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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.7 by root, Thu Mar 16 22:16:06 2006 UTC vs.
Revision 1.11 by root, Thu Mar 23 20:15:08 2006 UTC

108 editor CDATA #IMPLIED 108 editor CDATA #IMPLIED
109 value CDATA #IMPLIED 109 value CDATA #IMPLIED
110 length CDATA #IMPLIED 110 length CDATA #IMPLIED
111 true CDATA #IMPLIED 111 true CDATA #IMPLIED
112 false CDATA #IMPLIED> 112 false CDATA #IMPLIED>
113
114 <!ENTITY move_on "
115 <attribute arch='move_on' editor='movement type' type='bitmask_movement_type'>
116 Which movement types automatically (as opposed to manually) activate this object.
117 </attribute>
118 ">
119 <!ENTITY move_off "
120 <attribute arch='move_off' editor='movement type' type='bitmask_movement_type'>
121 Which movement types deactivate this object (e.g. button).
122 </attribute>
123 ">
124 <!ENTITY move_type "
125 <attribute arch='move_type' editor='movement type' type='bitmask_movement_type'>
126 Determines which kinds of movement this object can use (e.g. for monsters)
127 or grants (e.g. for amulets).
128 </attribute>
129 ">
130 <!ENTITY movement_types_terrain "
131 <attribute arch='move_block' editor='blocked movement' type='bitmask_movement_type'>
132 Objects using these movement types cannot move over this space.
133 </attribute>
134 <attribute arch='move_allow' editor='allowed movement' type='bitmask_movement_type'>
135 Objects using these movement types are allowed to move over this space. Takes
136 precedence over 'blocked movements'.
137 </attribute>
138 <attribute arch='move_slow' editor='slowed movement' type='bitmask_movement_type'>
139 The types of movement that should by slowed down by the 'slow movement penalty'.
140 </attribute>
141 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'>
142 If &lt;slow movement&gt; is set to a value greater zero, all
143 creatures matching 'slow move' will be slower than normal on this spot.
144
145 &lt;slow movement&gt; 1 - rough terrain
146 &lt;slow movement&gt; 2 - very rough terrain
147 ...
148 &lt;slow movement&gt; 5 - default for deep swamp
149 ...
150 &lt;slow movement&gt; 7 - spider web (sticky as hell)
151 </attribute>
152 ">
113]> 153]>
114 154
115<types> 155<types>
116 156
117<!--###################### bitmask definitions ######################--> 157<!--###################### bitmask definitions ######################-->
196 <entry bit="2" name="Food" /> 236 <entry bit="2" name="Food" />
197 <entry bit="3" name="Weapons" /> 237 <entry bit="3" name="Weapons" />
198 <entry bit="4" name="Armour" /> 238 <entry bit="4" name="Armour" />
199 <entry bit="5" name="Inverse" /> 239 <entry bit="5" name="Inverse" />
200 <entry bit="6" name="All" /> 240 <entry bit="6" name="All" />
241</bitmask>
242
243<bitmask name="movement_type">
244 <entry bit="0" name="Walk" />
245 <entry bit="1" name="Fly Low" />
246 <entry bit="2" name="Fly High" />
247 <entry bit="3" name="Swim" />
248 <entry bit="4" name="Boat" />
249 <entry bit="16" name="Other" />
201</bitmask> 250</bitmask>
202 251
203<!--###################### list definitions ######################--> 252<!--###################### list definitions ######################-->
204 253
205<list name="direction"> 254<list name="direction">
345 <entry value="11" name="close" /> 394 <entry value="11" name="close" />
346 <entry value="12" name="timer" /> 395 <entry value="12" name="timer" />
347 <entry value="28" name="move" /> 396 <entry value="28" name="move" />
348</list> 397</list>
349 398
399<list name="attack_movement_bits_0_3">
400 <entry value="0" name="default" />
401 <entry value="1" name="attack from distance" />
402 <entry value="2" name="run away" />
403 <entry value="3" name="hit and run" />
404 <entry value="4" name="wait, then hit, then move" />
405 <entry value="5" name="rush blindly" />
406 <entry value="6" name="always run" />
407 <entry value="7" name="attack from distance if hit" />
408 <entry value="8" name="do not approach" />
409</list>
410
411<list name="attack_movement_bits_4_7">
412 <entry value="0" name="none" />
413 <entry value="16" name="pet" />
414 <entry value="32" name="small circle" />
415 <entry value="48" name="large circle" />
416 <entry value="64" name="small horizontal" />
417 <entry value="80" name="large horizontal" />
418 <entry value="96" name="random direction" />
419 <entry value="112" name="random movement" />
420 <entry value="128" name="small vertical" />
421 <entry value="144" name="large vertical" />
422</list>
423
350<!--###################### default attributes ######################--> 424<!--###################### default attributes ######################-->
351 425
352<!-- 426<!--
353 The attributes of the default_type get added to all other types by default. 427 The attributes of the default_type get added to all other types by default.
354 Every type can have an 'ignore' element however, which is used to specify 428 Every type can have an 'ignore' element however, which is used to specify
458 the fallback for all types which don't match any other defined types. 532 the fallback for all types which don't match any other defined types.
