</description> |
1259 |
<attribute arch="randomitems" editor="class items" type="treasurelist"> |
1260 |
This entry determines which initial items the character receives. |
1261 |
</attribute> |
1262 |
<section name="stats"> |
1263 |
<attribute arch="Str" editor="strength" type="int"> |
1264 |
The player's strength will rise by the given value if he chooses this |
1265 |
class. (Negative values make strength fall) |
1266 |
</attribute> |
1267 |
<attribute arch="Dex" editor="dexterity" type="int"> |
1268 |
The player's dexterity will rise by the given value if he chooses this |
1269 |
class. (Negative values make dexterity fall) |
1270 |
</attribute> |
1271 |
<attribute arch="Con" editor="constitution" type="int"> |
1272 |
The player's constitution will rise by the given value if he chooses this |
1273 |
class. (Negative values make constitution fall) |
1274 |
</attribute> |
1275 |
<attribute arch="Int" editor="intelligence" type="int"> |
1276 |
The player's intelligence will rise by the given value if he chooses this |
1277 |
class. (Negative values make intelligence fall) |
1278 |
</attribute> |
1279 |
<attribute arch="Pow" editor="power" type="int"> |
1280 |
The player's power will rise by the given value if he chooses this |
1281 |
class. (Negative values make power fall) |
1282 |
</attribute> |
1283 |
<attribute arch="Wis" editor="wisdom" type="int"> |
1284 |
The player's wisdom will rise by the given value if he chooses this |
1285 |
class. (Negative values make wisdom fall) |
1286 |
</attribute> |
1287 |
<attribute arch="Cha" editor="charisma" type="int"> |
1288 |
The player's charisma will rise by the given value if he chooses this |
1289 |
class. (Negative values make charisma fall) |
1290 |
</attribute> |
1291 |
</section> |
1292 |
</type> |
1293 |
|
1294 |
<!--####################################################################--> |
1295 |
<type number="87" name="Cloak"> |
1296 |
<import_type name="Amulet" /> |
1297 |
<description><![CDATA[ |
1298 |
Wearing a cloak, the object's stats will directly be inherited to |
1299 |
the player. Cloaks usually add minor <armour class> and |
1300 |
sometimes a bit of resistance. ]]> |
1301 |
</description> |
1302 |
<use><![CDATA[ |
1303 |
Feel free to create your own special artifacts. However, it is very |
1304 |
important that you keep your artifact in balance with existing maps. ]]> |
1305 |
</use> |
1306 |
<attribute arch="magic" editor="magic bonus" type="int"> |
1307 |
<magic bonus> works just like ac, except that it can be improved by |
1308 |
"scrolls of Enchant Armour" or reduced by acid. It is less useful |
1309 |
than direct armour-class bonus on the cloak. |
1310 |
|
1311 |
Important: <magic bonus> on cloaks has no effect if there is no |
1312 |
<armour class> set. It only works in combination with <armour class>. |
1313 |
</attribute> |
1314 |
</type> |
1315 |
|
1316 |
<!--####################################################################--> |
1317 |
<type number="9" name="Clock"> |
1318 |
<description><![CDATA[ |
1319 |
Applying a clock, the time is displayed to the player. ]]> |
1320 |
</description> |
1321 |
<attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1322 |
This text may describe the item |
1323 |
</attribute> |
1324 |
</type> |
1325 |
|
1326 |
<!--####################################################################--> |
1327 |
<type number="122" name="Container"> |
1328 |
<description><![CDATA[ |
1329 |
A player can put (certain kinds of) items in the container. |
1330 |
The overall weight of items is reduced when put inside a |
1331 |
container, depending on the settings. |
1332 |
<br><br> |
1333 |
A special feature of containers is the "cauldron", |
1334 |
capable of mixing alchemical receipes. ]]> |
1335 |
</description> |
1336 |
<use><![CDATA[ |
1337 |
Note on chests - There are two types of chests: |
1338 |
<UL> |
1339 |
<LI> First the random treasure chests - Those are NOT containers |
1340 |
(but object type Treasure), they create random treasures when |
1341 |
applied. Archetype name is "chest". |
1342 |
<LI> Second there are the permanent chests - Those are containers, |
1343 |
they can be opened and closed again. Archetype name is "chest_2". |
1344 |
</UL> ]]> |
1345 |
</use> |
1346 |
<attribute arch="race" editor="container class" type="string"> |
1347 |
If set, the container will hold only certain types of objects. |
1348 |
Possible choices for <container class> are: "gold and jewels", |
1349 |
"arrows" and "keys". |
1350 |
|
1351 |
Unfortunately it is not easy to create new container |
1352 |
classes, because items need a matching counterpiece-attribute |
1353 |
to the <container class> before they can be put inside a |
1354 |
container. This attribute ("race") is set only for the existing |
1355 |
container classes. |
1356 |
</attribute> |
1357 |
<attribute arch="slaying" editor="key string" type="string"> |
1358 |
If <key string> is set, only players with a special key |
1359 |
of matching <key string> are able to open the container. |
1360 |
</attribute> |
1361 |
<attribute arch="container" editor="maximum weight" type="int"> |
1362 |
The container can hold a maximum total weight of the given value |
1363 |
in gram. Note that this weight limit is calculated *after* the |
1364 |
weight reduction (<reduce weight>) has been applied. |
1365 |
</attribute> |
1366 |
<attribute arch="Str" editor="reduce weight %" type="int"> |
1367 |
This value determines how much the weight of items is reduced in |
1368 |
percent, when put inside the container. <reduce weight %> 0 means no |
1369 |
reduction, <reduce weight %> 100 means items are weightless inside. |
1370 |
Most default values are in the range of ten. |
1371 |
</attribute> |
1372 |
<attribute arch="is_cauldron" editor="alchemy cauldron" type="bool"> |
1373 |
If set, the container can be used as alchemy-cauldron. |
1374 |
The player can put ingredients inside, close it, cast alchemy |
1375 |
and if his formulae is true, he'll get what he longed for. |
1376 |
</attribute> |
1377 |
<attribute arch="unique" editor="unique item" type="bool"> |
1378 |
Unique items exist only one time on a server. If the item |
1379 |
is taken, lost or destroyed - it's gone for good. |
1380 |
All contents of a unique container are unique as well. |
1381 |
</attribute> |
1382 |
<attribute arch="startequip" editor="godgiven item" type="bool"> |
1383 |
A godgiven item vanishes as soon as the player |
1384 |
drops it to the ground. |
1385 |
</attribute> |
1386 |
<attribute arch="other_arch" editor="animation arch" type="string"> |
1387 |
This is used for a certain kind of... "animation" when |
1388 |
opening the container. Stick to the default arches here |
1389 |
and you won't get into trouble. |
1390 |
</attribute> |
1391 |
<attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1392 |
This text may contain a description of the container. |
1393 |
</attribute> |
1394 |
</type> |
1395 |
|
1396 |
<!--####################################################################--> |
1397 |
<type number="103" name="Converter"> |
1398 |
<ignore> |
1399 |
<attribute arch="value" /> |
1400 |
<attribute arch="nrof" /> |
1401 |
<attribute arch="name_pl" /> |
1402 |
<attribute arch="no_pick" /> |
1403 |
<attribute arch="unpaid" /> |
1404 |
<attribute arch="title" /> |
1405 |
</ignore> |
1406 |
<description><![CDATA[ |
1407 |
Converters are like "exchange tables". When the player drops a |
1408 |
specific type of items, they get converted into other items, at a |
1409 |
predefined exchange-ratio. ]]> |
1410 |
</description> |
1411 |
<use><![CDATA[ |
1412 |
Converters are better than shopping with doormats, because the |
1413 |
converters never get sold out. For some items like food or jewels |
1414 |
those "exchange tables" are really nice, while for the more important |
1415 |
stuff like potions converters should not exist. |
1416 |
<br><br> |
1417 |
VERY IMPORTANT: Be careful with the exchange-ratio! When you drop |
1418 |
items on a converter, the stuff you get must be of equal or lesser |
1419 |
value than before! (Except if you are using "rare" items like |
1420 |
dragonscales for payment). The code will not check if your ratio is |
1421 |
sane, so the player could gain infinite wealth by using your converter. ]]> |
1422 |
</use> |
1423 |
<attribute arch="no_pick" value="1" type="fixed" /> |
1424 |
<attribute arch="slaying" editor="cost arch" type="string"> |
1425 |
<cost arch> is the name of the archetype the player has to |
1426 |
put on the converter, as payment. |
1427 |
</attribute> |
1428 |
<attribute arch="food" editor="cost number" type="int"> |
1429 |
The player has to put <cost number> items of <cost arch> |
1430 |
on the converter, in order to get <receive number> items |
1431 |
of <receive arch>. |
1432 |
</attribute> |
1433 |
<attribute arch="other_arch" editor="receive arch" type="string"> |
1434 |
<receive arch> is the name of the archetype to convert into. |
1435 |
This field is ignored if the converter has items in inventory. In this |
1436 |
case one of the inventory items is duplicated. The duplicated item is |
1437 |
randomly chosen from all items present. |
1438 |
</attribute> |
1439 |
<attribute arch="sp" editor="receive number" type="int"> |
1440 |
The player has to put <cost number> items of <cost arch> |
1441 |
on the converter, in order to get <receive number> items |
1442 |
of <receive arch>. |
1443 |
</attribute> |
1444 |
<attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1445 |
This text may contain a description of the converter. |
1446 |
</attribute> |
1447 |
</type> |
1448 |
|
1449 |
<!--####################################################################--> |
1450 |
<type number="42" name="Creator"> |
1451 |
<ignore> |
1452 |
<ignore_list name="system_object" /> |
1453 |
</ignore> |
1454 |
<description><![CDATA[ |
1455 |
A creator is an object which creates another object when it |
1456 |
is triggered. The child object can be anything. Creators are |
1457 |
VERY useful for all kinds of map-mechanisms. ]]> |
1458 |
</description> |
1459 |
<use><![CDATA[ |
1460 |
Don't hesitate to hide your creators under the floor. |
1461 |
The created items will still always appear ontop of the floor. ]]> |
1462 |
</use> |
1463 |
<attribute arch="no_pick" value="1" type="fixed" /> |
1464 |
<attribute arch="other_arch" editor="create arch" type="string"> |
1465 |
This string defines the object that will be created. |
1466 |
You can choose any of the existing arches. |
1467 |
This field is ignored if the creator has items in inventory. In this case |
1468 |
one of the inventory items is duplicated. The duplicated item is randomly |
1469 |
chosen from all items present. |
1470 |
</attribute> |
1471 |
<attribute arch="connected" editor="connection" type="int"> |
1472 |
Whenever the connection value is activated, |
1473 |
the creator gets triggered. |
1474 |
</attribute> |
1475 |
&activate_on; |
1476 |
<attribute arch="lifesave" editor="infinit uses" type="bool"> |
1477 |
If <infinit uses> is set, the creator will work |
1478 |
infinitely, regardless of the value in <number of uses>. |
1479 |
</attribute> |
1480 |
<attribute arch="hp" editor="number of uses" type="int"> |
1481 |
The creator can be triggered <number of uses> times, thus |
1482 |
creating that many objects, before it dissappears. |
1483 |
Default is <number of uses> 1 (-> one-time usage). |
1484 |
</attribute> |
1485 |
<attribute arch="slaying" editor="name of creation" type="string"> |
1486 |
The created object will bear the name and title specified in <name of |
1487 |
creation>. If nothing is set, the standard name and title of the |
1488 |
archetype is used. |
1489 |
</attribute> |
1490 |
<attribute arch="level" editor="level of creation" type="int"> |
1491 |
The created object will be of that level. If zero/unset, |
1492 |
the standard level of the archetype is used. |
1493 |
</attribute> |
1494 |
</type> |
1495 |
|
1496 |
<!--####################################################################--> |
1497 |
<type number="51" name="Detector"> |
1498 |
<ignore> |
1499 |
<ignore_list name="system_object" /> |
1500 |
</ignore> |
1501 |
<description><![CDATA[ |
1502 |
Detectors work quite much like inv. checkers/pedestals: If the detector |
1503 |
finds a specific object, it toggles its connected value. |
1504 |
<br><br> |
1505 |
What is "unique" about them, compared to inv. checkers/ pedestals? |
1506 |
- First, detectors check their square for a match periodically, not |
1507 |
instantly. Second, detectors check directly for object names. Third, |
1508 |
detectors do not check the inventory of players/monsters. ]]> |
1509 |
</description> |
1510 |
<use><![CDATA[ |
1511 |
There is one major speciality about detectors: You can detect spells |
1512 |
blown over a detector! To detect a lighting bolt for example, set |
1513 |
"slaying ligthing" and "speed 1.0". In combination with spellcasting |
1514 |
walls, this can be very useful for map-mechanisms. ]]> |
1515 |
</use> |
1516 |
<attribute arch="no_pick" value="1" type="fixed" /> |
1517 |
<attribute arch="slaying" editor="match name" type="string"> |
1518 |
<match name> specifies the name of the object we are looking for. |
1519 |
Actually it does also check for the <key string> in key-objects, |
1520 |
but for this case inventory checkers are often more powerful to use. |
1521 |
</attribute> |
1522 |
<attribute arch="connected" editor="connection" type="int"> |
1523 |
When the detector is triggered, all objects with the same |
1524 |
connection value get activated. |
1525 |
</attribute> |
1526 |
<attribute arch="speed" editor="detection speed" type="float"> |
1527 |
This value defines the time between two detector-checks. |
1528 |
If you want the detector to behave almost like pedestals/buttons, |
1529 |
set speed rather high, like <detection speed> 1.0. |
1530 |
</attribute> |
1531 |
&speed_left; |
1532 |
<attribute arch="speed_left" editor="speed left" type="float"> |
1533 |
The speed left. This value is incremented by <speed> on every tick. |
1534 |
If it is larger than 0, the detector checks, and the speed is decremented |
1535 |
by 1. |
1536 |
</attribute> |
1537 |
</type> |
1538 |
|
1539 |
<!--####################################################################--> |
1540 |
<type number="112" name="Director"> |
1541 |
<ignore> |
1542 |
<ignore_list name="non_pickable" /> |
1543 |
</ignore> |
1544 |
<description><![CDATA[ |
1545 |
Directors change the direction of spell objects and other projectiles |
1546 |
that fly past. Unlike spinners, directors always move objects in the |
1547 |
same direction. It does not make a difference from what angle you |
1548 |
shoot into it.<br> |
1549 |
Directors are visible per default. ]]> |
1550 |
</description> |
1551 |
<use><![CDATA[ |
1552 |
Directors are rarely used in maps. Sometimes they are placed to |
1553 |
change the direction of spells coming out of magic walls, |
1554 |
"channeling" spell-projectiles in some direction. When doing this, |
1555 |
<B>never place directors facing each other with magic walls fireing |
1556 |
into them!</B> The spell-projectiles bouncing between the directors |
1557 |
would accumulate to huge numbers and at some point slow down the |
1558 |
server by eating memory- and CPU-time. |
1559 |
<br><br> |
1560 |
You'd better not place directors in monster vs. player combat |
1561 |
areas too much, because that freaks out wizard-type players. ]]> |
1562 |
</use> |
1563 |
<attribute arch="sp" editor="direction" type="list_direction"> |
1564 |
Projectiles will leave the director flying in the selected <direction>. |
1565 |
A director with direction <none> simply stops projectiles. |
1566 |
(The latter works out a bit strange for some spells). |
1567 |
</attribute> |
1568 |
&move_on; |
1569 |
</type> |
1570 |
|
1571 |
<!--####################################################################--> |
1572 |
<type number="158" name="Disease"> |
1573 |
<ignore> |
1574 |
<ignore_list name="system_object" /> |
1575 |
</ignore> |
1576 |
<description><![CDATA[ |
1577 |
Diseases are an intersting form of spellcraft in Crossfire. |
1578 |
Once casted, they can spread out and infect creatures in a large |
1579 |
area. Being infected can have various effects, from amusing farts |
1580 |
to horrible damage - almost everything is possible. ]]> |
1581 |
</description> |
1582 |
<use><![CDATA[ |
1583 |
Diseases are extremely flexible and usable in a many ways. |
1584 |
So far they are mostly used for causing bad, unwanted effects. |
1585 |
You could just as well create a disease which helps the player |
1586 |
(recharging mana for example). |
1587 |
Infection with a "positive disease" could even be a quest reward. ]]> |
1588 |
</use> |
1589 |
<attribute arch="invisible" value="1" type="fixed" /> |
1590 |
<attribute arch="level" editor="plaque level" type="int"> |
1591 |
The <plaque level> is proportional to the disease's deadliness. |
1592 |
This mainly reflects in the <damage>. It has no effect on |
1593 |
most other symptoms. Neverthless, it is a very important value for |
1594 |
all damage-inflicting diseases. |
1595 |
</attribute> |
1596 |
<attribute arch="race" editor="infect race" type="string"> |
1597 |
The disease will only infect creatures of the specified <race>. |
1598 |
"<race> *" means every creature can be infected. |
1599 |
</attribute> |
1600 |
<attribute arch="ac" editor="progressiveness" type="int"> |
1601 |
Every time the disease "moves" the severity of the symptoms are increased |
1602 |
by <progressiveness>/100. (severity = 1 + (accumlated progression)/100) |
1603 |
</attribute> |
1604 |
<section name="spreading"> |
1605 |
<attribute arch="wc" editor="infectiosness" type="int"> |
1606 |
The <infectiosness> defines the chance of new creatures getting |
1607 |
infected. If you set this too high, the disease is very likely to |
1608 |
be too effective. |
1609 |
|
1610 |
<infectiosness>/127 is the chance of someone in range catching it. |
1611 |
</attribute> |
1612 |
<attribute arch="last_grace" editor="attenuation" type="int"> |
1613 |
The <attenuation> value reduces the diseases' <infectiosness> |
1614 |
everytime it infects someone new. This limits how many generations |
1615 |
a disease can propagate. |
1616 |
</attribute> |
1617 |
<attribute arch="magic" editor="infection range" type="int"> |
1618 |
<infection range> sets the range at which infection may occur. |
1619 |
If positive, the <infection range> is level dependant - If negative, |
1620 |
it is not: |
1621 |
E.g. "<infection range> -6" means creatures can be infected in |
1622 |
six square range, and <plaque level> doesn't modify that. |
1623 |
</attribute> |
1624 |
<attribute arch="maxhp" editor="persistence" type="int"> |
1625 |
<persistence> defines how long the disease can persist OUTSIDE a host. |
1626 |
The disease can "move" <persistence> times outside a host before it |
1627 |
vanishes. A negative value means the disease lasts for permanent |
1628 |
(which is only recommended to use in maps without monsters). |
1629 |
</attribute> |
1630 |
<attribute arch="maxgrace" editor="curing duration" type="int"> |
1631 |
The disease will last in the host for <curing duration> "disease moves" |
1632 |
(Assuming the host survives and doesn't use a curing spell). |
1633 |
After this period the disease is naturally cured, which provides the |
1634 |
host with immunity from this particular disease of lower or equal level. |
1635 |
|
1636 |
A negative value means the disease can never be cured naturally. |
1637 |
|
1638 |
Note that this value can be further modulated by spell-parameters, |
1639 |
if the disease is registered as spell in the code. Due to that, |
1640 |
most default diseases take a lot longer to cure than it seems. |
1641 |
</attribute> |
1642 |
<attribute arch="speed" editor="moving speed" type="float"> |
1643 |
The <speed> of the disease determines how fast the disease will |
1644 |
"move", thus how fast the symptoms strike the host. |
1645 |
</attribute> |
1646 |
&speed_left; |
1647 |
</section> |
1648 |
<section name="symptoms"> |
1649 |
<attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
1650 |
The disease will attack the host with the given <attacktype>. |
1651 |
Godpower attacktype is commonly used for "unresistable" diseases. |
1652 |
</attribute> |
1653 |
<attribute arch="dam" editor="damage" type="int"> |
1654 |
A disease with a positive <damage> value will strike the player for that |
1655 |
amount of damage every time the symptoms occur. |
1656 |
A negative <damage> value produces %-based damage: "<damage> -10" means |
1657 |
the player's health is reduced by 10% every time the symptoms strike. |
1658 |
|
1659 |
Diseases with %-based damage can be dangerous - but not deadly - |
1660 |
for players of all levels. |
1661 |
</attribute> |
1662 |
<attribute arch="other_arch" editor="create arch" type="string"> |
1663 |
If set, the specified arch is created and dropped every time the |
1664 |
symptoms strike. |
1665 |
|
1666 |
This can be various things: farts, body pieces, eggs ... |
1667 |
Even monsters can be created that way. You could also make a |
1668 |
disease where some exotic stuff like money/gems is created. |
1669 |
</attribute> |
1670 |
<attribute arch="last_sp" editor="slowdown penalty" type="int"> |
1671 |
If set, the disease imposes a <slowdown penalty> while being infected. |
1672 |
The player's speed is reduced by <slowdown penalty> % of normal value. |
1673 |
</attribute> |
1674 |
<attribute arch="exp" editor="exp. for curing" type="int"> |
1675 |
When the player manages to cure this disease (with a curing spell), |
1676 |
he is awarded with <exp. for curing> experience. |
1677 |
</attribute> |
1678 |
<attribute arch="maxsp" editor="mana depletion" type="int"> |
1679 |
Every time the disease "moves", the player's mana is |
1680 |
reduced by the value of <mana depletion>. |
1681 |
For negative values, a %-based amount is taken. |
1682 |
</attribute> |
1683 |
<attribute arch="last_eat" editor="food depletion" type="int"> |
1684 |
Every time the disease "moves", the player's food is |
1685 |
reduced by the value of <food depletion>. |
1686 |
For negative values, a %-based amount is taken. |
1687 |
</attribute> |
1688 |
<attribute arch="hp" editor="health regen." type="int"> |
1689 |
This value increases the player's healing rate. |
1690 |
Negative values decrease it. |
1691 |
</attribute> |
1692 |
<attribute arch="sp" editor="mana regen." type="int"> |
1693 |
This value increases the player's rate of mana regeneration. |
1694 |
Negative values decrease it. |
1695 |
</attribute> |
1696 |
</section> |
1697 |
<section name="disability"> |
1698 |
<attribute arch="Str" editor="strength" type="int"> |
1699 |
The player's strength will rise by the given value |
1700 |
while being infected. (Negative values make strength fall) |
1701 |
</attribute> |
1702 |
<attribute arch="Dex" editor="dexterity" type="int"> |
1703 |
The player's dexterity will rise by the given value |
1704 |
while being infected. (Negative values make dexterity fall) |
1705 |
</attribute> |
1706 |
<attribute arch="Con" editor="constitution" type="int"> |
1707 |
The player's constitution will rise by the given value |
1708 |
while being infected. (Negative values make constitution fall) |
1709 |
</attribute> |
1710 |
<attribute arch="Int" editor="intelligence" type="int"> |
1711 |
The player's intelligence will rise by the given value |
1712 |
while being infected. (Negative values make intelligence fall) |
1713 |
</attribute> |
1714 |
<attribute arch="Pow" editor="power" type="int"> |
1715 |
The player's power will rise by the given value |
1716 |
while being infected. (Negative values make power fall) |
1717 |
</attribute> |
1718 |
<attribute arch="Wis" editor="wisdom" type="int"> |
1719 |
The player's wisdom will rise by the given value |
1720 |
while being infected. (Negative values make wisdom fall) |
1721 |
</attribute> |
1722 |
<attribute arch="Cha" editor="charisma" type="int"> |
1723 |
The player's charisma will rise by the given value |
1724 |
while being infected. (Negative values make charisma fall) |
1725 |
</attribute> |
1726 |
</section> |
1727 |
<attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
1728 |
This text is displayed to the player every time the |
1729 |
symptoms strike. |
1730 |
</attribute> |
1731 |
</type> |
1732 |
|
1733 |
<!--####################################################################--> |
1734 |
<type number="23" name="Door"> |
1735 |
<ignore> |
1736 |
<ignore_list name="non_pickable" /> |
1737 |
</ignore> |
1738 |
<description><![CDATA[ |
1739 |
A door can be opened with a normal key. It also can be broken by attacking |
1740 |
it, and it can be defeated with the lockpicking skill. If a door is |
1741 |
defeated, horizontally and vertically adjacent doors are automatically |
1742 |
removed. ]]> |
1743 |
</description> |
1744 |
<attribute arch="no_pick" value="1" type="fixed" /> |
1745 |
<attribute arch="alive" value="1" type="fixed" /> |
1746 |
&movement_types_terrain; |
1747 |
<attribute arch="hp" editor="hitpoints" type="int"> |
1748 |
The more <hitpoints> the door has, the longer it takes to be broken. |
1749 |
</attribute> |
1750 |
<attribute arch="ac" editor="armour class" type="int"> |
1751 |
Doors of high <armour class> are less likely to get hit. |
1752 |
<armour class> can be considered the "counterpiece" to |
1753 |
<weapon class>. |
1754 |
</attribute> |
1755 |
<attribute arch="other_arch" editor="drop arch" type="string"> |
1756 |
This string defines the object that will be created when the door was |
1757 |
defeated. |
1758 |
</attribute> |
1759 |
<attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
1760 |
This entry determines what kind of traps will appear in the door. |
1761 |
</attribute> |
1762 |
</type> |
1763 |
|
1764 |
<!--####################################################################--> |
1765 |
<type number="83" name="Duplicator"> |
1766 |
<ignore> |
1767 |
<ignore_list name="system_object" /> |
1768 |
</ignore> |
1769 |
<description><![CDATA[ |
1770 |
When activated, a duplicator can duplicate, multiply or destroy a pile of |
1771 |
objects which lies somewhere on top of the duplicator. |
1772 |
The duplicator has one arch name specified as <target arch>, |
1773 |
and only objects of this archetype can be affected.<br> |
1774 |
It will multiply the number of items in the pile, by the <multiply factor>. |
1775 |
If the latter is set to zero, it will destroy objects. ]]> |
1776 |
</description> |
1777 |
<use><![CDATA[ |
1778 |
I hope it is clear that one must be very cautious when inserting a duplicator |
1779 |
anywhere with <multiply factor> greater than one. |
1780 |
It is designed to be used for betting mechanisms only (bet -> win/loose). |
1781 |
It is <b>not acceptable</b> to allow duplication of anything other than |
1782 |
coins, gold and jewels. Besides, it is very important that the chance to |
1783 |
loose the input matches the chance to earn winnings.<br> |
1784 |
A duplicator with <multiply factor> 3 for example should have a |
1785 |
loosing rate of 2/3 = 67%. ]]> |
1786 |
</use> |
