1 | <?xml version="1.0" standalone="no" ?> |
1 | <?xml version="1.0" standalone="no" ?> |
2 | <!-- |
2 | <!-- |
3 | ###################################################################### |
3 | ###################################################################### |
4 | # types.xml - This is the defintitions-file for all the different # |
4 | # types.xml - This is the definitions-file for all the different # |
5 | # Crossfire object types and their attributes. # |
5 | # Crossfire object types and their attributes. # |
6 | # # |
6 | # # |
7 | # The server code of the Crossfire game is always changing and # |
7 | # The server code of the Crossfire game is always changing and # |
8 | # evolving. From time to time, object-attributes change in purpose, # |
8 | # evolving. From time to time, object-attributes change in purpose, # |
9 | # or new ones are created. # |
9 | # or new ones are created. # |
10 | # Therefore, it is important that an Editor is flexible and # |
10 | # Therefore, it is important that an Editor is flexible and # |
11 | # easy to "upgrade" to handle such new features. That's why the # |
11 | # easy to "upgrade" to handle such new features. That's why the # |
12 | # CFJavaEditor reads the type-definitions from this xml file. # |
12 | # CFJavaEditor reads the type-definitions from this xml file. # |
13 | # # |
13 | # # |
14 | # If you encounter bugs, typos or missing entrys in the LATEST # |
14 | # If you encounter bugs, typos or missing entries in the LATEST # |
15 | # VERSION of this file - Don't hesitate to improve it, contact me # |
15 | # VERSION of this file - Don't hesitate to improve it, contact me # |
16 | # and eventually send the improved file to me: <red.blaze@gmx.net>. # |
16 | # and eventually send the improved file to me: <red.blaze@gmx.net>. # |
17 | # I will put it into the "official version" of the CFJavaEditor # |
17 | # I will put it into the "official version" of the CFJavaEditor # |
18 | # and all fellow Crossfire-Map-Makers can benefit from your work! # |
18 | # and all fellow Crossfire-Map-Makers can benefit from your work! # |
19 | # # |
19 | # # |
… | |
… | |
65 | # Created by Andreas Vogl. # |
65 | # Created by Andreas Vogl. # |
66 | ###################################################################### |
66 | ###################################################################### |
67 | --> |
67 | --> |
68 | <!DOCTYPE types [ |
68 | <!DOCTYPE types [ |
69 | <!ELEMENT types ((bitmask | list | ignore_list)*, default_type, ignore_list*, type+)> |
69 | <!ELEMENT types ((bitmask | list | ignore_list)*, default_type, ignore_list*, type+)> |
70 | |
70 | |
71 | <!ELEMENT bitmask (entry*)> |
71 | <!ELEMENT bitmask (entry*)> |
72 | <!ATTLIST bitmask name CDATA #REQUIRED> |
72 | <!ATTLIST bitmask name CDATA #REQUIRED> |
73 | |
73 | |
74 | <!ELEMENT list (entry*)> |
74 | <!ELEMENT list (entry*)> |
75 | <!ATTLIST list name CDATA #REQUIRED> |
75 | <!ATTLIST list name CDATA #REQUIRED> |
76 | |
76 | |
77 | <!ELEMENT entry EMPTY> |
77 | <!ELEMENT entry EMPTY> |
78 | <!ATTLIST entry bit CDATA #IMPLIED |
78 | <!ATTLIST entry bit CDATA #IMPLIED |
79 | value CDATA #IMPLIED |
79 | value CDATA #IMPLIED |
80 | name CDATA #REQUIRED> |
80 | name CDATA #REQUIRED> |
81 | |
81 | |
82 | <!ELEMENT ignore_list (attribute* | EMPTY)> |
82 | <!ELEMENT ignore_list (attribute* | EMPTY)> |
83 | <!ATTLIST ignore_list name CDATA #REQUIRED> |
83 | <!ATTLIST ignore_list name CDATA #REQUIRED> |
84 | |
84 | |
85 | <!ELEMENT default_type (attribute*)> |
85 | <!ELEMENT default_type (attribute*)> |
86 | |
86 | |
87 | <!ELEMENT type (import_type?,required?,ignore?,description?,use?,(section | attribute)*)> |
87 | <!ELEMENT type (import_type?,required?,ignore?,description?,use?,(section | attribute)*)> |
88 | <!ATTLIST type name CDATA #REQUIRED |
88 | <!ATTLIST type name CDATA #REQUIRED |
89 | number CDATA #REQUIRED> |
89 | number CDATA #REQUIRED> |
90 | |
90 | |
91 | <!ELEMENT description (#PCDATA)> |
91 | <!ELEMENT description (#PCDATA)> |
92 | <!ELEMENT use (#PCDATA)> |
92 | <!ELEMENT use (#PCDATA)> |
93 | |
93 | |
94 | <!ELEMENT import_type EMPTY> |
94 | <!ELEMENT import_type EMPTY> |
95 | <!ATTLIST import_type name CDATA #REQUIRED> |
95 | <!ATTLIST import_type name CDATA #REQUIRED> |
96 | |
96 | |
97 | <!ELEMENT required (attribute+)> |
97 | <!ELEMENT required (attribute+)> |
98 | <!ELEMENT ignore (attribute*,ignore_list*)> |
98 | <!ELEMENT ignore (attribute*,ignore_list*)> |
99 | |
99 | |
100 | <!ELEMENT section (attribute+)> |
100 | <!ELEMENT section (attribute+)> |
101 | <!ATTLIST section name CDATA #REQUIRED> |
101 | <!ATTLIST section name CDATA #REQUIRED> |
102 | |
102 | |
103 | <!ELEMENT attribute (#PCDATA)> |
103 | <!ELEMENT attribute (#PCDATA)> |
104 | <!ATTLIST attribute type CDATA #IMPLIED |
104 | <!ATTLIST attribute type CDATA #IMPLIED |
105 | arch CDATA #IMPLIED |
105 | arch CDATA #IMPLIED |
106 | arch_begin CDATA #IMPLIED |
106 | arch_begin CDATA #IMPLIED |
107 | arch_end CDATA #IMPLIED |
107 | arch_end CDATA #IMPLIED |
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> |
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113 | |
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114 | <!ENTITY move_on " |
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115 | <attribute arch='move_on' editor='movement type' type='bitmask_movement_type'> |
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116 | Which movement types automatically (as opposed to manually) activate this object. |
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117 | </attribute> |
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118 | "> |
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119 | <!ENTITY move_off " |
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120 | <attribute arch='move_off' editor='movement type' type='bitmask_movement_type'> |
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121 | Which movement types deactivate this object (e.g. button). |
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122 | </attribute> |
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123 | "> |
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124 | <!ENTITY move_type " |
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125 | <attribute arch='move_type' editor='movement type' type='bitmask_movement_type'> |
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126 | Determines which kinds of movement this object can use (e.g. for monsters) |
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127 | or grants (e.g. for amulets). |
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128 | </attribute> |
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129 | "> |
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130 | <!ENTITY movement_types_terrain " |
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131 | <attribute arch='move_block' editor='blocked movement' type='bitmask_movement_type'> |
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132 | Objects using these movement types cannot move over this space. |
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133 | </attribute> |
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134 | <attribute arch='move_allow' editor='allowed movement' type='bitmask_movement_type'> |
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135 | Objects using these movement types are allowed to move over this space. Takes |
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136 | precedence over 'blocked movements'. |
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137 | </attribute> |
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138 | <attribute arch='move_slow' editor='slowed movement' type='bitmask_movement_type'> |
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139 | The types of movement that should by slowed down by the 'slow movement penalty'. |
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140 | </attribute> |
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141 | <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> |
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142 | If <slow movement> is set to a value greater zero, all |
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143 | creatures matching 'slow move' will be slower than normal on this spot. |
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144 | |
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145 | <slow movement> 1 - rough terrain |
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146 | <slow movement> 2 - very rough terrain |
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147 | ... |
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148 | <slow movement> 5 - default for deep swamp |
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149 | ... |
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150 | <slow movement> 7 - spider web (sticky as hell) |
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151 | </attribute> |
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152 | "> |
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153 | <!ENTITY speed_left " |
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154 | <attribute arch='speed_left' editor='speed left' type='float'> |
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155 | The speed left to the object. On every tick, if this value is higher |
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156 | than 0, the object acts/triggers/moves etc. and the value gets |
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157 | decremented by 1. Otherwise, it is incremented by <speed> on |
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158 | every tick. |
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159 | </attribute> |
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160 | "> |
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161 | <!ENTITY activate_on " |
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162 | <attribute arch='activate_on_push' editor='Activate on push' type='bool'> |
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163 | Whether the teleporter should only be activated on push. |
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164 | </attribute> |
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165 | <attribute arch='activate_on_release' editor='Activate on release' type='bool'> |
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166 | Whether the teleporter should only be activated on release. |
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167 | </attribute> |
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168 | "> |
113 | ]> |
169 | ]> |
114 | |
170 | |
115 | <types> |
171 | <types> |
116 | |
172 | |
117 | <!--###################### bitmask definitions ######################--> |
173 | <!--###################### bitmask definitions ######################--> |
… | |
… | |
150 | <entry bit="4" name="Wood" /> |
206 | <entry bit="4" name="Wood" /> |
151 | <entry bit="5" name="Organics" /> |
207 | <entry bit="5" name="Organics" /> |
152 | <entry bit="6" name="Stone" /> |
208 | <entry bit="6" name="Stone" /> |
153 | <entry bit="7" name="Cloth" /> |
209 | <entry bit="7" name="Cloth" /> |
154 | <entry bit="8" name="Adamantite" /> |
210 | <entry bit="8" name="Adamantite" /> |
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211 | <entry bit="9" name="Liquid" /> |
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212 | <entry bit="10" name="Soft Metal" /> |
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213 | <entry bit="11" name="Bone" /> |
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214 | <entry bit="12" name="Ice" /> |
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215 | <entry bit="13" name="(supress name on display)" /> |
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216 | |
155 | </bitmask> |
217 | </bitmask> |
156 | |
218 | |
157 | <bitmask name="spellpath"> |
219 | <bitmask name="spellpath"> |
158 | <entry bit="0" name="Protection" /> |
220 | <entry bit="0" name="Protection" /> |
159 | <entry bit="1" name="Fire" /> |
221 | <entry bit="1" name="Fire" /> |
… | |
… | |
190 | <entry bit="2" name="Food" /> |
252 | <entry bit="2" name="Food" /> |
191 | <entry bit="3" name="Weapons" /> |
253 | <entry bit="3" name="Weapons" /> |
192 | <entry bit="4" name="Armour" /> |
254 | <entry bit="4" name="Armour" /> |
193 | <entry bit="5" name="Inverse" /> |
255 | <entry bit="5" name="Inverse" /> |
194 | <entry bit="6" name="All" /> |
256 | <entry bit="6" name="All" /> |
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257 | </bitmask> |
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258 | |
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259 | <bitmask name="movement_type"> |
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260 | <entry bit="0" name="Walk" /> |
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261 | <entry bit="1" name="Fly Low" /> |
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262 | <entry bit="2" name="Fly High" /> |
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263 | <entry bit="3" name="Swim" /> |
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264 | <entry bit="4" name="Boat" /> |
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265 | <entry bit="16" name="Other" /> |
195 | </bitmask> |
266 | </bitmask> |
196 | |
267 | |
197 | <!--###################### list definitions ######################--> |
268 | <!--###################### list definitions ######################--> |
198 | |
269 | |
199 | <list name="direction"> |
270 | <list name="direction"> |
… | |
… | |
322 | <entry value="45" name="disease" /> |
393 | <entry value="45" name="disease" /> |
323 | <entry value="46" name="aura" /> |
394 | <entry value="46" name="aura" /> |
324 | <entry value="47" name="town portal" /> |
395 | <entry value="47" name="town portal" /> |
325 | </list> |
396 | </list> |
326 | |
397 | |
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398 | <list name="event_type"> |
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399 | <entry value="0" name="none" /> |
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400 | <entry value="1" name="apply" /> |
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401 | <entry value="2" name="attack" /> |
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402 | <entry value="3" name="death" /> |
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403 | <entry value="4" name="drop" /> |
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404 | <entry value="5" name="pickup" /> |
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405 | <entry value="6" name="say" /> |
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406 | <entry value="7" name="stop" /> |
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407 | <entry value="8" name="time" /> |
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408 | <entry value="9" name="throw" /> |
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409 | <entry value="10" name="trigger" /> |
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410 | <entry value="11" name="close" /> |
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411 | <entry value="12" name="timer" /> |
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412 | <entry value="28" name="move" /> |
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413 | </list> |
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414 | |
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415 | <list name="attack_movement_bits_0_3"> |
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416 | <entry value="0" name="default" /> |
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417 | <entry value="1" name="attack from distance" /> |