459 The required attribute "misc x" prevents that it gets confused with 533 The required attribute "misc x" prevents that it gets confused with
460 other types like "monster & npc" which also have type number 0. --> 534 other types like "monster & npc" which also have type number 0. -->
461 <attribute arch="misc" value="x" /> 535 <attribute arch="misc" value="x" />
462 </required> 536 </required>
463 <attribute arch="no_pass" editor="blocking passage" type="bool"> 537 &movement_types_terrain;
464 If set, the object cannot be passed by players nor monsters.
465 </attribute>
466 <attribute arch="cursed" editor="cursed" type="bool"> 538 <attribute arch="cursed" editor="cursed" type="bool">
467 Curses can have various effects: On equipment and food, 539 Curses can have various effects: On equipment and food,
468 they generally harm the player in some way. 540 they generally harm the player in some way.
469 </attribute> 541 </attribute>
470 <attribute arch="damned" editor="damned" type="bool"> 542 <attribute arch="damned" editor="damned" type="bool">
559 then either a spell is casted (on the player) or a connector is 631 then either a spell is casted (on the player) or a connector is
560 triggered. If the latter is the case, the altar works only once. 632 triggered. If the latter is the case, the altar works only once.
561 Either way, the sacrificed item disappears. ]]> 633 Either way, the sacrificed item disappears. ]]>
562 </description> 634 </description>
563 <attribute arch="no_pick" value="1" type="fixed" /> 635 <attribute arch="no_pick" value="1" type="fixed" />
564 <attribute arch="walk_on" value="1" type="fixed" /> 636 &move_on;
565 <attribute arch="slaying" editor="match item name" type="string"> 637 <attribute arch="slaying" editor="match item name" type="string">
566 This string specifies the item that must be put on the altar to 638 This string specifies the item that must be put on the altar to
567 activate it. It can either be the name of an archetype, or directly 639 activate it. It can either be the name of an archetype, or directly
568 the name of an object. Yet, titles are not recognized by altars. 640 the name of an object. Yet, titles are not recognized by altars.
569 Remember to put a note somewhere, telling the player what he is 641 Remember to put a note somewhere, telling the player what he is
660 will push the connected value TWICE per sacrifice: First by 732 will push the connected value TWICE per sacrifice: First by
661 dropping sacrifice, second by reset. This mode is typically 733 dropping sacrifice, second by reset. This mode is typically
662 used for altars being connected to gates, resulting in the 734 used for altars being connected to gates, resulting in the
663 gate being opened and closed again. 735 gate being opened and closed again.
664 </attribute> 736 </attribute>
665 <attribute arch="walk_on" value="1" type="fixed"> 737 &move_on;
666 </attribute>
667 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 738 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
668 This text will be displayed to the player 739 This text will be displayed to the player
669 in the exact moment when the altar is activated. 740 in the exact moment when the altar is activated.
670 </attribute> 741 </attribute>
671</type> 742</type>
928 projectiles (e.g. arrows, bolts, boulders) will 999 projectiles (e.g. arrows, bolts, boulders) will
929 bounce off him. This works only about 90% of all 1000 bounce off him. This works only about 90% of all
930 times, to avoid players being completely immune to 1001 times, to avoid players being completely immune to
931 certain types of attacks. 1002 certain types of attacks.
932 </attribute> 1003 </attribute>
933 <attribute arch="flying" editor="levitate" type="bool"> 1004 &move_type;
934 As soon as the player applies a piece of equipment with
935 &lt;levitate&gt; set, the player will start to float in the air.
936 </attribute>
937 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath"> 1005 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
938 Click on the &lt;attuned paths&gt; button to select spellpaths. 1006 Click on the &lt;attuned paths&gt; button to select spellpaths.
939 The player will get attuned to the specified spellpaths 1007 The player will get attuned to the specified spellpaths
940 while wearing this item. 1008 while wearing this item.
941 </attribute> 1009 </attribute>
1016 is taken, lost or destroyed - it's gone for good. 1084 is taken, lost or destroyed - it's gone for good.
1017 </attribute> 1085 </attribute>
1018 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text"> 1086 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1019 This is the text that appears "written" in the book. 1087 This is the text that appears "written" in the book.
1020 </attribute> 1088 </attribute>
1089 <attribute arch="slaying" editor="key string" type="string">
1090 This is the key string of the book. The key string is checked by an inventory checker.
1091 (This is used eg. for the gate/port passes in scorn)
1092 </attribute>
1021</type> 1093</type>
1022 1094
1023<!--####################################################################--> 1095<!--####################################################################-->
1024<type number="99" name="Boots"> 1096<type number="99" name="Boots">
1025 <import_type name="Amulet" /> 1097 <import_type name="Amulet" />
1104 When a predefined amount of weigh is placed on a button, the 1176 When a predefined amount of weigh is placed on a button, the
1105 &lt;connection&gt; value is triggered. In most cases this happens when a 1177 &lt;connection&gt; value is triggered. In most cases this happens when a
1106 player or monster steps on it. When the button is "released", the 1178 player or monster steps on it. When the button is "released", the
1107 &lt;connection&gt; value get's triggered a second time. ]]> 1179 &lt;connection&gt; value get's triggered a second time. ]]>
1108 </description> 1180 </description>
1109 <attribute arch="walk_on" value="1" type="fixed" /> 1181 &move_on;
1110 <attribute arch="walk_off" value="1" type="fixed" /> 1182 &move_off;
1111 <attribute arch="no_pick" value="1" type="fixed" /> 1183 <attribute arch="no_pick" value="1" type="fixed" />
1112 <attribute arch="weight" editor="press weight" type="int"> 1184 <attribute arch="weight" editor="press weight" type="int">
1113 The button is pressed (triggered), as soon as 1185 The button is pressed (triggered), as soon as
1114 &lt;press weigh&gt; gram are placed ontop of it. 1186 &lt;press weigh&gt; gram are placed ontop of it.