1787 |
<attribute arch="other_arch" editor="target arch" type="string"> |
1788 |
Only objects of matching archtype, lying ontop of the duplicator will be |
1789 |
duplicated, multiplied or removed. All other objects will be ignored. |
1790 |
</attribute> |
1791 |
<attribute arch="level" editor="multiply factor" type="int"> |
1792 |
The number of items in the target pile will be multiplied by the |
1793 |
<multiply factor>. If it is set to zero, all target objects |
1794 |
will be destroyed. |
1795 |
</attribute> |
1796 |
<attribute arch="connected" editor="connection" type="int"> |
1797 |
An activator (lever, altar, button, etc) with matching connection value |
1798 |
is able to trigger this duplicator. Be very careful that players cannot |
1799 |
abuse it to create endless amounts of money or other valuable stuff! |
1800 |
</attribute> |
1801 |
&activate_on; |
1802 |
</type> |
1803 |
|
1804 |
<!--####################################################################--> |
1805 |
<type number="66" name="Exit"> |
1806 |
<ignore> |
1807 |
<ignore_list name="non_pickable" /> |
1808 |
</ignore> |
1809 |
<description><![CDATA[ |
1810 |
When the player applies an exit, he is transferred to a different location. |
1811 |
(Monsters cannot use exits.) Depending on how it is set, the player applies |
1812 |
the exit just by walking into it, or by pressing <a>pply when standing on |
1813 |
the exit. ]]> |
1814 |
</description> |
1815 |
<use><![CDATA[ |
1816 |
If you want to have an invisible exit, set <invisible> (, of course |
1817 |
<apply by walking>), and put it *under* the floor. Otherwise it could be |
1818 |
detected with the show_invisible spell. |
1819 |
<br><br> |
1820 |
You can be quite creative with the outlook of secret exits (their "face"). |
1821 |
Don't forget to give the player relyable hints about them though. ]]> |
1822 |
</use> |
1823 |
<attribute arch="slaying" editor="exit path" type="string"> |
1824 |
The exit path defines the map that the player is transferred to. |
1825 |
You can enter an absolute path, beginning with '/' (for example |
1826 |
"/peterm/FireTemple/fire1"). It can also be a relative path, not beginning |
1827 |
with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the |
1828 |
relative path "Fire1"). Use relative paths whenever possible! Note that |
1829 |
upper/lower case must always be set correctly. However, please use lower |
1830 |
case only. |
1831 |
It is well possible to have an exit pointing to the same map that the exit |
1832 |
is on. If slaying is not set in an exit, the player will see a message like |
1833 |
"the exit is closed". |
1834 |
</attribute> |
1835 |
<attribute arch="hp" editor="destination X" type="int"> |
1836 |
The exit destinations define the (x, y)-coordinates where the exit |
1837 |
leads to. |
1838 |
If both are set to zero, the player will be transferred to the "default |
1839 |
enter location" of the destined map. The latter can be set in the map- |
1840 |
properties as "Enter X/Y". Though, please DO NOT use that. |
1841 |
It turned out to be a source for numerous map-bugs. |
1842 |
</attribute> |
1843 |
<attribute arch="sp" editor="destination Y" type="int"> |
1844 |
The exit destinations define the (x, y)-coordinates where the exit |
1845 |
leads to. |
1846 |
If both are set to zero, the player will be transferred to the "default |
1847 |
enter location" of the destined map. The latter can be set in the map- |
1848 |
properties as "Enter X/Y". Though, please DO NOT use that. |
1849 |
It turned out to be a source for numerous map-bugs. |
1850 |
</attribute> |
1851 |
&move_on; |
1852 |
<attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text"> |
1853 |
If set, this message will be displayed to the player when he applies the exit. |
1854 |
This is quite useful to throw in some "role-play feeling": "As you enter the |
1855 |
dark cave you hear the sound of rustling dragonscales...". Well, my english |
1856 |
is poor, but you get the point. =) |
1857 |
</attribute> |
1858 |
<attribute arch="unique" editor="unique destination" type="bool"> |
1859 |
This flag defines the destined map as "personal unique map". If set, |
1860 |
there will be a seperate version of that map for every player out there. |
1861 |
This feature is used for the permanent apartments |
1862 |
(in Scorn/Nuernberg/Caterham...). It should not be used for anything else |
1863 |
than apartments, since Crossfire is a *multi*player game. In such a permanent |
1864 |
apartment don't forget to set the unique-flag for all floor tiles too |
1865 |
(see floors). |
1866 |
An exit pointing outside of a personal unique map must have the |
1867 |
"unique destination"-flag unset. |
1868 |
</attribute> |
1869 |
</type> |
1870 |
|
1871 |
<!--####################################################################--> |
1872 |
<type number="72" name="Flesh"> |
1873 |
<description><![CDATA[ |
1874 |
Just like with food, the player can fill his stomache and gain a |
1875 |
little health by eating flesh-objects. <br> |
1876 |
For dragon players, flesh plays a very special role though: If the |
1877 |
flesh has resistances set, a dragon player has a chance to gain resistance in |
1878 |
those categories. The only constraint to this process is the <flesh level>. |
1879 |
Don't forget that flesh items with resistances have to be balanced |
1880 |
according to map/monster difficulty. ]]> |
1881 |
</description> |
1882 |
<use><![CDATA[ |
1883 |
For dragon players, flesh items can be highly valuable. Note that many |
1884 |
standard monsters carry flesh items from their <treasurelist>. |
1885 |
These flesh items "inherit" resistances and level from the monster they belong to. |
1886 |
When you add special flesh items to the inventory of a monster, this is |
1887 |
not the case - so you have to set it manually. |
1888 |
<br><br> |
1889 |
Generally adding special flesh-treaties for dragon players is a great thing |
1890 |
to do. Always consider that dragon players might really not be interested |
1891 |
in that special piece of weapon or armour, so don't let the dragon-fellows miss |
1892 |
out on the reward completely. ]]> |
1893 |
</use> |
1894 |
<attribute arch="food" editor="foodpoints" type="int"> |
1895 |
The player's stomache will get filled with this amount of foodpoints. |
1896 |
The player's health will increase by <foodpoints>/50 hp. |
1897 |
</attribute> |
1898 |
<attribute arch="level" editor="flesh level" type="int"> |
1899 |
The <flesh level> is not visible to the players and it affects only |
1900 |
dragon players. Normally this value reflects the level of the monster |
1901 |
from which the flesh item originates. |
1902 |
Dragon players always search for flesh of highest level possible, |
1903 |
because it bears the best chance to gain high resistances. |
1904 |
</attribute> |
1905 |
<attribute arch="startequip" editor="godgiven item" type="bool"> |
1906 |
A godgiven item vanishes as soon as the player |
1907 |
drops it to the ground. |
1908 |
</attribute> |
1909 |
<section name="resistance"> |
1910 |
<attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
1911 |
Resistances on flesh items make them more durable against spellcraft |
1912 |
of the appropriate kind. It also allows dragon players to eventually gain |
1913 |
resistance by eating it. Usually resistance should only be set for flesh |
1914 |
items in a monster's inventory. |
1915 |
</attribute> |
1916 |
<attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
1917 |
Resistances on flesh items make them more durable against spellcraft |
1918 |
of the appropriate kind. It also allows dragon players to eventually gain |
1919 |
resistance by eating it. Usually resistance should only be set for flesh |
1920 |
items in a monster's inventory. |
1921 |
</attribute> |
1922 |
<attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
1923 |
Resistances on flesh items make them more durable against spellcraft |
1924 |
of the appropriate kind. It also allows dragon players to eventually gain |
1925 |
resistance by eating it. Usually resistance should only be set for flesh |
1926 |
items in a monster's inventory. |
1927 |
</attribute> |
1928 |
<attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
1929 |
Resistances on flesh items make them more durable against spellcraft |
1930 |
of the appropriate kind. It also allows dragon players to eventually gain |
1931 |
resistance by eating it. Usually resistance should only be set for flesh |
1932 |
items in a monster's inventory. |
1933 |
</attribute> |
1934 |
<attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
1935 |
Resistances on flesh items make them more durable against spellcraft |
1936 |
of the appropriate kind. It also allows dragon players to eventually gain |
1937 |
resistance by eating it. Usually resistance should only be set for flesh |
1938 |
items in a monster's inventory. |
1939 |
</attribute> |
1940 |
<attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
1941 |
Resistances on flesh items make them more durable against spellcraft |
1942 |
of the appropriate kind. It also allows dragon players to eventually gain |
1943 |
resistance by eating it. Usually resistance should only be set for flesh |
1944 |
items in a monster's inventory. |
1945 |
</attribute> |
1946 |
<attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
1947 |
Resistances on flesh items make them more durable against spellcraft |
1948 |
of the appropriate kind. It also allows dragon players to eventually gain |
1949 |
resistance by eating it. Usually resistance should only be set for flesh |
1950 |
items in a monster's inventory. |
1951 |
</attribute> |
1952 |
<attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
1953 |
Resistances on flesh items make them more durable against spellcraft |
1954 |
of the appropriate kind. It also allows dragon players to eventually gain |
1955 |
resistance by eating it. Usually resistance should only be set for flesh |
1956 |
items in a monster's inventory. |
1957 |
</attribute> |
1958 |
<attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
1959 |
Resistances on flesh items make them more durable against spellcraft |
1960 |
of the appropriate kind. It also allows dragon players to eventually gain |
1961 |
resistance by eating it. Usually resistance should only be set for flesh |
1962 |
items in a monster's inventory. |
1963 |
</attribute> |
1964 |
<attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
1965 |
Resistances on flesh items make them more durable against spellcraft |
1966 |
of the appropriate kind. It also allows dragon players to eventually gain |
1967 |
resistance by eating it. Usually resistance should only be set for flesh |
1968 |
items in a monster's inventory. |
1969 |
</attribute> |
1970 |
<attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
1971 |
Resistances on flesh items make them more durable against spellcraft |
1972 |
of the appropriate kind. It also allows dragon players to eventually gain |
1973 |
resistance by eating it. Usually resistance should only be set for flesh |
1974 |
items in a monster's inventory. |
1975 |
</attribute> |
1976 |
<attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
1977 |
Resistances on flesh items make them more durable against spellcraft |
1978 |
of the appropriate kind. It also allows dragon players to eventually gain |
1979 |
resistance by eating it. Usually resistance should only be set for flesh |
1980 |
items in a monster's inventory. |
1981 |
</attribute> |
1982 |
<attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
1983 |
Resistances on flesh items make them more durable against spellcraft |
1984 |
of the appropriate kind. It also allows dragon players to eventually gain |
1985 |
resistance by eating it. Usually resistance should only be set for flesh |
1986 |
items in a monster's inventory. |
1987 |
</attribute> |
1988 |
<attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
1989 |
Resistances on flesh items make them more durable against spellcraft |
1990 |
of the appropriate kind. It also allows dragon players to eventually gain |
1991 |
resistance by eating it. Usually resistance should only be set for flesh |
1992 |
items in a monster's inventory. |
1993 |
</attribute> |
1994 |
<attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
1995 |
Resistances on flesh items make them more durable against spellcraft |
1996 |
of the appropriate kind. It also allows dragon players to eventually gain |
1997 |
resistance by eating it. Usually resistance should only be set for flesh |
1998 |
items in a monster's inventory. |
1999 |
</attribute> |
2000 |
<attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
2001 |
RResistances on flesh items make them more durable against spellcraft |
2002 |
of the appropriate kind. It also allows dragon players to eventually gain |
2003 |
resistance by eating it. Usually resistance should only be set for flesh |
2004 |
items in a monster's inventory. |
2005 |
</attribute> |
2006 |
<attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
2007 |
Resistances on flesh items make them more durable against spellcraft |
2008 |
of the appropriate kind. It also allows dragon players to eventually gain |
2009 |
resistance by eating it. Usually resistance should only be set for flesh |
2010 |
items in a monster's inventory. |
2011 |
</attribute> |
2012 |
<attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
2013 |
Resistances on flesh items make them more durable against spellcraft |
2014 |
of the appropriate kind. It also allows dragon players to eventually gain |
2015 |
resistance by eating it. Usually resistance should only be set for flesh |
2016 |
items in a monster's inventory. |
2017 |
</attribute> |
2018 |
</section> |
2019 |
<attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2020 |
This text may describe the item. |
2021 |
</attribute> |
2022 |
</type> |
2023 |
|
2024 |
<!--####################################################################--> |
2025 |
<type number="0" name="Floor"> |
2026 |
<required> |
2027 |
<attribute arch="is_floor" value="1" /> |
2028 |
<attribute arch="alive" value="0" /> |
2029 |
</required> |
2030 |
<ignore> |
2031 |
<ignore_list name="non_pickable" /> |
2032 |
</ignore> |
2033 |
<description><![CDATA[ |
2034 |
Floor is a very basic thing whithout too much |
2035 |
functionality. It's a floor - you stand on it. ]]> |
2036 |
</description> |
2037 |
<attribute arch="is_floor" value="1" type="fixed" /> |
2038 |
<attribute arch="no_pick" value="1" type="fixed" /> |
2039 |
<section name="terrain"> |
2040 |
&movement_types_terrain; |
2041 |
<attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
2042 |
This flag indicates this spot contains wood or high grass. |
2043 |
Players with activated woodsman skill can move faster here. |
2044 |
</attribute> |
2045 |
<attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
2046 |
This flag indicates this spot contains hills or large rocks. |
2047 |
Players with activated mountaineer skill can move faster here. |
2048 |
</attribute> |
2049 |
</section> |
2050 |
<attribute arch="no_magic" editor="no spells" type="bool"> |
2051 |
If enabled, it is impossible for players to use (wizard-) |
2052 |
spells on that spot. |
2053 |
</attribute> |
2054 |
<attribute arch="damned" editor="no prayers" type="bool"> |
2055 |
If enabled, it is impossible for players to use prayers |
2056 |
on that spot. It also prevents players from saving. |
2057 |
</attribute> |
2058 |
<attribute arch="unique" editor="unique map" type="bool"> |
2059 |
Unique floor means that any items dropped on that spot |
2060 |
will be saved byond map reset. For permanent apartments, |
2061 |
all floor tiles must be set <unique map>. |
2062 |
</attribute> |
2063 |
<attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2064 |
This text may describe the object. |
2065 |
</attribute> |
2066 |
</type> |
2067 |
|
2068 |
<!--####################################################################--> |
2069 |
<type number="67" name="Floor (Encounter)"> |
2070 |
<ignore> |
2071 |
<ignore_list name="non_pickable" /> |
2072 |
</ignore> |
2073 |
<description><![CDATA[ |
2074 |
Encounter-Floor is pretty much the same as normal floor. |
2075 |
Most outdoor floor/ground-arches are set to be "encounters". |
2076 |
That is kind of a relict from former code: When walking over |
2077 |
encounter-floor, players sometimes got beamed to little maps |
2078 |
with monsters on them. Nowadays this feature is disabled - |
2079 |
Hence encounter floor is not different from normal floor. ]]> |
2080 |
</description> |
2081 |
<attribute arch="is_floor" value="1" type="fixed" /> |
2082 |
<attribute arch="no_pick" value="1" type="fixed" /> |
2083 |
<section name="terrain"> |
2084 |
&movement_types_terrain; |
2085 |
<attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
2086 |
This flag indicates this spot contains wood or high grass. |
2087 |
Players with activated woodsman skill can move faster here. |
2088 |
</attribute> |
2089 |
<attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
2090 |
This flag indicates this spot contains hills or large rocks. |
2091 |
Players with activated mountaineer skill can move faster here. |
2092 |
</attribute> |
2093 |
</section> |
2094 |
<attribute arch="no_magic" editor="no spells" type="bool"> |
2095 |
If enabled, it is impossible for players to use (wizard-) |
2096 |
spells on that spot. |
2097 |
</attribute> |
2098 |
<attribute arch="damned" editor="no prayers" type="bool"> |
2099 |
If enabled, it is impossible for players to use prayers |
2100 |
on that spot. It also prevents players from saving. |
2101 |
</attribute> |
2102 |
<attribute arch="unique" editor="unique map" type="bool"> |
2103 |
Unique floor means that any items dropped on that spot |
2104 |
will be saved byond map reset. For permanent apartments, |
2105 |
all floor tiles must be set <unique map>. |
2106 |
</attribute> |
2107 |
<attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2108 |
This text may describe the object. |
2109 |
</attribute> |
2110 |
</type> |
2111 |
|
2112 |
<!--####################################################################--> |
2113 |
<type number="6" name="Food"> |
2114 |
<description><![CDATA[ |
2115 |
By eating/drinking food-objects, the player can fill his |
2116 |
stomache and gain a little health. ]]> |
2117 |
</description> |
2118 |
<attribute arch="food" editor="foodpoints" type="int"> |
2119 |
The player's stomache will get filled with this amount of foodpoints. |
2120 |
The player's health will increase by <foodpoints>/50 hp. |
2121 |
</attribute> |
2122 |
<attribute arch="startequip" editor="godgiven item" type="bool"> |
2123 |
A godgiven item vanishes as soon as the player |
2124 |
drops it to the ground. |
2125 |
</attribute> |
2126 |
</type> |
2127 |
|
2128 |
<!--####################################################################--> |
2129 |
<type number="91" name="Gate"> |
2130 |
<ignore> |
2131 |
<ignore_list name="non_pickable" /> |
2132 |
</ignore> |
2133 |
<description><![CDATA[ |
2134 |
Gates play an important role in Crossfire. Gates can be opened |
2135 |
by activating a button/trigger, by speaking passwords (-> magic_ear) |
2136 |
or carrying special key-objects (-> inventory checker). |
2137 |
Unlike locked doors, gates can get shut again after a player has |
2138 |
passed, which makes them more practical in many cases. ]]> |
2139 |
</description> |
2140 |
<use><![CDATA[ |
2141 |
Use gates to divide your maps into seperated areas. After solving |
2142 |
area A, the player gains access to area B, and so on. Make your |
2143 |
maps more complex than "one-way". ]]> |
2144 |
</use> |
2145 |
<attribute arch="no_pick" value="1" type="fixed" /> |
2146 |
<attribute arch="speed" value="1" type="float"> |
2147 |
The speed of the gate affects how fast it is closing/opening. |
2148 |
</attribute> |
2149 |
<attribute arch="connected" editor="connection" type="int"> |
2150 |
Whenever the inventory checker is triggered, all objects with identical |
2151 |
<connection> value get activated. This only makes sense together with |
2152 |
<blocking passage> disabled. |
2153 |
</attribute> |
2154 |
<attribute arch="wc" editor="position state" type="int"> |
2155 |
The <position state> defines the position of the gate: |
2156 |
Zero means completely open/down, the "number of animation-steps" (usually |
2157 |
about 6 or 7) means completely closed/up state. I suggest you don't |
2158 |
mess with this value - Leave the default in place. |
2159 |
</attribute> |
2160 |
&movement_types_terrain; |
2161 |
<attribute arch="no_magic" editor="restrict spells" type="bool"> |
2162 |
Restricting the use of spells to pass this gate. This has |
2163 |
an effect only if <block view> is disabled. |
2164 |
</attribute> |
2165 |
<attribute arch="damned" editor="restrict prayers" type="bool"> |
2166 |
Restricting the use of prayers to pass this door. This has |
2167 |
an effect only if <block view> is disabled. |
2168 |
</attribute> |
2169 |
</type> |
2170 |
|
2171 |
<!--####################################################################--> |
2172 |
<type number="113" name="Girdle"> |
2173 |
<import_type name="Amulet" /> |
2174 |
<description><![CDATA[ |
2175 |
Wearing a girdle, the object's stats will directly be inherited to |
2176 |
the player. Girdles usually provide stats- or damage bonuses and no |
2177 |
defense. ]]> |
2178 |
</description> |
2179 |
<use><![CDATA[ |
2180 |
Feel free to create your own special artifacts. However, it is very |
2181 |
important that you keep your artifact in balance with existing maps. ]]> |
2182 |
</use> |
2183 |
<attribute arch="magic" editor="magic bonus" type="int"> |
2184 |
<magic bonus> works just like ac, except that it can be improved by |
2185 |
"scrolls of Enchant Armour" or reduced by acid. It is less useful |
2186 |
than direct armour-class bonus on the helmet. |
2187 |
|
2188 |
Important: <magic bonus> on girdles has no effect if there is no |
2189 |
<armour class> set. Girdles shouldn't have <armour class>, thus |
2190 |
<magic bonus> is pointless here. |
2191 |
</attribute> |
2192 |
</type> |
2193 |
|
2194 |
<!--####################################################################--> |
2195 |
<type number="100" name="Gloves"> |
2196 |
<import_type name="Amulet" /> |
2197 |
<description><![CDATA[ |
2198 |
Wearing gloves, the object's stats will directly be inherited to |
2199 |
the player. Gloves can add defense or damage bonuses. ]]> |
2200 |
</description> |
2201 |
<use><![CDATA[ |
2202 |
Feel free to create your own special artifacts. However, it is very |
2203 |
important that you keep your artifact in balance with existing maps. ]]> |
2204 |
</use> |
2205 |
<attribute arch="magic" editor="magic bonus" type="int"> |
2206 |
If the gloves provide <armour class>, <magic bonus> will increase it. |
2207 |
If the gloves have <weapon class> instead, then <magic bonus> |
2208 |
will increase that. |
2209 |
</attribute> |
2210 |
</type> |
2211 |
|
2212 |
<!--####################################################################--> |
2213 |
<type number="93" name="Handle"> |
2214 |
<ignore> |
2215 |
<ignore_list name="non_pickable" /> |
2216 |
</ignore> |
2217 |
<description><![CDATA[ |
2218 |
A handle can be applied by players and (certain) monsters. |
2219 |
Every time it is applied, the <connection> value is triggered. ]]> |
2220 |
</description> |
2221 |
<use><![CDATA[ |
2222 |
Handles are commonly used to move gates. When placing your lever, |
2223 |
don't forget that some monsters are able to apply it. |
2224 |
The ability to apply levers is rare among monsters - |
2225 |
but vampires can do it for example. ]]> |
2226 |
</use> |
2227 |
<attribute arch="no_pick" value="1" type="fixed" /> |
2228 |
<attribute arch="connected" editor="connection" type="int"> |
2229 |
Every time the handle is applied, all objects |
2230 |
with the same <connection> value are activated. |
2231 |
</attribute> |
2232 |
<attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2233 |
This text may describe the item. You can use this |
2234 |
message to explain the handle's purpose to the player. |
2235 |
</attribute> |
2236 |
</type> |
2237 |
|
2238 |
<!--####################################################################--> |
2239 |
<type number="27" name="Handle Trigger"> |
2240 |
<import_type name="Handle" /> |
2241 |
<ignore> |
2242 |
<ignore_list name="non_pickable" /> |
2243 |
</ignore> |
2244 |
<description><![CDATA[ |
2245 |
Handle triggers are handles which reset after a short period |
2246 |
of time. Every time it is either applied or reset, the |
2247 |
<connection> value is triggered. ]]> |
2248 |
</description> |
2249 |
<use><![CDATA[ |
2250 |
When you connect an ordinary handle to a gate, the gate normally remains |
2251 |
opened after the first player passed. If you want to keep the gate shut, |
2252 |
connecting it to a handle trigger is an easy solution. ]]> |
2253 |
</use> |
2254 |
</type> |
2255 |
|
2256 |
<!--####################################################################--> |
2257 |
<type number="88" name="Hazard Floor"> |
2258 |
<required> |
2259 |
<attribute arch="is_floor" value="1" /> |
2260 |
</required> |
2261 |
<ignore> |
2262 |
<ignore_list name="non_pickable" /> |
2263 |
</ignore> |
2264 |
<description><![CDATA[ |
2265 |
The best example for Hazard Floor is lava. It works like standard |
2266 |
floor, but damages all creatures standing on it. |
2267 |
Damage is taken in regular time intervals. ]]> |
2268 |
</description> |
2269 |
<use><![CDATA[ |
2270 |
The default lava for example does minor damage. But you can turn |
2271 |
it up so that your hazard floor poses a real threat.<br> |
2272 |
Like magic walls, such floors add a permanent thrill to your map. |
2273 |
You can use that to safely chase off too-weak players, or just |
2274 |
to have something different. ]]> |
2275 |
</use> |
2276 |
<attribute arch="is_floor" value="1" type="fixed" /> |
2277 |
<attribute arch="lifesave" value="1" type="fixed" /> |
2278 |
&move_on; |
2279 |
<attribute arch="no_pick" value="1" type="fixed" /> |
2280 |
<attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2281 |
This attribute specifys the attacktypes that this floor uses to |
2282 |
damage it's victims. Attacktypes are: physical, fire, cold.. etc. |
2283 |
If you want a real tough hazard floor, add more than just one attacktype. |
2284 |
</attribute> |
2285 |
<attribute arch="dam" editor="base damage" type="int"> |
2286 |
The <base damage> defines how much damage is inflicted to the |
2287 |
victim per hit. The final damage is influenced by several other |
2288 |
factors like the victim's resistance and level. |
2289 |
</attribute> |
2290 |
<attribute arch="wc" editor="weaponclass" type="int"> |
2291 |
<weapon class> improves the chance of hitting the victim. |
2292 |
Lower values are better. |
2293 |
Usually, hazard floors like lava are supposed to hit the |
2294 |
victim all the time. Therefore, <weaponclass> should be set |
2295 |
to something like -30. |
2296 |
</attribute> |
2297 |
<attribute arch="level" editor="attack level" type="int"> |
2298 |