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418 | <entry value="2" name="run away" /> |
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419 | <entry value="3" name="hit and run" /> |
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420 | <entry value="4" name="wait, then hit, then move" /> |
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421 | <entry value="5" name="rush blindly" /> |
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422 | <entry value="6" name="always run" /> |
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423 | <entry value="7" name="attack from distance if hit" /> |
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424 | <entry value="8" name="do not approach" /> |
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425 | </list> |
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426 | |
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427 | <list name="attack_movement_bits_4_7"> |
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428 | <entry value="0" name="none" /> |
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429 | <entry value="16" name="pet" /> |
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430 | <entry value="32" name="small circle" /> |
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431 | <entry value="48" name="large circle" /> |
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432 | <entry value="64" name="small horizontal" /> |
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433 | <entry value="80" name="large horizontal" /> |
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434 | <entry value="96" name="random direction" /> |
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435 | <entry value="112" name="random movement" /> |
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436 | <entry value="128" name="small vertical" /> |
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437 | <entry value="144" name="large vertical" /> |
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438 | </list> |
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439 | |
327 | <!--###################### default attributes ######################--> |
440 | <!--###################### default attributes ######################--> |
328 | |
441 | |
329 | <!-- |
442 | <!-- |
330 | The attributes of the default_type get added to all other types by default. |
443 | The attributes of the default_type get added to all other types by default. |
331 | Every type can have an 'ignore' element however, which is used to specify |
444 | Every type can have an 'ignore' element however, which is used to specify |
… | |
… | |
339 | This is the plural name of the object. A plural name must be set for |
452 | This is the plural name of the object. A plural name must be set for |
340 | all items that can be picked up and collected by the player. |
453 | all items that can be picked up and collected by the player. |
341 | </attribute> |
454 | </attribute> |
342 | <attribute arch="title" editor="title" type="string"> |
455 | <attribute arch="title" editor="title" type="string"> |
343 | This is the object's title. Once an object is identified the title is |
456 | This is the object's title. Once an object is identified the title is |
344 | attached to the name. Typical titels are "of mostrai", "of xray vision" etc. |
457 | attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. |
345 | </attribute> |
458 | </attribute> |
346 | <attribute arch="face" editor="image" type="string"> |
459 | <attribute arch="face" editor="image" type="string"> |
347 | The image-name defines what image is displayed for this object in-game. |
460 | The image-name defines what image is displayed for this object in-game. |
348 | </attribute> |
461 | </attribute> |
349 | <attribute arch="nrof" editor="number" type="int"> |
462 | <attribute arch="nrof" editor="number" type="int"> |
350 | This value determines the number of objects in one stack (for example: |
463 | This value determines the number of objects in one stack (for example: |
351 | 100 goldcoins => "number = 100"). You should set this at least to one, for |
464 | 100 goldcoins => "number = 100"). You should set this at least to one, for |
352 | any pickable object - otherwise it won't be mergeable into a stack. |
465 | any pickable object - otherwise it won't be mergeable into a stack. |
353 | </attribute> |
466 | </attribute> |
354 | <attribute arch="weight" editor="weight" type="int"> |
467 | <attribute arch="weight" editor="weight" type="int"> |
355 | This value defines the object's weight in gramm (1000g is 1kg). Objects with |
468 | This value defines the object's weight in grams (1000g is 1kg). Objects with |
356 | zero weight are not pickable for players. Still, set the "non-pickable"-flag |
469 | zero weight are not pickable for players. Still, set the "non-pickable"-flag |
357 | for explicitly non-pickable objects (hey, this is opensource.. you |
470 | for explicitly non-pickable objects (hey, this is opensource.. you |
358 | never know ;) ). |
471 | never know ;) ). |
359 | </attribute> |
472 | </attribute> |
360 | <attribute arch="value" editor="value" type="int"> |
473 | <attribute arch="value" editor="value" type="int"> |
361 | Adds a certain value to the object: It will be worth that many times the |
474 | Determines the value of the object, in units of silver coins (one |
362 | default value from it's archetype (E.g. "value = 3" means three times |
475 | platinum coin == 50 silver coins). Value for buying/selling will be |
363 | worth the default value). Value for buying/selling will be |
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364 | further modified by various factors. Hence, testing values in-game is |
476 | further modified by various factors. Hence, testing values in-game is |
365 | usually inevitable. |
477 | usually inevitable. |
366 | </attribute> |
478 | </attribute> |
367 | <attribute arch="glow_radius" editor="glow radius" type="int"> |
479 | <attribute arch="glow_radius" editor="glow radius" type="int"> |
368 | If <glow radius> is set to a value greater zero, the object |
480 | If <glow radius> is set to a value greater zero, the object |
369 | appears lit up on dark maps. <glow radius> can be a value |
481 | appears lit up on dark maps. <glow radius> can be a value |
370 | between 0 and 4, the higher, the more light does the object emmit. |
482 | between 0 and 4, the higher, the more light does the object emit. |
371 | </attribute> |
483 | </attribute> |
372 | <attribute arch="material" editor="material" type="bitmask_material"> |
484 | <attribute arch="material" editor="material" type="bitmask_material"> |
373 | This bitmask-value informs the player of which material(s) the |
485 | This bitmask-value informs the player of which material(s) the |
374 | object consists. Material does also affect how likely the object |
486 | object consists. Material does also affect how likely the object |
375 | can be destroyed by hazardous spell-effects. |
487 | can be destroyed by hazardous spell-effects. |
… | |
… | |
435 | the fallback for all types which don't match any other defined types. |
547 | the fallback for all types which don't match any other defined types. |
436 | The required attribute "misc x" prevents that it gets confused with |
548 | The required attribute "misc x" prevents that it gets confused with |
437 | other types like "monster & npc" which also have type number 0. --> |
549 | other types like "monster & npc" which also have type number 0. --> |
438 | <attribute arch="misc" value="x" /> |
550 | <attribute arch="misc" value="x" /> |
439 | </required> |
551 | </required> |
440 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
552 | &movement_types_terrain; |
441 | If set, the object cannot be passed by players nor monsters. |
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442 | </attribute> |
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443 | <attribute arch="cursed" editor="cursed" type="bool"> |
553 | <attribute arch="cursed" editor="cursed" type="bool"> |
444 | Curses can have various effects: On equipment and food, |
554 | Curses can have various effects: On equipment and food, |
445 | they generally harm the player in some way. |
555 | they generally harm the player in some way. |
446 | </attribute> |
556 | </attribute> |
447 | <attribute arch="damned" editor="damned" type="bool"> |
557 | <attribute arch="damned" editor="damned" type="bool"> |
… | |
… | |
499 | </attribute> |
609 | </attribute> |
500 | <attribute arch="hp" editor="long range spell" type="nz_spell"> |
610 | <attribute arch="hp" editor="long range spell" type="nz_spell"> |
501 | The monster will use the specified <long range spell> |
611 | The monster will use the specified <long range spell> |
502 | when the player is at least 6 squares away (from the |
612 | when the player is at least 6 squares away (from the |
503 | monster's head). |
613 | monster's head). |
504 | |
614 | |
505 | Setting a <long range spell> is optional. If unset, the |
615 | Setting a <long range spell> is optional. If unset, the |
506 | <short range spell> gets used all the time. |
616 | <short range spell> gets used all the time. |
507 | </attribute> |
617 | </attribute> |
508 | <attribute arch="maxsp" editor="importance" type="int"> |
618 | <attribute arch="maxsp" editor="importance" type="int"> |
509 | Sometimes you'll want a monster to use one ability more than others. |
619 | Sometimes you'll want a monster to use one ability more than others. |
510 | To achieve this, set the <importance> to a value greater than |
620 | To achieve this, set the <importance> to a value greater than |
511 | one. Abilities with this value zero/unset are counted to be of |
621 | one. Abilities with this value zero/unset are counted to be of |
512 | <importance> one. |
622 | <importance> one. |
513 | |
623 | |
514 | Example: A monster with "small fireball" of <importance> 3 and |
624 | Example: A monster with "small fireball" of <importance> 3 and |
515 | "paralyze" of <importance> 1 will averagely cast three out of four |
625 | "paralyze" of <importance> 1 will averagely cast three out of four |
516 | times the "small fireball". |
626 | times the "small fireball". |
517 | </attribute> |
627 | </attribute> |
518 | <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special"> |
628 | <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special"> |
519 | This flag specifies wether the ability <is magical> in nature. |
629 | This flag specifies whether the ability <is magical> in nature. |
520 | If enabled, all spells produced by this ability will have magic |
630 | If enabled, all spells produced by this ability will have magic |
521 | attacktype added to the usual attacktypes. |
631 | attacktype added to the usual attacktypes. |
522 | |
632 | |
523 | This should always be set for spell-like abilities. "Natural" |
633 | This should always be set for spell-like abilities. "Natural" |
524 | abilities like a dragon's firebreath are an exception. |
634 | abilities like a dragon's firebreath are an exception. |
525 | Note that non-magical abilities are more dangerous because |
635 | Note that non-magical abilities are more dangerous because |
526 | magic resistance does not protect from those.</attribute> |
636 | magic resistance does not protect from those.</attribute> |
527 | </type> |
637 | </type> |
… | |
… | |
533 | </ignore> |
643 | </ignore> |
534 | <description><![CDATA[ |
644 | <description><![CDATA[ |
535 | When a player puts a defined number of certain items on the altar, |
645 | When a player puts a defined number of certain items on the altar, |
536 | then either a spell is casted (on the player) or a connector is |
646 | then either a spell is casted (on the player) or a connector is |
537 | triggered. If the latter is the case, the altar works only once. |
647 | triggered. If the latter is the case, the altar works only once. |
538 | Either way, the sacrificed item dissapears. ]]> |
648 | Either way, the sacrificed item disappears. ]]> |
539 | </description> |
649 | </description> |
540 | <attribute arch="no_pick" value="1" type="fixed" /> |
650 | <attribute arch="no_pick" value="1" type="fixed" /> |
541 | <attribute arch="walk_on" value="1" type="fixed" /> |
651 | &move_on; |
542 | <attribute arch="slaying" editor="match item name" type="string"> |
652 | <attribute arch="slaying" editor="match item name" type="string"> |
543 | This string specifies the item that must be put on the altar to |
653 | This string specifies the item that must be put on the altar to |
544 | activate it. It can either be the name of an archetype, or directly |
654 | activate it. It can either be the name of an archetype, or directly |
545 | the name of an object. Yet, titles are not recognized by altars. |
655 | the name of an object. Yet, titles are not recognized by altars. |
546 | Remember to put a note somewhere, telling the player what he is |
656 | Remember to put a note somewhere, telling the player what he is |
547 | expected to drop on the altar. (Often this is put in the altar's |
657 | expected to drop on the altar. (Often this is put in the altar's |
548 | name: E.g. "drop 100 platinums") |
658 | name: E.g. "drop 100 platinums") |
549 | </attribute> |
659 | </attribute> |
550 | <attribute arch="food" editor="drop amount" type="int"> |
660 | <attribute arch="food" editor="drop amount" type="int"> |
551 | The drop amount specifies the amount of items (specified |
661 | The drop amount specifies the amount of items (specified |
552 | in <match item name>) that must be dropped to activate the altar. |
662 | in <match item name>) that must be dropped to activate the altar. |
553 | |
663 | |
554 | If <match item name> is set to "money", then the value of the |
664 | If <match item name> is set to "money", then the value of the |
555 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
665 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
556 | 200 silver, 20 gold, or 4 platinum will all work.) |
666 | 200 silver, 20 gold, or 4 platinum will all work.) |
557 | |
667 | |
558 | Note that the maximum possible for <drop amount> is 32767. |
668 | Note that the maximum possible for <drop amount> is 32767. |
559 | </attribute> |
669 | </attribute> |
560 | <attribute arch="connected" editor="connection" type="int"> |
670 | <attribute arch="connected" editor="connection" type="int"> |
561 | If a connection value is set, the altar will trigger all objects |
671 | If a connection value is set, the altar will trigger all objects |
562 | with the same value, when activated. This will only work once. |
672 | with the same value, when activated. This will only work once. |
563 | </attribute> |
673 | </attribute> |
564 | <attribute arch="sp" editor="spell" type="spell"> |
674 | <attribute arch="sp" editor="spell" type="spell"> |
565 | When activated, the selected <spell> will be casted (once, on the |
675 | When activated, the selected <spell> will be casted (once, on the |
566 | player). This should work for any given spell. The altar will work |
676 | player). This should work for any given spell. The altar will work |
567 | infinitly in this way. Don't set both <spell> and <connection> for |
677 | infinitely in this way. Don't set both <spell> and <connection> for |
568 | one altar. |
678 | one altar. |
569 | </attribute> |
679 | </attribute> |
570 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
680 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
571 | This text will be displayed to the player |
681 | This text will be displayed to the player |
572 | in the exact moment when the altar is activated. |
682 | in the exact moment when the altar is activated. |
… | |
… | |
579 | <ignore_list name="non_pickable" /> |