1115 </attribute> 1187 </attribute>
1444 <attribute arch="sp" editor="direction" type="list_direction"> 1516 <attribute arch="sp" editor="direction" type="list_direction">
1445 Projectiles will leave the director flying in the selected &lt;direction&gt;. 1517 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1446 A director with direction &lt;none&gt; simply stops projectiles. 1518 A director with direction &lt;none&gt; simply stops projectiles.
1447 (The latter works out a bit strange for some spells). 1519 (The latter works out a bit strange for some spells).
1448 </attribute> 1520 </attribute>
1449 <attribute arch="walk_on" value="1" type="fixed" /> 1521 &move_on;
1450 <attribute arch="fly_on" value="1" type="fixed" />
1451</type> 1522</type>
1452 1523
1453<!--####################################################################--> 1524<!--####################################################################-->
1454<type number="158" name="Disease"> 1525<type number="158" name="Disease">
1455 <ignore> 1526 <ignore>
1622 defeated, horizontally and vertically adjacent doors are automatically 1693 defeated, horizontally and vertically adjacent doors are automatically
1623 removed. ]]> 1694 removed. ]]>
1624 </description> 1695 </description>
1625 <attribute arch="no_pick" value="1" type="fixed" /> 1696 <attribute arch="no_pick" value="1" type="fixed" />
1626 <attribute arch="alive" value="1" type="fixed" /> 1697 <attribute arch="alive" value="1" type="fixed" />
1627 <attribute arch="no_pass" editor="blocking passage" type="bool"> 1698 &movement_types_terrain;
1628 If set, a player must defeat the door to enter.
1629 </attribute>
1630 <attribute arch="hp" editor="hitpoints" type="int"> 1699 <attribute arch="hp" editor="hitpoints" type="int">
1631 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken. 1700 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1632 </attribute> 1701 </attribute>
1633 <attribute arch="ac" editor="armour class" type="int"> 1702 <attribute arch="ac" editor="armour class" type="int">
1634 Doors of high &lt;armour class&gt; are less likely to get hit. 1703 Doors of high &lt;armour class&gt; are less likely to get hit.
1728 If both are set to zero, the player will be transferred to the "default 1797 If both are set to zero, the player will be transferred to the "default
1729 enter location" of the destined map. The latter can be set in the map- 1798 enter location" of the destined map. The latter can be set in the map-
1730 properties as "Enter X/Y". Though, please DO NOT use that. 1799 properties as "Enter X/Y". Though, please DO NOT use that.
1731 It turned out to be a source for numerous map-bugs. 1800 It turned out to be a source for numerous map-bugs.
1732 </attribute> 1801 </attribute>
1733 <attribute arch="walk_on" editor="apply by walking" type="bool"> 1802 &move_on;
1734 If set, the player will apply the exit by just walking into it. This must
1735 be set for the invisible exits for example. If unset, the player has
1736 to step onto the exit and press 'a' to get transferred.
1737 </attribute>
1738 <attribute arch="fly_on" editor="apply by flying" type="bool">
1739 If set, the player will apply the exit by "flying into it". Flying means
1740 the player is levitating. E.g. wearing levitation boots.
1741 </attribute>
1742 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text"> 1803 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1743 If set, this message will be displayed to the player when he applies the exit. 1804 If set, this message will be displayed to the player when he applies the exit.
1744 This is quite useful to throw in some "role-play feeling": "As you enter the 1805 This is quite useful to throw in some "role-play feeling": "As you enter the
1745 dark cave you hear the sound of rustling dragonscales...". Well, my english 1806 dark cave you hear the sound of rustling dragonscales...". Well, my english
1746 is poor, but you get the point. =) 1807 is poor, but you get the point. =)
1924 Floor is a very basic thing whithout too much 1985 Floor is a very basic thing whithout too much
1925 functionality. It's a floor - you stand on it. ]]> 1986 functionality. It's a floor - you stand on it. ]]>
1926 </description> 1987 </description>
1927 <attribute arch="is_floor" value="1" type="fixed" /> 1988 <attribute arch="is_floor" value="1" type="fixed" />
1928 <attribute arch="no_pick" value="1" type="fixed" /> 1989 <attribute arch="no_pick" value="1" type="fixed" />
1929 <attribute arch="no_pass" editor="blocking passage" type="bool">
1930 If set, the object cannot be passed by players nor monsters.
1931 </attribute>
1932<section name="terrain"> 1990<section name="terrain">
1933 <attribute arch="slow_move" editor="slow movement" type="int"> 1991 &movement_types_terrain;
1934 If &lt;slow movement&gt; is set to a value greater zero, all
1935 creatures moving over this spot will be slower than normal.
1936
1937 &lt;slow movement&gt; 1 - rough terrain
1938 &lt;slow movement&gt; 2 - very rough terrain
1939 ...
1940 &lt;slow movement&gt; 7 - spider web (sticky as hell)
1941 </attribute>
1942 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 1992 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1943 This flag indicates this spot contains wood or high grass. 1993 This flag indicates this spot contains wood or high grass.
1944 Players with activated woodsman skill can move faster here. 1994 Players with activated woodsman skill can move faster here.