I guess this value is supposed to work similar to monster levels. |
2299 |
But in fact, it does not seem to have an effect. Set any non-zero |
2300 |
value to be on the safe side. |
2301 |
</attribute> |
2302 |
<section name="terrain"> |
2303 |
&movement_types_terrain; |
2304 |
<attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
2305 |
This flag indicates this spot contains wood or high grass. |
2306 |
Players with activated woodsman skill can move faster here. |
2307 |
</attribute> |
2308 |
<attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
2309 |
This flag indicates this spot contains hills or large rocks. |
2310 |
Players with activated mountaineer skill can move faster here. |
2311 |
</attribute> |
2312 |
</section> |
2313 |
<attribute arch="no_magic" editor="no spells" type="bool"> |
2314 |
If enabled, it is impossible for players to use (wizard-) |
2315 |
spells on that spot. |
2316 |
</attribute> |
2317 |
<attribute arch="damned" editor="no prayers" type="bool"> |
2318 |
If enabled, it is impossible for players to use prayers |
2319 |
on that spot. It also prevents players from saving. |
2320 |
</attribute> |
2321 |
<attribute arch="unique" editor="unique map" type="bool"> |
2322 |
Unique floor means that any items dropped on that spot |
2323 |
will be saved byond map reset. For permanent apartments, |
2324 |
all floor tiles must be set <unique map>. |
2325 |
</attribute> |
2326 |
</type> |
2327 |
|
2328 |
<!--####################################################################--> |
2329 |
<type number="34" name="Helmet"> |
2330 |
<import_type name="Amulet" /> |
2331 |
<description><![CDATA[ |
2332 |
Wearing a helmet, the object's stats will directly be inherited to |
2333 |
the player. Normal helmets usually increase defense, while crowns |
2334 |
add more special bonuses like stats/resistances paired with |
2335 |
low defense. ]]> |
2336 |
</description> |
2337 |
<use><![CDATA[ |
2338 |
Feel free to create your own special artifacts. However, it is very |
2339 |
important that you keep your artifact in balance with existing maps. ]]> |
2340 |
</use> |
2341 |
<attribute arch="magic" editor="magic bonus" type="int"> |
2342 |
<magic bonus> works just like ac, except that it can be improved by |
2343 |
"scrolls of Enchant Armour" or reduced by acid. It is less useful |
2344 |
than direct armour-class bonus on the helmet. |
2345 |
|
2346 |
Important: <magic bonus> on helmets has no effect if there is no |
2347 |
<armour class> set. It only works in combination with <armour class>. |
2348 |
Crowns for instance typically provide no <amour class>. |
2349 |
</attribute> |
2350 |
</type> |
2351 |
|
2352 |
<!--####################################################################--> |
2353 |
<type number="56" name="Holy Altar"> |
2354 |
<ignore> |
2355 |
<ignore_list name="non_pickable" /> |
2356 |
</ignore> |
2357 |
<description><![CDATA[ |
2358 |
Holy_altars are altars for the various religions. Praying |
2359 |
at a Holy_altar will make you a follower of that god, and |
2360 |
if you already follow that god, you may get some extra bonus. ]]> |
2361 |
</description> |
2362 |
<attribute arch="no_pick" value="1" type="fixed" /> |
2363 |
<attribute arch="other_arch" editor="god name" type="string"> |
2364 |
The altar belongs to the god of the given name. Possible options for |
2365 |
<god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
2366 |
Gorokh, Valriel and Sorig. |
2367 |
|
2368 |
If you want to have an unconsecrated altar, set |
2369 |
<god name> 0 and eventually <reconsecrate level> 0. |
2370 |
</attribute> |
2371 |
<attribute arch="level" editor="reconsecrate level" type="int"> |
2372 |
To re-consecrate an altar, the player's wisdom level must be as |
2373 |
high or higher than this value. In that way, some altars can not |
2374 |
be re-consecrated, while other altars, like those in dungeons, could be. |
2375 |
|
2376 |
Altars located in temples should have at least <reconsecrate level> 120. |
2377 |
Some characters might need those altars, they would be very unhappy to |
2378 |
see them re-consecrated to another cult. |
2379 |
</attribute> |
2380 |
</type> |
2381 |
|
2382 |
<!--####################################################################--> |
2383 |
<type number="35" name="Horn"> |
2384 |
<ignore> |
2385 |
<attribute arch="title" /> |
2386 |
</ignore> |
2387 |
<description><![CDATA[ |
2388 |
Horns are very similar to rods. The difference is that horns regenerate |
2389 |
spellpoints faster and thus are more valuable than rods. |
2390 |
<br><br> |
2391 |
A horn contains a spell. The player can use this spell by applying and |
2392 |
"fireing" (blowing) the horn. Unlike wands/scrolls, horns can be |
2393 |
used endlessly. ]]> |
2394 |
</description> |
2395 |
<use><![CDATA[ |
2396 |
Horns are powerful due to their fast recharge rate. They should |
2397 |
never contain high level attacking spells. Even curing/healing spells |
2398 |
are almost too good on a horn. ]]> |
2399 |
</use> |
2400 |
<attribute arch="sp" editor="spell" type="spell"> |
2401 |
Sets the <spell> of the horn. Consider twice before handing out any |
2402 |
horns to players, since they can be used endlessly without any mana cost! |
2403 |
Horns with heal/ restoration/ protection spells, IF available, MUST be |
2404 |
very very VERY hard to get! |
2405 |
</attribute> |
2406 |
<attribute arch="level" editor="casting level" type="int"> |
2407 |
The casting level of the <spell> determines it's power. |
2408 |
For attack spells, level should not be set too high. |
2409 |
</attribute> |
2410 |
<attribute arch="hp" editor="initial spellpoints" type="int"> |
2411 |
This value represents the initial amount of spellpoints in the horn. |
2412 |
Naturally, this is quite unimportant. |
2413 |
</attribute> |
2414 |
<attribute arch="maxhp" editor="max. spellpoints" type="int"> |
2415 |
When the horn is fully charged up, it will hold this maximum amount of |
2416 |
spellpoints. Make sure it is enough to cast the contained spell at least |
2417 |
once. But don't set the value too high, as that might make the horn way |
2418 |
too effective. |
2419 |
</attribute> |
2420 |
<attribute arch="startequip" editor="godgiven item" type="bool"> |
2421 |
A godgiven item vanishes as soon as the player |
2422 |
drops it to the ground. |
2423 |
</attribute> |
2424 |
<attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2425 |
This text may contain a description of the horn. |
2426 |
</attribute> |
2427 |
</type> |
2428 |
|
2429 |
<!--####################################################################--> |
2430 |
<type number="73" name="Inorganic"> |
2431 |
<description><![CDATA[ |
2432 |
Inorganic materials are generally used as ingredients for |
2433 |
alchemical receipes. By themselves, they have no special |
2434 |
functionalities. ]]> |
2435 |
</description> |
2436 |
<attribute arch="is_dust" editor="is dust" type="bool"> |
2437 |
</attribute> |
2438 |
<section name="resistance"> |
2439 |
<attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
2440 |
</attribute> |
2441 |
<attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
2442 |
</attribute> |
2443 |
<attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
2444 |
</attribute> |
2445 |
<attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
2446 |
</attribute> |
2447 |
<attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
2448 |
</attribute> |
2449 |
<attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
2450 |
</attribute> |
2451 |
<attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
2452 |
</attribute> |
2453 |
<attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
2454 |
</attribute> |
2455 |
<attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
2456 |
</attribute> |
2457 |
<attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
2458 |
</attribute> |
2459 |
<attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
2460 |
</attribute> |
2461 |
<attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
2462 |
</attribute> |
2463 |
</section> |
2464 |
</type> |
2465 |
|
2466 |
<!--####################################################################--> |
2467 |
<type number="64" name="Inventory Checker"> |
2468 |
<ignore> |
2469 |
<ignore_list name="system_object" /> |
2470 |
</ignore> |
2471 |
<description><![CDATA[ |
2472 |
Inventory checkers passively check the players inventory for a |
2473 |
specific object. You can set a connected value that is triggered |
2474 |
either if that object is present or missing (-> "last_sp") when a |
2475 |
player walks over the inv. checker. A valid option is to remove the |
2476 |
matching object (usually not recommended, see "last_heal"). |
2477 |
<br><br> |
2478 |
Alternatively, you can set your inv. checker to block all players |
2479 |
that do/don't carry the matching object. |
2480 |
<br><br> |
2481 |
As you can see, inv. checkers are quite powerful, holding a |
2482 |
great variety of possibilities. ]]> |
2483 |
</description> |
2484 |
<use><![CDATA[ |
2485 |
Putting a check_inventory space in front of a gate (one below) and |
2486 |
one on the opposite side works reasonably well as a control mechanism. |
2487 |
Unlike the key/door-combo, this one works infinite since it is |
2488 |
independant from map reset. Use it to put a "structure" into your |
2489 |
maps: Player must solve area A to gain access to area B. This concept |
2490 |
can be found in nearly every RPG - simple but effective. ]]> |
2491 |
</use> |
2492 |
<attribute arch="no_pick" value="1" type="fixed" /> |
2493 |
<attribute arch="slaying" editor="match key string" type="string"> |
2494 |
This string specifies the object we are looking for: We have a match |
2495 |
if the player does/don't carry a key object or a mark with identical |
2496 |
<key string>. Note that key objects usually appear as "passports" in |
2497 |
this context. A typical example is the city gate mechanism of scorn. |
2498 |
</attribute> |
2499 |
<attribute arch="race" editor="match arch name" type="string"> |
2500 |
This string specifies the object we are looking for: We have a match |
2501 |
if the player does/don't carry an object of archtype <match arch name>. |
2502 |
</attribute> |
2503 |
<attribute arch="hp" editor="match type" type="int"> |
2504 |
This value specifies the object we are looking for: We have a match |
2505 |
if the player does/don't carry an object that is of type <match type>. |
2506 |
|
2507 |
Example: Set <match type> 15 (type 15 => weapon) and <blocking passage> |
2508 |
enabled. Now you have an inv. checker blocking all players that carry any |
2509 |
kind of melee weapon. To pass, a player is forced to leave behind all |
2510 |
his weaponry... bad news for a warrior. ;) |
2511 |
</attribute> |
2512 |
<attribute arch="last_sp" editor="match = having" type="bool"> |
2513 |
Enabled means having that object is a match. |
2514 |
Disabled means not having that object is a match. |
2515 |
</attribute> |
2516 |
<attribute arch="connected" editor="connection" type="int"> |
2517 |
Whenever the inventory checker is triggered, all objects with identical |
2518 |
<connection> value get activated. This only makes sense together with |
2519 |
<blocking passage> disabled. |
2520 |
</attribute> |
2521 |
&movement_types_terrain; |
2522 |
<attribute arch="last_heal" editor="remove match" type="bool"> |
2523 |
<remove match> means remove object if found. Setting this is usually not |
2524 |
recommended because inv. checkers are in general invisible. So, unlike |
2525 |
for altars/ locked doors, the player won't expect to lose an object when |
2526 |
walking over that square. And he doesn't even get a message either. |
2527 |
|
2528 |
So, *if* you enable <remove match>, make sure |
2529 |
to inform the player what's going on! |
2530 |
</attribute> |
2531 |
</type> |
2532 |
|
2533 |
<!--####################################################################--> |
2534 |
<type number="163" name="Item Transformer"> |
2535 |
<description><![CDATA[ |
2536 |
An item transformer is simply applied, after having marked a 'victim' |
2537 |
item. If the victim is suitable, it will be transformed into something |
2538 |
else.]]> |
2539 |
</description> |
2540 |
<use><![CDATA[ |
2541 |
To make an item transformable, you just have to fill the 'slaying' field. |
2542 |
The syntax is: |
2543 |
<br> |
2544 |
<pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre> |
2545 |
<br> |
2546 |
with [] denoting optional part, and * any number of preceding []. |
2547 |
'new_item' must be the name of an existing archetype. |
2548 |
<br><br> |
2549 |
Example, for object apple: slaying knife:2 half_apple |
2550 |
<br><br> |
2551 |
This means that, when applying a knife (should be an Item Transformer), |
2552 |
one 'apple' will be transformed into 2 'half_apple'.]]> |
2553 |
</use> |
2554 |
<attribute arch="food" editor="number of uses" type="int"> |
2555 |
<number of uses> controls how many times the item transformer can |
2556 |
be used. The value 0 means "unlimited" |
2557 |
</attribute> |
2558 |
<attribute arch="slaying" editor="verb" type="string"> |
2559 |
Contains the verb that is used to construct a message to the player |
2560 |
applying the item transformer. |
2561 |
</attribute> |
2562 |
<attribute arch="startequip" editor="godgiven item" type="bool"> |
2563 |
A godgiven item vanishes as soon as the player |
2564 |
drops it to the ground. |
2565 |
</attribute> |
2566 |
<attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2567 |
This text may contain a description of the item transformer. |
2568 |
</attribute> |
2569 |
</type> |
2570 |
|
2571 |
<!--####################################################################--> |
2572 |
<type number="60" name="Jewel"> |
2573 |
<description><![CDATA[ |
2574 |
Items of the type Gold & Jewels are handled like a currency. |
2575 |
Unlike for any other type of item, in shops, the buy- and selling |
2576 |
prices differ only marginally. ]]> |
2577 |
</description> |
2578 |
<attribute arch="race" value="gold and jewels" type="fixed" /> |
2579 |
<attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2580 |
This text may describe the object. |
2581 |
</attribute> |
2582 |
</type> |
2583 |
|
2584 |
<!--####################################################################--> |
2585 |
<type number="24" name="Key"> |
2586 |
<description><![CDATA[ |
2587 |
When carrying a key, a normal door can be opened. The key will |
2588 |
disappear. ]]> |
2589 |
</description> |
2590 |
<attribute arch="startequip" editor="godgiven item" type="bool"> |
2591 |
A godgiven item vanishes as soon as the player |
2592 |
drops it to the ground. |
2593 |
</attribute> |
2594 |
</type> |
2595 |
|
2596 |
<!--####################################################################--> |
2597 |
<type number="20" name="Locked Door"> |
2598 |
<ignore> |
2599 |
<ignore_list name="non_pickable" /> |
2600 |
</ignore> |
2601 |
<description><![CDATA[ |
2602 |
A locked door can be opened only when carrying |
2603 |
the appropriate special key. ]]> |
2604 |
</description> |
2605 |
<use><![CDATA[ |
2606 |
If you want to create a locked door that cannot be opened (no key), |
2607 |
set a <key string> like "no_key_available". This will clearify things |
2608 |
and only a fool would create a key matching that string. |
2609 |
|
2610 |
Door-objects can not only be used for "doors". In many maps these |
2611 |
are used with all kinds of faces/names, especially often as |
2612 |
"magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2613 |
There you have magic forces (door objects) put under certain artifact |
2614 |
items. To get your hands on the artifacts, you need to bring up the |
2615 |
appropriate quest items (key objects). ]]> |
2616 |
</use> |
2617 |
<attribute arch="move_type" value="0" type="fixed" /> |
2618 |
<attribute arch="no_pick" value="1" type="fixed" /> |
2619 |
<attribute arch="slaying" editor="key string" type="string"> |
2620 |
The <key string> in the door must be identical with the |
2621 |
<key string> in the special key, then the door is unlocked. |
2622 |
It is VERY important to set the <key string> to something that |
2623 |
is unique among the CF mapset. |
2624 |
|
2625 |
DONT EVER USE the default string "set_individual_value". |
2626 |
</attribute> |
2627 |
<attribute arch="no_magic" editor="restrict spells" type="bool"> |
2628 |
Restricting the use of spells to pass this door. |
2629 |
This should be set in most cases. |
2630 |
(Don't forget that the spell "dimension door" is easily |
2631 |
available at about wisdom level 10). |
2632 |
</attribute> |
2633 |
<attribute arch="damned" editor="restrict prayers" type="bool"> |
2634 |
Restricting the use of prayers to pass this door. |
2635 |
This should be set in most cases. |
2636 |
</attribute> |
2637 |
<attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text"> |
2638 |
When a player is trying to open the door without carrying the |
2639 |
appropriate key, this text is displayed to the player. This is |
2640 |
a good opportunity to place hints about the special key needed |
2641 |
to unlock the door. |
2642 |
</attribute> |
2643 |
</type> |
2644 |
|
2645 |
<!--####################################################################--> |
2646 |
<type number="29" name="Magic Ear"> |
2647 |
<ignore> |
2648 |
<ignore_list name="system_object" /> |
2649 |
</ignore> |
2650 |
<description><![CDATA[ |
2651 |
Magic_ears trigger a connected value |
2652 |
when the player speaks a specific keyword. ]]> |
2653 |
</description> |
2654 |
<use><![CDATA[ |
2655 |
Whenever you put magic_ears on your maps, make sure there are |
2656 |
CLEAR and RELYABLE hints about the keywords somewhere. Don't make |
2657 |
something like a gate that is opened by speaking "open" or |
2658 |
"sesame", expecting the player to figure this out all by himself. |
2659 |
<br><br> |
2660 |
Magic_ears are typically used for interaction with NPCs. You |
2661 |
can create the impression that the NPC actually *does* something |
2662 |
according to his conversation with a player. Mostly this means |
2663 |
opening a gate or handing out some item, but you could be quite |
2664 |
creative here. ]]> |
2665 |
</use> |
2666 |
<attribute arch="no_pick" value="1" type="fixed" /> |
2667 |
<attribute arch="connected" editor="connection" type="int"> |
2668 |
The Magic_ear will trigger all objects with the |
2669 |
same connection value, every time it is activated. |
2670 |
</attribute> |
2671 |
<attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> |
2672 |
This textfield contains the keyword-matching-syntax. The text should |
2673 |
have the following format: "@match <keyword1>|<keyword2>|... ". |
2674 |
Any number of keywords from one to infinite is allowed. Make sure |
2675 |
they are seperated by a '|'. |
2676 |
|
2677 |
Examples: "@match yes", "@match gold|treasure". The connected |
2678 |
value will be triggerd when the player speaks any of the given |
2679 |
keywords within a two-square radius. IMPORTANT: Upper/lower case |
2680 |
does not make a difference! |
2681 |
</attribute> |
2682 |
</type> |
2683 |
|
2684 |
<!--####################################################################--> |
2685 |
<type number="62" name="Magic Wall"> |
2686 |
<ignore> |
2687 |
<ignore_list name="non_pickable" /> |
2688 |
</ignore> |
2689 |
<description><![CDATA[ |
2690 |
Magic walls fire spells in a given direction, in regular intervals. |
2691 |
Magic walls can contain any spell. However, some spells do not |
2692 |
operate very successfully in them. The only way to know is to test |
2693 |
the spell you want to use with a wall. |
2694 |
<br><br> |
2695 |
Several types of magical walls are predefined for you in the |
2696 |
archetypes, and can be found on the "connected" Pickmap. ]]> |
2697 |
</description> |
2698 |
<use><![CDATA[ |
2699 |
Spellcasting walls pose an interesting alternative to monsters. |
2700 |
Usually they are set to be undestroyable. Thus, while monsters |
2701 |
in a map can be cleared out, the magic walls remain. Low level |
2702 |
characters for example will not be able to pass through their |
2703 |
spell-area, hence they cannot loot a map that a high level character |
2704 |
might have cleared out. |
2705 |
<br><br> |
2706 |
Another point of magic walls is that if the player dies, he has to face |
2707 |
them all again. Magic walls can add a kind of "permanent thrill" to |
2708 |
your maps. |
2709 |
<br><br> |
2710 |
Be careful that your magic walls don't kill the monsters on a map. If |
2711 |
placing monsters, eventually take ones that are immune to the |
2712 |
walls' spell(s). |
2713 |
<br><br> |
2714 |
It is possible to make walls rotate when triggered. But that is so |
2715 |
confusing (and useless IMHO) that I did not mention it above. You |
2716 |
can find a working example on the map |
2717 |
"/pup_land/castle_eureca/castle_eureca8". ]]> |
2718 |
</use> |
2719 |
<attribute arch="dam" editor="spell" type="spell"> |
2720 |
The magic wall will cast this <spell>. |
2721 |
</attribute> |
2722 |
<attribute arch="level" editor="spell level" type="int"> |
2723 |
The wall will cast it's spells at level <spell level>. "level 1" |
2724 |
walls cast spells at minimal strength. "level 100" walls cast deadly |
2725 |
spells. Arch default is level 1 - you should always set this value |
2726 |
to meet the overall difficulty of your map. |
2727 |
</attribute> |
2728 |
<attribute arch="connected" editor="connection" type="int"> |
2729 |
Every time the <connection> value is triggered, the wall will cast |
2730 |
it's spell. You should set <casting speed> to zero, or this won't |
2731 |
have much visible effect. |
2732 |
</attribute> |
2733 |
&activate_on; |
2734 |
<attribute arch="speed" editor="casting speed" type="float"> |
2735 |
The <casting speed> defines the spellcasting speed of the wall. |
2736 |
You can fine-tune how long the duration between two casts shall |
2737 |
be. If you want to create a wall that can be activated (cast per |
2738 |
trigger) via connected lever/button/etc, you must set "speed 0". |
2739 |
</attribute> |
2740 |
&speed_left; |
2741 |
<attribute arch="sp" editor="direction" type="list_direction"> |
2742 |
The magic wall will cast it's spells always in the specified |
2743 |
<direction>. A magic wall with direction set to <none> will |
2744 |
always fire in a random direction. |
2745 |
</attribute> |
2746 |
&movement_types_terrain; |
2747 |
<section name="destroyable"> |
2748 |
<attribute arch="alive" editor="is destroyable" type="bool"> |
2749 |
Walls with <is destroyable> enabled can be attacked and (eventually) |
2750 |
destroyed by the player. If disabled, all other attributes on |
2751 |
this tab, as well as resistances, are meaningless. |
2752 |
</attribute> |
2753 |
<attribute arch="hp" editor="hitpoints" type="int"> |
2754 |
The more <hitpoints> the wall has, the longer |
2755 |
it takes to be destroyed. |
2756 |
</attribute> |
2757 |
<attribute arch="maxhp" editor="max hitpoints" type="int"> |
2758 |
<max hitpoints> are the maximum amount of hitpoints the wall |
2759 |
can have. This only makes sense if the wall can regain health. |
2760 |
</attribute> |
2761 |
<attribute arch="ac" editor="armour class" type="int"> |
2762 |
A magic wall of high <armour class> is less likely to get hit from |
2763 |
an opponent. <armour class> can be considered the "counterpiece" |
2764 |
to <weapon class>. |
2765 |
</attribute> |
2766 |
</section> |
2767 |
<section name="resistance"> |
2768 |
<attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
2769 |
</attribute> |
2770 |
<attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
2771 |
</attribute> |
2772 |
<attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
2773 |
</attribute> |
2774 |
<attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
2775 |
</attribute> |
2776 |
<attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
2777 |
</attribute> |
2778 |
<attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
2779 |
</attribute> |
2780 |
<attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
2781 |
</attribute> |
2782 |
<attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
2783 |
</attribute> |
2784 |
<attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
2785 |
</attribute> |
2786 |
<attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
2787 |
</attribute> |
2788 |
<attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
2789 |
</attribute> |
2790 |
<attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
2791 |
</attribute> |
2792 |
<attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
2793 |
</attribute> |
2794 |
<attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
2795 |
</attribute> |
2796 |
<attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
2797 |
</attribute> |
2798 |
<attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int"> |
2799 |
</attribute> |
2800 |
<attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
2801 |
</attribute> |
2802 |
<attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
2803 |
</attribute> |
2804 |
<attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
2805 |
</attribute> |
2806 |
<attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
2807 |
</attribute> |
2808 |
<attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
2809 |
</attribute> |
2810 |
</section> |
2811 |
</type> |
2812 |
|
2813 |
<!--####################################################################--> |
2814 |
<type number="55" name="Marker"> |
2815 |
<ignore> |
2816 |
<ignore_list name="system_object" /> |
2817 |
</ignore> |
2818 |
<description><![CDATA[ |
2819 |
A marker is an object that inserts an invisible force (a mark) into a |
2820 |
player stepping on it. This force does nothing except containing a |
2821 |
<key string> which can be discovered by detectors or inventory |
2822 |
checkers. It is also possible to use markers for removing marks again. |
2823 |
<br><br> |
2824 |
Note that the player has no possibility to "see" his own marks, |
2825 |
except by the effect that they cause on the maps. ]]> |
2826 |
</description> |
2827 |
<use><![CDATA[ |
2828 |
Markers hold real cool possibilities for map-making. I encourage |
2829 |
you to use them frequently. However there is one negative point |
2830 |
about markers: Players don't "see" what's going on with them. It is |
2831 |
your task, as map-creator, to make sure the player is always well |
2832 |
informed and never confused. |
2833 |
<br><br> |
2834 |
Please avoid infinite markers when they aren't needed. They're |
2835 |
using a little space in the player file after all, so if there |
2836 |
is no real purpose, set an expire time. ]]> |
2837 |
</use> |
2838 |
<attribute arch="no_pick" value="1" type="fixed" /> |
2839 |
<attribute arch="slaying" editor="key string" type="string"> |
2840 |
The <key string> can be detected by inv. checkers/detectors. |
2841 |
If the player already has a force with that <key string>, |
2842 |
there won't be inserted a second one. |
2843 |
</attribute> |
2844 |
<attribute arch="connected" editor="connection" type="int"> |
2845 |
When the detector is triggered, all objects with the same |