689 | <ignore_list name="non_pickable" /> |
580 | </ignore> |
690 | </ignore> |
581 | <description><![CDATA[ |
691 | <description><![CDATA[ |
582 | Altar_triggers work pretty much like normal altars |
692 | Altar_triggers work pretty much like normal altars |
583 | (drop sacrifice -> connection activated), except for the fact that |
693 | (drop sacrifice -> connection activated), except for the fact that |
584 | they reset after usage. Hence, altar_triggers can be used infinitly. ]]> |
694 | they reset after usage. Hence, altar_triggers can be used infinitely. ]]> |
585 | </description> |
695 | </description> |
586 | <use><![CDATA[ |
696 | <use><![CDATA[ |
587 | Altar_triggers are very useful if you want to charge a price for... |
697 | Altar_triggers are very useful if you want to charge a price for... |
588 | <UL> |
698 | <UL> |
589 | <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. |
699 | <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. |
590 | <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. |
700 | <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. |
591 | <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. |
701 | <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. |
592 | </UL> |
702 | </UL> |
593 | The big advantage over normal altars is the infinite usability |
703 | The big advantage over normal altars is the infinite usability |
594 | of altar_triggers! If there are ten players on one server, they're |
704 | of altar_triggers! If there are ten players on one server, they're |
595 | quite grateful if things work more than once. =) ]]> |
705 | quite grateful if things work more than once. =) ]]> |
… | |
… | |
603 | expected to drop on the altar. (Often this is put in the altar's |
713 | expected to drop on the altar. (Often this is put in the altar's |
604 | name: E.g. "drop 100 platinums") |
714 | name: E.g. "drop 100 platinums") |
605 | </attribute> |
715 | </attribute> |
606 | <attribute arch="food" editor="drop amount" type="int"> |
716 | <attribute arch="food" editor="drop amount" type="int"> |
607 | The drop amount specifies the amount of items (specified |
717 | The drop amount specifies the amount of items (specified |
608 | in <match item name>) that must be dropped to activate the altar. |
718 | in <match item name>) that must be dropped to activate the altar. |
609 | |
719 | |
610 | If <match item name> is set to "money", then the value of the |
720 | If <match item name> is set to "money", then the value of the |
611 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
721 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
612 | 200 silver, 20 gold, or 4 platinum will all work.) |
722 | 200 silver, 20 gold, or 4 platinum will all work.) |
613 | |
723 | |
614 | Note that the maximum possible for <drop amount> is 32767. |
724 | Note that the maximum possible for <drop amount> is 32767. |
615 | </attribute> |
725 | </attribute> |
616 | <attribute arch="connected" editor="connection" type="int"> |
726 | <attribute arch="connected" editor="connection" type="int"> |
617 | If a connection value is set, the altar will trigger all objects |
727 | If a connection value is set, the altar will trigger all objects |
618 | with the same value, when activated. This will only work once. |
728 | with the same value, when activated. This will only work once. |
619 | </attribute> |
729 | </attribute> |
620 | <attribute arch="sp" editor="spell" type="spell"> |
730 | <attribute arch="sp" editor="spell" type="spell"> |
621 | When activated, this <spell> will be casted (once, on the player). |
731 | When activated, this <spell> will be casted (once, on the player). |
622 | This should work for any given spell. The altar will work infinitly |
732 | This should work for any given spell. The altar will work infinitely |
623 | in this way. Don't set both <spell> and <connection> for one altar. |
733 | in this way. Don't set both <spell> and <connection> for one altar. |
624 | </attribute> |
734 | </attribute> |
625 | <attribute arch="exp" editor="reset time" type="int"> |
735 | <attribute arch="exp" editor="reset time" type="int"> |
626 | Being activated, the altar will reset after <reset time> ticks. |
736 | Being activated, the altar will reset after <reset time> ticks. |
627 | After reset, the altar is ready to be activated once again. |
737 | After reset, the altar is ready to be activated once again. |
… | |
… | |
629 | </attribute> |
739 | </attribute> |
630 | <attribute arch="last_sp" editor="ignore reset" type="bool"> |
740 | <attribute arch="last_sp" editor="ignore reset" type="bool"> |
631 | If this attribute is enabled, the altar_trigger won't push the |
741 | If this attribute is enabled, the altar_trigger won't push the |
632 | connected value by altar reset. Only ONCE by dropping the sacrifice. |
742 | connected value by altar reset. Only ONCE by dropping the sacrifice. |
633 | This is typically used when the altar is connected to a creator, |
743 | This is typically used when the altar is connected to a creator, |
634 | e.g. for selling tickets. |
744 | e.g. for selling tickets. |
635 | |
745 | |
636 | If this attribute is disabled (default), the altar_trigger |
746 | If this attribute is disabled (default), the altar_trigger |
637 | will push the connected value TWICE per sacrifice: First by |
747 | will push the connected value TWICE per sacrifice: First by |
638 | dropping sacrifice, second by reset. This mode is typically |
748 | dropping sacrifice, second by reset. This mode is typically |
639 | used for altars being connected to gates, resulting in the |
749 | used for altars being connected to gates, resulting in the |
640 | gate being opened and closed again. |
750 | gate being opened and closed again. |
641 | </attribute> |
751 | </attribute> |
642 | <attribute arch="walk_on" value="1" type="fixed"> |
752 | &move_on; |
643 | </attribute> |
|
|
644 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
753 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
645 | This text will be displayed to the player |
754 | This text will be displayed to the player |
646 | in the exact moment when the altar is activated. |
755 | in the exact moment when the altar is activated. |
647 | </attribute> |
756 | </attribute> |
648 | </type> |
757 | </type> |
… | |
… | |
672 | The <item power> value measures how "powerful" an artifact is. |
781 | The <item power> value measures how "powerful" an artifact is. |
673 | Players will only be able to wear equipment with a certain total |
782 | Players will only be able to wear equipment with a certain total |
674 | amount of <item power>, depending on their own level. This is the |
783 | amount of <item power>, depending on their own level. This is the |
675 | only way to prevent low level players to wear "undeserved" equipment |
784 | only way to prevent low level players to wear "undeserved" equipment |
676 | (like gifts from other players or cheated items). |
785 | (like gifts from other players or cheated items). |
677 | |
786 | |
678 | It is very important to adjust the <item power> value carefully |
787 | It is very important to adjust the <item power> value carefully |
679 | for every artifact you create! If zero/unset, the CF server will |
788 | for every artifact you create! If zero/unset, the CF server will |
680 | calculate a provisional value at runtime, but this is never |
789 | calculate a provisional value at runtime, but this is never |
681 | going to be an accurate measurement of <item power>. |
790 | going to be an accurate measurement of <item power>. |
682 | </attribute> |
791 | </attribute> |
… | |
… | |
689 | unless the curse is removed. |
798 | unless the curse is removed. |
690 | </attribute> |
799 | </attribute> |
691 | <attribute arch="lifesave" editor="save life" type="bool"> |
800 | <attribute arch="lifesave" editor="save life" type="bool"> |
692 | An item with this flag enabled will save the players life |
801 | An item with this flag enabled will save the players life |
693 | for one time: When the player is wearing this item and his |
802 | for one time: When the player is wearing this item and his |
694 | healthpoints reach zero, the item dissapears, replenishing |
803 | health points reach zero, the item disappears, replenishing |
695 | half of the player's health. |
804 | half of the player's health. |
696 | |
805 | |
697 | An item with <save life> should not have |
806 | An item with <save life> should not have |
698 | any decent additional bonuses! |
807 | any decent additional bonuses! |
699 | </attribute> |
808 | </attribute> |
700 | <attribute arch="unique" editor="unique item" type="bool"> |
809 | <attribute arch="unique" editor="unique item" type="bool"> |
701 | Unique items exist only one time on a server. If the item |
810 | Unique items exist only one time on a server. If the item |
… | |
… | |
868 | additional <grace regen.> bonus should be VERY RARE!! |
977 | additional <grace regen.> bonus should be VERY RARE!! |
869 | </attribute> |
978 | </attribute> |
870 | <attribute arch="food" editor="food bonus" type="int"> |
979 | <attribute arch="food" editor="food bonus" type="int"> |
871 | Positive <food bonus> slows down the player's digestion, |
980 | Positive <food bonus> slows down the player's digestion, |
872 | thus he consumes less food. Negative values speed it up. |
981 | thus he consumes less food. Negative values speed it up. |
873 | |
982 | |
874 | Note that food is consumed not only for "being alive", but |
983 | Note that food is consumed not only for "being alive", but |
875 | also for healing and mana-regeneration. |
984 | also for healing and mana-regeneration. |
876 | <food bonus> only affects the amount of food consumed |
985 | <food bonus> only affects the amount of food consumed |
877 | for "being alive". Hence, even with high <food bonus>, |
986 | for "being alive". Hence, even with high <food bonus>, |
878 | during a fight a player can run out of food quickly. |
987 | during a fight a player can run out of food quickly. |
879 | </attribute> |
988 | </attribute> |
880 | <attribute arch="xrays" editor="xray vision" type="bool"> |
989 | <attribute arch="xrays" editor="xray vision" type="bool"> |
881 | Xray vision allows the player to see through obstacles |
990 | Xray vision allows the player to see through obstacles |
882 | in a two-square-wide radius. This is extremely helpful and |
991 | in a two-square-wide radius. This is extremely helpful and |
883 | desireable, so don't give it away for cheap on equipment. |
992 | desirable, so don't give it away for cheap on equipment. |
884 | </attribute> |
993 | </attribute> |
885 | <attribute arch="stealth" editor="stealth" type="bool"> |
994 | <attribute arch="stealth" editor="stealth" type="bool"> |
886 | Stealth allows the player to move silently. |
995 | Stealth allows the player to move silently. |
887 | This comes to effect if a player turns himself |
996 | This comes to effect if a player turns himself |
888 | invisible and tries to sneak around monsters. |
997 | invisible and tries to sneak around monsters. |
… | |
… | |
893 | the ability to <reflect spells>, all kinds of |
1002 | the ability to <reflect spells>, all kinds of |
894 | spell-bullets and -beams will bounce off him. |
1003 | spell-bullets and -beams will bounce off him. |
895 | This works only about 90% of all times, to |
1004 | This works only about 90% of all times, to |
896 | avoid players being completely immune to certain |
1005 | avoid players being completely immune to certain |
897 | types of attacks. |
1006 | types of attacks. |
898 | |
1007 | |
899 | This is a very powerful ability and it |
1008 | This is a very powerful ability and it |
900 | shouldn't be handed out cheap! |
1009 | shouldn't be handed out cheap! |
901 | </attribute> |
1010 | </attribute> |
902 | <attribute arch="reflect_missile" editor="reflect missiles" type="bool"> |
1011 | <attribute arch="reflect_missile" editor="reflect missiles" type="bool"> |
903 | If a player is wearing any piece of equipment with |
1012 | If a player is wearing any piece of equipment with |
… | |
… | |
905 | projectiles (e.g. arrows, bolts, boulders) will |
1014 | projectiles (e.g. arrows, bolts, boulders) will |
906 | bounce off him. This works only about 90% of all |
1015 | bounce off him. This works only about 90% of all |
907 | times, to avoid players being completely immune to |
1016 | times, to avoid players being completely immune to |
908 | certain types of attacks. |
1017 | certain types of attacks. |
909 | </attribute> |
1018 | </attribute> |
910 | <attribute arch="flying" editor="levitate" type="bool"> |
1019 | &move_type; |
911 | As soon as the player applies a piece of equipment with |
|
|
912 | <levitate> set, the player will start to float in the air. |
|
|
913 | </attribute> |
|
|
914 | <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath"> |
1020 | <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath"> |
915 | Click on the <attuned paths> button to select spellpaths. |
1021 | Click on the <attuned paths> button to select spellpaths. |
916 | The player will get attuned to the specified spellpaths |
1022 | The player will get attuned to the specified spellpaths |
917 | while wearing this item. |
1023 | while wearing this item. |
918 | </attribute> |
1024 | </attribute> |
… | |
… | |
969 | get teleported after they died on this battleground. |
1075 | get teleported after they died on this battleground. |
970 | </attribute> |
1076 | </attribute> |
971 | </type> |
1077 | </type> |
972 | |
1078 | |
973 | <!--####################################################################--> |
1079 | <!--####################################################################--> |
974 | <type number="104" name="Bracers"> |
|
|
975 | <import_type name="Amulet" /> |
|
|
976 | <description><![CDATA[ |
|
|
977 | Bracers are armour-plates worn around the wrists. |
|
|
978 | Wearing bracer, the object's stats will directly be inherited to |
|
|
979 | the player. Usually enhancing his defense. ]]> |
|
|
980 | </description> |
|
|
981 | <use><![CDATA[ |
|
|
982 | Feel free to create your own special artifacts. However, it is very |
|
|
983 | important that you keep your artifact in balance with existing maps. ]]> |
|
|
984 | </use> |
|
|
985 | <attribute arch="magic" editor="magic bonus" type="int"> |
|
|
986 | <magic bonus> works just like ac, except that it can be improved by |
|
|
987 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
|
|
988 | than direct armour-class bonus on the bracers. |
|
|
989 | </attribute> |
|
|
990 | </type> |
|
|
991 | |
|
|
992 | <!--####################################################################--> |
|
|
993 | <type number="16" name="Brestplate Armour"> |
|
|
994 | <import_type name="Amulet" /> |
|
|
995 | <description><![CDATA[ |
|
|
996 | Wearing an armour, the object's stats will directly be inherited to |
|
|
997 | the player. Usually enhancing his defense. ]]> |
|
|
998 | </description> |
|
|
999 | <use><![CDATA[ |
|
|
1000 | Feel free to create your own special artifacts. However, it is very |
|
|
1001 | important that you keep your artifact in balance with existing maps. ]]> |
|
|
1002 | </use> |
|
|
1003 | <attribute arch="last_heal" editor="spellpoint penalty" type="int"> |
|
|
1004 | This poses a penalty to spell regeneration speed, for wearing the armour. |
|
|
1005 | The bigger the spellpoint penalty, the worse. |
|
|
1006 | </attribute> |
|
|
1007 | <attribute arch="last_sp" editor="slowdown penalty" type="int"> |
|
|
1008 | Slowdown penalty reduces the player's walking speed when wearing the |
|
|
1009 | armour. Bigger values are worse - zero is best. |
|
|
1010 | </attribute> |
|
|
1011 | <attribute arch="magic" editor="magic bonus" type="int"> |