1945 </attribute> 1995 </attribute>
1946 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 1996 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
1979 with monsters on them. Nowadays this feature is disabled - 2029 with monsters on them. Nowadays this feature is disabled -
1980 Hence encounter floor is not different from normal floor. ]]> 2030 Hence encounter floor is not different from normal floor. ]]>
1981 </description> 2031 </description>
1982 <attribute arch="is_floor" value="1" type="fixed" /> 2032 <attribute arch="is_floor" value="1" type="fixed" />
1983 <attribute arch="no_pick" value="1" type="fixed" /> 2033 <attribute arch="no_pick" value="1" type="fixed" />
1984 <attribute arch="no_pass" editor="blocking passage" type="bool">
1985 If set, the object cannot be passed by players nor monsters.
1986 </attribute>
1987<section name="terrain"> 2034<section name="terrain">
1988 <attribute arch="slow_move" editor="slow movement" type="int"> 2035 &movement_types_terrain;
1989 If &lt;slow movement&gt; is set to a value greater zero, all
1990 creatures moving over this spot will be slower than normal.
1991
1992 &lt;slow movement&gt; 1 - rough terrain
1993 &lt;slow movement&gt; 2 - very rough terrain
1994 ...
1995 &lt;slow movement&gt; 7 - spider web (sticky as hell)
1996 </attribute>
1997 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2036 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1998 This flag indicates this spot contains wood or high grass. 2037 This flag indicates this spot contains wood or high grass.
1999 Players with activated woodsman skill can move faster here. 2038 Players with activated woodsman skill can move faster here.
2000 </attribute> 2039 </attribute>
2001 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2040 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2064 The &lt;position state&gt; defines the position of the gate: 2103 The &lt;position state&gt; defines the position of the gate:
2065 Zero means completely open/down, the "number of animation-steps" (usually 2104 Zero means completely open/down, the "number of animation-steps" (usually
2066 about 6 or 7) means completely closed/up state. I suggest you don't 2105 about 6 or 7) means completely closed/up state. I suggest you don't
2067 mess with this value - Leave the default in place. 2106 mess with this value - Leave the default in place.
2068 </attribute> 2107 </attribute>
2069 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2108 &movement_types_terrain;
2070 For open gates, &lt;blocking passage&gt; should be unset.
2071 For closed gates it must be set.
2072 </attribute>
2073 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2109 <attribute arch="no_magic" editor="restrict spells" type="bool">
2074 Restricting the use of spells to pass this gate. This has 2110 Restricting the use of spells to pass this gate. This has
2075 an effect only if &lt;block view&gt; is disabled. 2111 an effect only if &lt;block view&gt; is disabled.
2076 </attribute> 2112 </attribute>
2077 <attribute arch="damned" editor="restrict prayers" type="bool"> 2113 <attribute arch="damned" editor="restrict prayers" type="bool">
2185 You can use that to safely chase off too-weak players, or just 2221 You can use that to safely chase off too-weak players, or just
2186 to have something different. ]]> 2222 to have something different. ]]>
2187 </use> 2223 </use>
2188 <attribute arch="is_floor" value="1" type="fixed" /> 2224 <attribute arch="is_floor" value="1" type="fixed" />
2189 <attribute arch="lifesave" value="1" type="fixed" /> 2225 <attribute arch="lifesave" value="1" type="fixed" />
2190 <attribute arch="walk_on" value="1" type="fixed" /> 2226 &move_on;
2191 <attribute arch="no_pick" value="1" type="fixed" /> 2227 <attribute arch="no_pick" value="1" type="fixed" />
2192 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 2228 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2193 This attribute specifys the attacktypes that this floor uses to 2229 This attribute specifys the attacktypes that this floor uses to
2194 damage it's victims. Attacktypes are: physical, fire, cold.. etc. 2230 damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2195 If you want a real tough hazard floor, add more than just one attacktype. 2231 If you want a real tough hazard floor, add more than just one attacktype.
2210 I guess this value is supposed to work similar to monster levels. 2246 I guess this value is supposed to work similar to monster levels.
2211 But in fact, it does not seem to have an effect. Set any non-zero 2247 But in fact, it does not seem to have an effect. Set any non-zero
2212 value to be on the safe side. 2248 value to be on the safe side.
2213 </attribute> 2249 </attribute>
2214<section name="terrain"> 2250<section name="terrain">
2215 <attribute arch="slow_move" editor="slow movement" type="int"> 2251 &movement_types_terrain;
2216 If &lt;slow movement&gt; is set to a value greater zero, all
2217 creatures moving over this spot will be slower than normal.
2218
2219 &lt;slow movement&gt; 1 - rough terrain
2220 &lt;slow movement&gt; 2 - very rough terrain
2221 ...
2222 &lt;slow movement&gt; 7 - spider web (sticky as hell)
2223 </attribute>
2224 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2252 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2225 This flag indicates this spot contains wood or high grass. 2253 This flag indicates this spot contains wood or high grass.
2226 Players with activated woodsman skill can move faster here. 2254 Players with activated woodsman skill can move faster here.
2227 </attribute> 2255 </attribute>
2228 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2256 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2394 either if that object is present or missing (-&gt; "last_sp") when a 2422 either if that object is present or missing (-&gt; "last_sp") when a
2395 player walks over the inv. checker. A valid option is to remove the 2423 player walks over the inv. checker. A valid option is to remove the
2396 matching object (usually not recommended, see "last_heal"). 2424 matching object (usually not recommended, see "last_heal").
2397 <br><br> 2425 <br><br>
2398 Alternatively, you can set your inv. checker to block all players 2426 Alternatively, you can set your inv. checker to block all players
2399 that do/don't carry the matching object (-&gt; "no_pass"). 2427 that do/don't carry the matching object.