2846 |
connection value get activated. |
2847 |
</attribute> |
2848 |
<attribute arch="speed" editor="marking speed" type="float"> |
2849 |
The <marking speed> defines how quickly it will mark something |
2850 |
standing on the marker. Set this value rather high to make |
2851 |
sure the player really gets his mark. I think <marking speed> 1.0 |
2852 |
should do fine. |
2853 |
</attribute> |
2854 |
&speed_left; |
2855 |
<attribute arch="food" editor="mark duration" type="int"> |
2856 |
This value defines the duration of the force it inserts. |
2857 |
If nonzero, the duration of the player's mark is finite: |
2858 |
about 1 food per 10 seconds. <mark duration> zero/unset |
2859 |
means the mark will stay on the player forever. |
2860 |
</attribute> |
2861 |
<attribute arch="name" editor="delete mark" type="string"> |
2862 |
When the player steps onto the marker, all existing forces in |
2863 |
the players inventory with a <key string> matching <delete mark> |
2864 |
will be removed. If you don't want to remove any marks, leave |
2865 |
this textfield empty. |
2866 |
|
2867 |
Note that the string <delete mark> is set as the name of |
2868 |
this marker. So don't be confused, and remember changing the |
2869 |
name will take effect on the marker's functionality. |
2870 |
</attribute> |
2871 |
<attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text"> |
2872 |
In the moment when the player gets marked, this text is displayed |
2873 |
to him. You should really set a message in any marker you create, |
2874 |
because it's the only way for the player to notice what's going on. |
2875 |
</attribute> |
2876 |
</type> |
2877 |
|
2878 |
<!--####################################################################--> |
2879 |
<type number="36" name="Money"> |
2880 |
<ignore> |
2881 |
<attribute arch="unpaid" /> |
2882 |
</ignore> |
2883 |
<description><![CDATA[ |
2884 |
Items of the type Money are handled as currency. |
2885 |
Money cannot be sold/bought in shops. When money is dropped |
2886 |
in a shop, it stays the same.<br> |
2887 |
When a player picks an item from a shop and attempts to |
2888 |
walk over the shop mat, the item's selling-price is automatically |
2889 |
subtracted from the player's money. |
2890 |
<br><br> |
2891 |
For money, always use the default arches. |
2892 |
Don't modify them. ]]> |
2893 |
</description> |
2894 |
<attribute arch="race" value="gold and jewels" type="fixed" /> |
2895 |
</type> |
2896 |
|
2897 |
<!--####################################################################--> |
2898 |
<type number="0" name="Monster & NPC"> |
2899 |
<required> |
2900 |
<attribute arch="is_floor" value="0" /> |
2901 |
<attribute arch="alive" value="1" /> |
2902 |
<attribute arch="tear_down" value="0" /> |
2903 |
</required> |
2904 |
<ignore> |
2905 |
<attribute arch="material" /> |
2906 |
<attribute arch="name_pl" /> |
2907 |
<attribute arch="nrof" /> |
2908 |
<attribute arch="value" /> |
2909 |
<attribute arch="unpaid" /> |
2910 |
</ignore> |
2911 |
<description><![CDATA[ |
2912 |
Monsters can behave in various kinds of ways. |
2913 |
They can be aggressive, attacking the player. Or peaceful, |
2914 |
helping the player - maybe joining him as pet. |
2915 |
The unagressive creatures who communicate with players are |
2916 |
usually called "NPCs" (Non Player Character), a well-known |
2917 |
term in role-play environments. ]]> |
2918 |
</description> |
2919 |
<use><![CDATA[ |
2920 |
Monsters play a central role in most maps. Choosing the right |
2921 |
combination of monsters for your map is vital: |
2922 |
<UL> |
2923 |
<LI> Place only monsters of slightly varying (increasing) strength. |
2924 |
It's no fun to play for two hours just to find out the last |
2925 |
monster is unbeatable. Similar, it's not exciting to fight orcs |
2926 |
after passing a room of dragons.<br> |
2927 |
This rule applies only for linear maps (one room after the other), |
2928 |
with treasure at the end. You can sprinkle the treasure around, |
2929 |
or make non-linear maps - That is often more entertaining. |
2930 |
<LI> Places with high level monsters must not be easy to reach. |
2931 |
Balrogs, Dragonmen and the likes should be at the end of a quest, |
2932 |
not at the beginning. |
2933 |
<LI> Don't stick monsters together that tend to kill each other. |
2934 |
Fire- and cold dragons in one room for example is a bad idea. |
2935 |
By weakening and killing each other they are easy prey for players, |
2936 |
not worth the experience they hold. |
2937 |
<LI> Create your own monsters, especially for "boss"-type monsters. |
2938 |
Having stage-bosses guarding treasure is a lot of fun when done right. |
2939 |
Avoid to create monsters with completely non-intuitive abilities: |
2940 |
Don't give ice-spells to firedragons or vice versa. Don't add |
2941 |
draining attack to trolls, etc. Additionally, you should inform the |
2942 |
player before he bumps right into some very special/unusual monster. |
2943 |
<LI> Last but not least: Always keep an eye on the experience your monsters |
2944 |
hold. Design your maps in a way that high experience |
2945 |
is always well-defended. Don't make large rooms full with only one kind |
2946 |
of monster. Keep in mind the different abilities/techniques players |
2947 |
can use. |
2948 |
</UL> |
2949 |
I know it's impossible to make the perfectly balanced map. There's always |
2950 |
some part which is found too easy or too hard for a certain kind of player. |
2951 |
Just give it your best shot. And listen to feedback from players if you |
2952 |
receive some. :-) ]]> |
2953 |
</use> |
2954 |
<attribute arch="alive" value="1" type="fixed" /> |
2955 |
<attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
2956 |
When the monster is killed, items from the treasurelist will |
2957 |
drop to the ground. This is a common way to reward players |
2958 |
for killing (masses of) monsters. |
2959 |
|
2960 |
Note that you can always put items into the monster's |
2961 |
inventory. Those will drop-at-kill just like the stuff |
2962 |
from the <treasurelist>. |
2963 |
</attribute> |
2964 |
<attribute arch="level" editor="level" type="int"> |
2965 |
A monster's <level> is the most important attribute. |
2966 |
<level> affects the power of a monster in various ways. |
2967 |
</attribute> |
2968 |
<attribute arch="race" editor="race" type="string"> |
2969 |
Every monster should have a race set to categorize it. |
2970 |
The monster's <race> can have different effects: |
2971 |
Slaying weapons inflict tripple damage against enemy races |
2972 |
and holy word kills only enemy races of the god. |
2973 |
</attribute> |
2974 |
<attribute arch="exp" editor="experience" type="int"> |
2975 |
When a player kills this monster, he will get exactly this |
2976 |
amount of <experience>. The experience will flow into |
2977 |
the skill-category the player used for the kill. |
2978 |
|
2979 |
If you create special monsters of tweaked strenght/abilities, |
2980 |
always make sure that the <experience> is set to a |
2981 |
reasonable value. Compare with existing arches to get a feeling |
2982 |
what reasonable means. Keep in mind that spellcasting monsters |
2983 |
are a lot harder to kill than non-spellcasters! |
2984 |
</attribute> |
2985 |
<attribute arch="speed" editor="speed" type="float"> |
2986 |
The <speed> determines how fast a monster will both move |
2987 |
and fight. High <speed> makes a monster considerably stronger. |
2988 |
</attribute> |
2989 |
&speed_left; |
2990 |
<attribute arch="other_arch" editor="breed monster" type="string"> |
2991 |
This only takes effect if <multiply> is enabled. The monster will |
2992 |
create a <breed monster> every once in a while. <breed monster> |
2993 |
can be set to any valid arch-name of a monster. Multipart monster |
2994 |
should not be used. |
2995 |
</attribute> |
2996 |
<attribute arch="generator" editor="multiply" type="bool"> |
2997 |
Monsters with <generator> enabled will create a <breed monster> |
2998 |
every once in a while. Mice are a good example for this effect. |
2999 |
If enabled, you must also set <breed monster> or check |
3000 |
<template generation> and put other monsters in the inventory. |
3001 |
</attribute> |
3002 |
<attribute arch="use_content_on_gen" editor="template generation" type="bool"> |
3003 |
This only takes effect if <multiply> is enabled. The monster |
3004 |
will create a new monster every once in a while by duplicating it's inventory. |
3005 |
In this case, the <breed monster> value is never used and can be forgotten. |
3006 |
Each time the monster need to generate an object, it will be |
3007 |
a randomly chosen item from the inventory. When generator is destroyed, |
3008 |
inventory is destroyed. |
3009 |
</attribute> |
3010 |
&move_type; |
3011 |
<attribute arch="undead" editor="undead" type="bool"> |
3012 |
Several spells only affect undead monsters: |
3013 |
turn undead, banish undead, holy word, etc. |
3014 |
</attribute> |
3015 |
<attribute arch="carrying" editor="carries weight" type="int"> |
3016 |
If a monster has something in the inventory, this |
3017 |
value can be set to reflect the slowdown due to |
3018 |
the carried weight. |
3019 |
</attribute> |
3020 |
|
3021 |
<section name="melee"> |
3022 |
<attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3023 |
This number is a bitmask, specifying the monster's attacktypes |
3024 |
for melee damage. Attacktypes are: physical, magical, fire, cold.. etc. |
3025 |
Strong monsters often have more than just physical attacktype. |
3026 |
|
3027 |
When a monster with multiple attacktypes hits aan oponent, it will do |
3028 |
as much damage as the "best" of it's attacktypes does. So, the more |
3029 |
attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are |
3030 |
somehow exceptions. |
3031 |
</attribute> |
3032 |
<attribute arch="dam" editor="damage" type="int"> |
3033 |
Among other parameters, <damage> affects how much melee damage |
3034 |
a monster inflicts. <damage> is used as base value for damage per |
3035 |
hit. <level>, <speed>, <weapon class> and resistances also |
3036 |
take effect on the melee damage of a monster. |
3037 |
</attribute> |
3038 |
<attribute arch="wc" editor="weapon class" type="int"> |
3039 |
Monsters of high <weapon class> are more likely to really hit |
3040 |
their opponent. <weapon class> can be considered the "counterpiece" |
3041 |
to <armour class>. |
3042 |
</attribute> |
3043 |
<attribute arch="hp" editor="health points" type="int"> |
3044 |
The <health points> of a monster define how long it takes to |
3045 |
kill it. With every successful hit from an opponent, <health points> |
3046 |
get drained - The monster dies by zero <health points>. |
3047 |
</attribute> |
3048 |
<attribute arch="maxhp" editor="max health" type="int"> |
3049 |
<max health> is the maximum amount of <health points> this |
3050 |
monster can have. |
3051 |
</attribute> |
3052 |
<attribute arch="ac" editor="armour class" type="int"> |
3053 |
Monsters of low <armour class> are less likely to get hit from |
3054 |
their opponent. <armour class> can be considered the "counterpiece" |
3055 |
to <weapon class>. |
3056 |
Values typically range between +20 (very bad) to -20 (quite good). |
3057 |
</attribute> |
3058 |
<attribute arch="Con" editor="healing rate" type="int"> |
3059 |
Monsters regenerate this many health points each 4 ticks. Hence, the |
3060 |
healing rate is independent of <speed>. |
3061 |
</attribute> |
3062 |
<attribute arch="reflect_missile" editor="reflect missiles" type="bool"> |
3063 |
A monster with this flag has the ability to <reflect missiles>, |
3064 |
all kinds of projectiles (e.g. arrows, bolts, boulders) will |
3065 |
bounce off. |
3066 |
</attribute> |
3067 |
<attribute arch="hitback" editor="hitback" type="bool"> |
3068 |
Monsters with <hitback> enabled hurt the attacker in proportion |
3069 |
to the amount of damage the *attacker* inflicted. This damage |
3070 |
is additional to the regular melee damage of the monster. |
3071 |
As far as I know, hitback uses acid attacktype, and it only takes |
3072 |
effect if the monster actually has acid attacktype at it's disposal. |
3073 |
Acid spheres for example use this feature. |
3074 |
</attribute> |
3075 |
<attribute arch="one_hit" editor="one hit only" type="bool"> |
3076 |
Monsters with <one hit only> dissapear after one successful hit |
3077 |
to a player. |
3078 |
</attribute> |
3079 |
</section> |
3080 |
|
3081 |
<section name="spellcraft"> |
3082 |
<attribute arch="can_cast_spell" editor="can cast spell" type="bool"> |
3083 |
If <can cast spell> is disabled, the monster cannot cast any spell. |
3084 |
Only wands/rods/etc can be used, given the appropriate abilities. |
3085 |
</attribute> |
3086 |
<attribute arch="reflect_spell" editor="reflect spells" type="bool"> |
3087 |
A monster with this flag has the ability to <reflect spells>, |
3088 |
all kinds of spell-bullets and -beams will bounce off. |
3089 |
|
3090 |
Generally this flag should not be set because it puts |
3091 |
wizard-type players at an unfair disadvantage. |
3092 |
</attribute> |
3093 |
<attribute arch="sp" editor="spellpoints" type="int"> |
3094 |
Like players, monsters need <spellpoints> to do magic. Monsters use |
3095 |
them for both wizard- and prayer-spells. However, this value defines |
3096 |
only the amount of *initial* spellpoints the monster starts with. |
3097 |
When creating a spellcasting monster, remember that <max spellpoints> |
3098 |
and <spellpoint regen.> are more important than just initial |
3099 |
<spellpoints>. |
3100 |
</attribute> |
3101 |
<attribute arch="maxsp" editor="max spellpoints" type="int"> |
3102 |
<max spellpoints> is the maximum number of spellpoints a monster |
3103 |
can hold. Setting this to high values has little effect unless |
3104 |
the monster has a decent <spellpoint regen.>, or the spell |
3105 |
"regenerate mana" at it's disposal. |
3106 |
</attribute> |
3107 |
<attribute arch="Pow" editor="spellpoint regen." type="int"> |
3108 |
Monsters regenerate this many spellpoints each 16 ticks. Hence, the |
3109 |
spellpoint regeneration rate is independent of <speed>. |
3110 |
|
3111 |
To make a real tough spellcasting monster, the rate of spellpoint |
3112 |
regeneration is most important. If your monster is still not casting |
3113 |
fast enough, give it the spell-ability of "regenerate mana". |
3114 |
That, paired with high <max spellpoints>, is the ultimate thing. |
3115 |
</attribute> |
3116 |
<attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath"> |
3117 |
Click on the <attuned paths> button to select spellpaths. |
3118 |
The creature will get attuned to the specified spellpaths. |
3119 |
</attribute> |
3120 |
<attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath"> |
3121 |
Click on the <repelled paths> button to select spellpaths. |
3122 |
The creature will get repelled to the specified spellpaths. |
3123 |
</attribute> |
3124 |
<attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath"> |
3125 |
Click on the <denied paths> button to select spellpaths. |
3126 |
The creature won't be able to cast spells of the specified paths. |
3127 |
</attribute> |
3128 |
</section> |
3129 |
|
3130 |
<section name="ability"> |
3131 |
<attribute arch="Int" editor="detect hidden" type="int"> |
3132 |
The <detect hidden> value gives monsters the ablitity to find |
3133 |
hidden/invisible creatures. Higher values make for better |
3134 |
detection-skills. Enabling <see invisible> makes this value |
3135 |
obsolete. |
3136 |
</attribute> |
3137 |
<attribute arch="see_invisible" editor="see invisible" type="bool"> |
3138 |
A monster with the ability to <see invisible> cannot be fooled |
3139 |
with by invisible or hiding players. This flag is a must-have |
3140 |
for high-level monsters. When a monster is unable to detect |
3141 |
invisible players, it can be killed without fighting back. |
3142 |
</attribute> |
3143 |
<attribute arch="can_see_in_dark" editor="see in darkness" type="bool"> |
3144 |
A monster with the ability to <see in darkness> cannot be fooled |
3145 |
by spells of darkness or dark maps. This flag is a "should-have" |
3146 |
for high-level monsters. When a monster is unable to see in |
3147 |
darkness, players can cast darkness and sneak around it safely. |
3148 |
</attribute> |
3149 |
<attribute arch="can_use_weapon" editor="can use weapons" type="bool"> |
3150 |
Monster is able to wield weapon type objects. |
3151 |
</attribute> |
3152 |
<attribute arch="can_use_bow" editor="can use bows" type="bool"> |
3153 |
Monster is able to use missile-weapon type objects. |
3154 |
</attribute> |
3155 |
<attribute arch="can_use_armour" editor="can use armour" type="bool"> |
3156 |
Monster is able to wear protective equipment like brestplate |
3157 |
armour, shields, helmets etc. |
3158 |
</attribute> |
3159 |
<attribute arch="can_use_ring" editor="can use rings" type="bool"> |
3160 |
Monster is able to wear rings. |
3161 |
</attribute> |
3162 |
<attribute arch="can_use_wand" editor="can use wands" type="bool"> |
3163 |
Monster is able to use wands and staves. |
3164 |
</attribute> |
3165 |
<attribute arch="can_use_rod" editor="can use rods" type="bool"> |
3166 |
Monster is able to use rods. |
3167 |
</attribute> |
3168 |
<attribute arch="can_use_scroll" editor="can use scrolls" type="bool"> |
3169 |
Monster is able to read scrolls. |
3170 |
</attribute> |
3171 |
<attribute arch="can_use_skill" editor="can use skills" type="bool"> |
3172 |
Monster is able to use skills from it's inventory. |
3173 |
For example, you can put a throwing skill object and some |
3174 |
boulders into the monster's object and set <can use skills>. |
3175 |
</attribute> |
3176 |
</section> |
3177 |
|
3178 |
<section name="behave"> |
3179 |
<attribute arch="monster" editor="monster behaviour" type="bool"> |
3180 |
When <monster behaviour> is enabled, this object will behave |
3181 |
like a monster: It can move and attack enemies (which are |
3182 |
typically players). |
3183 |
This flag should be set for all monsters as-such. |
3184 |
Monsters which don't move, like guards, should also have |
3185 |
<monster behaviour>, but in combination with <stand still>. |
3186 |
It should *not* be set for things like immobile generators. |
3187 |
</attribute> |
3188 |
<attribute arch="unaggressive" editor="unaggressive" type="bool"> |
3189 |
<unaggressive> monsters do not attack players unless attacked first. |
3190 |
</attribute> |
3191 |
<attribute arch="friendly" editor="friendly" type="bool"> |
3192 |
<friendly> monsters help the player, attacking any |
3193 |
non-friendly monsters in range. |
3194 |
</attribute> |
3195 |
<attribute arch="stand_still" editor="stand still" type="bool"> |
3196 |
Monsters which <stand still> won't move to leave their position. |
3197 |
When agressive, they will attack all enemies who get close to |
3198 |
them. This behaviour is commonly known from castle guards. |
3199 |
|
3200 |
In older versions of Crossfire it was possible to eventually |
3201 |
push a <stand still>-monster out of position by force. |
3202 |
I believe this is no longer possible. Neverthless, you should |
3203 |
still be cautious when lining up <stand still>-monster in order |
3204 |
to "defend" something: Such monsters are rather easy to kill. |
3205 |
It's good for low level maps, but not much more. |
3206 |
</attribute> |
3207 |
<attribute arch="sleep" editor="asleep" type="bool"> |
3208 |
Being <asleep>, a monster won't move unless a player enters the |
3209 |
<sensing range> of the monster. Usually the sensing range is |
3210 |
larger than the players line of sight. Due to that, in most cases |
3211 |
the player won't ever notice weither a monster was asleep or not. |
3212 |
</attribute> |
3213 |
<attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply"> |
3214 |
This entry defines which kinds of environment actions the |
3215 |
creature is able to perform. |
3216 |
</attribute> |
3217 |
<attribute arch="pick_up" editor="pick up" type="bitmask_pick_up"> |
3218 |
Click on the <pick up> button and select which types of objects |
3219 |
the creature should try to pick up. |
3220 |
|
3221 |
Note also that if <can use armor>, <can use weapon>, <can use ring>... |
3222 |
etc are set, then the creature will pick up the matching items even |
3223 |
if this is not set here. |
3224 |
</attribute> |
3225 |
<attribute arch="Wis" editor="sensing range" type="int"> |
3226 |
<sensing range> determines how close a player needs to be before |
3227 |
the creature wakes up. This is done as a square, for reasons of speed. |
3228 |
Thus, if the <sensing range> is 11, any player that moves within the |
3229 |
11x11 square of the monster will wake the monster up. If the player |
3230 |
has stealth, the size of this square is reduced in half plus 1. |
3231 |
</attribute> |
3232 |
<attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3"> |
3233 |
If this is set to default, the standard mode of movement will be used. |
3234 |
</attribute> |
3235 |
<attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7"> |
3236 |
This movement is not in effect when the monster has an enemy and should |
3237 |
only be used for non agressive monsters. |
3238 |
</attribute> |
3239 |
<attribute arch="run_away" editor="run at % health" type="int"> |
3240 |
This is a percentage value in the range 0-100. |
3241 |
When the monster's health points drop below this percentage |
3242 |
(relative to max health), it attempts to run away from the |
3243 |
attacker. |
3244 |
</attribute> |
3245 |
</section> |
3246 |
|
3247 |
<section name="resistance"> |
3248 |
<attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
3249 |
</attribute> |
3250 |
<attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
3251 |
</attribute> |
3252 |
<attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
3253 |
</attribute> |
3254 |
<attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
3255 |
</attribute> |
3256 |
<attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
3257 |
</attribute> |
3258 |
<attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
3259 |
</attribute> |
3260 |
<attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
3261 |
</attribute> |
3262 |
<attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
3263 |
</attribute> |
3264 |
<attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
3265 |
</attribute> |
3266 |
<attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
3267 |
</attribute> |
3268 |
<attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
3269 |
</attribute> |
3270 |
<attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
3271 |
</attribute> |
3272 |
<attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
3273 |
</attribute> |
3274 |
<attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
3275 |
</attribute> |
3276 |
<attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
3277 |
</attribute> |
3278 |
<attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int"> |
3279 |
</attribute> |
3280 |
<attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
3281 |
</attribute> |
3282 |
<attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
3283 |
</attribute> |
3284 |
<attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
3285 |
</attribute> |
3286 |
<attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
3287 |
</attribute> |
3288 |
<attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
3289 |
</attribute> |
3290 |
</section> |
3291 |
<attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> |
3292 |
</attribute> |
3293 |
</type> |
3294 |
|
3295 |
<!--####################################################################--> |
3296 |
<type number="28" name="Monster (Grimreaper)"> |
3297 |
<import_type name="Monster & NPC" /> |
3298 |
<ignore> |
3299 |
<attribute arch="material" /> |
3300 |
<attribute arch="name_pl" /> |
3301 |
<attribute arch="nrof" /> |
3302 |
<attribute arch="value" /> |
3303 |
<attribute arch="unpaid" /> |
3304 |
</ignore> |
3305 |
<description><![CDATA[ |
3306 |
A grimreaper is a monster that vanishes after it did some number of |
3307 |
draining attacks. ]]> <!-- XXX: is this ok? --> |
3308 |
</description> |
3309 |
<section name="grimreaper"> |
3310 |
<attribute arch="value" editor="attacks" type="int"> |
3311 |
The object vanishes after this number of draining attacks. |
3312 |
</attribute> |
3313 |
</section> |
3314 |
</type> |
3315 |
|
3316 |
<!--####################################################################--> |
3317 |
<type number="65" name="Mood Floor"> |
3318 |
<ignore> |
3319 |
<ignore_list name="system_object" /> |
3320 |
</ignore> |
3321 |
<description><![CDATA[ |
3322 |
As the name implies, mood floors can change the "mood" of |
3323 |
a monsters/NPC. For example, an unagressive monster could be |
3324 |
turned mad to start attacking. Similar, an agressive monster |
3325 |
could be calmed. ]]> |
3326 |
</description> |
3327 |
<use><![CDATA[ |
3328 |
Mood floors are absolutely cool for NPC interaction. To make an |
3329 |
unaggressive monster/NPC attack, put a creator with "other_arch |
3330 |
furious_floor" under it. Connect the creator to a magic_ear, so the |
3331 |
player speaks a keyword like "stupid sucker" - and the monster attacks. |
3332 |
<br><br> |
3333 |
To turn an NPC into a pet, put a charm_floor under it and connect |
3334 |
it directly to a magic_ear. Then the player speaks a keyword like |
3335 |
"help me" - and the NPC joins him as pet. |
3336 |
<br><br> |
3337 |
(Of course you must always give clear hints about keywords! |
3338 |
And there is no reason why you couldn't use a button/lever/pedestal |
3339 |
etc. instead of a magic_ear.) ]]> |
3340 |
</use> |
3341 |
<attribute arch="no_pick" value="1" type="fixed" /> |
3342 |
<attribute arch="last_sp" editor="mood" type="list_mood"> |
3343 |
<mood> is used to determine what will happen to the |
3344 |
monster when affected by the mood floor: |
3345 |
|
3346 |
<mood> 'furious': Makes all monsters aggressive |
3347 |
|
3348 |
<mood> 'angry': As above but pets are unaffected |
3349 |
|
3350 |
<mood> 'calm': Makes all monsters unaggressive |
3351 |
|
3352 |
<mood> 'sleep': Puts all monsters to sleep |
3353 |
|
3354 |
<mood> 'charm': Turns monster into a pet of person |
3355 |
who triggers the square. This setting is not |
3356 |
enabled for continous operation, you need to |
3357 |
insert a <connection> value! |
3358 |
</attribute> |
3359 |
<attribute arch="connected" editor="connection" type="int"> |
3360 |
This should only be set in combination with <mood number> 4. |
3361 |
Normally, monsters are affected by the mood floor as soon as they |
3362 |
step on it. But charming (monster -> pet) is too powerful, |
3363 |
so it needs to be activated. |
3364 |
|
3365 |
Typically it is connected to an altar, for buying a "hireling". |
3366 |
But a powerful pet could as well be the reward for solving a |
3367 |
quest. Or even better: It could be *part* of a quest! |
3368 |
</attribute> |
3369 |
<attribute arch="no_magic" editor="no spells" type="bool"> |
3370 |
If enabled, it is impossible for players to use (wizard-) |