|
|
1012 | <magic bonus> works just like ac, except that it can be improved by |
|
|
1013 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
|
|
1014 | than direct armour-class bonus on the armour. |
|
|
1015 | </attribute> |
|
|
1016 | </type> |
|
|
1017 | |
|
|
1018 | <!--####################################################################--> |
|
|
1019 | <type number="8" name="Book"> |
1080 | <type number="8" name="Book"> |
1020 | <description><![CDATA[ |
1081 | <description><![CDATA[ |
1021 | Applying a book, the containing message is displayed to the player. ]]> |
1082 | Applying a book, the containing message is displayed to the player. ]]> |
1022 | </description> |
1083 | </description> |
1023 | <attribute arch="level" editor="literacy level" type="int"> |
1084 | <attribute arch="level" editor="literacy level" type="int"> |
… | |
… | |
1038 | is taken, lost or destroyed - it's gone for good. |
1099 | is taken, lost or destroyed - it's gone for good. |
1039 | </attribute> |
1100 | </attribute> |
1040 | <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text"> |
1101 | <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text"> |
1041 | This is the text that appears "written" in the book. |
1102 | This is the text that appears "written" in the book. |
1042 | </attribute> |
1103 | </attribute> |
|
|
1104 | <attribute arch="slaying" editor="key string" type="string"> |
|
|
1105 | This is the key string of the book. The key string is checked by an inventory checker. |
|
|
1106 | (This is used eg. for the gate/port passes in scorn) |
|
|
1107 | </attribute> |
1043 | </type> |
1108 | </type> |
1044 | |
1109 | |
1045 | <!--####################################################################--> |
1110 | <!--####################################################################--> |
1046 | <type number="99" name="Boots"> |
1111 | <type number="99" name="Boots"> |
1047 | <import_type name="Amulet" /> |
1112 | <import_type name="Amulet" /> |
… | |
… | |
1064 | </attribute> |
1129 | </attribute> |
1065 | <attribute arch="magic" editor="magic bonus" type="int"> |
1130 | <attribute arch="magic" editor="magic bonus" type="int"> |
1066 | <magic bonus> works just like ac, except that it can be improved by |
1131 | <magic bonus> works just like ac, except that it can be improved by |
1067 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1132 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1068 | than direct armour-class bonus on the boots. |
1133 | than direct armour-class bonus on the boots. |
1069 | |
1134 | |
1070 | Important: <magic bonus> on boots has no effect if there is no |
1135 | Important: <magic bonus> on boots has no effect if there is no |
1071 | <armour class> set. It only works in combination with <armour class>. |
1136 | <armour class> set. It only works in combination with <armour class>. |
|
|
1137 | </attribute> |
|
|
1138 | </type> |
|
|
1139 | |
|
|
1140 | <!--####################################################################--> |
|
|
1141 | <type number="104" name="Bracers"> |
|
|
1142 | <import_type name="Amulet" /> |
|
|
1143 | <description><![CDATA[ |
|
|
1144 | Bracers are armour-plates worn around the wrists. |
|
|
1145 | Wearing bracer, the object's stats will directly be inherited to |
|
|
1146 | the player. Usually enhancing his defense. ]]> |
|
|
1147 | </description> |
|
|
1148 | <use><![CDATA[ |
|
|
1149 | Feel free to create your own special artifacts. However, it is very |
|
|
1150 | important that you keep your artifact in balance with existing maps. ]]> |
|
|
1151 | </use> |
|
|
1152 | <attribute arch="magic" editor="magic bonus" type="int"> |
|
|
1153 | <magic bonus> works just like ac, except that it can be improved by |
|
|
1154 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
|
|
1155 | than direct armour-class bonus on the bracers. |
|
|
1156 | </attribute> |
|
|
1157 | </type> |
|
|
1158 | |
|
|
1159 | <!--####################################################################--> |
|
|
1160 | <type number="16" name="Brestplate Armour"> |
|
|
1161 | <import_type name="Amulet" /> |
|
|
1162 | <description><![CDATA[ |
|
|
1163 | Wearing an armour, the object's stats will directly be inherited to |
|
|
1164 | the player. Usually enhancing his defense. ]]> |
|
|
1165 | </description> |
|
|
1166 | <use><![CDATA[ |
|
|
1167 | Feel free to create your own special artifacts. However, it is very |
|
|
1168 | important that you keep your artifact in balance with existing maps. ]]> |
|
|
1169 | </use> |
|
|
1170 | <attribute arch="last_heal" editor="spellpoint penalty" type="int"> |
|
|
1171 | This poses a penalty to spell regeneration speed, for wearing the armour. |
|
|
1172 | The bigger the spellpoint penalty, the worse. |
|
|
1173 | </attribute> |
|
|
1174 | <attribute arch="last_sp" editor="slowdown penalty" type="int"> |
|
|
1175 | Slowdown penalty reduces the player's walking speed when wearing the |
|
|
1176 | armour. Bigger values are worse - zero is best. |
|
|
1177 | </attribute> |
|
|
1178 | <attribute arch="magic" editor="magic bonus" type="int"> |
|
|
1179 | <magic bonus> works just like ac, except that it can be improved by |
|
|
1180 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
|
|
1181 | than direct armour-class bonus on the armour. |
1072 | </attribute> |
1182 | </attribute> |
1073 | </type> |
1183 | </type> |
1074 | |
1184 | |
1075 | <!--####################################################################--> |
1185 | <!--####################################################################--> |
1076 | <type number="92" name="Button"> |
1186 | <type number="92" name="Button"> |
… | |
… | |
1081 | When a predefined amount of weigh is placed on a button, the |
1191 | When a predefined amount of weigh is placed on a button, the |
1082 | <connection> value is triggered. In most cases this happens when a |
1192 | <connection> value is triggered. In most cases this happens when a |
1083 | player or monster steps on it. When the button is "released", the |
1193 | player or monster steps on it. When the button is "released", the |
1084 | <connection> value get's triggered a second time. ]]> |
1194 | <connection> value get's triggered a second time. ]]> |
1085 | </description> |
1195 | </description> |
1086 | <attribute arch="walk_on" value="1" type="fixed" /> |
1196 | &move_on; |
1087 | <attribute arch="walk_off" value="1" type="fixed" /> |
1197 | &move_off; |
1088 | <attribute arch="no_pick" value="1" type="fixed" /> |
1198 | <attribute arch="no_pick" value="1" type="fixed" /> |
1089 | <attribute arch="weight" editor="press weight" type="string"> |
1199 | <attribute arch="weight" editor="press weight" type="int"> |
1090 | The button is pressed (triggered), as soon as |
1200 | The button is pressed (triggered), as soon as |
1091 | <press weigh> gram are placed ontop of it. |
1201 | <press weigh> gram are placed ontop of it. |
1092 | </attribute> |
1202 | </attribute> |
1093 | <attribute arch="connected" editor="connection" type="int"> |
1203 | <attribute arch="connected" editor="connection" type="int"> |
1094 | Every time the button is pressed or released, all objects |
1204 | Every time the button is pressed or released, all objects |
… | |
… | |
1096 | </attribute> |
1206 | </attribute> |
1097 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1207 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1098 | This text may describe the item. You can use this |
1208 | This text may describe the item. You can use this |
1099 | message to explain the button's purpose to the player. |
1209 | message to explain the button's purpose to the player. |
1100 | </attribute> |
1210 | </attribute> |
|
|
1211 | </type> |
|
|
1212 | |
|
|
1213 | <!--####################################################################--> |
|
|
1214 | <type number="30" name="Button Trigger"> |
|
|
1215 | <import_type name="Button" /> |
|
|
1216 | <ignore> |
|
|
1217 | <ignore_list name="non_pickable" /> |
|
|
1218 | </ignore> |
|
|
1219 | <description><![CDATA[ |
|
|
1220 | Handle buttons are buttons which reset after a short period |
|
|
1221 | of time. Every time it is either applied or reset, the |
|
|
1222 | <connection> value is triggered. ]]> |
|
|
1223 | </description> |
|
|
1224 | </type> |
|
|
1225 | |
|
|
1226 | <!--####################################################################--> |
|
|
1227 | <type number="37" name="Class Changer"> |
|
|
1228 | <ignore> |
|
|
1229 | <ignore_list name="non_pickable" /> |
|
|
1230 | </ignore> |
|
|
1231 | <description><![CDATA[ |
|
|
1232 | Class changer are used while creating a character. ]]> |
|
|
1233 | </description> |
|
|
1234 | <attribute arch="randomitems" editor="class items" type="treasurelist"> |
|
|
1235 | This entry determines which initial items the character receives. |
|
|
1236 | </attribute> |
|
|
1237 | <section name="stats"> |
|
|
1238 | <attribute arch="Str" editor="strength" type="int"> |
|
|
1239 | The player's strength will rise by the given value if he chooses this |
|
|
1240 | class. (Negative values make strength fall) |
|
|
1241 | </attribute> |
|
|
1242 | <attribute arch="Dex" editor="dexterity" type="int"> |
|
|
1243 | The player's dexterity will rise by the given value if he chooses this |
|
|
1244 | class. (Negative values make dexterity fall) |
|
|
1245 | </attribute> |
|
|
1246 | <attribute arch="Con" editor="constitution" type="int"> |
|
|
1247 | The player's constitution will rise by the given value if he chooses this |
|
|
1248 | class. (Negative values make constitution fall) |
|
|
1249 | </attribute> |
|
|
1250 | <attribute arch="Int" editor="intelligence" type="int"> |
|
|
1251 | The player's intelligence will rise by the given value if he chooses this |
|
|
1252 | class. (Negative values make intelligence fall) |
|
|
1253 | </attribute> |
|
|
1254 | <attribute arch="Pow" editor="power" type="int"> |
|
|
1255 | The player's power will rise by the given value if he chooses this |
|
|
1256 | class. (Negative values make power fall) |
|
|
1257 | </attribute> |
|
|
1258 | <attribute arch="Wis" editor="wisdom" type="int"> |
|
|
1259 | The player's wisdom will rise by the given value if he chooses this |
|
|
1260 | class. (Negative values make wisdom fall) |
|
|
1261 | </attribute> |
|
|
1262 | <attribute arch="Cha" editor="charisma" type="int"> |
|
|
1263 | The player's charisma will rise by the given value if he chooses this |
|
|
1264 | class. (Negative values make charisma fall) |
|
|
1265 | </attribute> |
|
|
1266 | </section> |
1101 | </type> |
1267 | </type> |
1102 | |
1268 | |
1103 | <!--####################################################################--> |
1269 | <!--####################################################################--> |
1104 | <type number="87" name="Cloak"> |
1270 | <type number="87" name="Cloak"> |
1105 | <import_type name="Amulet" /> |
1271 | <import_type name="Amulet" /> |
… | |
… | |
1114 | </use> |
1280 | </use> |
1115 | <attribute arch="magic" editor="magic bonus" type="int"> |
1281 | <attribute arch="magic" editor="magic bonus" type="int"> |
1116 | <magic bonus> works just like ac, except that it can be improved by |
1282 | <magic bonus> works just like ac, except that it can be improved by |
1117 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1283 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1118 | than direct armour-class bonus on the cloak. |
1284 | than direct armour-class bonus on the cloak. |
1119 | |
1285 | |
1120 | Important: <magic bonus> on cloaks has no effect if there is no |
1286 | Important: <magic bonus> on cloaks has no effect if there is no |
1121 | <armour class> set. It only works in combination with <armour class>. |
1287 | <armour class> set. It only works in combination with <armour class>. |
1122 | </attribute> |
1288 | </attribute> |
1123 | </type> |
1289 | </type> |
1124 | |
1290 | |
… | |
… | |
1153 | </UL> ]]> |
1319 | </UL> ]]> |
1154 | </use> |
1320 | </use> |
1155 | <attribute arch="race" editor="container class" type="string"> |
1321 | <attribute arch="race" editor="container class" type="string"> |
1156 | If set, the container will hold only certain types of objects. |
1322 | If set, the container will hold only certain types of objects. |
1157 | Possible choices for <container class> are: "gold and jewels", |
1323 | Possible choices for <container class> are: "gold and jewels", |
1158 | "arrows" and "keys". |
1324 | "arrows" and "keys". |
1159 | |
1325 | |
1160 | Unfortunately it is not easy to create new container |
1326 | Unfortunately it is not easy to create new container |
1161 | classes, because items need a matching counterpiece-attribute |
1327 | classes, because items need a matching counterpiece-attribute |
1162 | to the <container class> before they can be put inside a |
1328 | to the <container class> before they can be put inside a |
1163 | container. This attribute ("race") is set only for the existing |
1329 | container. This attribute ("race") is set only for the existing |
1164 | container classes. |
1330 | container classes. |
… | |
… | |
1277 | one of the inventory items is duplicated. The duplicated item is randomly |
1443 | one of the inventory items is duplicated. The duplicated item is randomly |
1278 | chosen from all items present. |
1444 | chosen from all items present. |
1279 | </attribute> |
1445 | </attribute> |
1280 | <attribute arch="connected" editor="connection" type="int"> |
1446 | <attribute arch="connected" editor="connection" type="int"> |
1281 | Whenever the connection value is activated, |
1447 | Whenever the connection value is activated, |
1282 | the creator gets triggered. |
1448 | the creator gets triggered. |
1283 | </attribute> |
1449 | </attribute> |
|
|
1450 | &activate_on; |
1284 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1451 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1285 | If <infinit uses> is set, the creator will work |
1452 | If <infinit uses> is set, the creator will work |
1286 | infinitly, regardless of the value in <number of uses>. |
1453 | infinitely, regardless of the value in <number of uses>. |
1287 | </attribute> |
1454 | </attribute> |
1288 | <attribute arch="hp" editor="number of uses" type="int"> |
1455 | <attribute arch="hp" editor="number of uses" type="int"> |
1289 | The creator can be triggered <number of uses> times, thus |
1456 | The creator can be triggered <number of uses> times, thus |
1290 | creating that many objects, before it dissappears. |
1457 | creating that many objects, before it dissappears. |
1291 | Default is <number of uses> 1 (-> one-time usage). |
1458 | Default is <number of uses> 1 (-> one-time usage). |
… | |
… | |
1333 | </attribute> |
1500 | </attribute> |
1334 | <attribute arch="speed" editor="detection speed" type="float"> |
1501 | <attribute arch="speed" editor="detection speed" type="float"> |
1335 | This value defines the time between two detector-checks. |
1502 | This value defines the time between two detector-checks. |
1336 | If you want the detector to behave almost like pedestals/buttons, |
1503 | If you want the detector to behave almost like pedestals/buttons, |
1337 | set speed rather high, like <detection speed> 1.0. |
1504 | set speed rather high, like <detection speed> 1.0. |
|
|
1505 | </attribute> |
|
|
1506 | &speed_left; |
|
|
1507 | <attribute arch="speed_left" editor="speed left" type="float"> |
|
|
1508 | The speed left. This value is incremented by <speed> on every tick. |
|
|
1509 | If it is larger than 0, the detector checks, and the speed is decremented |
|
|
1510 | by 1. |
1338 | </attribute> |
1511 | </attribute> |
1339 | </type> |
1512 | </type> |
1340 | |
1513 | |
1341 | <!--####################################################################--> |