2400 <br><br> 2428 <br><br>
2401 As you can see, inv. checkers are quite powerful, holding a 2429 As you can see, inv. checkers are quite powerful, holding a
2402 great variety of possibilities. ]]> 2430 great variety of possibilities. ]]>
2403 </description> 2431 </description>
2404 <use><![CDATA[ 2432 <use><![CDATA[
2436 <attribute arch="connected" editor="connection" type="int"> 2464 <attribute arch="connected" editor="connection" type="int">
2437 Whenever the inventory checker is triggered, all objects with identical 2465 Whenever the inventory checker is triggered, all objects with identical
2438 &lt;connection&gt; value get activated. This only makes sense together with 2466 &lt;connection&gt; value get activated. This only makes sense together with
2439 &lt;blocking passage&gt; disabled. 2467 &lt;blocking passage&gt; disabled.
2440 </attribute> 2468 </attribute>
2441 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2469 &movement_types_terrain;
2442 If set, only players meeting the match criteria can pass
2443 through that space. If unset (default), the inventory
2444 checker acts like a trigger/button.
2445 </attribute>
2446 <attribute arch="last_heal" editor="remove match" type="bool"> 2470 <attribute arch="last_heal" editor="remove match" type="bool">
2447 &lt;remove match&gt; means remove object if found. Setting this is usually not 2471 &lt;remove match&gt; means remove object if found. Setting this is usually not
2448 recommended because inv. checkers are in general invisible. So, unlike 2472 recommended because inv. checkers are in general invisible. So, unlike
2449 for altars/ locked doors, the player won't expect to lose an object when 2473 for altars/ locked doors, the player won't expect to lose an object when
2450 walking over that square. And he doesn't even get a message either. 2474 walking over that square. And he doesn't even get a message either.
2536 "magic force". A good example is the map "Lake_Country/ebony/masterlev". 2560 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2537 There you have magic forces (door objects) put under certain artifact 2561 There you have magic forces (door objects) put under certain artifact
2538 items. To get your hands on the artifacts, you need to bring up the 2562 items. To get your hands on the artifacts, you need to bring up the
2539 appropriate quest items (key objects). ]]> 2563 appropriate quest items (key objects). ]]>
2540 </use> 2564 </use>
2541 <attribute arch="no_pass" value="1" type="fixed" /> 2565 <attribute arch="move_type" value="0" type="fixed" />
2542 <attribute arch="no_pick" value="1" type="fixed" /> 2566 <attribute arch="no_pick" value="1" type="fixed" />
2543 <attribute arch="slaying" editor="key string" type="string"> 2567 <attribute arch="slaying" editor="key string" type="string">
2544 The &lt;key string&gt; in the door must be identical with the 2568 The &lt;key string&gt; in the door must be identical with the
2545 &lt;key string&gt; in the special key, then the door is unlocked. 2569 &lt;key string&gt; in the special key, then the door is unlocked.
2546 It is VERY important to set the &lt;key string&gt; to something that 2570 It is VERY important to set the &lt;key string&gt; to something that
2663 <attribute arch="sp" editor="direction" type="list_direction"> 2687 <attribute arch="sp" editor="direction" type="list_direction">
2664 The magic wall will cast it's spells always in the specified 2688 The magic wall will cast it's spells always in the specified
2665 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will 2689 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2666 always fire in a random direction. 2690 always fire in a random direction.
2667 </attribute> 2691 </attribute>
2668 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2692 &movement_types_terrain;
2669 If set, the object cannot be passed by players nor monsters.
2670 </attribute>
2671<section name="destroyable"> 2693<section name="destroyable">
2672 <attribute arch="alive" editor="is destroyable" type="bool"> 2694 <attribute arch="alive" editor="is destroyable" type="bool">
2673 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually) 2695 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2674 destroyed by the player. If disabled, all other attributes on 2696 destroyed by the player. If disabled, all other attributes on
2675 this tab, as well as resistances, are meaningless. 2697 this tab, as well as resistances, are meaningless.
2927 In this case, the &lt;breed monster&gt; value is never used and can be forgotten. 2949 In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2928 Each time the monster need to generate an object, it will be 2950 Each time the monster need to generate an object, it will be
2929 a randomly chosen item from the inventory. When generator is destroyed, 2951 a randomly chosen item from the inventory. When generator is destroyed,
2930 inventory is destroyed. 2952 inventory is destroyed.
2931 </attribute> 2953 </attribute>
2932 <attribute arch="flying" editor="flying" type="bool"> 2954 &move_type;
2933 Flying monsters won't get slowed down in rough terrain
2934 and they won't be affected by movers.
2935 </attribute>
2936 <attribute arch="undead" editor="undead" type="bool"> 2955 <attribute arch="undead" editor="undead" type="bool">
2937 Several spells only affect undead monsters: 2956 Several spells only affect undead monsters:
2938 turn undead, banish undead, holy word, etc. 2957 turn undead, banish undead, holy word, etc.
2939 </attribute> 2958 </attribute>
2940 <attribute arch="carrying" editor="carries weight" type="int"> 2959 <attribute arch="carrying" editor="carries weight" type="int">
3152 the creature wakes up. This is done as a square, for reasons of speed. 3171 the creature wakes up. This is done as a square, for reasons of speed.
3153 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the 3172 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3154 11x11 square of the monster will wake the monster up. If the player 3173 11x11 square of the monster will wake the monster up. If the player
3155 has stealth, the size of this square is reduced in half plus 1. 3174 has stealth, the size of this square is reduced in half plus 1.