3371 |
spells on that spot. |
3372 |
</attribute> |
3373 |
<attribute arch="damned" editor="no prayers" type="bool"> |
3374 |
If enabled, it is impossible for players to use prayers |
3375 |
on that spot. It also prevents players from saving. |
3376 |
</attribute> |
3377 |
</type> |
3378 |
|
3379 |
<!--####################################################################--> |
3380 |
<type number="40" name="Mover"> |
3381 |
<ignore> |
3382 |
<ignore_list name="non_pickable" /> |
3383 |
</ignore> |
3384 |
<description><![CDATA[ |
3385 |
Movers move the objects above them. However, only living objects |
3386 |
are affected (monsters/NPCs always, players optional). Movers have |
3387 |
a direction, so players can be made to move in a pattern, and so |
3388 |
can monsters. Motion is involuntary. Additionally, players or |
3389 |
monsters can be "frozen" while ontop of movers so that they MUST |
3390 |
move along a chain of them. |
3391 |
<br><br> |
3392 |
Multisquare monsters can be moved as well, given |
3393 |
enough space. Movers are usually invisible. ]]> |
3394 |
</description> |
3395 |
<use><![CDATA[ |
3396 |
NEVER EVER consider a mover being unpassable in the backwards |
3397 |
direction. Setting "forced movement" makes it seemingly impossible |
3398 |
but there is still a trick: One player can push a second player |
3399 |
past the mover, in opposite to the mover's direction! The more |
3400 |
movers, the more players needed. Hence, don't make a treasure |
3401 |
room that is surrounded by movers instead of solid walls/gates. |
3402 |
<br><br> |
3403 |
Btw, it does not make a difference putting movers above or |
3404 |
below the floor. Moreover, movers that are set to be invisible |
3405 |
cannot be discovered with the show_invisible spell. |
3406 |
<br><br> |
3407 |
Note that Movers and Directors are seperate objects, even though |
3408 |
they look and act similar. Directors only do spells/missiles, |
3409 |
while movers only do living creatures (depending on how it |
3410 |
is set: monsters and players). ]]> |
3411 |
</use> |
3412 |
<attribute arch="attacktype" editor="forced movement" type="bool"> |
3413 |
If forced movement is enabled, the mover "freezes" anyone it |
3414 |
moves (so they are forced to move along a chain). |
3415 |
For players there is no way to escape this forced movement, |
3416 |
except being pushed by a second player. |
3417 |
</attribute> |
3418 |
<attribute arch="maxsp" editor="freeze duration" type="int"> |
3419 |
The player will be "frozen" for that many moves. |
3420 |
If <freeze duration> is zero, with <forced movement> |
3421 |
enabled, then <freeze duration> gets assigned the |
3422 |
"default value" 2 automatically. |
3423 |
</attribute> |
3424 |
<attribute arch="speed" editor="movement speed" type="float"> |
3425 |
The movement speed value determines how fast a chain of |
3426 |
these movers will push a player along (default is -0.2). |
3427 |
</attribute> |
3428 |
&speed_left; |
3429 |
<attribute arch="sp" editor="direction" type="list_direction"> |
3430 |
The mover will push creatures in the specified <direction>. |
3431 |
A mover with direction set to <none> will spin clockwise, |
3432 |
thus pushing creatures in unpredictable directions. |
3433 |
</attribute> |
3434 |
<attribute arch="lifesave" editor="gets used up" type="bool"> |
3435 |
If enabled, the mover gets "used up" after a certain number of moves |
3436 |
(specified by <number of uses>). If disabled, the mover works infinitely. |
3437 |
</attribute> |
3438 |
<attribute arch="hp" editor="number of uses" type="int"> |
3439 |
This value has only a meaning if <gets used up> is set: |
3440 |
<number of uses> is the number of times minus one, that it |
3441 |
will move a creature before disappearing. (It will move |
3442 |
someone <number of uses>+1 times, then vanish). |
3443 |
</attribute> |
3444 |
<section name="targets"> |
3445 |
<attribute arch="level" editor="move players" type="bool"> |
3446 |
If <move players> is enabled, both players and monsters will be |
3447 |
moved. In the arches' default it is disabled - thus ONLY monsters |
3448 |
get moved. Remember that "monsters" includes NPCs! |
3449 |
|
3450 |
This feature provides you with the possibility to make NPCs |
3451 |
literally "come to life". Example: The player is talking with an |
3452 |
NPC, speaking a certain keyword. This triggers a magic_ear and |
3453 |
activates creators, creating (per default: monster-only) movers |
3454 |
under the NPC's feet. The NPC starts "walking" on a predefined |
3455 |
route! Note that it's useful to set this NPC immune to everything, |
3456 |
preventing the player to push the NPC off his trace. |
3457 |
</attribute> |
3458 |
<attribute arch="move_on" editor="movement type" type="movement_type"> |
3459 |
Which movement types activate the mover. |
3460 |
</attribute> |
3461 |
</section> |
3462 |
</type> |
3463 |
|
3464 |
<!--####################################################################--> |
3465 |
<type number="17" name="Pedestal"> |
3466 |
<ignore> |
3467 |
<ignore_list name="non_pickable" /> |
3468 |
</ignore> |
3469 |
<description><![CDATA[ |
3470 |
Pedestals are designed to detect certain types of living objects. |
3471 |
When a predefined type of living creature steps on the pedestal, the |
3472 |
connected value is triggered. ]]> |
3473 |
</description> |
3474 |
<use><![CDATA[ |
3475 |
If you want to create a place where only players of a certain race |
3476 |
can enter, put a teleporter over your pedestal. So the teleporter is |
3477 |
only activated for players of the matching race. Do not use gates, |
3478 |
because many other players could sneak in. If you put powerful |
3479 |
artifacts into such places, generally set "startequip 1", so that |
3480 |
they are preserved for that one race and can't be traded to others. ]]> |
3481 |
</use> |
3482 |
<attribute arch="no_pick" value="1" type="fixed" /> |
3483 |
<attribute arch="slaying" editor="match race" type="string"> |
3484 |
the <match race> defines the object we're looking for. If <match race> |
3485 |
matches the monster's or the player's race, we have a match. |
3486 |
Yes, pedestals can detect a player's race! E.g. you could create a |
3487 |
place where only fireborns can enter, by setting "slaying unnatural". |
3488 |
|
3489 |
If it is set to "player", any player stepping on the pedestal |
3490 |
is a match. Very useful if you want to open a gate for players |
3491 |
but not for monsters. |
3492 |
</attribute> |
3493 |
<attribute arch="connected" editor="connection" type="int"> |
3494 |
When the pedestal is triggered, all objects with the same |
3495 |
connection value get activated. |
3496 |
</attribute> |
3497 |
&move_on; |
3498 |
</type> |
3499 |
|
3500 |
<!--####################################################################--> |
3501 |
<type number="94" name="Pit"> |
3502 |
<ignore> |
3503 |
<ignore_list name="non_pickable" /> |
3504 |
</ignore> |
3505 |
<description><![CDATA[ |
3506 |
Pits are holes, transporting the player when he walks (and falls) into them. |
3507 |
A speciality about pits is that they don't transport the player to |
3508 |
the exact destination, but within a two-square radius of the destination |
3509 |
(never on blocked squares).<br> |
3510 |
Optionally, pits can get closed and opened, similar to gates.<br><br> |
3511 |
Monsters and items are affected by pits just as well as players. |
3512 |
Even multipart monsters can fall through them, given enough space. ]]> |
3513 |
</description> |
3514 |
<use><![CDATA[ |
3515 |
Pits can add interesting effects to your map. When using them, make |
3516 |
sure to use them in a "logical way": Pits should always drop the |
3517 |
player to some kind of lower level. They should not be used to |
3518 |
randomly interconnect maps like teleporters do. ]]> |
3519 |
</use> |
3520 |
<attribute arch="no_pick" value="1" type="fixed" /> |
3521 |
<attribute arch="connected" editor="connection" type="int"> |
3522 |
When a <connection> value is set, the pit can be opened/closed |
3523 |
by activating the connection. |
3524 |
</attribute> |
3525 |
&activate_on; |
3526 |
<attribute arch="hp" editor="destination X" type="int"> |
3527 |
The pit will transport creatures (and items) randomly into a two-square |
3528 |
radius of the destination coordinates. |
3529 |
If the destination square becomes blocked, the pit will act like |
3530 |
being filled up and not work anymore! |
3531 |
</attribute> |
3532 |
<attribute arch="sp" editor="destination Y" type="int"> |
3533 |
The pit will transport creatures (and items) randomly into a two-square |
3534 |
radius of the destination coordinates. |
3535 |
If the destination square becomes blocked, the pit will act like |
3536 |
being filled up and not work anymore! |
3537 |
</attribute> |
3538 |
<attribute arch="wc" editor="position state" type="int"> |
3539 |
The <position state> defines the position of the gate: |
3540 |
Zero means completely open/down, the "number of animation-steps" (usually |
3541 |
about 6 or 7) means completely closed/up state. I suggest you don't |
3542 |
mess with this value - Leave the default in place. |
3543 |
</attribute> |
3544 |
&move_on; |
3545 |
</type> |
3546 |
|
3547 |
<!--####################################################################--> |
3548 |
<type number="7" name="Poison Food"> |
3549 |
<description><![CDATA[ |
3550 |
When eating, the player's stomache is drained by 1/4 of food. |
3551 |
If his food drops to zero, the player might even die. ]]> |
3552 |
</description> |
3553 |
</type> |
3554 |
|
3555 |
<!--####################################################################--> |
3556 |
<type number="5" name="Potion"> |
3557 |
<description><![CDATA[ |
3558 |
The player can drink these and gain various kinds of benefits |
3559 |
(/penalties) by doing so. ]]> |
3560 |
</description> |
3561 |
<use><![CDATA[ |
3562 |
One potion should never give multiple benefits at once. ]]> |
3563 |
</use> |
3564 |
<attribute arch="level" editor="potion level" type="int"> |
3565 |
If the potion contains a spell, the spell is cast at this level. |
3566 |
For other potions it should be set at least to 1. |
3567 |
</attribute> |
3568 |
<attribute arch="sp" editor="spell" type="spell"> |
3569 |
When a player drinks this potion, the selected spell |
3570 |
will be casted (once). This should work for any given spell. |
3571 |
E.g. heal is "sp 35", magic power is "sp 67". |
3572 |
</attribute> |
3573 |
<attribute arch="attacktype" editor="special effect" type="list_potion_effect"> |
3574 |
There are two types of special effects for potions: |
3575 |
'life restoration' - restore the player's stats lost by death or draining |
3576 |
(this has nothing in common with the restoration spell!) |
3577 |
'improvement' - increase the player's maximum health/mana/grace |
3578 |
by a very small amount. |
3579 |
</attribute> |
3580 |
<attribute arch="cursed" editor="cursed" type="bool"> |
3581 |
If a potion is cursed, benefits generally turn into penalties. |
3582 |
Note that potions can be "uncursed" by praying over an altar, |
3583 |
with relative ease. *But* the potion must be identified to notice |
3584 |
that it is cursed >:) |
3585 |
</attribute> |
3586 |
<attribute arch="startequip" editor="godgiven item" type="bool"> |
3587 |
A godgiven item vanishes as soon as the player |
3588 |
drops it to the ground. |
3589 |
</attribute> |
3590 |
<section name="stats"> |
3591 |
<attribute arch="Str" editor="strength" type="int"> |
3592 |
The player's strentgh will rise/fall by the given value for permanent |
3593 |
(of course there is an upper limit). Generally there shouldn't be stat |
3594 |
potions granting more than one stat. Cursed potions will subtract the |
3595 |
stats if positive. |
3596 |
</attribute> |
3597 |
<attribute arch="Dex" editor="dexterity" type="int"> |
3598 |
The player's dexterity will rise/fall by the given value for permanent |
3599 |
(of course there is an upper limit). Generally there shouldn't be stat |
3600 |
potions granting more than one stat. Cursed potions will subtract the |
3601 |
stats if positive. |
3602 |
</attribute> |
3603 |
<attribute arch="Con" editor="constitution" type="int"> |
3604 |
The player's constitution will rise/fall by the given value for permanent |
3605 |
(of course there is an upper limit). Generally there shouldn't be stat |
3606 |
potions granting more than one stat. Cursed potions will subtract the |
3607 |
stats if positive. |
3608 |
</attribute> |
3609 |
<attribute arch="Int" editor="intelligence" type="int"> |
3610 |
The player's intelligence will rise/fall by the given value for permanent |
3611 |
(of course there is an upper limit). Generally there shouldn't be stat |
3612 |
potions granting more than one stat. Cursed potions will subtract the |
3613 |
stats if positive. |
3614 |
</attribute> |
3615 |
<attribute arch="Pow" editor="power" type="int"> |
3616 |
The player's power will rise/fall by the given value for permanent |
3617 |
(of course there is an upper limit). Generally there shouldn't be stat |
3618 |
potions granting more than one stat. Cursed potions will subtract the |
3619 |
stats if positive. |
3620 |
</attribute> |
3621 |
<attribute arch="Wis" editor="wisdom" type="int"> |
3622 |
The player's wisdom will rise/fall by the given value for permanent |
3623 |
(of course there is an upper limit). Generally there shouldn't be stat |
3624 |
potions granting more than one stat. Cursed potions will subtract the |
3625 |
stats if positive. |
3626 |
</attribute> |
3627 |
<attribute arch="Cha" editor="charisma" type="int"> |
3628 |
The player's charisma will rise/fall by the given value for permanent |
3629 |
(of course there is an upper limit). Generally there shouldn't be stat |
3630 |
potions granting more than one stat. Cursed potions will subtract the |
3631 |
stats if positive. |
3632 |
</attribute> |
3633 |
</section> |
3634 |
<section name="resistance"> |
3635 |
<attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
3636 |
The player's resistance to physical will rise by this value in percent |
3637 |
(range -100 till +100). The effect is only temporare, and it does NOT |
3638 |
add on the values from the player's equipment. |
3639 |
Cursed potions will make negative resistance.. very nasty in combat! |
3640 |
</attribute> |
3641 |
<attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
3642 |
The player's resistance to magic will rise by this value in percent |
3643 |
(range -100 till +100). The effect is only temporare, and it does NOT |
3644 |
add on the values from the player's equipment. |
3645 |
Cursed potions will make negative resistance.. very nasty in combat! |
3646 |
</attribute> |
3647 |
<attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
3648 |
The player's resistance to fire will rise by this value in percent |
3649 |
(range -100 till +100). The effect is only temporare, and it does NOT |
3650 |
add on the values from the player's equipment. |
3651 |
Cursed potions will make negative resistance.. very nasty in combat! |
3652 |
</attribute> |
3653 |
<attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
3654 |
The player's resistance to electricity will rise by this value in percent |
3655 |
(range -100 till +100). The effect is only temporare, and it does NOT |
3656 |
add on the values from the player's equipment. |
3657 |
Cursed potions will make negative resistance.. very nasty in combat! |
3658 |
</attribute> |
3659 |
<attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
3660 |
The player's resistance to cold will rise by this value in percent |
3661 |
(range -100 till +100). The effect is only temporare, and it does NOT |
3662 |
add on the values from the player's equipment. |
3663 |
Cursed potions will make negative resistance.. very nasty in combat! |
3664 |
</attribute> |
3665 |
<attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
3666 |
The player's resistance to acid will rise by this value in percent |
3667 |
(range -100 till +100). The effect is only temporare, and it does NOT |
3668 |
add on the values from the player's equipment. |
3669 |
Cursed potions will make negative resistance.. very nasty in combat! |
3670 |
</attribute> |
3671 |
<attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
3672 |
The player's resistance to confusion will rise by this value in percent |
3673 |
(range -100 till +100). The effect is only temporare, and it does NOT |
3674 |
add on the values from the player's equipment. |
3675 |
Cursed potions will make negative resistance.. very nasty in combat! |
3676 |
</attribute> |
3677 |
<attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
3678 |
The player's resistance to weaponmagic will rise by this value in percent |
3679 |
(range -100 till +100). The effect is only temporare, and it does NOT |
3680 |
add on the values from the player's equipment. |
3681 |
Cursed potions will make negative resistance.. very nasty in combat! |
3682 |
</attribute> |
3683 |
<attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
3684 |
The player's resistance to paralyze will rise by this value in percent |
3685 |
(range -100 till +100). The effect is only temporare, and it does NOT |
3686 |
add on the values from the player's equipment. |
3687 |
Cursed potions will make negative resistance.. very nasty in combat! |
3688 |
</attribute> |
3689 |
<attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
3690 |
The player's resistance to draining will rise by this value in percent |
3691 |
(range -100 till +100). The effect is only temporare, and it does NOT |
3692 |
add on the values from the player's equipment. |
3693 |
Cursed potions will make negative resistance.. very nasty in combat! |
3694 |
</attribute> |
3695 |
<attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
3696 |
The player's resistance to depletion will rise by this value in percent |
3697 |
(range -100 till +100). The effect is only temporare, and it does NOT |
3698 |
add on the values from the player's equipment. |
3699 |
Cursed potions will make negative resistance.. very nasty in combat! |
3700 |
</attribute> |
3701 |
<attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
3702 |
The player's resistance to poison will rise by this value in percent |
3703 |
(range -100 till +100). The effect is only temporare, and it does NOT |
3704 |
add on the values from the player's equipment. |
3705 |
Cursed potions will make negative resistance.. very nasty in combat! |
3706 |
</attribute> |
3707 |
</section> |
3708 |
</type> |
3709 |
|
3710 |
<!--####################################################################--> |
3711 |
<type number="156" name="Power Crystal"> |
3712 |
<description><![CDATA[ |
3713 |
Power crystals can store a player's mana: |
3714 |
When the player applies the crystal with full mana, half of |
3715 |
it flows into the crystal. When the player applies it with |
3716 |
lacking mana, the crystal replenishes the player's mana. ]]> |
3717 |
</description> |
3718 |
<attribute arch="sp" editor="initial mana" type="int"> |
3719 |
<initial mana> is the amount of spellpoints that the |
3720 |
crystal holds when the map is loaded. |
3721 |
</attribute> |
3722 |
<attribute arch="maxsp" editor="mana capacity" type="int"> |
3723 |
The <mana capacity> defines how much mana can be stored |
3724 |
in the crystal. This is what makes the crystal interesting. |
3725 |
Wizard-players will always seek for crystals with large |
3726 |
capacities. |
3727 |
</attribute> |
3728 |
</type> |
3729 |
|
3730 |
<!--####################################################################--> |
3731 |
<type number="13" name="Projectile"> |
3732 |
<description><![CDATA[ |
3733 |
Projectiles like arrows/crossbow bolts are used as ammunition |
3734 |
for shooting weapons. |
3735 |
<br><br> |
3736 |
It's very easy to add new pairs of weapons & projectiles. |
3737 |
Just set matching <ammunition class> both for shooting |
3738 |
weapon and projectile. ]]> |
3739 |
</description> |
3740 |
<use><![CDATA[ |
3741 |
If you want to create new kinds of projectiles, you could |
3742 |
add an alchemical receipe to create these. |
3743 |
|
3744 |
Don't create new pairs of weapons & projectiles unless |
3745 |
they really fullfill a useful purpose. In fact, even bows |
3746 |
and crossbows are rarely ever used. ]]> |
3747 |
</use> |
3748 |
<attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3749 |
This number is a bitmask, specifying the projectile's attacktypes. |
3750 |
Attacktypes are: physical, magical, fire, cold.. etc. |
3751 |
This works identical to melee weapons. Note that shooting |
3752 |
weapons cannot have attacktypes. |
3753 |
</attribute> |
3754 |
<attribute arch="race" editor="ammunition class" type="string"> |
3755 |
Only shooting weapons with matching <ammunition class> can fire |
3756 |
these projectiles. For arrows set "arrows", for crossbow bolts |
3757 |
set "crossbow bolts" (big surprise). |
3758 |
|
3759 |
In certain cases, the ammunition class is displayed in the game. |
3760 |
Hence, when you create a new ammunition class, choose an |
3761 |
intuitive name like "missiles", "spirit bolts" - whatever. |
3762 |
|
3763 |
You can also make special containers holding these projectiles |
3764 |
by setting the <container class> to match your <ammunition class>. |
3765 |
</attribute> |
3766 |
<attribute arch="slaying" editor="slaying race" type="string"> |
3767 |
Slaying means the weapon does tripple (3x) damage to monsters |
3768 |
of the specified race. If <slaying race> matches an arch name, |
3769 |
only monsters of that archtype receive tripple damage. |
3770 |
Tripple damage is very effective. |
3771 |
</attribute> |
3772 |
<attribute arch="dam" editor="damage" type="int"> |
3773 |
The projectile <damage> significantly affects the damage |
3774 |
done. Damage can be further increased by the shooting |
3775 |
weapon's attributes. |
3776 |
</attribute> |
3777 |
<attribute arch="wc" editor="weaponclass" type="int"> |
3778 |
This value is supposed to be the base <weaponclass>, |
3779 |
but it seems to have rather little effect. |
3780 |
High values are good here, low values bad. |
3781 |
</attribute> |
3782 |
<attribute arch="food" editor="chance to break" type="int"> |
3783 |
The <chance to break> defines the breaking probability when this |
3784 |
projectile hits an obstacle, e.g. wall or monster. |
3785 |
The value is the %-chance to break, ranging from 0 (never breaking) |
3786 |
to 100 (breaking at first shot). |
3787 |
</attribute> |
3788 |
<attribute arch="magic" editor="magic bonus" type="int"> |
3789 |
Magic bonus increases chance to hit and damage a little bit. |
3790 |
</attribute> |
3791 |
<attribute arch="unique" editor="unique item" type="bool"> |
3792 |
Unique items exist only one time on a server. If the item |
3793 |
is taken, lost or destroyed - it's gone for good. |
3794 |
</attribute> |
3795 |
<attribute arch="startequip" editor="godgiven item" type="bool"> |
3796 |
A godgiven item vanishes as soon as the player |
3797 |
drops it to the ground. |
3798 |
</attribute> |
3799 |
<attribute arch="no_drop" editor="don't drop" type="bool"> |
3800 |
When a monster carries a projectile with <don't drop>, |
3801 |
this item will never drop to the ground but |
3802 |
vanish instead. If this object is shot, it can still drop |
3803 |
after hitting an obstacle. You can prevent this by |
3804 |
setting <chance to break> 100. |
3805 |
</attribute> |
3806 |
<attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
3807 |
This text may describe the projectile. This |
3808 |
could be nice for very special ones. |
3809 |
</attribute> |
3810 |
</type> |
3811 |
|
3812 |
<!--####################################################################--> |
3813 |
<type number="70" name="Ring"> |
3814 |
<import_type name="Amulet" /> |
3815 |
<description><![CDATA[ |
3816 |
Rings are worn on the hands - one ring each. |
3817 |
Wearing rings, the object's stats will directly be inherited to |
3818 |
the player. Usually enhancing his spellcasting potential. ]]> |
3819 |
</description> |
3820 |
<use><![CDATA[ |
3821 |
When you create an artifact ring, never forget that players can |
3822 |
wear <B>two</B> rings! Due to that it is extremely important to |
3823 |
keep rings in balance with the game. |
3824 |
<br><br> |
3825 |
Also keep in mind that rings are generally the wizard's tools. |
3826 |
They should primarily grant bonuses to spellcasting abilities |
3827 |
and non-physical resistances. ]]> |
3828 |
</use> |
3829 |
</type> |
3830 |
|
3831 |
<!--####################################################################--> |
3832 |
<type number="3" name="Rod"> |
3833 |
<ignore> |
3834 |
<attribute arch="title" /> |
3835 |
</ignore> |
3836 |
<description><![CDATA[ |
3837 |
A rod contains a spell. The player can use this spell by applying and |
3838 |
fireing the rod. Rods need time to regenerate their "internal" spellpoints, |
3839 |
lowering the effectiveness in combat. But unlike wands/scrolls, rods can be |
3840 |
used endlessly. ]]> |
3841 |
</description> |
3842 |
<use><![CDATA[ |
3843 |
Rods with healing/curing spells are extremely powerful. Usually, potions have |
3844 |
to be used for that purpose. Though, potions are expensive and only good for |
3845 |
one-time-use.<br> ]]> |
3846 |
</use> |
3847 |
<attribute arch="sp" editor="spell" type="spell"> |
3848 |
Sets the <spell> of the rod. Consider twice before handing out special |
3849 |
rods to players, since they can be used endlessly without any mana cost! |
3850 |
Rods with heal/ restoration/ protection spells, IF available, MUST be |
3851 |
very very VERY hard to get! |
3852 |
</attribute> |
3853 |
<attribute arch="level" editor="casting level" type="int"> |
3854 |
The casting level of the <spell> determines it's power. |
3855 |
For attack spells, level should be set to something reasonable. |
3856 |
</attribute> |
3857 |
<attribute arch="hp" editor="initial spellpoints" type="int"> |
3858 |
This value represents the initial amount of spellpoints in the rod. |
3859 |
Naturally, this is quite unimportant. |
3860 |
</attribute> |
3861 |
<attribute arch="maxhp" editor="max. spellpoints" type="int"> |
3862 |
When the rod is fully charged up, it will hold this maximum amount of |
3863 |
spellpoints. Make sure it is enough to cast the contained spell at least |
3864 |
once. But don't set the value too high, as that might make the rod |
3865 |
too effective. |
3866 |
</attribute> |
3867 |
<attribute arch="startequip" editor="godgiven item" type="bool"> |
3868 |
A godgiven item vanishes as soon as the player |
3869 |
drops it to the ground. |
3870 |
</attribute> |
3871 |
<attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
3872 |
This text may contain a description of the rod. |
3873 |
</attribute> |
3874 |
</type> |
3875 |
|
3876 |
<!--####################################################################--> |
3877 |
<type number="154" name="Rune"> |
3878 |
<ignore> |
3879 |
<attribute arch="no_pick" /> |
3880 |
<attribute arch="title" /> |
3881 |
<attribute arch="name_pl" /> |
3882 |
<attribute arch="weight" /> |
3883 |
<attribute arch="value" /> |