1514 | <!--####################################################################--> |
1342 | <type number="112" name="Director"> |
1515 | <type number="112" name="Director"> |
… | |
… | |
1365 | <attribute arch="sp" editor="direction" type="list_direction"> |
1538 | <attribute arch="sp" editor="direction" type="list_direction"> |
1366 | Projectiles will leave the director flying in the selected <direction>. |
1539 | Projectiles will leave the director flying in the selected <direction>. |
1367 | A director with direction <none> simply stops projectiles. |
1540 | A director with direction <none> simply stops projectiles. |
1368 | (The latter works out a bit strange for some spells). |
1541 | (The latter works out a bit strange for some spells). |
1369 | </attribute> |
1542 | </attribute> |
1370 | <attribute arch="walk_on" value="1" type="fixed" /> |
1543 | &move_on; |
1371 | <attribute arch="fly_on" value="1" type="fixed" /> |
|
|
1372 | </type> |
1544 | </type> |
1373 | |
1545 | |
1374 | <!--####################################################################--> |
1546 | <!--####################################################################--> |
1375 | <type number="158" name="Disease"> |
1547 | <type number="158" name="Disease"> |
1376 | <ignore> |
1548 | <ignore> |
… | |
… | |
1407 | <section name="spreading"> |
1579 | <section name="spreading"> |
1408 | <attribute arch="wc" editor="infectiosness" type="int"> |
1580 | <attribute arch="wc" editor="infectiosness" type="int"> |
1409 | The <infectiosness> defines the chance of new creatures getting |
1581 | The <infectiosness> defines the chance of new creatures getting |
1410 | infected. If you set this too high, the disease is very likely to |
1582 | infected. If you set this too high, the disease is very likely to |
1411 | be too effective. |
1583 | be too effective. |
1412 | |
1584 | |
1413 | <infectiosness>/127 is the chance of someone in range catching it. |
1585 | <infectiosness>/127 is the chance of someone in range catching it. |
1414 | </attribute> |
1586 | </attribute> |
1415 | <attribute arch="last_grace" editor="attenuation" type="int"> |
1587 | <attribute arch="last_grace" editor="attenuation" type="int"> |
1416 | The <attenuation> value reduces the diseases' <infectiosness> |
1588 | The <attenuation> value reduces the diseases' <infectiosness> |
1417 | everytime it infects someone new. This limits how many generations |
1589 | everytime it infects someone new. This limits how many generations |
… | |
… | |
1420 | <attribute arch="magic" editor="infection range" type="int"> |
1592 | <attribute arch="magic" editor="infection range" type="int"> |
1421 | <infection range> sets the range at which infection may occur. |
1593 | <infection range> sets the range at which infection may occur. |
1422 | If positive, the <infection range> is level dependant - If negative, |
1594 | If positive, the <infection range> is level dependant - If negative, |
1423 | it is not: |
1595 | it is not: |
1424 | E.g. "<infection range> -6" means creatures can be infected in |
1596 | E.g. "<infection range> -6" means creatures can be infected in |
1425 | six square range, and <plaque level> doesn't modify that. |
1597 | six square range, and <plaque level> doesn't modify that. |
1426 | </attribute> |
1598 | </attribute> |
1427 | <attribute arch="maxhp" editor="persistence" type="int"> |
1599 | <attribute arch="maxhp" editor="persistence" type="int"> |
1428 | <persistence> defines how long the disease can persist OUTSIDE a host. |
1600 | <persistence> defines how long the disease can persist OUTSIDE a host. |
1429 | The disease can "move" <persistence> times outside a host before it |
1601 | The disease can "move" <persistence> times outside a host before it |
1430 | vanishes. A negative value means the disease lasts for permanent |
1602 | vanishes. A negative value means the disease lasts for permanent |
… | |
… | |
1433 | <attribute arch="maxgrace" editor="curing duration" type="int"> |
1605 | <attribute arch="maxgrace" editor="curing duration" type="int"> |
1434 | The disease will last in the host for <curing duration> "disease moves" |
1606 | The disease will last in the host for <curing duration> "disease moves" |
1435 | (Assuming the host survives and doesn't use a curing spell). |
1607 | (Assuming the host survives and doesn't use a curing spell). |
1436 | After this period the disease is naturally cured, which provides the |
1608 | After this period the disease is naturally cured, which provides the |
1437 | host with immunity from this particular disease of lower or equal level. |
1609 | host with immunity from this particular disease of lower or equal level. |
1438 | |
1610 | |
1439 | A negative value means the disease can never be cured naturally. |
1611 | A negative value means the disease can never be cured naturally. |
1440 | |
1612 | |
1441 | Note that this value can be further modulated by spell-parameters, |
1613 | Note that this value can be further modulated by spell-parameters, |
1442 | if the disease is registered as spell in the code. Due to that, |
1614 | if the disease is registered as spell in the code. Due to that, |
1443 | most default diseases take a lot longer to cure than it seems. |
1615 | most default diseases take a lot longer to cure than it seems. |
1444 | </attribute> |
1616 | </attribute> |
1445 | <attribute arch="speed" editor="moving speed" type="float"> |
1617 | <attribute arch="speed" editor="moving speed" type="float"> |
1446 | The <speed> of the disease determines how fast the disease will |
1618 | The <speed> of the disease determines how fast the disease will |
1447 | "move", thus how fast the symptoms strike the host. |
1619 | "move", thus how fast the symptoms strike the host. |
1448 | </attribute> |
1620 | </attribute> |
|
|
1621 | &speed_left; |
1449 | </section> |
1622 | </section> |
1450 | <section name="symptoms"> |
1623 | <section name="symptoms"> |
1451 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
1624 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
1452 | The disease will attack the host with the given <attacktype>. |
1625 | The disease will attack the host with the given <attacktype>. |
1453 | Godpower attacktype is commonly used for "unresistable" diseases. |
1626 | Godpower attacktype is commonly used for "unresistable" diseases. |
… | |
… | |
1455 | <attribute arch="dam" editor="damage" type="int"> |
1628 | <attribute arch="dam" editor="damage" type="int"> |
1456 | A disease with a positive <damage> value will strike the player for that |
1629 | A disease with a positive <damage> value will strike the player for that |
1457 | amount of damage every time the symptoms occur. |
1630 | amount of damage every time the symptoms occur. |
1458 | A negative <damage> value produces %-based damage: "<damage> -10" means |
1631 | A negative <damage> value produces %-based damage: "<damage> -10" means |
1459 | the player's health is reduced by 10% every time the symptoms strike. |
1632 | the player's health is reduced by 10% every time the symptoms strike. |
1460 | |
1633 | |
1461 | Diseases with %-based damage can be dangerous - but not deadly - |
1634 | Diseases with %-based damage can be dangerous - but not deadly - |
1462 | for players of all levels. |
1635 | for players of all levels. |
1463 | </attribute> |
1636 | </attribute> |
1464 | <attribute arch="other_arch" editor="create arch" type="string"> |
1637 | <attribute arch="other_arch" editor="create arch" type="string"> |
1465 | If set, the specified arch is created and dropped every time the |
1638 | If set, the specified arch is created and dropped every time the |
1466 | symptoms strike. |
1639 | symptoms strike. |
1467 | |
1640 | |
1468 | This can be various things: farts, body pieces, eggs ... |
1641 | This can be various things: farts, body pieces, eggs ... |
1469 | Even monsters can be created that way. You could also make a |
1642 | Even monsters can be created that way. You could also make a |
1470 | disease where some exotic stuff like money/gems is created. |
1643 | disease where some exotic stuff like money/gems is created. |
1471 | </attribute> |
1644 | </attribute> |
1472 | <attribute arch="last_sp" editor="slowdown penalty" type="int"> |
1645 | <attribute arch="last_sp" editor="slowdown penalty" type="int"> |
… | |
… | |
1527 | </attribute> |
1700 | </attribute> |
1528 | </section> |
1701 | </section> |
1529 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
1702 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
1530 | This text is displayed to the player every time the |
1703 | This text is displayed to the player every time the |
1531 | symptoms strike. |
1704 | symptoms strike. |
|
|
1705 | </attribute> |
|
|
1706 | </type> |
|
|
1707 | |
|
|
1708 | <!--####################################################################--> |
|
|
1709 | <type number="23" name="Door"> |
|
|
1710 | <ignore> |
|
|
1711 | <ignore_list name="non_pickable" /> |
|
|
1712 | </ignore> |
|
|
1713 | <description><![CDATA[ |
|
|
1714 | A door can be opened with a normal key. It also can be broken by attacking |
|
|
1715 | it, and it can be defeated with the lockpicking skill. If a door is |
|
|
1716 | defeated, horizontally and vertically adjacent doors are automatically |
|
|
1717 | removed. ]]> |
|
|
1718 | </description> |
|
|
1719 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
1720 | <attribute arch="alive" value="1" type="fixed" /> |
|
|
1721 | &movement_types_terrain; |
|
|
1722 | <attribute arch="hp" editor="hitpoints" type="int"> |
|
|
1723 | The more <hitpoints> the door has, the longer it takes to be broken. |
|
|
1724 | </attribute> |
|
|
1725 | <attribute arch="ac" editor="armour class" type="int"> |
|
|
1726 | Doors of high <armour class> are less likely to get hit. |
|
|
1727 | <armour class> can be considered the "counterpiece" to |
|
|
1728 | <weapon class>. |
|
|
1729 | </attribute> |
|
|
1730 | <attribute arch="other_arch" editor="drop arch" type="string"> |
|
|
1731 | This string defines the object that will be created when the door was |
|
|
1732 | defeated. |
|
|
1733 | </attribute> |
|
|
1734 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
|
|
1735 | This entry determines what kind of traps will appear in the door. |
1532 | </attribute> |
1736 | </attribute> |
1533 | </type> |
1737 | </type> |
1534 | |
1738 | |
1535 | <!--####################################################################--> |
1739 | <!--####################################################################--> |
1536 | <type number="83" name="Duplicator"> |
1740 | <type number="83" name="Duplicator"> |
… | |
… | |
1567 | <attribute arch="connected" editor="connection" type="int"> |
1771 | <attribute arch="connected" editor="connection" type="int"> |
1568 | An activator (lever, altar, button, etc) with matching connection value |
1772 | An activator (lever, altar, button, etc) with matching connection value |
1569 | is able to trigger this duplicator. Be very careful that players cannot |
1773 | is able to trigger this duplicator. Be very careful that players cannot |
1570 | abuse it to create endless amounts of money or other valuable stuff! |
1774 | abuse it to create endless amounts of money or other valuable stuff! |
1571 | </attribute> |
1775 | </attribute> |
|
|
1776 | &activate_on; |
1572 | </type> |
1777 | </type> |
1573 | |
1778 | |
1574 | <!--####################################################################--> |
1779 | <!--####################################################################--> |
1575 | <type number="66" name="Exit"> |
1780 | <type number="66" name="Exit"> |
1576 | <ignore> |
1781 | <ignore> |
… | |
… | |
1581 | (Monsters cannot use exits.) Depending on how it is set, the player applies |
1786 | (Monsters cannot use exits.) Depending on how it is set, the player applies |
1582 | the exit just by walking into it, or by pressing <a>pply when standing on |
1787 | the exit just by walking into it, or by pressing <a>pply when standing on |
1583 | the exit. ]]> |
1788 | the exit. ]]> |
1584 | </description> |
1789 | </description> |
1585 | <use><![CDATA[ |
1790 | <use><![CDATA[ |
1586 | If you want to have an invisible exit, set <invisible> (, of course |
1791 | If you want to have an invisible exit, set <invisible> (, of course |
1587 | <apply by walking>), and put it *under* the floor. Otherwise it could be |
1792 | <apply by walking>), and put it *under* the floor. Otherwise it could be |
1588 | detected with the show_invisible spell. |
1793 | detected with the show_invisible spell. |
1589 | <br><br> |
1794 | <br><br> |
1590 | You can be quite creative with the outlook of secret exits (their "face"). |
1795 | You can be quite creative with the outlook of secret exits (their "face"). |
1591 | Don't forget to give the player relyable hints about them though. ]]> |
1796 | Don't forget to give the player relyable hints about them though. ]]> |
… | |
… | |
1595 | You can enter an absolute path, beginning with '/' (for example |
1800 | You can enter an absolute path, beginning with '/' (for example |
1596 | "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning |
1801 | "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning |
1597 | with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the |
1802 | with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the |
1598 | relative path "Fire1"). Use relative paths whenever possible! Note that |
1803 | relative path "Fire1"). Use relative paths whenever possible! Note that |
1599 | upper/lower case must always be set correctly. However, please use lower |
1804 | upper/lower case must always be set correctly. However, please use lower |
1600 | case only. |
1805 | case only. |
1601 | It is well possible to have an exit pointing to the same map that the exit |
1806 | It is well possible to have an exit pointing to the same map that the exit |
1602 | is on. If slaying is not set in an exit, the player will see a message like |
1807 | is on. If slaying is not set in an exit, the player will see a message like |
1603 | "the exit is closed". |
1808 | "the exit is closed". |
1604 | </attribute> |
1809 | </attribute> |
1605 | <attribute arch="hp" editor="destination X" type="int"> |
1810 | <attribute arch="hp" editor="destination X" type="int"> |
… | |
… | |
1616 | If both are set to zero, the player will be transferred to the "default |
1821 | If both are set to zero, the player will be transferred to the "default |
1617 | enter location" of the destined map. The latter can be set in the map- |
1822 | enter location" of the destined map. The latter can be set in the map- |
1618 | properties as "Enter X/Y". Though, please DO NOT use that. |
1823 | properties as "Enter X/Y". Though, please DO NOT use that. |
1619 | It turned out to be a source for numerous map-bugs. |
1824 | It turned out to be a source for numerous map-bugs. |
1620 | </attribute> |
1825 | </attribute> |
1621 | <attribute arch="walk_on" editor="apply by walking" type="bool"> |
1826 | &move_on; |
1622 | If set, the player will apply the exit by just walking into it. This must |
|
|
1623 | be set for the invisible exits for example. If unset, the player has |
|
|
1624 | to step onto the exit and press 'a' to get transferred. |
|
|
1625 | </attribute> |
|
|
1626 | <attribute arch="fly_on" editor="apply by flying" type="bool"> |
|
|
1627 | If set, the player will apply the exit by "flying into it". Flying means |
|
|
1628 | the player is levitating. E.g. wearing levitation boots. |
|
|
1629 | </attribute> |
|
|
1630 | <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text"> |
1827 | <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text"> |
1631 | If set, this message will be displayed to the player when he applies the exit. |