3156 </attribute> 3175 </attribute>
3157 <attribute arch="attack_movement" editor="attack movement" type="int"> 3176 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3177 If this is set to default, the standard mode of movement will be used.
3178 </attribute>
3179 <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3180 This movement is not in effect when the monster has an enemy and should
3181 only be used for non agressive monsters.
3158 </attribute> 3182 </attribute>
3159 <attribute arch="run_away" editor="run at % health" type="int"> 3183 <attribute arch="run_away" editor="run at % health" type="int">
3160 This is a percentage value in the range 0-100. 3184 This is a percentage value in the range 0-100.
3161 When the monster's health points drop below this percentage 3185 When the monster's health points drop below this percentage
3162 (relative to max health), it attempts to run away from the 3186 (relative to max health), it attempts to run away from the
3372 activates creators, creating (per default: monster-only) movers 3396 activates creators, creating (per default: monster-only) movers
3373 under the NPC's feet. The NPC starts "walking" on a predefined 3397 under the NPC's feet. The NPC starts "walking" on a predefined
3374 route! Note that it's useful to set this NPC immune to everything, 3398 route! Note that it's useful to set this NPC immune to everything,
3375 preventing the player to push the NPC off his trace. 3399 preventing the player to push the NPC off his trace.
3376 </attribute> 3400 </attribute>
3377 <attribute arch="walk_on" editor="move walking creatures" type="bool"> 3401 <attribute arch="move_on" editor="movement type" type="movement_type">
3378 This should always be set. 3402 Which movement types activate the mover.
3379 </attribute>
3380 <attribute arch="fly_on" editor="move flying creatures" type="bool">
3381 Move flying creatures enabled means all flying (living)
3382 objects will get moved too. If disabled, only walking
3383 (non-flying) creatures will get moved.
3384 </attribute> 3403 </attribute>
3385</section> 3404</section>
3386</type> 3405</type>
3387 3406
3388<!--####################################################################--> 3407<!--####################################################################-->
3416 </attribute> 3435 </attribute>
3417 <attribute arch="connected" editor="connection" type="int"> 3436 <attribute arch="connected" editor="connection" type="int">
3418 When the pedestal is triggered, all objects with the same 3437 When the pedestal is triggered, all objects with the same
3419 connection value get activated. 3438 connection value get activated.
3420 </attribute> 3439 </attribute>
3421 <attribute arch="walk_on" value="1" type="fixed" /> 3440 &move_on;
3422 <attribute arch="walk_off" value="1" type="fixed" />
3423</type> 3441</type>
3424 3442
3425<!--####################################################################--> 3443<!--####################################################################-->
3426<type number="94" name="Pit"> 3444<type number="94" name="Pit">
3427 <ignore> 3445 <ignore>
3463 The &lt;position state&gt; defines the position of the gate: 3481 The &lt;position state&gt; defines the position of the gate:
3464 Zero means completely open/down, the "number of animation-steps" (usually 3482 Zero means completely open/down, the "number of animation-steps" (usually
3465 about 6 or 7) means completely closed/up state. I suggest you don't 3483 about 6 or 7) means completely closed/up state. I suggest you don't
3466 mess with this value - Leave the default in place. 3484 mess with this value - Leave the default in place.
3467 </attribute> 3485 </attribute>
3468 <attribute arch="walk_on" editor="swallow walking" type="bool"> 3486 &move_on;
3469 If set, all walking creatures will fall into the pit.
3470 This does NOT need to be set for closed pits!
3471 </attribute>
3472 <attribute arch="fly_on" editor="swallow flying" type="bool">
3473 If set, all flying creatures will fall into the pit as well.
3474 This is not the behaviour expected from a pit, and it should
3475 only be used for map-mechanisms (e.g. for transporting flying
3476 monsters).
3477 An interesting side-effect: If this flag is enabled, spell
3478 effects like fire/snow also make their way through the pit.
3479 </attribute>
3480</type> 3487</type>
3481 3488
3482<!--####################################################################--> 3489<!--####################################################################-->
3483<type number="7" name="Poison Food"> 3490<type number="7" name="Poison Food">
3484 <description><![CDATA[ 3491 <description><![CDATA[
3832 <use><![CDATA[ 3839 <use><![CDATA[
3833 Avoid monsters stepping on your runes. For example, summoning runes 3840 Avoid monsters stepping on your runes. For example, summoning runes
3834 together with spellcasting- and attack-runes is usually a bad idea. ]]> 3841 together with spellcasting- and attack-runes is usually a bad idea. ]]>
3835 </use> 3842 </use>
3836 <attribute arch="no_pick" value="1" type="fixed" /> 3843 <attribute arch="no_pick" value="1" type="fixed" />
3837 <attribute arch="walk_on" value="1" type="fixed" /> 3844 &move_on;
3838 <attribute arch="level" editor="rune level" type="int"> 3845 <attribute arch="level" editor="rune level" type="int">
3839 This value sets the level the rune will cast the spell it contains at, 3846 This value sets the level the rune will cast the spell it contains at,
3840 if applicable. A level 99 rune casts a very, very mean spell of whatever. 3847 if applicable. A level 99 rune casts a very, very mean spell of whatever.
3841 (&lt;rune level&gt; 0 runes won't detonate at all!) 3848 (&lt;rune level&gt; 0 runes won't detonate at all!)
3842 3849
4184 <use><![CDATA[ 4191 <use><![CDATA[
4185 As stated above, always place TWO shop mats into your shop. 4192 As stated above, always place TWO shop mats into your shop.