3884 |
<attribute arch="material" /> |
3885 |
<attribute arch="unpaid" /> |
3886 |
</ignore> |
3887 |
<description><![CDATA[ |
3888 |
A rune is a magical enscription on the dungeon floor. |
3889 |
<br><br> |
3890 |
Runes hit any monster or person who steps on them for 'dam' damage in |
3891 |
'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3892 |
and will cast this spell when it detonates. Yet another kind is the |
3893 |
"summoning rune", summoning predefined monsters of any kind, at detonation. |
3894 |
<br><br> |
3895 |
Many runes are already defined in the archetypes. ]]> |
3896 |
</description> |
3897 |
<use><![CDATA[ |
3898 |
Avoid monsters stepping on your runes. For example, summoning runes |
3899 |
together with spellcasting- and attack-runes is usually a bad idea. ]]> |
3900 |
</use> |
3901 |
<attribute arch="no_pick" value="1" type="fixed" /> |
3902 |
&move_on; |
3903 |
<attribute arch="level" editor="rune level" type="int"> |
3904 |
This value sets the level the rune will cast the spell it contains at, |
3905 |
if applicable. A level 99 rune casts a very, very mean spell of whatever. |
3906 |
(<rune level> 0 runes won't detonate at all!) |
3907 |
|
3908 |
Level Also effects how easily a rune may be found and disarmed, and |
3909 |
how much experience the player gets for doing so. Beware: High level |
3910 |
runes can be quite a cheap source of experience! So either make them |
3911 |
tough, or keep the level low. |
3912 |
</attribute> |
3913 |
<attribute arch="Cha" editor="visibility" type="int"> |
3914 |
This value determines what fraction of the time the rune is visible: |
3915 |
It'll be randomly visible 1/<visibility> of the time. Also effects |
3916 |
how easily the rune may be found. |
3917 |
</attribute> |
3918 |
<attribute arch="hp" editor="number of charges" type="int"> |
3919 |
The rune will detonate <number of charges> times before disappearing. |
3920 |
</attribute> |
3921 |
<attribute arch="dam" editor="direct damage" type="int"> |
3922 |
<direct damage> specifies how much damage is done by the rune, |
3923 |
if it doesn't contain a spell. This should be set in reasonable |
3924 |
relation to the rune's level. |
3925 |
</attribute> |
3926 |
<attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3927 |
If there isn't any spell (and <summon monster> is unset), this |
3928 |
attribute defines what attacktype to use for direct damage when |
3929 |
the rune detonates. |
3930 |
</attribute> |
3931 |
<section name="spellcraft"> |
3932 |
<attribute arch="sp" editor="spell" type="spell"> |
3933 |
The selected <spell> defines the spell in the rune, if any. |
3934 |
(Many runes do direct damage). |
3935 |
</attribute> |
3936 |
<attribute arch="slaying" editor="spell name" type="string"> |
3937 |
Name of the spell in the rune, if any. <spell name> is optional, |
3938 |
but if present, overrides the <spell> setting. |
3939 |
</attribute> |
3940 |
<attribute arch="other_arch" editor="spell arch" type="string"> |
3941 |
This string defines the spell in the rune, if any. <spell arch> |
3942 |
is optional, but if present, overrides the <spell> setting. |
3943 |
You can choose any of the existing arches. |
3944 |
</attribute> |
3945 |
<attribute arch="maxsp" editor="direction" type="list_direction"> |
3946 |
If set, the rune will cast it's containing spell (if any) in |
3947 |
this <direction>.In most cases this appears useless because |
3948 |
the spell directly hits the player. |
3949 |
</attribute> |
3950 |
<attribute arch="race" editor="summon monster" type="string"> |
3951 |
If this is set to the arch name of any monster, together with |
3952 |
<spell name> "summon evil monster", the rune will summon a bunch |
3953 |
of those on detonation. (dam and attacktype will still be ignored |
3954 |
in this case). Runes are even capable of summoning multi-square |
3955 |
monsters, given enough space. You'd better test it though. |
3956 |
</attribute> |
3957 |
<attribute arch="maxhp" editor="summon amount" type="int"> |
3958 |
This should only be set to a summoning rune. It will then summon |
3959 |
that many creatures of the kind <summon monster>. |
3960 |
</attribute> |
3961 |
</section> |
3962 |
<attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text"> |
3963 |
When the rune detonates, this text is displayed to the |
3964 |
victim. For especially powerful runes, create an appropriate |
3965 |
thrilling description. ;) |
3966 |
</attribute> |
3967 |
</type> |
3968 |
|
3969 |
<!--####################################################################--> |
3970 |
<type number="106" name="Savebed"> |
3971 |
<ignore> |
3972 |
<ignore_list name="non_pickable" /> |
3973 |
</ignore> |
3974 |
<description><![CDATA[ |
3975 |
When the player applies a savebed, he is not only saved. Both his |
3976 |
respawn-after-death and his word-of-recall positions are pointing |
3977 |
to the last-applied savebed. ]]> |
3978 |
</description> |
3979 |
<use><![CDATA[ |
3980 |
Put savebed locations in towns, do not put them into dungeons. |
3981 |
It is absolutely neccessary that a place with savebeds is 100% secure. |
3982 |
That means: |
3983 |
<UL> |
3984 |
<LI> Monsters must not be able to reach the savebeds under any circumstances! |
3985 |
<LI> If there are NPCs around, make sure they have the friendly-flag set. |
3986 |
<LI> Insert a relyable exit! Make sure there is no possibility that |
3987 |
players get trapped in a savebed location. |
3988 |
<LI> If possible, mark the whole site as no-spell area (Insert this |
3989 |
arch called "dungeon_magic" everywhere). This is not required, |
3990 |
but it makes the place much more safe. |
3991 |
</UL> ]]> |
3992 |
</use> |
3993 |
<attribute arch="no_pick" value="1" type="fixed" /> |
3994 |
<attribute arch="no_magic" value="1" type="fixed" /> |
3995 |
<attribute arch="damned" value="1" type="fixed" /> |
3996 |
</type> |
3997 |
|
3998 |
<!--####################################################################--> |
3999 |
<type number="111" name="Scroll"> |
4000 |
<ignore> |
4001 |
<attribute arch="title" /> |
4002 |
</ignore> |
4003 |
<description><![CDATA[ |
4004 |
Scrolls contain spells (similar to spell-potions). Unlike potions, |
4005 |
scrolls require a certain literacy skill to read successfully. |
4006 |
Accordingly, for a successful reading, a small amount of |
4007 |
experience is gained. Scrolls allow only one time usage, but |
4008 |
usually they are sold in bulks. ]]> |
4009 |
</description> |
4010 |
<use><![CDATA[ |
4011 |
For low level quests, scrolls of healing/curing-spells |
4012 |
can be a nice reward. At higher levels, scrolls become less |
4013 |
and less useful. ]]> |
4014 |
</use> |
4015 |
<attribute arch="level" editor="casting level" type="int"> |
4016 |
The spell of the scroll will be casted at this level. |
4017 |
This value should always be set, at least to 1. |
4018 |
</attribute> |
4019 |
<attribute arch="sp" editor="spell" type="spell"> |
4020 |
When a player/monster applies this scroll, the selected <spell> |
4021 |
will be casted (once). This should work for any given spell. |
4022 |
</attribute> |
4023 |
<attribute arch="startequip" editor="godgiven item" type="bool"> |
4024 |
A godgiven item vanishes as soon as the player |
4025 |
drops it to the ground. |
4026 |
</attribute> |
4027 |
</type> |
4028 |
|
4029 |
<!--####################################################################--> |
4030 |
<type number="33" name="Shield"> |
4031 |
<import_type name="Amulet" /> |
4032 |
<description><![CDATA[ |
4033 |
Wearing a shield, the object's stats will directly be inherited to |
4034 |
the player. Shields usually provide good defense, only surpassed |
4035 |
by brestplate armour. Resistances on shields aren't uncommon either. ]]> |
4036 |
</description> |
4037 |
<use><![CDATA[ |
4038 |
Feel free to create your own special artifacts. However, it is very |
4039 |
important that you keep your artifact in balance with existing maps. ]]> |
4040 |
</use> |
4041 |
<attribute arch="magic" editor="magic bonus" type="int"> |
4042 |
<magic bonus> works just like ac, except that it can be improved by |
4043 |
"scrolls of Enchant Armour" or reduced by acid. It is less useful |
4044 |
than direct armour-class bonus on the shield. |
4045 |
</attribute> |
4046 |
</type> |
4047 |
|
4048 |
<!--####################################################################--> |
4049 |
<type number="14" name="Shooting Weapon"> |
4050 |
<description><![CDATA[ |
4051 |
Shooting weapons like bows/crossbows are used to shoot projectiles |
4052 |
(arrows/bolts). Shooting weapons and normal (melee) weapons can be |
4053 |
wielded both at the same time. Like with any other equipment, |
4054 |
stats/bonuses from shooting weapons are directly inherited to the player. |
4055 |
<br><br> |
4056 |
It's very easy to add new pairs of weapons & projectiles. |
4057 |
Just set matching <ammunition class> both for shooting |
4058 |
weapon and projectile. ]]> |
4059 |
</description> |
4060 |
<use><![CDATA[ |
4061 |
Shooting weapons should not add bonuses in general. There's already |
4062 |
enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
4063 |
Shooting weapons should especially not add bonuses to the player |
4064 |
that have nothing to do with schooting. A Wisdom bonus on a bow |
4065 |
is crap for example! A name like "Longbow of great Wisdom" doesn't help |
4066 |
- still crap. ]]> |
4067 |
</use> |
4068 |
<attribute arch="race" editor="ammunition class" type="string"> |
4069 |
Only projectiles with matching <ammunition class> can be fired |
4070 |
with this weapon. For normal bows set "arrows", for normal |
4071 |
crossbows set "crossbow bolts". |
4072 |
|
4073 |
In certain cases, the ammunition class is displayed in the game. |
4074 |
Hence, when you create a new ammunition class, choose an |
4075 |
intuitive name like "missiles", "spirit bolts" - whatever. |
4076 |
</attribute> |
4077 |
<attribute arch="sp" editor="shooting speed" type="int"> |
4078 |
After shooting a projectile, the player is frozen for a short |
4079 |
period of time (to prevent shooting arrows machine-gun-like). |
4080 |
The greater <shooting speed>, the shorter this period of time. |
4081 |
1 is minimum (=worst) and 100 is maximum (=best) value. |
4082 |
|
4083 |
You shouldn't set <shooting speed> lower than 10. YOU MUST NOT |
4084 |
SET IT TO ZERO! (That would freeze the player for eternety). |
4085 |
</attribute> |
4086 |
<attribute arch="dam" editor="base damage" type="int"> |
4087 |
The <base damage> significantly affects the damage done |
4088 |
by using this weapon. This damage is added to the projectile |
4089 |
damage and then (if <ignore strength> disabled) a bonus |
4090 |
according to the player's strength is added. |
4091 |
</attribute> |
4092 |
<attribute arch="wc" editor="weaponclass" type="int"> |
4093 |
This value is supposed to be the base <weaponclass>, |
4094 |
but it seems to have rather little effect. |
4095 |
High values are good here, low values bad. |
4096 |
</attribute> |
4097 |
<attribute arch="item_power" editor="item power" type="int"> |
4098 |
The <item power> value measures how "powerful" an artifact is. |
4099 |
Players will only be able to wear equipment with a certain total |
4100 |
amount of <item power>, depending on their own level. This is the |
4101 |
only way to prevent low level players to wear "undeserved" equipment |
4102 |
(like gifts from other players or cheated items). |
4103 |
|
4104 |
It is very important to adjust the <item power> value carefully |
4105 |
for every artifact you create! If zero/unset, the CF server will |
4106 |
calculate a provisional value at runtime, but this is never |
4107 |
going to be an accurate measurement of <item power>. |
4108 |
</attribute> |
4109 |
<attribute arch="no_strength" editor="ignore strength" type="bool"> |
4110 |
Usually the player's strentgh takes effect on the damage |
4111 |
done by the shooting weapon. If <ignore strength> is set, |
4112 |
the player's strength is ignored. |
4113 |
</attribute> |
4114 |
<attribute arch="damned" editor="damnation" type="bool"> |
4115 |
A damned shooting weapon cannot be unwielded unless |
4116 |
the curse is removed. Removing damnations is |
4117 |
a tick harder than removing curses. |
4118 |
</attribute> |
4119 |
<attribute arch="cursed" editor="curse" type="bool"> |
4120 |
A cursed shooting weapon cannot be unwielded unless |
4121 |
the curse is removed. |
4122 |
</attribute> |
4123 |
<attribute arch="unique" editor="unique item" type="bool"> |
4124 |
Unique items exist only one time on a server. If the item |
4125 |
is taken, lost or destroyed - it's gone for good. |
4126 |
</attribute> |
4127 |
<attribute arch="startequip" editor="godgiven item" type="bool"> |
4128 |
A godgiven item vanishes as soon as the player |
4129 |
drops it to the ground. |
4130 |
</attribute> |
4131 |
<section name="stats"> |
4132 |
<attribute arch="Str" editor="strength" type="int"> |
4133 |
The player's strentgh will rise/fall by the given value |
4134 |
while wearing this shooting weapon. |
4135 |
</attribute> |
4136 |
<attribute arch="Dex" editor="dexterity" type="int"> |
4137 |
The player's dexterity will rise/fall by the given value |
4138 |
while wearing this shooting weapon. |
4139 |
</attribute> |
4140 |
<attribute arch="Con" editor="constitution" type="int"> |
4141 |
The player's constitution will rise/fall by the given value |
4142 |
while wearing this shooting weapon. |
4143 |
</attribute> |
4144 |
<attribute arch="Int" editor="intelligence" type="int"> |
4145 |
The player's intelligence will rise/fall by the given value |
4146 |
while wearing this shooting weapon. |
4147 |
</attribute> |
4148 |
<attribute arch="Pow" editor="power" type="int"> |
4149 |
The player's power will rise/fall by the given value |
4150 |
while wearing this shooting weapon. |
4151 |
</attribute> |
4152 |
<attribute arch="Wis" editor="wisdom" type="int"> |
4153 |
The player's wisdom will rise/fall by the given value while |
4154 |
wearing this shooting weapon. |
4155 |
</attribute> |
4156 |
<attribute arch="Cha" editor="charisma" type="int"> |
4157 |
The player's charisma will rise/fall by the given value |
4158 |
while wearing this shooting weapon. |
4159 |
</attribute> |
4160 |
</section> |
4161 |
<section name="bonus"> |
4162 |
<attribute arch="luck" editor="luck bonus" type="int"> |
4163 |
With positive luck bonus, the player is more likely to |
4164 |
succeed in all sorts of things (spellcasting, praying,...). |
4165 |
Unless the <luck bonus> is very high, the effect will be |
4166 |
barely visible in-game. Luck bonus on one piece of equipment |
4167 |
should never exceed 3, and such bonus should not be too |
4168 |
frequently available. |
4169 |
</attribute> |
4170 |
<attribute arch="magic" editor="magic bonus" type="int"> |
4171 |
<Magic bonus> improves the quality of the shooting weapon. |
4172 |
I'm not sure what exactly is increased - maybe weaponclass? |
4173 |
However, <magic bonus> seems to have a little bit of positive |
4174 |
influence on your chance to hit. |
4175 |
</attribute> |
4176 |
</section> |
4177 |
<attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
4178 |
This text describes the weapons's "story". Every decent artifact weapon |
4179 |
should have such a description. |
4180 |
</attribute> |
4181 |
</type> |
4182 |
|
4183 |
<!--####################################################################--> |
4184 |
<type number="68" name="Shop Floor"> |
4185 |
<ignore> |
4186 |
<ignore_list name="non_pickable" /> |
4187 |
</ignore> |
4188 |
<description><![CDATA[ |
4189 |
Shop floor is used for shops. It acts like a combination of the |
4190 |
common floor- and the treasure type: When the map is loaded, |
4191 |
randomitems (depending on the setings) are generated on it. |
4192 |
These items are all flagged as unpaid. |
4193 |
When a player drops an item onto shop floor, the item becomes |
4194 |
unpaid and the player receives payment according to the item's |
4195 |
selling-value. |
4196 |
Shopfloor always prevents magic (To hinder players from burning |
4197 |
or freezing the goods). ]]> |
4198 |
</description> |
4199 |
<use><![CDATA[ |
4200 |
Tile your whole shop-interior space which shop floor. |
4201 |
(That assures players receive payment for dropping items). |
4202 |
Place shop mats to enter/leave the shop, and make sure |
4203 |
there is no other exit than the shop mat. ]]> |
4204 |
</use> |
4205 |
<attribute arch="is_floor" value="1" type="fixed" /> |
4206 |
<attribute arch="no_pick" value="1" type="fixed" /> |
4207 |
<attribute arch="no_magic" value="1" type="fixed" /> |
4208 |
<attribute arch="auto_apply" editor="generate goods" type="bool"> |
4209 |
If enabled, items will appear on this square when the map is loaded. |
4210 |
You need to specify a <treasurelist> to define what kinds of items |
4211 |
are generated. The items will be unpaid. |
4212 |
</attribute> |
4213 |
<attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4214 |
This entry determines what kind of treasure will appear, when |
4215 |
<generate goods> is enabled. Look into /crossfire/share/crossfire/treasures |
4216 |
for details about existing treasurelists. |
4217 |
</attribute> |
4218 |
<attribute arch="exp" editor="quality level" type="int"> |
4219 |
The <quality level> will be used for the quality of the generated |
4220 |
goods. If zero/unset, <quality level> 5 is used. Usually this value |
4221 |
doesn't need to be set, unless you want extraordinarily good/bad |
4222 |
quality. If you want to make a shop with very high quality, meaybe |
4223 |
charge an entrance fee, or make the shop hard-to-come-by. |
4224 |
Note that <quality level> mainly affects chance of magic bonus |
4225 |
and appearance of artifact-items. |
4226 |
</attribute> |
4227 |
<attribute arch="damned" editor="no prayers" type="bool"> |
4228 |
If enabled, it is impossible for players to use prayers |
4229 |
on that spot. It also prevents players from saving. |
4230 |
(Remember that <no magic> is always set for shop floors.) |
4231 |
</attribute> |
4232 |
</type> |
4233 |
|
4234 |
<!--####################################################################--> |
4235 |
<type number="69" name="Shop Mat"> |
4236 |
<ignore> |
4237 |
<ignore_list name="non_pickable" /> |
4238 |
</ignore> |
4239 |
<description><![CDATA[ |
4240 |
Shop mats are used for entering/leaving shops. You should always |
4241 |
have exactly TWO shop mats on your shop-map: One inside the |
4242 |
"shopping-area" and one outside. Shop mats don't use exit paths/ |
4243 |
or -destinations. When stepping onto a shopmat the player gets beamed |
4244 |
to the nearest other mat. If the player has unpaid items in his |
4245 |
inventory, the price gets charged from his coins automatically. |
4246 |
If the player has insufficient coins to buy his unpaid items, he |
4247 |
is unable to pass any shopmat (So he has to drop unpaid items). ]]> |
4248 |
</description> |
4249 |
<use><![CDATA[ |
4250 |
As stated above, always place TWO shop mats into your shop. |
4251 |
Not more and not less than that. ]]> |
4252 |
</use> |
4253 |
<attribute arch="no_pick" value="1" type="fixed" /> |
4254 |
&move_on; |
4255 |
</type> |
4256 |
|
4257 |
<!--####################################################################--> |
4258 |
<type number="98" name="Sign & MagicMouth"> |
4259 |
<ignore> |
4260 |
<ignore_list name="non_pickable" /> |
4261 |
</ignore> |
4262 |
<description><![CDATA[ |
4263 |
The purpose of a sign or magic_mouth is to display a certain message to |
4264 |
the player. There are three ways to have the player get this message: |
4265 |
The player walking onto it (-> magic_mouth), the player pressing <a>pply |
4266 |
(-> sign) or the player triggering a button/handle/etc (-> magic_mouth). ]]> |
4267 |
</description> |
4268 |
<use><![CDATA[ |
4269 |
Use signs and magic_mouths, plenty of them! Place magic_mouths to add |
4270 |
some true roleplay feeling to your maps, support your storyline or give |
4271 |
hints about hidden secrets/dangers. Place signs to provide the player |
4272 |
with all kinds of useful information for getting along in your maps. ]]> |
4273 |
</use> |
4274 |
<attribute arch="connected" editor="connection" type="int"> |
4275 |
When a connection value is set, the message will be printed whenever |
4276 |
the connection is triggered. This should be used in combination with |
4277 |
<invisible> enabled and <activate by walking/flying> disabled. |
4278 |
If activating your magic_mouth this way, the message will not only be |
4279 |
printed to one player, but all players on the current map. |
4280 |
</attribute> |
4281 |
&activate_on; |
4282 |
&move_on; |
4283 |
<attribute arch="food" editor="counter" type="int"> |
4284 |
If a counter-value is set (greater zero), the sign/magic_mouth can be applied |
4285 |
(printing the message) only that many times. For signs this really shouldn't |
4286 |
be used, while for magic_mouths it is extremely helpful. |
4287 |
Monsters walking over the magic_mouth do not decrease the counter. |
4288 |
|
4289 |
Often, you might want to have a message displayed only one time. For example: |
4290 |
The player enters your map and you put a magic_mouth to tell him about the |
4291 |
monsters and how dangerous they look and all. Later, when all the monsters |
4292 |
are killed and the player leaves the map, displaying the same message a |
4293 |
second time would be silly. <counter> 1 does a perfect job in such cases. |
4294 |
Otherwise set <counter> zero/unset for infinite use (that is the default). |
4295 |
</attribute> |
4296 |
<attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
4297 |
This text will be displayed to the player. |
4298 |
</attribute> |
4299 |
</type> |
4300 |
|
4301 |
<!--####################################################################--> |
4302 |
<type number="43" name="Skill"> |
4303 |
<ignore> |
4304 |
<ignore_list name="system_object" /> |
4305 |
</ignore> |
4306 |
<description><![CDATA[ |
4307 |
Skills are objects which exist in the player/monster inventory. |
4308 |
Both NPC/monsters and players use the same skill archetypes. Not all skills |
4309 |
are enabled for monster use however. ]]> |
4310 |
</description> |
4311 |
<use><![CDATA[ |
4312 |
For mapmaking, Skill objects serve two purposes: |
4313 |
<p>First, the predefined skill archtypes (in the 'skills' directory) |
4314 |
can be seen as the global skill definitions. A skill which doesn't |
4315 |
exists as an archtype cannot be learned or used by players. When you |
4316 |
want to use skills in your maps, you may need to look up the <skill name>s |
4317 |
of defined skill archtypes, because those strings are used as a reference in |
4318 |
many skill-related objects. |
4319 |
</p><p> |
4320 |
Secondly, in order to enable monsters to use skills, you will need to |
4321 |
copy default skill archtypes into the monsters' inventories. |
4322 |
You can even customize the skills by changing stats. It is not |
4323 |
recommended however, to use skills in your maps which are totally |
4324 |
unrelated to any predefined skill archtype.</p> ]]> |
4325 |
</use> |
4326 |
<attribute arch="invisible" value="1" type="fixed" /> |
4327 |
<attribute arch="no_drop" value="1" type="fixed" /> |
4328 |
<attribute arch="skill" editor="skill name" type="string"> |
4329 |
The <skill name> is used for matchings. When a usable |
4330 |
object has an identical <skill name>, players |
4331 |
(or monsters) will need this skill to apply/use the object. |
4332 |
</attribute> |
4333 |
<attribute arch="expmul" editor="exp multiplier" type="float"> |
4334 |
This is the ratio of experience the players total should increase by |
4335 |
when this skill is used. If this is zero, then experience only goes to |
4336 |
to the skill. Values higher than 1 are allowed. Note that experience |
4337 |
rewarded to the players total is in addition to that given to the |
4338 |
skill. Eg, if player should get 500 exp for using a skill, and |
4339 |
expmul is 1, the player will get 500 added to that skill as well as |
4340 |
500 to their total. |
4341 |
</attribute> |
4342 |
<attribute arch="subtype" editor="skill type" type="list_skill_type"> |
4343 |
The <skill type> defines the base functionality of the skill. |
4344 |
Skill types are hardcoded in the Crossfire server. It isn't hard to |
4345 |
create new skill types, but it requires a bit of server-coding. |
4346 |
</attribute> |
4347 |
<attribute arch="level" editor="level" type="int"> |
4348 |
</attribute> |
4349 |
<attribute arch="exp" editor="experience" type="int"> |
4350 |
</attribute> |
4351 |
<attribute arch="can_use_skill" editor="is native skill" type="bool"> |
4352 |
The <is native skill> flag has an effect only when this |
4353 |
skill object is placed in the inventory of a monster (or player). |
4354 |
If it is set, the monster or player knows the skill natively, which |
4355 |
means he does not need a skill tool to use it. |
4356 |
</attribute> |
4357 |
</type> |
4358 |
|
4359 |
<!--####################################################################--> |
4360 |
<type number="130" name="Skill Scroll"> |
4361 |
<description><![CDATA[ |
4362 |
By reading a skill scroll, a player has a chance to learn the |
4363 |
contained skill. ]]> |
4364 |
</description> |
4365 |
<use><![CDATA[ |
4366 |
Skill scrolls are very much sought for by players. Currently, |
4367 |
all skill scrolls are sold in shops randomly, which is in fact not |
4368 |
a good system. It would be nice to have some cool quests with |
4369 |
skill scrolls rewarded at the end. ]]> |
4370 |
</use> |
4371 |
<attribute arch="race" value="scrolls" type="fixed" /> |
4372 |
<attribute arch="skill" editor="skill name" type="string"> |
4373 |
The <skill name> matches the skill object that can |
4374 |
be learned from this scroll. |
4375 |
</attribute> |
4376 |
</type> |
4377 |
|
4378 |
<!--####################################################################--> |
4379 |
<type number="21" name="Special Key"> |
4380 |
<ignore> |
4381 |
<attribute arch="material" /> |
4382 |
</ignore> |
4383 |
<description><![CDATA[ |
4384 |
When carrying the appropriate special key, a locked door can |
4385 |
be opened. The key will dissapear. |
4386 |
<br><br> |
4387 |
This object-type can also be used for "passport"-like items: |
4388 |
When walking onto an invetory checker, a gate for example might |
4389 |
get opened. The "passport" will stay in the player's inventory. ]]> |
4390 |
</description> |
4391 |
<use><![CDATA[ |
4392 |
How to make a "passport": You take the special key arch |
4393 |
(archetype name is "key2"), set the face to something like |
4394 |
card.111 and the name to "passport" - that's all. The <key string> |
4395 |
certainly must match with the appropiate inventory checker. |
4396 |
<br><br> |
4397 |
Of course you can be creative with names and faces of |
4398 |
key-objects. A "mysterious crystal" or a "big dragon claw" |
4399 |
(with appropriate faces) appear more interesting than just |
4400 |
a "strange key", or "passport". ]]> |
4401 |
</use> |
4402 |
<attribute arch="slaying" editor="key string" type="string"> |