1828 | If set, this message will be displayed to the player when he applies the exit. |
1632 | This is quite useful to throw in some "role-play feeling": "As you enter the |
1829 | This is quite useful to throw in some "role-play feeling": "As you enter the |
1633 | dark cave you hear the sound of rustling dragonscales...". Well, my english |
1830 | dark cave you hear the sound of rustling dragonscales...". Well, my english |
1634 | is poor, but you get the point. =) |
1831 | is poor, but you get the point. =) |
… | |
… | |
1651 | <description><![CDATA[ |
1848 | <description><![CDATA[ |
1652 | Just like with food, the player can fill his stomache and gain a |
1849 | Just like with food, the player can fill his stomache and gain a |
1653 | little health by eating flesh-objects. <br> |
1850 | little health by eating flesh-objects. <br> |
1654 | For dragon players, flesh plays a very special role though: If the |
1851 | For dragon players, flesh plays a very special role though: If the |
1655 | flesh has resistances set, a dragon player has a chance to gain resistance in |
1852 | flesh has resistances set, a dragon player has a chance to gain resistance in |
1656 | those cathegories. The only constraint to this process is the <flesh level>. |
1853 | those categories. The only constraint to this process is the <flesh level>. |
1657 | Don't forget that flesh items with resistances have to be balanced |
1854 | Don't forget that flesh items with resistances have to be balanced |
1658 | according to map/monster difficulty. ]]> |
1855 | according to map/monster difficulty. ]]> |
1659 | </description> |
1856 | </description> |
1660 | <use><![CDATA[ |
1857 | <use><![CDATA[ |
1661 | For dragon players, flesh items can be highly valuable. Note that many |
1858 | For dragon players, flesh items can be highly valuable. Note that many |
… | |
… | |
1812 | Floor is a very basic thing whithout too much |
2009 | Floor is a very basic thing whithout too much |
1813 | functionality. It's a floor - you stand on it. ]]> |
2010 | functionality. It's a floor - you stand on it. ]]> |
1814 | </description> |
2011 | </description> |
1815 | <attribute arch="is_floor" value="1" type="fixed" /> |
2012 | <attribute arch="is_floor" value="1" type="fixed" /> |
1816 | <attribute arch="no_pick" value="1" type="fixed" /> |
2013 | <attribute arch="no_pick" value="1" type="fixed" /> |
1817 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
|
|
1818 | If set, the object cannot be passed by players nor monsters. |
|
|
1819 | </attribute> |
|
|
1820 | <section name="terrain"> |
2014 | <section name="terrain"> |
1821 | <attribute arch="slow_move" editor="slow movement" type="int"> |
2015 | &movement_types_terrain; |
1822 | If <slow movement> is set to a value greater zero, all |
|
|
1823 | creatures moving over this spot will be slower than normal. |
|
|
1824 | |
|
|
1825 | <slow movement> 1 - rough terrain |
|
|
1826 | <slow movement> 2 - very rough terrain |
|
|
1827 | ... |
|
|
1828 | <slow movement> 7 - spider web (sticky as hell) |
|
|
1829 | </attribute> |
|
|
1830 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
2016 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
1831 | This flag indicates this spot contains wood or high grass. |
2017 | This flag indicates this spot contains wood or high grass. |
1832 | Players with activated woodsman skill can move faster here. |
2018 | Players with activated woodsman skill can move faster here. |
1833 | </attribute> |
2019 | </attribute> |
1834 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
2020 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
… | |
… | |
1867 | with monsters on them. Nowadays this feature is disabled - |
2053 | with monsters on them. Nowadays this feature is disabled - |
1868 | Hence encounter floor is not different from normal floor. ]]> |
2054 | Hence encounter floor is not different from normal floor. ]]> |
1869 | </description> |
2055 | </description> |
1870 | <attribute arch="is_floor" value="1" type="fixed" /> |
2056 | <attribute arch="is_floor" value="1" type="fixed" /> |
1871 | <attribute arch="no_pick" value="1" type="fixed" /> |
2057 | <attribute arch="no_pick" value="1" type="fixed" /> |
1872 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
|
|
1873 | If set, the object cannot be passed by players nor monsters. |
|
|
1874 | </attribute> |
|
|
1875 | <section name="terrain"> |
2058 | <section name="terrain"> |
1876 | <attribute arch="slow_move" editor="slow movement" type="int"> |
2059 | &movement_types_terrain; |
1877 | If <slow movement> is set to a value greater zero, all |
|
|
1878 | creatures moving over this spot will be slower than normal. |
|
|
1879 | |
|
|
1880 | <slow movement> 1 - rough terrain |
|
|
1881 | <slow movement> 2 - very rough terrain |
|
|
1882 | ... |
|
|
1883 | <slow movement> 7 - spider web (sticky as hell) |
|
|
1884 | </attribute> |
|
|
1885 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
2060 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
1886 | This flag indicates this spot contains wood or high grass. |
2061 | This flag indicates this spot contains wood or high grass. |
1887 | Players with activated woodsman skill can move faster here. |
2062 | Players with activated woodsman skill can move faster here. |
1888 | </attribute> |
2063 | </attribute> |
1889 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
2064 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
… | |
… | |
1941 | Use gates to divide your maps into seperated areas. After solving |
2116 | Use gates to divide your maps into seperated areas. After solving |
1942 | area A, the player gains access to area B, and so on. Make your |
2117 | area A, the player gains access to area B, and so on. Make your |
1943 | maps more complex than "one-way". ]]> |
2118 | maps more complex than "one-way". ]]> |
1944 | </use> |
2119 | </use> |
1945 | <attribute arch="no_pick" value="1" type="fixed" /> |
2120 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
2121 | <attribute arch="speed" value="1" type="float"> |
|
|
2122 | The speed of the gate affects how fast it is closing/opening. |
|
|
2123 | </attribute> |
1946 | <attribute arch="connected" editor="connection" type="int"> |
2124 | <attribute arch="connected" editor="connection" type="int"> |
1947 | Whenever the inventory checker is triggered, all objects with identical |
2125 | Whenever the inventory checker is triggered, all objects with identical |
1948 | <connection> value get activated. This only makes sense together with |
2126 | <connection> value get activated. This only makes sense together with |
1949 | <blocking passage> disabled. |
2127 | <blocking passage> disabled. |
1950 | </attribute> |
2128 | </attribute> |
… | |
… | |
1952 | The <position state> defines the position of the gate: |
2130 | The <position state> defines the position of the gate: |
1953 | Zero means completely open/down, the "number of animation-steps" (usually |
2131 | Zero means completely open/down, the "number of animation-steps" (usually |
1954 | about 6 or 7) means completely closed/up state. I suggest you don't |
2132 | about 6 or 7) means completely closed/up state. I suggest you don't |
1955 | mess with this value - Leave the default in place. |
2133 | mess with this value - Leave the default in place. |
1956 | </attribute> |
2134 | </attribute> |
1957 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
2135 | &movement_types_terrain; |
1958 | For open gates, <blocking passage> should be unset. |
|
|
1959 | For closed gates it must be set. |
|
|
1960 | </attribute> |
|
|
1961 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2136 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
1962 | Restricting the use of spells to pass this gate. This has |
2137 | Restricting the use of spells to pass this gate. This has |
1963 | an effect only if <block view> is disabled. |
2138 | an effect only if <block view> is disabled. |
1964 | </attribute> |
2139 | </attribute> |
1965 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
2140 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
… | |
… | |
1982 | </use> |
2157 | </use> |
1983 | <attribute arch="magic" editor="magic bonus" type="int"> |
2158 | <attribute arch="magic" editor="magic bonus" type="int"> |
1984 | <magic bonus> works just like ac, except that it can be improved by |
2159 | <magic bonus> works just like ac, except that it can be improved by |
1985 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2160 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1986 | than direct armour-class bonus on the helmet. |
2161 | than direct armour-class bonus on the helmet. |
1987 | |
2162 | |
1988 | Important: <magic bonus> on girdles has no effect if there is no |
2163 | Important: <magic bonus> on girdles has no effect if there is no |
1989 | <armour class> set. Girdles shouldn't have <armour class>, thus |
2164 | <armour class> set. Girdles shouldn't have <armour class>, thus |
1990 | <magic bonus> is pointless here. |
2165 | <magic bonus> is pointless here. |
1991 | </attribute> |
2166 | </attribute> |
1992 | </type> |
2167 | </type> |
… | |
… | |
2073 | You can use that to safely chase off too-weak players, or just |
2248 | You can use that to safely chase off too-weak players, or just |
2074 | to have something different. ]]> |
2249 | to have something different. ]]> |
2075 | </use> |
2250 | </use> |
2076 | <attribute arch="is_floor" value="1" type="fixed" /> |
2251 | <attribute arch="is_floor" value="1" type="fixed" /> |
2077 | <attribute arch="lifesave" value="1" type="fixed" /> |
2252 | <attribute arch="lifesave" value="1" type="fixed" /> |
2078 | <attribute arch="walk_on" value="1" type="fixed" /> |
2253 | &move_on; |
2079 | <attribute arch="no_pick" value="1" type="fixed" /> |
2254 | <attribute arch="no_pick" value="1" type="fixed" /> |
2080 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2255 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2081 | This attribute specifys the attacktypes that this floor uses to |
2256 | This attribute specifys the attacktypes that this floor uses to |
2082 | damage it's victims. Attacktypes are: physical, fire, cold.. etc. |
2257 | damage it's victims. Attacktypes are: physical, fire, cold.. etc. |
2083 | If you want a real tough hazard floor, add more than just one attacktype. |
2258 | If you want a real tough hazard floor, add more than just one attacktype. |
… | |
… | |
2098 | I guess this value is supposed to work similar to monster levels. |
2273 | I guess this value is supposed to work similar to monster levels. |
2099 | But in fact, it does not seem to have an effect. Set any non-zero |
2274 | But in fact, it does not seem to have an effect. Set any non-zero |
2100 | value to be on the safe side. |
2275 | value to be on the safe side. |
2101 | </attribute> |
2276 | </attribute> |
2102 | <section name="terrain"> |
2277 | <section name="terrain"> |
2103 | <attribute arch="slow_move" editor="slow movement" type="int"> |
2278 | &movement_types_terrain; |
2104 | If <slow movement> is set to a value greater zero, all |
|
|
2105 | creatures moving over this spot will be slower than normal. |
|
|
2106 | |
|
|
2107 | <slow movement> 1 - rough terrain |
|
|
2108 | <slow movement> 2 - very rough terrain |
|
|
2109 | ... |
|
|
2110 | <slow movement> 7 - spider web (sticky as hell) |
|
|
2111 | </attribute> |
|
|
2112 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
2279 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
2113 | This flag indicates this spot contains wood or high grass. |
2280 | This flag indicates this spot contains wood or high grass. |
2114 | Players with activated woodsman skill can move faster here. |
2281 | Players with activated woodsman skill can move faster here. |
2115 | </attribute> |
2282 | </attribute> |
2116 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
2283 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
… | |
… | |
2148 | </use> |
2315 | </use> |
2149 | <attribute arch="magic" editor="magic bonus" type="int"> |
2316 | <attribute arch="magic" editor="magic bonus" type="int"> |
2150 | <magic bonus> works just like ac, except that it can be improved by |
2317 | <magic bonus> works just like ac, except that it can be improved by |
2151 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2318 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2152 | than direct armour-class bonus on the helmet. |
2319 | than direct armour-class bonus on the helmet. |
2153 | |
2320 | |
2154 | Important: <magic bonus> on helmets has no effect if there is no |
2321 | Important: <magic bonus> on helmets has no effect if there is no |
2155 | <armour class> set. It only works in combination with <armour class>. |
2322 | <armour class> set. It only works in combination with <armour class>. |
2156 | Crowns for instance typically provide no <amour class>. |
2323 | Crowns for instance typically provide no <amour class>. |
2157 | </attribute> |
2324 | </attribute> |
2158 | </type> |
2325 | </type> |
… | |
… | |
2169 | </description> |
2336 | </description> |
2170 | <attribute arch="no_pick" value="1" type="fixed" /> |
2337 | <attribute arch="no_pick" value="1" type="fixed" /> |
2171 | <attribute arch="other_arch" editor="god name" type="string"> |
2338 | <attribute arch="other_arch" editor="god name" type="string"> |
2172 | The altar belongs to the god of the given name. Possible options for |
2339 | The altar belongs to the god of the given name. Possible options for |
2173 | <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
2340 | <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
2174 | Gorokh, Valriel and Sorig. |
2341 | Gorokh, Valriel and Sorig. |
2175 | |
2342 | |
2176 | If you want to have an unconsecrated altar, set |
2343 | If you want to have an unconsecrated altar, set |
2177 | <god name> 0 and eventually <reconsecrate level> 0. |
2344 | <god name> 0 and eventually <reconsecrate level> 0. |
2178 | </attribute> |
2345 | </attribute> |
2179 | <attribute arch="level" editor="reconsecrate level" type="int"> |
2346 | <attribute arch="level" editor="reconsecrate level" type="int"> |
2180 | To re-consecrate an altar, the player's wisdom level must be as |
2347 | To re-consecrate an altar, the player's wisdom level must be as |
2181 | high or higher than this value. In that way, some altars can not |
2348 | high or higher than this value. In that way, some altars can not |
2182 | be re-consecrated, while other altars, like those in dungeons, could be. |
2349 | be re-consecrated, while other altars, like those in dungeons, could be. |
2183 | |
2350 | |
2184 | Altars located in temples should have at least <reconsecrate level> 100. |
2351 | Altars located in temples should have at least <reconsecrate level> 100. |
2185 | Some characters might need those altars, they would be very unhappy to |
2352 | Some characters might need those altars, they would be very unhappy to |
2186 | see them re-consecrated to another cult. |
2353 | see them re-consecrated to another cult. |
2187 | </attribute> |
2354 | </attribute> |
2188 | </type> |
2355 | </type> |
… | |
… | |
2282 | either if that object is present or missing (-> "last_sp") when a |
2449 | either if that object is present or missing (-> "last_sp") when a |
2283 | player walks over the inv. checker. A valid option is to remove the |
2450 | player walks over the inv. checker. A valid option is to remove the |
2284 | matching object (usually not recommended, see "last_heal"). |
2451 | matching object (usually not recommended, see "last_heal"). |
2285 | <br><br> |
2452 | <br><br> |
2286 | Alternatively, you can set your inv. checker to block all players |
2453 | Alternatively, you can set your inv. checker to block all players |