4186 Not more and not less than that. ]]> 4193 Not more and not less than that. ]]>
4187 </use> 4194 </use>
4188 <attribute arch="no_pick" value="1" type="fixed" /> 4195 <attribute arch="no_pick" value="1" type="fixed" />
4189 <attribute arch="walk_on" editor="apply by walking" type="bool"> 4196 &move_on;
4190 If set, the player can enter/leave the
4191 shop by just walking into the shop mat.
4192 </attribute>
4193 <attribute arch="fly_on" editor="apply by flying" type="bool">
4194 If set, the player can enter/leave the
4195 shop by "flying" into the shop mat.
4196 </attribute>
4197</type> 4197</type>
4198 4198
4199<!--####################################################################--> 4199<!--####################################################################-->
4200<type number="98" name="Sign &amp; MagicMouth"> 4200<type number="98" name="Sign &amp; MagicMouth">
4201 <ignore> 4201 <ignore>
4218 the connection is triggered. This should be used in combination with 4218 the connection is triggered. This should be used in combination with
4219 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4219 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4220 If activating your magic_mouth this way, the message will not only be 4220 If activating your magic_mouth this way, the message will not only be
4221 printed to one player, but all players on the current map. 4221 printed to one player, but all players on the current map.
4222 </attribute> 4222 </attribute>
4223 <attribute arch="walk_on" editor="activate by walking" type="bool"> 4223 &move_on;
4224 If set, the player gets the message when walking ontop of the object.
4225 "invisible 1" should be set in this case. This is the typical configuration
4226 for a "magic_mouth": The player walks through a dungeon and suddenly he
4227 gets a message. Use this to create some roleplay atmosphere, and to inform
4228 the player about possible dangers or secrets.
4229 </attribute>
4230 <attribute arch="fly_on" editor="activate by flying" type="bool">
4231 If set, the player gets the message when flying (=levitating) ontop
4232 of the object. Usually this should be set together with walk_on.
4233 </attribute>
4234 <attribute arch="food" editor="counter" type="int"> 4224 <attribute arch="food" editor="counter" type="int">
4235 If a counter-value is set (greater zero), the sign/magic_mouth can be applied 4225 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4236 (printing the message) only that many times. For signs this really shouldn't 4226 (printing the message) only that many times. For signs this really shouldn't
4237 be used, while for magic_mouths it is extremely helpful. 4227 be used, while for magic_mouths it is extremely helpful.
4238 Monsters walking over the magic_mouth do not decrease the counter. 4228 Monsters walking over the magic_mouth do not decrease the counter.
4499 45 degrees per &lt;direction number&gt;. Negative values spin clockwise, 4489 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4500 positive values counter clockwise. 4490 positive values counter clockwise.
4501 4491
4502 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise. 4492 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4503 </attribute> 4493 </attribute>
4504 <attribute arch="walk_on" value="1" type="fixed" /> 4494 &move_on;
4505 <attribute arch="fly_on" value="1" type="fixed" />
4506</type> 4495</type>
4507 4496
4508<!--####################################################################--> 4497<!--####################################################################-->
4509<type number="138" name="Swamp"> 4498<type number="138" name="Swamp">
4510 <ignore> 4499 <ignore>
4516 he will start to sink in and eventually drown and die. 4505 he will start to sink in and eventually drown and die.
4517 Items dropped on the swamp sink in and dissapear. 4506 Items dropped on the swamp sink in and dissapear.
4518 Players with knowledge of the woodsman skill are a lot less likely 4507 Players with knowledge of the woodsman skill are a lot less likely
4519 to die in the swamp. ]]> 4508 to die in the swamp. ]]>
4520 </description> 4509 </description>
4521 <attribute arch="walk_on" value="1" type="fixed" />
4522 <attribute arch="is_floor" value="1" type="fixed" /> 4510 <attribute arch="is_floor" value="1" type="fixed" />
4523 <attribute arch="is_wooded" value="1" type="fixed" /> 4511 <attribute arch="is_wooded" value="1" type="fixed" />
4524 <attribute arch="speed" editor="drowning speed" type="float"> 4512 <attribute arch="speed" editor="drowning speed" type="float">
4525 The higher the &lt;drowning speed&gt;, the faster will players and items 4513 The higher the &lt;drowning speed&gt;, the faster will players and items
4526 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty 4514 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4527 and unexpected death-trap. Players should get a warning before such areas. 4515 and unexpected death-trap. Players should get a warning before such areas.
4528 </attribute> 4516 </attribute>
4529 <attribute arch="slow_move" editor="slow movement" type="int"> 4517 &move_on;
4530 If &lt;slow movement&gt; is set to a value greater zero, all 4518 &movement_types_terrain;
4531 creatures moving over this spot will be slower than normal.
4532
4533 &lt;slow movement&gt; 1 - rough terrain
4534 &lt;slow movement&gt; 2 - very rough terrain
4535 ...
4536 &lt;slow movement&gt; 5 - default for deep swamp
4537 </attribute>
4538 <attribute arch="no_magic" editor="no spells" type="bool"> 4519 <attribute arch="no_magic" editor="no spells" type="bool">
4539 If enabled, it is impossible for players to use (wizard-) 4520 If enabled, it is impossible for players to use (wizard-)
4540 spells on that spot. 4521 spells on that spot.