4403 |
This string must be identical with the <key string> in the |
4404 |
locked door, then it can be unlocked. It can also be used |
4405 |
to trigger inventory checkers. |
4406 |
</attribute> |
4407 |
<attribute arch="material" editor="material" type="bitmask_material"> |
4408 |
For Special Keys, material should always be unset or set |
4409 |
to Adamantite. This prevents the key from getting |
4410 |
burned or otherwise destroyed. |
4411 |
</attribute> |
4412 |
<attribute arch="unique" editor="unique item" type="bool"> |
4413 |
Unique items exist only one time on a server. If the item |
4414 |
is taken, lost or destroyed - it's gone for good. |
4415 |
|
4416 |
This can be used if you want to sell apartments on your |
4417 |
map: Simply sell a unique passport/key, and place |
4418 |
an inventory checker at the entrance of your apartment. |
4419 |
</attribute> |
4420 |
<attribute arch="startequip" editor="godgiven item" type="bool"> |
4421 |
A godgiven item vanishes as soon as the player |
4422 |
drops it to the ground. |
4423 |
</attribute> |
4424 |
<attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
4425 |
This will add a description to the object. The player can read |
4426 |
this text by clicking on the item in his inventory. Use this |
4427 |
message to describe what the key/passport is good for. A player |
4428 |
might have 50 different keys on his key-ring. Don't expect |
4429 |
players to recall their purpose just by their names. |
4430 |
</attribute> |
4431 |
</type> |
4432 |
|
4433 |
<!--####################################################################--> |
4434 |
<type number="101" name="Spell"> |
4435 |
<ignore> |
4436 |
<ignore_list name="system_object" /> |
4437 |
</ignore> |
4438 |
<description><![CDATA[ |
4439 |
Spell objects define a spell. When a spell is put in a spellbook, |
4440 |
players can learn it by reading the book. Once learned, players |
4441 |
can use the spell as often as they like. With increasing skill level |
4442 |
of the player, spells may gain power but also increase cost.<br> |
4443 |
Monsters can use spells which are put in their inventory (provided |
4444 |
that certain "enabling" settings are correct). The monster's |
4445 |
<treasurelist> can also be used to provide it with spells. ]]> |
4446 |
</description> |
4447 |
<use><![CDATA[ |
4448 |
A lot of the spells' settings can be tuned and customized. |
4449 |
When creating new spells which are accessible to players, it is |
4450 |
important to think about balance. A single spell which is too |
4451 |
powerful and/or too easy to use can eventually toss the whole skill |
4452 |
and magic school system out of whack. Testing new spells is |
4453 |
quite important therefore. ]]> |
4454 |
</use> |
4455 |
<attribute arch="no_drop" value="1" type="fixed" /> |
4456 |
<attribute arch="invisible" value="1" type="fixed" /> |
4457 |
<attribute arch="skill" editor="skill name" type="string"> |
4458 |
The <skill name> matches the skill which is needed |
4459 |
to cast this spell. This should be one out of "sorcery", |
4460 |
"pyromancy", "evocation", "summoning" or "praying". |
4461 |
If you want to fiddle with these, please take care not |
4462 |
to upset the concept and balance of the various skills. |
4463 |
</attribute> |
4464 |
<attribute arch="subtype" editor="spell type" type="list_spell_type"> |
4465 |
The <spell type> defines the basic type of spell. |
4466 |
Some of these types are of a more generic nature than others. |
4467 |
</attribute> |
4468 |
<attribute arch="level" editor="spell level" type="int"> |
4469 |
</attribute> |
4470 |
<attribute arch="casting_time" editor="casting time" type="int"> |
4471 |
</attribute> |
4472 |
<attribute arch="duration" editor="duration" type="int"> |
4473 |
</attribute> |
4474 |
<attribute arch="other_arch" editor="create object" type="string"> |
4475 |
</attribute> |
4476 |
<attribute arch="sp" editor="cost spellpoints" type="int"> |
4477 |
</attribute> |
4478 |
<attribute arch="grace" editor="cost grace" type="int"> |
4479 |
</attribute> |
4480 |
<attribute arch="maxsp" editor="double cost per level" type="int"> |
4481 |
</attribute> |
4482 |
</type> |
4483 |
|
4484 |
<!--####################################################################--> |
4485 |
<type number="85" name="Spellbook"> |
4486 |
<description><![CDATA[ |
4487 |
By reading a spellbook, the player has a chance of learning the |
4488 |
contained spell. Once learned from a book, the spell is available |
4489 |
forever. Spellbooks with high level spells require some skill-level |
4490 |
to read.<br><br> |
4491 |
You can create widely customized spells only by adjusting the |
4492 |
spell object in the spellbooks inventory. Refer to the description |
4493 |
of spell objects for detailed information how to customize spells.<br> |
4494 |
If you want to have a random spellbook instead, choose a <treasurelist> |
4495 |
with a compilation of spells that the book may contain. ]]> |
4496 |
</description> |
4497 |
<use><![CDATA[ |
4498 |
Don't put any of the godgiven spells into a spellbook! These are |
4499 |
reserved for the followers of the appropriate cults. Handing them |
4500 |
out in a spellbook would violate the balance between different religions. |
4501 |
<br><br> |
4502 |
Note that there is no fundamental difference between the spellbooks |
4503 |
of varying schools (pyromancy, sorcery, evocation, summoning, and |
4504 |
even praying). The difference lies only in the spells they contain. |
4505 |
It is up to you, the mapmaker, to pick the right type of book |
4506 |
for your spells. ]]> |
4507 |
</use> |
4508 |
<attribute arch="skill" value="literacy" type="fixed" /> |
4509 |
<attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4510 |
There are two ways to put spells into a spellbook: |
4511 |
1. Put a spell object in the books inventory. In this case, |
4512 |
treasurelist must be set to <none>. |
4513 |
2. Choose a treasurelist which contains spells. |
4514 |
In that way, a spell will be chosen randomly from the list. |
4515 |
</attribute> |
4516 |
<attribute arch="startequip" editor="godgiven item" type="bool"> |
4517 |
A godgiven item vanishes as soon as the player |
4518 |
drops it to the ground. |
4519 |
</attribute> |
4520 |
<attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
4521 |
This text may contain a nice description |
4522 |
of the spellbook's cover or something. |
4523 |
</attribute> |
4524 |
</type> |
4525 |
|
4526 |
<!--####################################################################--> |
4527 |
<type number="90" name="Spinner"> |
4528 |
<ignore> |
4529 |
<ignore_list name="non_pickable" /> |
4530 |
</ignore> |
4531 |
<description><![CDATA[ |
4532 |
Spinners change the direction of spell objects and other projectiles |
4533 |
that fly past. Unlike directors, it does make a difference from what |
4534 |
angle you shoot into the spinner. The direction of objects flying past |
4535 |
is always changed by a certain degree. ]]> |
4536 |
</description> |
4537 |
<use><![CDATA[ |
4538 |
Spinners are very rarely used. I believe they are quite |
4539 |
confusing and pointless. The only use I can think of is building |
4540 |
some puzzle about where to shoot into spinners to shoot somewhere you |
4541 |
otherwise couldn't. |
4542 |
|
4543 |
When placing spinners on a map with magic walls, make sure the spell- |
4544 |
projectiles from magic walls don't get to fly in loops. ]]> |
4545 |
</use> |
4546 |
<attribute arch="sp" editor="direction number" type="int"> |
4547 |
The spinner will change the direction of flying objects by |
4548 |
45 degrees per <direction number>. Negative values spin clockwise, |
4549 |
positive values counter clockwise. |
4550 |
|
4551 |
Example: <direction number> -2 means spin 90 degrees clockwise. |
4552 |
</attribute> |
4553 |
&move_on; |
4554 |
</type> |
4555 |
|
4556 |
<!--####################################################################--> |
4557 |
<type number="138" name="Swamp"> |
4558 |
<ignore> |
4559 |
<ignore_list name="non_pickable" /> |
4560 |
</ignore> |
4561 |
<description><![CDATA[ |
4562 |
Swamp areas show a special behaviour: |
4563 |
When a player stands still on a swamp-square for too long, |
4564 |
he will start to sink in and eventually drown and die. |
4565 |
Items dropped on the swamp sink in and dissapear. |
4566 |
Players with knowledge of the woodsman skill are a lot less likely |
4567 |
to die in the swamp. ]]> |
4568 |
</description> |
4569 |
<attribute arch="is_floor" value="1" type="fixed" /> |
4570 |
<attribute arch="is_wooded" value="1" type="fixed" /> |
4571 |
<attribute arch="speed" editor="drowning speed" type="float"> |
4572 |
The higher the <drowning speed>, the faster will players and items |
4573 |
sink into the swamp. Swamp with very high <drowning speed> can be a nasty |
4574 |
and unexpected death-trap. Players should get a warning before such areas. |
4575 |
</attribute> |
4576 |
&speed_left; |
4577 |
&move_on; |
4578 |
&movement_types_terrain; |
4579 |
<attribute arch="no_magic" editor="no spells" type="bool"> |
4580 |
If enabled, it is impossible for players to use (wizard-) |
4581 |
spells on that spot. |
4582 |
</attribute> |
4583 |
<attribute arch="damned" editor="no prayers" type="bool"> |
4584 |
If enabled, it is impossible for players to use prayers |
4585 |
on that spot. It also prevents players from saving. |
4586 |
</attribute> |
4587 |
</type> |
4588 |
|
4589 |
<!--####################################################################--> |
4590 |
<type number="41" name="Teleporter"> |
4591 |
<ignore> |
4592 |
<ignore_list name="non_pickable" /> |
4593 |
</ignore> |
4594 |
<description><![CDATA[ |
4595 |
When the player walks into a teleporter, he is transferred to a |
4596 |
different location. The main difference to the object-type exit |
4597 |
is the possibility to have teleporters connected to levers/buttons/etc. |
4598 |
Sometimes teleporters are activated even against the players will. |
4599 |
<br><br> |
4600 |
Unlike exits, teleporters can also transfer items and |
4601 |
monsters to different locations on the same map. ]]> |
4602 |
</description> |
4603 |
<use><![CDATA[ |
4604 |
When creating maps, I guess sooner or later you'll want to have |
4605 |
an invisible teleporter. If using "invisible 1", the teleporter |
4606 |
can still be discovered with the show_invisible spell. And in |
4607 |
some cases you can't place it under the floor to prevent this. |
4608 |
<br><br> |
4609 |
Fortunately, there is a cool trick to make a perfectly invisible |
4610 |
teleporter: You simply add teleporter functionality to the floor |
4611 |
itself. That means: You take the floor arch (e.g. "flagstone"), |
4612 |
set "type 41", and add slaying/hp/sp/connected... everything you need. ]]> |
4613 |
</use> |
4614 |
<attribute arch="slaying" editor="exit path" type="string"> |
4615 |
The exit path specifies the map that the player is transferred to. |
4616 |
<exit path> can be an absolute path, beginning with '/' |
4617 |
(for example "/peterm/FireTemple/fire1"). It can also be a relative |
4618 |
path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2" |
4619 |
for example I could use the relative path "Fire1"). Use relative |
4620 |
paths whenever possible! Note that upper/lower case must always be |
4621 |
set correctly. However, please use lower case only. |
4622 |
|
4623 |
If the <exit path> is set, ONLY players can get teleported. If the |
4624 |
<exit path> is unset (empty), anything can get teleported: Players, |
4625 |
monsters and items. In this case, the destined map is automatically |
4626 |
the same map the teleporter is on. |
4627 |
</attribute> |
4628 |
<attribute arch="hp" editor="destination X" type="int"> |
4629 |
The exit destinations define the (x, y)-coordinates where the exit |
4630 |
leads to. |
4631 |
|
4632 |
If both are set to zero and <exit path> is empty, the player will |
4633 |
get teleported to another, randomly chosen teleporter on the same |
4634 |
map (Slightly confusing for the player though). Make sure there |
4635 |
actually *is* a second one in that case. |
4636 |
|
4637 |
If both are set to zero and <exit path> is set, the player will |
4638 |
be transferred to the "default enter location" of the destined map. |
4639 |
The latter can be set in the map-properties as "Enter X/Y". Though, |
4640 |
please DO NOT use that. It turned out to be a source for numerous |
4641 |
map-bugs. |
4642 |
</attribute> |
4643 |
<attribute arch="sp" editor="destination Y" type="int"> |
4644 |
The exit destinations define the (x, y)-coordinates where the exit |
4645 |
leads to. |
4646 |
|
4647 |
If both are set to zero and <exit path> is empty, the player will |
4648 |
get teleported to another, randomly chosen teleporter on the same |
4649 |
map (Slightly confusing for the player though). Make sure there |
4650 |
actually *is* a second one in that case. |
4651 |
|
4652 |
If both are set to zero and <exit path> is set, the player will |
4653 |
be transferred to the "default enter location" of the destined map. |
4654 |
The latter can be set in the map-properties as "Enter X/Y". Though, |
4655 |
please DO NOT use that. It turned out to be a source for numerous |
4656 |
map-bugs. |
4657 |
</attribute> |
4658 |
<attribute arch="connected" editor="connection" type="int"> |
4659 |
If a connection value is set, the teleporter will be activated |
4660 |
whenever the connection is triggered. To use this properly, |
4661 |
<activation speed> must be zero. |
4662 |
</attribute> |
4663 |
&activate_on; |
4664 |
<attribute arch="speed" editor="activation speed" type="float"> |
4665 |
If the <activation speed> is nonzero, the teleporter will |
4666 |
automatically be activated in regular time-intervals. Hence, the |
4667 |
player can just step on it and gets teleported sooner or later. |
4668 |
The duration between two activates depends on the given value. |
4669 |
Default in the teleporter arch is <activation speed> 0.1. |
4670 |
|
4671 |
VERY IMPORTANT: If you want to have your teleporter activated via |
4672 |
button/handle/magic_ear/etc, you must set <activation speed> to zero! |
4673 |
</attribute> |
4674 |
&speed_left; |
4675 |
</type> |
4676 |
|
4677 |
<!--####################################################################--> |
4678 |
<type number="26" name="Timed Gate"> |
4679 |
<ignore> |
4680 |
<ignore_list name="non_pickable" /> |
4681 |
</ignore> |
4682 |
<description><![CDATA[ |
4683 |
Gates play an important role in Crossfire. Gates can be opened |
4684 |
by activating a button/trigger, by speaking passwords (-> magic_ear) |
4685 |
or carrying special key-objects (-> inventory checker). |
4686 |
Unlike locked doors, gates can get shut again after a player has |
4687 |
passed, which makes them more practical in many cases. Unlike normal |
4688 |
gates, timed gates open when triggered but automatically close again |
4689 |
after some time.]]> |
4690 |
</description> |
4691 |
<use><![CDATA[ |
4692 |
Use gates to divide your maps into separated areas. After solving |
4693 |
area A, the player gains access to area B, and so on. Make your |
4694 |
maps more complex than "one-way". ]]> |
4695 |
</use> |
4696 |
<attribute arch="no_pick" value="1" type="fixed" /> |
4697 |
<attribute arch="connected" editor="connection" type="int"> |
4698 |
Whenever the inventory checker is triggered, all objects with identical |
4699 |
<connection> value get activated. This only makes sense together with |
4700 |
<blocking passage> disabled. If unset, the gate opens automatically |
4701 |
after some time. |
4702 |
</attribute> |
4703 |
&activate_on; |
4704 |
<attribute arch="wc" editor="position state" type="int"> |
4705 |
The <position state> defines the position of the gate: |
4706 |
Zero means completely open/down, the "number of animation-steps" (usually |
4707 |
about 6 or 7) means completely closed/up state. I suggest you don't |
4708 |
mess with this value - Leave the default in place. |
4709 |
</attribute> |
4710 |
&movement_types_terrain; |
4711 |
<attribute arch="no_magic" editor="restrict spells" type="bool"> |
4712 |
Restricting the use of spells to pass this gate. This has |
4713 |
an effect only if <block view> is disabled. |
4714 |
</attribute> |
4715 |
<attribute arch="damned" editor="restrict prayers" type="bool"> |
4716 |
Restricting the use of prayers to pass this door. This has |
4717 |
an effect only if <block view> is disabled. |
4718 |
</attribute> |
4719 |
<attribute arch="hp" editor="open duration" type="int"> |
4720 |
Defines the duration the gate remains closed. This only takes effect |
4721 |
if the gate is not connected. |
4722 |
</attribute> |
4723 |
</type> |
4724 |
|
4725 |
<!--####################################################################--> |
4726 |
<type number="155" name="Trap"> |
4727 |
<ignore> |
4728 |
<attribute arch="no_pick" /> |
4729 |
<attribute arch="title" /> |
4730 |
<attribute arch="name_pl" /> |
4731 |
<attribute arch="weight" /> |
4732 |
<attribute arch="value" /> |
4733 |
<attribute arch="material" /> |
4734 |
<attribute arch="unpaid" /> |
4735 |
</ignore> |
4736 |
<description><![CDATA[ |
4737 |
A trap is a object that can either do damage or trigger another connected object |
4738 |
when detonated. Traps are like runes except they are not magical in nature, |
4739 |
and generally have either a physical attack or trigger a reaction. |
4740 |
<br><br> |
4741 |
Traps hit any monster or person who steps on them for 'dam' damage in |
4742 |
'attacktype' attacktype and/or trigger a reaction. |
4743 |
<br><br> |
4744 |
Many traps are already defined in the archetypes. ]]> |
4745 |
</description> |
4746 |
<use><![CDATA[ |
4747 |
Avoid monsters stepping on your traps. For example, a party of orcs setting |
4748 |
off your lightning wall and pit trap is usually a bad idea. ]]> |
4749 |
</use> |
4750 |
<attribute arch="no_pick" value="1" type="fixed" /> |
4751 |
&move_on; |
4752 |
<attribute arch="level" editor="trap level" type="int"> |
4753 |
Level effects how easily a trap may be found and disarmed, and |
4754 |
how much experience the player gets for doing so. Beware: High level |
4755 |
traps can be quite a cheap source of experience! So either make them |
4756 |
tough, or keep the level low. |
4757 |
</attribute> |
4758 |
<attribute arch="Cha" editor="visibility" type="int"> |
4759 |
This value determines what fraction of the time the trap is visible: |
4760 |
It'll be randomly visible 1/<visibility> of the time. Also effects |
4761 |
how easily the trap may be found. |
4762 |
</attribute> |
4763 |
<attribute arch="hp" editor="number of charges" type="int"> |
4764 |
The trap will detonate <number of charges> times before disappearing. |
4765 |
</attribute> |
4766 |
<attribute arch="dam" editor="direct damage" type="int"> |
4767 |
<direct damage> specifies how much damage is done by the trap. |
4768 |
This should be set in reasonable relation to the trap's level. |
4769 |
</attribute> |
4770 |
<attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4771 |
This attribute defines what attacktype to use for direct damage when |
4772 |
the trap detonates. |
4773 |
</attribute> |
4774 |
<attribute arch="connected" editor="connection" type="int"> |
4775 |
When the trap is detonated, all objects with the same |
4776 |
connection value get activated. |
4777 |
</attribute> |
4778 |
<attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text"> |
4779 |
When the trap detonates, this text is displayed to the |
4780 |
victim. For especially powerful or complex traps, create an appropriate |
4781 |
and thrilling description. ;) |
4782 |
</attribute> |
4783 |
</type> |
4784 |
|
4785 |
<!--####################################################################--> |
4786 |
<type number="95" name="Trapdoor"> |
4787 |
<ignore> |
4788 |
<ignore_list name="non_pickable" /> |
4789 |
</ignore> |
4790 |
<description><![CDATA[ |
4791 |
Trapdoors are very similar to pits. The difference is that they |
4792 |
can not be closed. Instead, the weight of the object on the |
4793 |
trapdoor determines weither it slams the trapdoor open and falls through |
4794 |
or not.<br> |
4795 |
Once a trapdoor has been opened (by a creature or items of sufficient |
4796 |
weight,) it remains open, acting like an opened pit. ]]> |
4797 |
</description> |
4798 |
<use><![CDATA[ |
4799 |
Trapdoors should be used in the same fashion as pits: |
4800 |
They should always drop the victims to some kind of lower level. They |
4801 |
are not supposed to be used to randomly interconnect maps like teleporters. ]]> |
4802 |
</use> |
4803 |
<attribute arch="no_pick" value="1" type="fixed" /> |
4804 |
&move_on; |
4805 |
<attribute arch="weight" editor="hold weight" type="int"> |
4806 |
This value defines how much weight the trapdoor can hold. |
4807 |
Once items or creatures are gathered on the trapdoor, with |
4808 |
a total weight surpassing this value, then the trapdoor will |
4809 |
open and things start falling through. |
4810 |
</attribute> |
4811 |
<attribute arch="hp" editor="destination X" type="int"> |
4812 |
The trapdoor will transport creatures (and items) randomly into |
4813 |
a two-square radius of the destination coordinates. |
4814 |
If the destination square becomes blocked, the trapdoor will act like |
4815 |
being filled up and not work anymore! |
4816 |
</attribute> |
4817 |
<attribute arch="sp" editor="destination Y" type="int"> |
4818 |
The trapdoor will transport creatures (and items) randomly into |
4819 |
a two-square radius of the destination coordinates. |
4820 |
If the destination square becomes blocked, the trapdoor will act like |
4821 |
being filled up and not work anymore! |
4822 |
</attribute> |
4823 |
</type> |
4824 |
|
4825 |
<!--####################################################################--> |
4826 |
<type number="4" name="Treasure"> |
4827 |
<ignore> |
4828 |
<attribute arch="nrof" /> |
4829 |
<attribute arch="title" /> |
4830 |
<attribute arch="name_pl" /> |
4831 |
<attribute arch="weight" /> |
4832 |
<attribute arch="value" /> |
4833 |
<attribute arch="material" /> |
4834 |
</ignore> |
4835 |
<description><![CDATA[ |
4836 |
A treasure-object turns into certain randomitems when the map is loaded |
4837 |
into the game. ]]> |
4838 |
</description> |
4839 |
<use><![CDATA[ |
4840 |
About usage of the "random-artifact" treasurelist: |
4841 |
This will generate powerful stuff like girdles, xray helmets, special |
4842 |
swords etc. If you put this as reward to your quest, players might be |
4843 |
motivated to do it more than once. BUT, by doing so they will get a huge |
4844 |
number of different artifacts! Besides, players will always seek the place |
4845 |
with the most easy-to-get random artifact and ignore all others. |
4846 |
My advice: Don't use it! Attract players with good fighting experience |
4847 |
(from monsters), potions, spellbooks, money, and non-random artifacts. ]]> |
4848 |
</use> |
4849 |
<attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4850 |
This entry determines what kind of treasure will appear. Look into |
4851 |
/crossfire/share/crossfire/treasures for details about existing |
4852 |
treasurelists. |
4853 |
</attribute> |
4854 |
<attribute arch="auto_apply" editor="auto-generate" type="bool"> |
4855 |
"Auto-generate" must be set in order to have the treasure be created |
4856 |
when the map is loaded. |
4857 |
If you want to create a random treasure chest, you unset this flag. |
4858 |
That way, the player has to apply the object (the chest), then the |
4859 |
treasure is generated. |
4860 |
</attribute> |
4861 |
<attribute arch="hp" editor="create number" type="int"> |
4862 |
"Create number" specifies how many pieces of the given treasurelist |
4863 |
will appear. Note that for every piece there is a chance that nothing is |
4864 |
generated. Also, sometimes there can be stacks of items generated, like |
4865 |
for gems/money. |
4866 |
</attribute> |
4867 |
<attribute arch="exp" editor="quality level" type="int"> |
4868 |
The <quality level> will be used for the quality of the generated |
4869 |
treasure instead of the map difficulty (as was done with shops). |
4870 |
If zero/unset, the map difficulty will instead be used. |
4871 |
(Example for comparison: Shop floors generate treasure of |
4872 |
<quality level> 5 per default). |
4873 |
</attribute> |
4874 |
</type> |
4875 |
|
4876 |
<!--####################################################################--> |
4877 |
<type number="52" name="Trigger Marker"> |
4878 |
<ignore> |
4879 |
<ignore_list name="system_object" /> |
4880 |
</ignore> |
4881 |
<description><![CDATA[ |
4882 |
A trigger marker is an object that inserts an invisible force (a mark) into a |
4883 |
player stepping on it WHEN TRIGGERED. This force does nothing except containing a |
4884 |
<key string> which can be discovered by detectors or inventory |
4885 |
checkers. It is also possible to use markers for removing marks again. |
4886 |
<br><br> |
4887 |
Note that the player has no possibility to "see" his own marks, |
4888 |
except by the effect that they cause on the maps. ]]> |
4889 |
</description> |
4890 |
<use><![CDATA[ |
4891 |
Markers hold real cool possibilities for map-making. I encourage |
4892 |
you to use them frequently. However there is one negative point |
4893 |
about markers: Players don't "see" what's going on with them. It is |
4894 |
your task, as map-creator, to make sure the player is always well |
4895 |
informed and never confused. |
4896 |
<br><br> |
4897 |
Please avoid infinite markers when they aren't needed. They're |
4898 |
using a little space in the player file after all, so if there |
4899 |
is no real purpose, set an expire time. ]]> |
4900 |
</use> |
4901 |
<attribute arch="no_pick" value="1" type="fixed" /> |
4902 |
<attribute arch="slaying" editor="key string" type="string"> |
4903 |
The <key string> can be detected by inv. checkers/detectors. |
4904 |
If the player already has a force with that <key string>, |
4905 |
there won't be inserted a second one. |
4906 |
</attribute> |
4907 |
<attribute arch="connected" editor="connection" type="int"> |
4908 |
Unlike a regular marker this is the connection that triggers this marker to activate. |
4909 |
</attribute> |
4910 |
<attribute arch="food" editor="mark duration" type="int"> |
4911 |
This value defines the duration of the force it inserts. |
4912 |
If nonzero, the duration of the player's mark is finite: |
4913 |
about 1 food per 10 seconds. <mark duration> zero/unset |
4914 |
means the mark will stay on the player forever. |
4915 |
</attribute> |
4916 |
<attribute arch="name" editor="delete mark" type="string"> |
4917 |
When the player steps onto the marker, all existing forces in |
4918 |
the players inventory with a <key string> matching <delete mark> |
4919 |
will be removed. If you don't want to remove any marks, leave |
4920 |
this textfield empty. |
4921 |
|
4922 |
Note that the string <delete mark> is set as the name of |
4923 |
this marker. So don't be confused, and remember changing the |
4924 |
name will take effect on the marker's functionality. |