2287 | that do/don't carry the matching object (-> "no_pass"). |
2454 | that do/don't carry the matching object. |
2288 | <br><br> |
2455 | <br><br> |
2289 | As you can see, inv. checkers are quite powerful, holding a |
2456 | As you can see, inv. checkers are quite powerful, holding a |
2290 | great variety of possibilities. ]]> |
2457 | great variety of possibilities. ]]> |
2291 | </description> |
2458 | </description> |
2292 | <use><![CDATA[ |
2459 | <use><![CDATA[ |
… | |
… | |
2308 | This string specifies the object we are looking for: We have a match |
2475 | This string specifies the object we are looking for: We have a match |
2309 | if the player does/don't carry an object of archtype <match arch name>. |
2476 | if the player does/don't carry an object of archtype <match arch name>. |
2310 | </attribute> |
2477 | </attribute> |
2311 | <attribute arch="hp" editor="match type" type="int"> |
2478 | <attribute arch="hp" editor="match type" type="int"> |
2312 | This value specifies the object we are looking for: We have a match |
2479 | This value specifies the object we are looking for: We have a match |
2313 | if the player does/don't carry an object that is of type <match type>. |
2480 | if the player does/don't carry an object that is of type <match type>. |
2314 | |
2481 | |
2315 | Example: Set <match type> 15 (type 15 => weapon) and <blocking passage> |
2482 | Example: Set <match type> 15 (type 15 => weapon) and <blocking passage> |
2316 | enabled. Now you have an inv. checker blocking all players that carry any |
2483 | enabled. Now you have an inv. checker blocking all players that carry any |
2317 | kind of melee weapon. To pass, a player is forced to leave behind all |
2484 | kind of melee weapon. To pass, a player is forced to leave behind all |
2318 | his weaponry... bad news for a warrior. ;) |
2485 | his weaponry... bad news for a warrior. ;) |
2319 | </attribute> |
2486 | </attribute> |
… | |
… | |
2324 | <attribute arch="connected" editor="connection" type="int"> |
2491 | <attribute arch="connected" editor="connection" type="int"> |
2325 | Whenever the inventory checker is triggered, all objects with identical |
2492 | Whenever the inventory checker is triggered, all objects with identical |
2326 | <connection> value get activated. This only makes sense together with |
2493 | <connection> value get activated. This only makes sense together with |
2327 | <blocking passage> disabled. |
2494 | <blocking passage> disabled. |
2328 | </attribute> |
2495 | </attribute> |
2329 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
2496 | &movement_types_terrain; |
2330 | If set, only players meeting the match criteria can pass |
|
|
2331 | through that space. If unset (default), the inventory |
|
|
2332 | checker acts like a trigger/button. |
|
|
2333 | </attribute> |
|
|
2334 | <attribute arch="last_heal" editor="remove match" type="bool"> |
2497 | <attribute arch="last_heal" editor="remove match" type="bool"> |
2335 | <remove match> means remove object if found. Setting this is usually not |
2498 | <remove match> means remove object if found. Setting this is usually not |
2336 | recommended because inv. checkers are in general invisible. So, unlike |
2499 | recommended because inv. checkers are in general invisible. So, unlike |
2337 | for altars/ locked doors, the player won't expect to lose an object when |
2500 | for altars/ locked doors, the player won't expect to lose an object when |
2338 | walking over that square. And he doesn't even get a message either. |
2501 | walking over that square. And he doesn't even get a message either. |
2339 | |
2502 | |
2340 | So, *if* you enable <remove match>, make sure |
2503 | So, *if* you enable <remove match>, make sure |
2341 | to inform the player what's going on! |
2504 | to inform the player what's going on! |
2342 | </attribute> |
2505 | </attribute> |
2343 | </type> |
2506 | </type> |
2344 | |
2507 | |
… | |
… | |
2392 | This text may describe the object. |
2555 | This text may describe the object. |
2393 | </attribute> |
2556 | </attribute> |
2394 | </type> |
2557 | </type> |
2395 | |
2558 | |
2396 | <!--####################################################################--> |
2559 | <!--####################################################################--> |
|
|
2560 | <type number="24" name="Key"> |
|
|
2561 | <description><![CDATA[ |
|
|
2562 | When carrying a key, a normal door can be opened. The key will |
|
|
2563 | disappear. ]]> |
|
|
2564 | </description> |
|
|
2565 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
|
|
2566 | A godgiven item vanishes as soon as the player |
|
|
2567 | drops it to the ground. |
|
|
2568 | </attribute> |
|
|
2569 | </type> |
|
|
2570 | |
|
|
2571 | <!--####################################################################--> |
2397 | <type number="20" name="Locked Door"> |
2572 | <type number="20" name="Locked Door"> |
2398 | <ignore> |
2573 | <ignore> |
2399 | <ignore_list name="non_pickable" /> |
2574 | <ignore_list name="non_pickable" /> |
2400 | </ignore> |
2575 | </ignore> |
2401 | <description><![CDATA[ |
2576 | <description><![CDATA[ |
… | |
… | |
2403 | the appropriate special key. ]]> |
2578 | the appropriate special key. ]]> |
2404 | </description> |
2579 | </description> |
2405 | <use><![CDATA[ |
2580 | <use><![CDATA[ |
2406 | If you want to create a locked door that cannot be opened (no key), |
2581 | If you want to create a locked door that cannot be opened (no key), |
2407 | set a <key string> like "no_key_available". This will clearify things |
2582 | set a <key string> like "no_key_available". This will clearify things |
2408 | and only a fool would create a key matching that string. |
2583 | and only a fool would create a key matching that string. |
2409 | |
2584 | |
2410 | Door-objects can not only be used for "doors". In many maps these |
2585 | Door-objects can not only be used for "doors". In many maps these |
2411 | are used with all kinds of faces/names, especially often as |
2586 | are used with all kinds of faces/names, especially often as |
2412 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2587 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2413 | There you have magic forces (door objects) put under certain artifact |
2588 | There you have magic forces (door objects) put under certain artifact |
2414 | items. To get your hands on the artifacts, you need to bring up the |
2589 | items. To get your hands on the artifacts, you need to bring up the |
2415 | appropriate quest items (key objects). ]]> |
2590 | appropriate quest items (key objects). ]]> |
2416 | </use> |
2591 | </use> |
2417 | <attribute arch="no_pass" value="1" type="fixed" /> |
2592 | <attribute arch="move_type" value="0" type="fixed" /> |
2418 | <attribute arch="no_pick" value="1" type="fixed" /> |
2593 | <attribute arch="no_pick" value="1" type="fixed" /> |
2419 | <attribute arch="slaying" editor="key string" type="string"> |
2594 | <attribute arch="slaying" editor="key string" type="string"> |
2420 | The <key string> in the door must be identical with the |
2595 | The <key string> in the door must be identical with the |
2421 | <key string> in the special key, then the door is unlocked. |
2596 | <key string> in the special key, then the door is unlocked. |
2422 | It is VERY important to set the <key string> to something that |
2597 | It is VERY important to set the <key string> to something that |
2423 | is unique among the CF mapset. |
2598 | is unique among the CF mapset. |
2424 | |
2599 | |
2425 | DONT EVER USE the default string "set_individual_value". |
2600 | DONT EVER USE the default string "set_individual_value". |
2426 | </attribute> |
2601 | </attribute> |
2427 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2602 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2428 | Restricting the use of spells to pass this door. |
2603 | Restricting the use of spells to pass this door. |
2429 | This should be set in most cases. |
2604 | This should be set in most cases. |
… | |
… | |
2471 | <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> |
2646 | <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> |
2472 | This textfield contains the keyword-matching-syntax. The text should |
2647 | This textfield contains the keyword-matching-syntax. The text should |
2473 | have the following format: "@match <keyword1>|<keyword2>|... ". |
2648 | have the following format: "@match <keyword1>|<keyword2>|... ". |
2474 | Any number of keywords from one to infinite is allowed. Make sure |
2649 | Any number of keywords from one to infinite is allowed. Make sure |
2475 | they are seperated by a '|'. |
2650 | they are seperated by a '|'. |
2476 | |
2651 | |
2477 | Examples: "@match yes", "@match gold|treasure". The connected |
2652 | Examples: "@match yes", "@match gold|treasure". The connected |
2478 | value will be triggerd when the player speaks any of the given |
2653 | value will be triggerd when the player speaks any of the given |
2479 | keywords within a two-square radius. IMPORTANT: Upper/lower case |
2654 | keywords within a two-square radius. IMPORTANT: Upper/lower case |
2480 | does not make a difference! |
2655 | does not make a difference! |
2481 | </attribute> |
2656 | </attribute> |
… | |
… | |
2528 | <attribute arch="connected" editor="connection" type="int"> |
2703 | <attribute arch="connected" editor="connection" type="int"> |
2529 | Every time the <connection> value is triggered, the wall will cast |
2704 | Every time the <connection> value is triggered, the wall will cast |
2530 | it's spell. You should set <casting speed> to zero, or this won't |
2705 | it's spell. You should set <casting speed> to zero, or this won't |
2531 | have much visible effect. |
2706 | have much visible effect. |
2532 | </attribute> |
2707 | </attribute> |
|
|
2708 | &activate_on; |
2533 | <attribute arch="speed" editor="casting speed" type="float"> |
2709 | <attribute arch="speed" editor="casting speed" type="float"> |
2534 | The <casting speed> defines the spellcasting speed of the wall. |
2710 | The <casting speed> defines the spellcasting speed of the wall. |
2535 | You can fine-tune how long the duration between two casts shall |
2711 | You can fine-tune how long the duration between two casts shall |
2536 | be. If you want to create a wall that can be activated (cast per |
2712 | be. If you want to create a wall that can be activated (cast per |
2537 | trigger) via connected lever/button/etc, you must set "speed 0". |
2713 | trigger) via connected lever/button/etc, you must set "speed 0". |
2538 | </attribute> |
2714 | </attribute> |
|
|
2715 | &speed_left; |
2539 | <attribute arch="sp" editor="direction" type="list_direction"> |
2716 | <attribute arch="sp" editor="direction" type="list_direction"> |
2540 | The magic wall will cast it's spells always in the specified |
2717 | The magic wall will cast it's spells always in the specified |
2541 | <direction>. A magic wall with direction set to <none> will |
2718 | <direction>. A magic wall with direction set to <none> will |
2542 | always fire in a random direction. |
2719 | always fire in a random direction. |
2543 | </attribute> |
2720 | </attribute> |
2544 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
2721 | &movement_types_terrain; |
2545 | If set, the object cannot be passed by players nor monsters. |
|
|
2546 | </attribute> |
|
|
2547 | <section name="destroyable"> |
2722 | <section name="destroyable"> |
2548 | <attribute arch="alive" editor="is destroyable" type="bool"> |
2723 | <attribute arch="alive" editor="is destroyable" type="bool"> |
2549 | Walls with <is destroyable> enabled can be attacked and (eventually) |
2724 | Walls with <is destroyable> enabled can be attacked and (eventually) |
2550 | destroyed by the player. If disabled, all other attributes on |
2725 | destroyed by the player. If disabled, all other attributes on |
2551 | this tab, as well as resistances, are meaningless. |
2726 | this tab, as well as resistances, are meaningless. |
… | |
… | |
2649 | The <marking speed> defines how quickly it will mark something |
2824 | The <marking speed> defines how quickly it will mark something |
2650 | standing on the marker. Set this value rather high to make |
2825 | standing on the marker. Set this value rather high to make |
2651 | sure the player really gets his mark. I think <marking speed> 1.0 |
2826 | sure the player really gets his mark. I think <marking speed> 1.0 |
2652 | should do fine. |
2827 | should do fine. |
2653 | </attribute> |
2828 | </attribute> |
|
|
2829 | &speed_left; |
2654 | <attribute arch="food" editor="mark duration" type="int"> |
2830 | <attribute arch="food" editor="mark duration" type="int"> |
2655 | This value defines the duration of the force it inserts. |
2831 | This value defines the duration of the force it inserts. |
2656 | If nonzero, the duration of the player's mark is finite: |
2832 | If nonzero, the duration of the player's mark is finite: |
2657 | about 1 food per 10 seconds. <mark duration> zero/unset |
2833 | about 1 food per 10 seconds. <mark duration> zero/unset |
2658 | means the mark will stay on the player forever. |
2834 | means the mark will stay on the player forever. |
2659 | </attribute> |
2835 | </attribute> |
2660 | <attribute arch="name" editor="delete mark" type="string"> |
2836 | <attribute arch="name" editor="delete mark" type="string"> |
2661 | When the player steps onto the marker, all existing forces in |
2837 | When the player steps onto the marker, all existing forces in |
2662 | the players inventory with a <key string> matching <delete mark> |
2838 | the players inventory with a <key string> matching <delete mark> |
2663 | will be removed. If you don't want to remove any marks, leave |
2839 | will be removed. If you don't want to remove any marks, leave |
2664 | this textfield empty. |
2840 | this textfield empty. |
2665 | |
2841 | |
2666 | Note that the string <delete mark> is set as the name of |
2842 | Note that the string <delete mark> is set as the name of |
2667 | this marker. So don't be confused, and remember changing the |
2843 | this marker. So don't be confused, and remember changing the |
2668 | name will take effect on the marker's functionality. |
2844 | name will take effect on the marker's functionality. |
2669 | </attribute> |
2845 | </attribute> |
2670 | <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text"> |
2846 | <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text"> |
2671 | In the moment when the player gets marked, this text is displayed |
2847 | In the moment when the player gets marked, this text is displayed |
2672 | to him. You should really set a message in any marker you create, |
2848 | to him. You should really set a message in any marker you create, |
2673 | because it's the only way for the player to notice what's going on. |
2849 | because it's the only way for the player to notice what's going on. |
2674 | </attribute> |
2850 | </attribute> |
2675 | </type> |
2851 | </type> |
2676 | <!--####################################################################--> |
|
|
2677 | <type number="26" name="Timed Gate"> |
|
|
2678 | <ignore> |
|
|
2679 | <ignore_list name="non_pickable" /> |
|
|
2680 | </ignore> |
|
|
2681 | <description><![CDATA[ |
|
|
2682 | Gates play an important role in Crossfire. Gates can be opened |
|
|
2683 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
|
|
2684 | or carrying special key-objects (-> inventory checker). |
|
|
2685 | Unlike locked doors, gates can get shut again after a player has |
|
|
2686 | passed, which makes them more practical in many cases. Unlike normal |
|
|
2687 | gates, timed gates open when triggered but automatically close again |
|
|
2688 | after some time.]]> |
|
|
2689 | </description> |
|
|