4541 </attribute> 4522 </attribute>
4542 <attribute arch="damned" editor="no prayers" type="bool"> 4523 <attribute arch="damned" editor="no prayers" type="bool">
4661 The &lt;position state&gt; defines the position of the gate: 4642 The &lt;position state&gt; defines the position of the gate:
4662 Zero means completely open/down, the "number of animation-steps" (usually 4643 Zero means completely open/down, the "number of animation-steps" (usually
4663 about 6 or 7) means completely closed/up state. I suggest you don't 4644 about 6 or 7) means completely closed/up state. I suggest you don't
4664 mess with this value - Leave the default in place. 4645 mess with this value - Leave the default in place.
4665 </attribute> 4646 </attribute>
4666 <attribute arch="no_pass" editor="blocking passage" type="bool"> 4647 &movement_types_terrain;
4667 For open gates, &lt;blocking passage&gt; should be unset.
4668 For closed gates it must be set.
4669 </attribute>
4670 <attribute arch="no_magic" editor="restrict spells" type="bool"> 4648 <attribute arch="no_magic" editor="restrict spells" type="bool">
4671 Restricting the use of spells to pass this gate. This has 4649 Restricting the use of spells to pass this gate. This has
4672 an effect only if &lt;block view&gt; is disabled. 4650 an effect only if &lt;block view&gt; is disabled.
4673 </attribute> 4651 </attribute>
4674 <attribute arch="damned" editor="restrict prayers" type="bool"> 4652 <attribute arch="damned" editor="restrict prayers" type="bool">
4705 <use><![CDATA[ 4683 <use><![CDATA[
4706 Avoid monsters stepping on your traps. For example, a party of orcs setting 4684 Avoid monsters stepping on your traps. For example, a party of orcs setting
4707off your lightning wall and pit trap is usually a bad idea. ]]> 4685off your lightning wall and pit trap is usually a bad idea. ]]>
4708 </use> 4686 </use>
4709 <attribute arch="no_pick" value="1" type="fixed" /> 4687 <attribute arch="no_pick" value="1" type="fixed" />
4710 <attribute arch="walk_on" value="1" type="fixed" /> 4688 &move_on;
4711 <attribute arch="level" editor="trap level" type="int"> 4689 <attribute arch="level" editor="trap level" type="int">
4712 Level effects how easily a trap may be found and disarmed, and 4690 Level effects how easily a trap may be found and disarmed, and
4713 how much experience the player gets for doing so. Beware: High level 4691 how much experience the player gets for doing so. Beware: High level
4714 traps can be quite a cheap source of experience! So either make them 4692 traps can be quite a cheap source of experience! So either make them
4715 tough, or keep the level low. 4693 tough, or keep the level low.
4758 Trapdoors should be used in the same fashion as pits: 4736 Trapdoors should be used in the same fashion as pits:
4759 They should always drop the victims to some kind of lower level. They 4737 They should always drop the victims to some kind of lower level. They
4760 are not supposed to be used to randomly interconnect maps like teleporters. ]]> 4738 are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4761 </use> 4739 </use>
4762 <attribute arch="no_pick" value="1" type="fixed" /> 4740 <attribute arch="no_pick" value="1" type="fixed" />
4763 <attribute arch="walk_on" value="1" type="fixed" /> 4741 &move_on;
4764 <attribute arch="weight" editor="hold weight" type="int"> 4742 <attribute arch="weight" editor="hold weight" type="int">
4765 This value defines how much weight the trapdoor can hold. 4743 This value defines how much weight the trapdoor can hold.
4766 Once items or creatures are gathered on the trapdoor, with 4744 Once items or creatures are gathered on the trapdoor, with
4767 a total weight surpassing this value, then the trapdoor will 4745 a total weight surpassing this value, then the trapdoor will
4768 open and things start falling through. 4746 open and things start falling through.
4892<!--####################################################################--> 4870<!--####################################################################-->
4893<type number="0" name="Wall"> 4871<type number="0" name="Wall">
4894 <required> 4872 <required>
4895 <attribute arch="is_floor" value="0" /> 4873 <attribute arch="is_floor" value="0" />
4896 <attribute arch="alive" value="0" /> 4874 <attribute arch="alive" value="0" />
4897 <attribute arch="no_pass" value="1" /> 4875 <attribute arch="move_block" value="255" />
4898 </required> 4876 </required>
4899 <ignore> 4877 <ignore>
4900 <attribute arch="nrof" /> 4878 <attribute arch="nrof" />
4901 <attribute arch="title" /> 4879 <attribute arch="title" />
4902 <attribute arch="name_pl" /> 4880 <attribute arch="name_pl" />
4904 <attribute arch="unpaid" /> 4882 <attribute arch="unpaid" />
4905 </ignore> 4883 </ignore>
4906 <description><![CDATA[ 4884 <description><![CDATA[
4907 Walls usually block passage and sight. ]]> 4885 Walls usually block passage and sight. ]]>
4908 </description> 4886 </description>
4909 <attribute arch="no_pass" editor="blocking passage" type="bool"> 4887 &movement_types_terrain;
4910 If set, the object cannot be passed by players nor monsters.
4911 </attribute>
4912 <attribute arch="can_roll" editor="moveable" type="bool"> 4888 <attribute arch="can_roll" editor="moveable" type="bool">
4913 If set, the object is able to "roll", so it can be pushed around. 4889 If set, the object is able to "roll", so it can be pushed around.
4914 This setting is used for boulders and barrels. 4890 This setting is used for boulders and barrels.
4915 </attribute> 4891 </attribute>
4916 <attribute arch="no_magic" editor="restrict spells" type="bool"> 4892 <attribute arch="no_magic" editor="restrict spells" type="bool">

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