4925 |
</attribute> |
4926 |
<attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text"> |
4927 |
In the moment when the player gets marked, this text is displayed |
4928 |
to him. You should really set a message in any marker you create, |
4929 |
because it's the only way for the player to notice what's going on. |
4930 |
</attribute> |
4931 |
</type> |
4932 |
|
4933 |
<!--####################################################################--> |
4934 |
<type number="0" name="Wall"> |
4935 |
<required> |
4936 |
<attribute arch="is_floor" value="0" /> |
4937 |
<attribute arch="alive" value="0" /> |
4938 |
<attribute arch="no_pass" value="1" /> |
4939 |
</required> |
4940 |
<ignore> |
4941 |
<attribute arch="nrof" /> |
4942 |
<attribute arch="title" /> |
4943 |
<attribute arch="name_pl" /> |
4944 |
<attribute arch="value" /> |
4945 |
<attribute arch="unpaid" /> |
4946 |
</ignore> |
4947 |
<description><![CDATA[ |
4948 |
Walls usually block passage and sight. ]]> |
4949 |
</description> |
4950 |
&movement_types_terrain; |
4951 |
<attribute arch="can_roll" editor="moveable" type="bool"> |
4952 |
If set, the object is able to "roll", so it can be pushed around. |
4953 |
This setting is used for boulders and barrels. |
4954 |
</attribute> |
4955 |
<attribute arch="no_magic" editor="restrict spells" type="bool"> |
4956 |
This takes effect only with <blocksview> disabled. |
4957 |
Restricting the use of spells to pass this wall. |
4958 |
</attribute> |
4959 |
<attribute arch="damned" editor="restrict prayers" type="bool"> |
4960 |
This takes effect only with <blocksview> disabled. |
4961 |
Restricting the use of spells to pass this wall. |
4962 |
</attribute> |
4963 |
</type> |
4964 |
|
4965 |
<!--####################################################################--> |
4966 |
<type number="109" name="Wand & Staff"> |
4967 |
<description><![CDATA[ |
4968 |
Wands contain a certain spell. The player can apply (ready) and |
4969 |
fire the wand. After a defined number of casts, the wand is |
4970 |
"used up". It is possible to recharge a wand with scrolls of |
4971 |
charging, but usually that isn't worth the cost. ]]> |
4972 |
</description> |
4973 |
<use><![CDATA[ |
4974 |
Wands are quite seldomly used. The reason prolly is that they're |
4975 |
generally not cost-efficient. Handing out high-level wands with |
4976 |
powerful special spells isn't a good idea either, because of |
4977 |
the recharge ability. |
4978 |
<br><br> |
4979 |
For low levels, staffs of healing/cure and word of recall are |
4980 |
quite desirable though. Ideal rewards for low level quests. ]]> |
4981 |
</use> |
4982 |
<attribute arch="sp" editor="spell" type="spell"> |
4983 |
The <spell> specifies the contained spell. |
4984 |
</attribute> |
4985 |
<attribute arch="level" editor="casting level" type="int"> |
4986 |
The <casting level> of the wand determines it's power. |
4987 |
An average level for wands in shops is about 10. |
4988 |
</attribute> |
4989 |
<attribute arch="food" editor="number of charges" type="int"> |
4990 |
The wand can be used <number of charges> times before it is |
4991 |
used up. It can be recharged with scrolls of charging. |
4992 |
</attribute> |
4993 |
<attribute arch="startequip" editor="godgiven item" type="bool"> |
4994 |
A godgiven item vanishes as soon as the player |
4995 |
drops it to the ground. |
4996 |
</attribute> |
4997 |
<attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
4998 |
This text may contain a description of the wand. |
4999 |
</attribute> |
5000 |
</type> |
5001 |
|
5002 |
<!--####################################################################--> |
5003 |
<type number="0" name="Weak Wall"> |
5004 |
<required> |
5005 |
<attribute arch="is_floor" value="0" /> |
5006 |
<attribute arch="alive" value="1" /> |
5007 |
<attribute arch="tear_down" value="1" /> |
5008 |
</required> |
5009 |
<ignore> |
5010 |
<ignore_list name="non_pickable" /> |
5011 |
</ignore> |
5012 |
<description><![CDATA[ |
5013 |
A weak wall is a breakable spot amidsts a solid wall. Typically |
5014 |
these weak walls look similar to their solid "relatives" except |
5015 |
for a small crack or little chunks of wall on the ground. ]]> |
5016 |
</description> |
5017 |
<use><![CDATA[ |
5018 |
If you want to create hidden rooms, using weak walls is alot |
5019 |
better than completely indiscernible passages in a wall.<br> |
5020 |
Anyways, there can be a lot more to weak walls than just finding |
5021 |
them: Rising their defensive stats, weak walls can become a |
5022 |
serious obstacle. An ice wall might only be torn down by a fire |
5023 |
attack for example. A granite wall for instance might be very |
5024 |
hard to destroy. ]]> |
5025 |
</use> |
5026 |
<attribute arch="alive" value="1" type="fixed" /> |
5027 |
<attribute arch="no_pick" value="1" type="fixed" /> |
5028 |
<attribute arch="tear_down" value="1" type="fixed" /> |
5029 |
<attribute arch="race" editor="race" type="string"> |
5030 |
For weak walls, <race> should always be set to "wall", |
5031 |
unless you create something fancy like a building which |
5032 |
is in fact meant to be a huge animal. |
5033 |
Note that shovels slay walls, so they do tripple damage |
5034 |
against weak walls. |
5035 |
</attribute> |
5036 |
<attribute arch="level" editor="level" type="int"> |
5037 |
The <level> of a weak wall works similar to monster levels. |
5038 |
Due to the fact that weak walls cannot attack, the level |
5039 |
is much less important though. |
5040 |
</attribute> |
5041 |
<attribute arch="hp" editor="health points" type="int"> |
5042 |
The <health points> of a weak wall define how long it takes to |
5043 |
tear it down. With every successful hit from an opponent, |
5044 |
<health points> get drained. |
5045 |
</attribute> |
5046 |
<attribute arch="maxhp" editor="max health" type="int"> |
5047 |
<max health> is the maximum amount of <health points> this |
5048 |
weak wall can have. Since walls generally don't heal, I doubt |
5049 |
this has much real effect. |
5050 |
</attribute> |
5051 |
<attribute arch="ac" editor="armour class" type="int"> |
5052 |
Weak walls of high <armour class> are less likely to get hit. |
5053 |
<armour class> can be considered the "counterpiece" to <weapon class>. |
5054 |
</attribute> |
5055 |
<section name="resistance"> |
5056 |
<attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
5057 |
</attribute> |
5058 |
<attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
5059 |
</attribute> |
5060 |
<attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
5061 |
</attribute> |
5062 |
<attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
5063 |
</attribute> |
5064 |
<attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
5065 |
</attribute> |
5066 |
<attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
5067 |
</attribute> |
5068 |
<attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
5069 |
</attribute> |
5070 |
<attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
5071 |
</attribute> |
5072 |
<attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
5073 |
</attribute> |
5074 |
<attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
5075 |
</attribute> |
5076 |
<attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
5077 |
</attribute> |
5078 |
<attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
5079 |
</attribute> |
5080 |
<attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
5081 |
</attribute> |
5082 |
<attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
5083 |
</attribute> |
5084 |
<attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
5085 |
</attribute> |
5086 |
<attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int"> |
5087 |
</attribute> |
5088 |
<attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
5089 |
</attribute> |
5090 |
<attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
5091 |
</attribute> |
5092 |
<attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
5093 |
</attribute> |
5094 |
<attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
5095 |
</attribute> |
5096 |
<attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
5097 |
</attribute> |
5098 |
</section> |
5099 |
</type> |
5100 |
|
5101 |
<!--####################################################################--> |
5102 |
<type number="15" name="Weapon"> |
5103 |
<description><![CDATA[ |
5104 |
Wielding a weapon, the object's stats will directly be inherited to the |
5105 |
player. Usually enhancing his fighting-abilities. Non-magical weapons can |
5106 |
be improved with scrolls. ]]> |
5107 |
</description> |
5108 |
<use><![CDATA[ |
5109 |
If you create artifacts (equipment) with stats- or resistance-bonus: |
5110 |
Keep playbalance in mind! Such items mustn't be reachable without hard |
5111 |
fighting AND questing. ]]> |
5112 |
</use> |
5113 |
<attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
5114 |
This number is a bitmask, specifying the weapon's attacktypes. |
5115 |
Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons |
5116 |
have no more than one or two attacktypes. Keep in mind that all weapons |
5117 |
can be blessed by the player's diety, thus adding an additional attacktype. |
5118 |
|
5119 |
When a player hits a monster with a weapon that has more than one attacktype, |
5120 |
then he will do as much damage as the "best" of his attacktypes does. So, |
5121 |
the more attacktypes you've got, the better your chance to take advantage |
5122 |
of a monster's vulnerabilities. (Btw: Same rule applies for monster vs. |
5123 |
player.). Attacktypes "magic" and "chaos" are somehow exceptions. |
5124 |
</attribute> |
5125 |
<attribute arch="weapontype" editor="weapontype" type="list_weapon_type"> |
5126 |
The <weapontype> characterizes the weapon's type of physical |
5127 |
attack. It could best be considered a "subclassification" |
5128 |
of the physical attacktype. For now, this is only used for |
5129 |
attack messages! |
5130 |
|
5131 |
You should always set this correctly when creating new |
5132 |
weapons for your maps. |
5133 |
</attribute> |
5134 |
<attribute arch="skill" editor="skill name" type="string"> |
5135 |
Matching <skill name> of the skill that is required |
5136 |
to use this weapon. |
5137 |
</attribute> |
5138 |
<attribute arch="dam" editor="damage" type="int"> |
5139 |
The damage value is used as base value for how much damage the weapon |
5140 |
does per hit. The actual damage involves more dependencies, |
5141 |
like wielder's level and defender's level. Look at existing weapons |
5142 |
to get a feel for the range of weapon damage values. |
5143 |
</attribute> |
5144 |
<attribute arch="slaying" editor="slaying race" type="string"> |
5145 |
Slaying means the weapon does tripple (3x) damage to monsters of the |
5146 |
specified race. If <slaying race> matches an arch name (e.g. "big_dragon"), |
5147 |
only monsters of that archtype are hit with tripple damage. |
5148 |
|
5149 |
No god blessings are possible for weapons with a race set in this entry |
5150 |
(That's because god blessings add tripple damage against their own |
5151 |
enemy races). Tripple damage is very effective. |
5152 |
</attribute> |
5153 |
<attribute arch="last_sp" editor="weapon speed" type="int"> |
5154 |
The weapon speed determines how often the wielder can swing the weapon |
5155 |
during a certain period of time. The lower the faster, <weapon speed> 1 |
5156 |
is best (that is lightning- fast). A typical average value is 8. |
5157 |
Speed and damage should be kept in reasonable relation. |
5158 |
</attribute> |
5159 |
<attribute arch="wc" editor="weapon class" type="int"> |
5160 |
The weapon class value adds to the overall weapon class of the wielder's |
5161 |
melee attacks. Weapon class improves the chance of hitting the opponent. |
5162 |
</attribute> |
5163 |
<attribute arch="magic" editor="magic bonus" type="int"> |
5164 |
For a weapon, magic bonus works just like weapon class, except that |
5165 |
magic bonus can be improved by the gods or reduced by acid. Hence, it is |
5166 |
less useful than direct weapon class value on a weapon. |
5167 |
</attribute> |
5168 |
<attribute arch="item_power" editor="item power" type="int"> |
5169 |
The <item power> value measures how "powerful" an artifact is. |
5170 |
Players will only be able to wear equipment with a certain total |
5171 |
amount of <item power>, depending on their own level. This is the |
5172 |
only way to prevent low level players to wear "undeserved" equipment |
5173 |
(like gifts from other players or cheated items). |
5174 |
|
5175 |
It is very important to adjust the <item power> value carefully |
5176 |
for every artifact you create! If zero/unset, the CF server will |
5177 |
calculate a provisional value at runtime, but this is never |
5178 |
going to be an accurate measurement of <item power>. |
5179 |
</attribute> |
5180 |
<attribute arch="damned" editor="damnation" type="bool"> |
5181 |
A damned weapon cannot be unwielded unless |
5182 |
the curse is removed. Removing damnations is |
5183 |
a tick harder than removing curses. |
5184 |
</attribute> |
5185 |
<attribute arch="cursed" editor="curse" type="bool"> |
5186 |
A cursed weapon cannot be unwielded unless |
5187 |
the curse is removed. |
5188 |
</attribute> |
5189 |
<attribute arch="lifesave" editor="save life" type="bool"> |
5190 |
An item with this flag enabled will save the players life |
5191 |
for one time: When the player is wearing this item and his |
5192 |
health points reach zero, the item disappears, replenishing |
5193 |
half of the player's health. |
5194 |
|
5195 |
An item with <save life> should not have |
5196 |
any decent additional bonuses! |
5197 |
</attribute> |
5198 |
<attribute arch="unique" editor="unique item" type="bool"> |
5199 |
Unique items exist only one time on a server. If the item |
5200 |
is taken, lost or destroyed - it's gone for good. |
5201 |
</attribute> |
5202 |
<attribute arch="startequip" editor="godgiven item" type="bool"> |
5203 |
A godgiven item vanishes as soon as the player |
5204 |
drops it to the ground. |
5205 |
</attribute> |
5206 |
<section name="resistance"> |
5207 |
<attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
5208 |
This adds physical resistance to the weapon (= armour value). The number is |
5209 |
a percent-value in the range 0-100. Treat this with CARE. Look at other maps |
5210 |
and what they require to do for getting this-and-that artifact. |
5211 |
</attribute> |
5212 |
<attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
5213 |
This adds magic resistance to the weapon. The number is a percent-value in |
5214 |
the range 0-100. Treat this with CARE. Look at other maps and what they |
5215 |
require to do for getting this-and-that artifact. |
5216 |
</attribute> |
5217 |
<attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
5218 |
This adds fire resistance to the weapon. The number is a percent-value in |
5219 |
the range 0-100. Treat this with CARE. Look at other maps and what they |
5220 |
require to do for getting this-and-that artifact. |
5221 |
</attribute> |
5222 |
<attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
5223 |
This adds electricity resistance to the weapon. The number is a percent-value in |
5224 |
the range 0-100. Treat this with CARE. Look at other maps and what they |
5225 |
require to do for getting this-and-that artifact. |
5226 |
</attribute> |
5227 |
<attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
5228 |
This adds fire resistance to the weapon. The number is a percent-value in |
5229 |
the range 0-100. Treat this with CARE. Look at other maps and what they |
5230 |
require to do for getting this-and-that artifact. |
5231 |
</attribute> |
5232 |
<attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
5233 |
This adds confusion resistance to the weapon. The number is a percent-value in |
5234 |
the range 0-100. Confusion resistance is not very effective |
5235 |
unless the value comes close to 100 (= perfect immunity). |
5236 |
</attribute> |
5237 |
<attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
5238 |
This adds acid resistance to the weapon. The number is a percent-value in |
5239 |
the range 0-100. Treat this with CARE. Look at other maps and what they |
5240 |
require to do for getting this-and-that artifact. |
5241 |
</attribute> |
5242 |
<attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
5243 |
This adds draining resistance to the weapon. The number is a percent-value |
5244 |
in the range 0-100. Draining resistance is little effective |
5245 |
unless the value is 100 (= perfect immunity). |
5246 |
</attribute> |
5247 |
<attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
5248 |
This adds weaponmagic resistance to the weapon. The number is a percent-value in |
5249 |
the range 0-100. Weaponmagic resistance generally should not exist on |
5250 |
equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) |
5251 |
are not meant to be easily resisted. |
5252 |
</attribute> |
5253 |
<attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
5254 |
This adds ghosthit resistance to the weapon. The number is a percent-value |
5255 |
in the range 0-100. Treat this with CARE. Look at other maps and what they |
5256 |
require to do for getting this-and-that artifact. |
5257 |
</attribute> |
5258 |
<attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
5259 |
This adds poison resistance to the weapon. The number is a percent-value in |
5260 |
the range 0-100. Treat this with CARE. Look at other maps and what they |
5261 |
require to do for getting this-and-that artifact. |
5262 |
</attribute> |
5263 |
<attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
5264 |
This adds fear resistance to the weapon. The number is a percent-value in |
5265 |
the range 0-100. Resistance to fear is pretty useless. |
5266 |
</attribute> |
5267 |
<attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
5268 |
This adds paralyze resistance to the weapon. The number is a percent-value in |
5269 |
the range 0-100. Paralyze resistance is little effective |
5270 |
unless the value is 100 (= perfect immunity). |
5271 |
</attribute> |
5272 |
<attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
5273 |
This adds fear resistance to the weapon. The number is a percent-value in |
5274 |
the range 0-100. Resistance to fear is pretty useless. |
5275 |
</attribute> |
5276 |
<attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
5277 |
This adds depletion resistance to the weapon. The number is a percent-value |
5278 |
in the range 0-100. Depletion resistance is little effective |
5279 |
unless the value is 100 (= perfect immunity). |
5280 |
</attribute> |
5281 |
<attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
5282 |
This adds death-attack resistance to the weapon. The number is a |
5283 |
percent-value in the range 0-100. Death-attack resistance is little |
5284 |
effective unless the value is 100 (= perfect immunity). |
5285 |
Generally, resistance to death-attack is not supposed to be |
5286 |
available to players! |
5287 |
</attribute> |
5288 |
<attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
5289 |
This adds chaos resistance to the weapon. The number is a percent-value in |
5290 |
the range 0-100. Treat this with CARE. Look at other maps and what they |
5291 |
require to do for getting this-and-that artifact. |
5292 |
Note that chaos is not a stand-alone attacktype. Chaos "contains" a |
5293 |
combination of other attacktypes. |
5294 |
</attribute> |
5295 |
<attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
5296 |
This adds blinding resistance to the weapon. The number is a percent-value |
5297 |
in the range 0-100. Treat this with CARE. Look at other maps and what they |
5298 |
require to do for getting this-and-that artifact. |
5299 |
</attribute> |
5300 |
<attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
5301 |
This adds holy power resistance to the weapon. The number is a percent-value |
5302 |
in the range 0-100. Holy power is the attacktype that holyword-type spells |
5303 |
use to hurt undead creatures. This kind of resistance is only reasonable |
5304 |
for undead players (wraith or devourer cult). |
5305 |
Generally, resistance to holy word should not be available for players. |
5306 |
</attribute> |
5307 |
</section> |
5308 |
<section name="stats"> |
5309 |
<attribute arch="Str" editor="strength" type="int"> |
5310 |
The player's strentgh will rise/fall by the given value |
5311 |
while wearing this weapon. |
5312 |
</attribute> |
5313 |
<attribute arch="Dex" editor="dexterity" type="int"> |
5314 |
The player's dexterity will rise/fall by the given value |
5315 |
while wearing this weapon. |
5316 |
</attribute> |
5317 |
<attribute arch="Con" editor="constitution" type="int"> |
5318 |
The player's constitution will rise/fall by the given value |
5319 |
while wearing this weapon. |
5320 |
</attribute> |
5321 |
<attribute arch="Int" editor="intelligence" type="int"> |
5322 |
The player's intelligence will rise/fall by the given value |
5323 |
while wearing this weapon. |
5324 |
</attribute> |
5325 |
<attribute arch="Pow" editor="power" type="int"> |
5326 |
The player's power will rise/fall by the given value |
5327 |
while wearing this weapon. |
5328 |
</attribute> |
5329 |
<attribute arch="Wis" editor="wisdom" type="int"> |
5330 |
The player's wisdom will rise/fall by the given value while |
5331 |
wearing this weapon. |
5332 |
</attribute> |
5333 |
<attribute arch="Cha" editor="charisma" type="int"> |
5334 |
The player's charisma will rise/fall by the given value |
5335 |
while wearing this weapon. |
5336 |
</attribute> |
5337 |
</section> |
5338 |
<section name="misc"> |
5339 |
<attribute arch="luck" editor="luck bonus" type="int"> |
5340 |
With positive luck bonus, the player is more likely to |
5341 |
succeed in all sorts of things (spellcasting, praying,...). |
5342 |
Unless the <luck bonus> is very high, the effect will be |
5343 |
barely visible in-game. Luck bonus on one piece of equipment |
5344 |
should never exceed 3, and such bonus should not be too |
5345 |
frequently available. |
5346 |
</attribute> |
5347 |
<attribute arch="hp" editor="health regen." type="int"> |
5348 |
Positive <health regen.> bonus speeds up the |
5349 |
player's healing process. Negative values slow it down. |
5350 |
</attribute> |
5351 |
<attribute arch="sp" editor="mana regen." type="int"> |
5352 |
Positive <mana regen.> bonus speeds up the |
5353 |
player's mana regeneration. Negative values slow it down. |
5354 |
</attribute> |
5355 |
<attribute arch="grace" editor="grace regen." type="int"> |
5356 |
Positive <grace regen.> bonus speeds up the |
5357 |
player's grace regeneration. Negative values slow it down. |
5358 |
Since grace can be regenerated rather easy with praying, |
5359 |
additional <grace regen.> bonus should be VERY RARE!! |
5360 |
</attribute> |
5361 |
<attribute arch="food" editor="food bonus" type="int"> |
5362 |
Positive <food bonus> slows down the player's digestion, |
5363 |
thus he consumes less food. Negative values speed it up. |
5364 |
|
5365 |
Note that food is consumed not only for "being alive", but |
5366 |
also for healing and mana-regeneration. |
5367 |
<food bonus> only affects the amount of food consumed |
5368 |
for "being alive". Hence, even with high <food bonus>, |
5369 |
during a fight a player can run out of food quickly. |
5370 |
</attribute> |
5371 |
<attribute arch="xrays" editor="xray vision" type="bool"> |
5372 |
Xray vision allows the player to see through obstacles |
5373 |
in a two-square-wide radius. This is extremely helpful and |
5374 |
desirable, so don't give it away for cheap on equipment. |
5375 |
</attribute> |
5376 |
<attribute arch="stealth" editor="stealth" type="bool"> |
5377 |
Stealth allows the player to move silently. |
5378 |
This comes to effect if a player turns himself |
5379 |
invisible and tries to sneak around monsters. |
5380 |
(At least that was the idea behind it) |
5381 |
</attribute> |
5382 |
<attribute arch="reflect_spell" editor="reflect spells" type="bool"> |
5383 |
If a player is wearing any piece of equipment with |
5384 |
the ability to <reflect spells>, all kinds of |
5385 |
spell-bullets and -beams will bounce off him. |
5386 |
This works only about 90% of all times, to |
5387 |
avoid players being completely immune to certain |
5388 |
types of attacks. |
5389 |
|
5390 |
This is a very powerful ability and it |
5391 |
shouldn't be handed out cheap! |
5392 |
</attribute> |
5393 |
<attribute arch="reflect_missile" editor="reflect missiles" type="bool"> |
5394 |
If a player is wearing any piece of equipment with |
5395 |
the ability to <reflect missiles>, all kinds of |
5396 |
projectiles (e.g. arrows, bolts, boulders) will |
5397 |
bounce off him. This works only about 90% of all |
5398 |
times, to avoid players being completely immune to |
5399 |
certain types of attacks. |
5400 |
</attribute> |
5401 |
<attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath"> |
5402 |
Click on the <attuned paths> button to select spellpaths. |
5403 |
The player will get attuned to the specified spellpaths |
5404 |
while wearing this weapon. |
5405 |
</attribute> |
5406 |
<attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath"> |
5407 |
Click on the <repelled paths> button to select spellpaths. |
5408 |
The player will get repelled to the specified spellpaths |
5409 |
while wearing this weapon. |
5410 |
</attribute> |
5411 |
<attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath"> |
5412 |
Click on the <denied paths> button to select spellpaths. |
5413 |
The specified spellpaths will be denied to the player |
5414 |
while wearing this weapon. |
5415 |
</attribute> |
5416 |
</section> |
5417 |
<attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
5418 |
This text describes the weapons's "story". Every decent artifact weapon |
5419 |
should have such a description. |
5420 |
</attribute> |
5421 |
</type> |
5422 |
|
5423 |
<type number="116" name="Event Connector"> |
5424 |
<description><![CDATA[ |
5425 |
Event connectors link specific events that happen to objects to |
5426 |
a crossfire plug-in. ]]> |
5427 |
</description> |
5428 |
<attribute arch="subtype" editor="event type" type="list_event_type"> |
5429 |
The type of event that triggers a notify to the plug-in. |
5430 |
</attribute> |
5431 |
<attribute arch="title" editor="plug-in" type="string"> |
5432 |
The name of the plug-in that should be notified of the event, e.g. "cfpython" |
5433 |
for python and "perl" for the Crossfire-Perl plug-in. |
5434 |
</attribute> |
5435 |
<attribute arch="slaying" editor="extension" type="string"> |
5436 |
The name of the extension to invoke (for python, this is the path to a script, |
5437 |
for perl this is the name of a extension package without the ".ext" extension. |
5438 |
</attribute> |
5439 |
<attribute arch="name" editor="options" type="string"> |
5440 |
A string that is passed unaltered to the extension above. Often used to pass |
5441 |
options to the extension that alter its behaviour. |
5442 |
</attribute> |
5443 |
</type> |
5444 |
|
5445 |
</types> |