2690 | <use><![CDATA[ |
|
|
2691 | Use gates to divide your maps into separated areas. After solving |
|
|
2692 | area A, the player gains access to area B, and so on. Make your |
|
|
2693 | maps more complex than "one-way". ]]> |
|
|
2694 | </use> |
|
|
2695 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
2696 | <attribute arch="connected" editor="connection" type="int"> |
|
|
2697 | Whenever the inventory checker is triggered, all objects with identical |
|
|
2698 | <connection> value get activated. This only makes sense together with |
|
|
2699 | <blocking passage> disabled. If unset, the gate opens automatically |
|
|
2700 | after some time. |
|
|
2701 | </attribute> |
|
|
2702 | <attribute arch="wc" editor="position state" type="int"> |
|
|
2703 | The <position state> defines the position of the gate: |
|
|
2704 | Zero means completely open/down, the "number of animation-steps" (usually |
|
|
2705 | about 6 or 7) means completely closed/up state. I suggest you don't |
|
|
2706 | mess with this value - Leave the default in place. |
|
|
2707 | </attribute> |
|
|
2708 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
|
|
2709 | For open gates, <blocking passage> should be unset. |
|
|
2710 | For closed gates it must be set. |
|
|
2711 | </attribute> |
|
|
2712 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
|
|
2713 | Restricting the use of spells to pass this gate. This has |
|
|
2714 | an effect only if <block view> is disabled. |
|
|
2715 | </attribute> |
|
|
2716 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
|
|
2717 | Restricting the use of prayers to pass this door. This has |
|
|
2718 | an effect only if <block view> is disabled. |
|
|
2719 | </attribute> |
|
|
2720 | <attribute arch="hp" editor="open duration" type="int"> |
|
|
2721 | Defines the duration the gate remains closed. This only takes effect |
|
|
2722 | if the gate is not connected. |
|
|
2723 | </attribute> |
|
|
2724 | </type> |
|
|
2725 | |
2852 | |
2726 | <!--####################################################################--> |
|
|
2727 | <type number="52" name="Trigger Marker"> |
|
|
2728 | <ignore> |
|
|
2729 | <ignore_list name="system_object" /> |
|
|
2730 | </ignore> |
|
|
2731 | <description><![CDATA[ |
|
|
2732 | A trigger marker is an object that inserts an invisible force (a mark) into a |
|
|
2733 | player stepping on it WHEN TRIGGERED. This force does nothing except containing a |
|
|
2734 | <key string> which can be discovered by detectors or inventory |
|
|
2735 | checkers. It is also possible to use markers for removing marks again. |
|
|
2736 | <br><br> |
|
|
2737 | Note that the player has no possibility to "see" his own marks, |
|
|
2738 | except by the effect that they cause on the maps. ]]> |
|
|
2739 | </description> |
|
|
2740 | <use><![CDATA[ |
|
|
2741 | Markers hold real cool possibilities for map-making. I encourage |
|
|
2742 | you to use them frequently. However there is one negative point |
|
|
2743 | about markers: Players don't "see" what's going on with them. It is |
|
|
2744 | your task, as map-creator, to make sure the player is always well |
|
|
2745 | informed and never confused. |
|
|
2746 | <br><br> |
|
|
2747 | Please avoid infinite markers when they aren't needed. They're |
|
|
2748 | using a little space in the player file after all, so if there |
|
|
2749 | is no real purpose, set an expire time. ]]> |
|
|
2750 | </use> |
|
|
2751 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
2752 | <attribute arch="slaying" editor="key string" type="string"> |
|
|
2753 | The <key string> can be detected by inv. checkers/detectors. |
|
|
2754 | If the player already has a force with that <key string>, |
|
|
2755 | there won't be inserted a second one. |
|
|
2756 | </attribute> |
|
|
2757 | <attribute arch="connected" editor="connection" type="int"> |
|
|
2758 | Unlike a regular marker this is the connection that triggers this marker to activate. |
|
|
2759 | </attribute> |
|
|
2760 | <attribute arch="food" editor="mark duration" type="int"> |
|
|
2761 | This value defines the duration of the force it inserts. |
|
|
2762 | If nonzero, the duration of the player's mark is finite: |
|
|
2763 | about 1 food per 10 seconds. <mark duration> zero/unset |
|
|
2764 | means the mark will stay on the player forever. |
|
|
2765 | </attribute> |
|
|
2766 | <attribute arch="name" editor="delete mark" type="string"> |
|
|
2767 | When the player steps onto the marker, all existing forces in |
|
|
2768 | the players inventory with a <key string> matching <delete mark> |
|
|
2769 | will be removed. If you don't want to remove any marks, leave |
|
|
2770 | this textfield empty. |
|
|
2771 | |
|
|
2772 | Note that the string <delete mark> is set as the name of |
|
|
2773 | this marker. So don't be confused, and remember changing the |
|
|
2774 | name will take effect on the marker's functionality. |
|
|
2775 | </attribute> |
|
|
2776 | <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text"> |
|
|
2777 | In the moment when the player gets marked, this text is displayed |
|
|
2778 | to him. You should really set a message in any marker you create, |
|
|
2779 | because it's the only way for the player to notice what's going on. |
|
|
2780 | </attribute> |
|
|
2781 | </type> |
|
|
2782 | <!--####################################################################--> |
2853 | <!--####################################################################--> |
2783 | <type number="36" name="Money"> |
2854 | <type number="36" name="Money"> |
2784 | <ignore> |
2855 | <ignore> |
2785 | <attribute arch="unpaid" /> |
2856 | <attribute arch="unpaid" /> |
2786 | </ignore> |
2857 | </ignore> |
… | |
… | |
2828 | It's no fun to play for two hours just to find out the last |
2899 | It's no fun to play for two hours just to find out the last |
2829 | monster is unbeatable. Similar, it's not exciting to fight orcs |
2900 | monster is unbeatable. Similar, it's not exciting to fight orcs |
2830 | after passing a room of dragons.<br> |
2901 | after passing a room of dragons.<br> |
2831 | This rule applies only for linear maps (one room after the other), |
2902 | This rule applies only for linear maps (one room after the other), |
2832 | with treasure at the end. You can sprinkle the treasure around, |
2903 | with treasure at the end. You can sprinkle the treasure around, |
2833 | or make non-linear maps - That is often more entertaining. |
2904 | or make non-linear maps - That is often more entertaining. |
2834 | <LI> Places with high level monsters must not be easy to reach. |
2905 | <LI> Places with high level monsters must not be easy to reach. |
2835 | Balrogs, Dragonmen and the likes should be at the end of a quest, |
2906 | Balrogs, Dragonmen and the likes should be at the end of a quest, |
2836 | not at the beginning. |
2907 | not at the beginning. |
2837 | <LI> Don't stick monsters together that tend to kill each other. |
2908 | <LI> Don't stick monsters together that tend to kill each other. |
2838 | Fire- and cold dragons in one room for example is a bad idea. |
2909 | Fire- and cold dragons in one room for example is a bad idea. |
2839 | By weakening and killing each other they are easy prey for players, |
2910 | By weakening and killing each other they are easy prey for players, |
2840 | not worth the experience they hold. |
2911 | not worth the experience they hold. |
2841 | <LI> Create your own monsters, especially for "boss"-type monsters. |
2912 | <LI> Create your own monsters, especially for "boss"-type monsters. |
… | |
… | |
2858 | <attribute arch="alive" value="1" type="fixed" /> |
2929 | <attribute arch="alive" value="1" type="fixed" /> |
2859 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
2930 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
2860 | When the monster is killed, items from the treasurelist will |
2931 | When the monster is killed, items from the treasurelist will |
2861 | drop to the ground. This is a common way to reward players |
2932 | drop to the ground. This is a common way to reward players |
2862 | for killing (masses of) monsters. |
2933 | for killing (masses of) monsters. |
2863 | |
2934 | |
2864 | Note that you can always put items into the monster's |
2935 | Note that you can always put items into the monster's |
2865 | inventory. Those will drop-at-kill just like the stuff |
2936 | inventory. Those will drop-at-kill just like the stuff |
2866 | from the <treasurelist>. |
2937 | from the <treasurelist>. |
2867 | </attribute> |
2938 | </attribute> |
2868 | <attribute arch="level" editor="level" type="int"> |
2939 | <attribute arch="level" editor="level" type="int"> |
2869 | A monster's <level> is the most important attribute. |
2940 | A monster's <level> is the most important attribute. |
2870 | <level> affects the power of a monster in various ways. |
2941 | <level> affects the power of a monster in various ways. |
2871 | </attribute> |
2942 | </attribute> |
2872 | <attribute arch="race" editor="race" type="string"> |
2943 | <attribute arch="race" editor="race" type="string"> |
2873 | Every monster should have a race set to cathegorize it. |
2944 | Every monster should have a race set to categorize it. |
2874 | The monster's <race> can have different effects: |
2945 | The monster's <race> can have different effects: |
2875 | Slaying weapons inflict tripple damage against enemy races |
2946 | Slaying weapons inflict tripple damage against enemy races |
2876 | and holy word kills only enemy races of the god. |
2947 | and holy word kills only enemy races of the god. |
2877 | </attribute> |
2948 | </attribute> |
2878 | <attribute arch="exp" editor="experience" type="int"> |
2949 | <attribute arch="exp" editor="experience" type="int"> |
2879 | When a player kills this monster, he will get exactly this |
2950 | When a player kills this monster, he will get exactly this |
2880 | amount of <experience>. The experience will flow into |
2951 | amount of <experience>. The experience will flow into |
2881 | the skill-cathegory the player used for the kill. |
2952 | the skill-category the player used for the kill. |
2882 | |
2953 | |
2883 | If you create special monsters of tweaked strenght/abilities, |
2954 | If you create special monsters of tweaked strenght/abilities, |
2884 | always make sure that the <experience> is set to a |
2955 | always make sure that the <experience> is set to a |
2885 | reasonable value. Compare with existing arches to get a feeling |
2956 | reasonable value. Compare with existing arches to get a feeling |
2886 | what reasonable means. Keep in mind that spellcasting monsters |
2957 | what reasonable means. Keep in mind that spellcasting monsters |
2887 | are a lot harder to kill than non-spellcasters! |
2958 | are a lot harder to kill than non-spellcasters! |
2888 | </attribute> |
2959 | </attribute> |
2889 | <attribute arch="speed" editor="speed" type="float"> |
2960 | <attribute arch="speed" editor="speed" type="float"> |
2890 | The <speed> determines how fast a monster will both move |
2961 | The <speed> determines how fast a monster will both move |
2891 | and fight. High <speed> makes a monster considerably stronger. |
2962 | and fight. High <speed> makes a monster considerably stronger. |
2892 | </attribute> |
2963 | </attribute> |
|
|
2964 | &speed_left; |
2893 | <attribute arch="other_arch" editor="breed monster" type="string"> |
2965 | <attribute arch="other_arch" editor="breed monster" type="string"> |
2894 | This only takes effect if <multiply> is enabled. The monster will |
2966 | This only takes effect if <multiply> is enabled. The monster will |
2895 | create a <breed monster> every once in a while. <breed monster> |
2967 | create a <breed monster> every once in a while. <breed monster> |
2896 | can be set to any valid arch-name of a monster. Multipart monster |
2968 | can be set to any valid arch-name of a monster. Multipart monster |
2897 | should not be used. |
2969 | should not be used. |
… | |
… | |
2906 | This only takes effect if <multiply> is enabled. The monster |
2978 | This only takes effect if <multiply> is enabled. The monster |
2907 | will create a new monster every once in a while by duplicating it's inventory. |
2979 | will create a new monster every once in a while by duplicating it's inventory. |
2908 | In this case, the <breed monster> value is never used and can be forgotten. |
2980 | In this case, the <breed monster> value is never used and can be forgotten. |
2909 | Each time the monster need to generate an object, it will be |
2981 | Each time the monster need to generate an object, it will be |
2910 | a randomly chosen item from the inventory. When generator is destroyed, |
2982 | a randomly chosen item from the inventory. When generator is destroyed, |
2911 | inventory is destroyed. |
2983 | inventory is destroyed. |
2912 | </attribute> |
2984 | </attribute> |
2913 | <attribute arch="flying" editor="flying" type="bool"> |
2985 | &move_type; |
2914 | Flying monsters won't get slowed down in rough terrain |
|
|
2915 | and they won't be affected by movers. |
|
|
2916 | </attribute> |
|
|
2917 | <attribute arch="undead" editor="undead" type="bool"> |
2986 | <attribute arch="undead" editor="undead" type="bool"> |
2918 | Several spells only affect undead monsters: |
2987 | Several spells only affect undead monsters: |
2919 | turn undead, banish undead, holy word, etc. |
2988 | turn undead, banish undead, holy word, etc. |
2920 | </attribute> |
2989 | </attribute> |
2921 | <attribute arch="carrying" editor="carries weight" type="int"> |
2990 | <attribute arch="carrying" editor="carries weight" type="int"> |
2922 | If a monster has something in the inventory, this |
2991 | If a monster has something in the inventory, this |
2923 | value can be set to reflect the slowdown due to |
2992 | value can be set to reflect the slowdown due to |
2924 | the carried weight. |
2993 | the carried weight. |
2925 | </attribute> |
2994 | </attribute> |
2926 | |
2995 | |
2927 | <section name="melee"> |
2996 | <section name="melee"> |
2928 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2997 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2929 | This number is a bitmask, specifying the monster's attacktypes |
2998 | This number is a bitmask, specifying the monster's attacktypes |
2930 | for melee damage. Attacktypes are: physical, magical, fire, cold.. etc. |
2999 | for melee damage. Attacktypes are: physical, magical, fire, cold.. etc. |
2931 | Strong monsters often have more than just physical attacktype. |
3000 | Strong monsters often have more than just physical attacktype. |
2932 | |
3001 | |
2933 | When a monster with multiple attacktypes hits aan oponent, it will do |
3002 | When a monster with multiple attacktypes hits aan oponent, it will do |
2934 | as much damage as the "best" of it's attacktypes does. So, the more |
3003 | as much damage as the "best" of it's attacktypes does. So, the more |
2935 | attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are |
3004 | attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are |
2936 | somehow exceptions. |
3005 | somehow exceptions. |
2937 | </attribute> |
3006 | </attribute> |
… | |
… | |
2981 | <attribute arch="one_hit" editor="one hit only" type="bool"> |
3050 | <attribute arch="one_hit" editor="one hit only" type="bool"> |
2982 | Monsters with <one hit only> dissapear after one successful hit |
3051 | Monsters with <one hit only> dissapear after one successful hit |
2983 | to a player. |
3052 | to a player. |
2984 | </attribute> |
3053 | </attribute> |
2985 | </section> |
3054 | </section> |
2986 | |
3055 | |
2987 | <section name="spellcraft"> |
3056 | <section name="spellcraft"> |
2988 | <attribute arch="can_cast_spell" editor="can cast spell" type="bool"> |
3057 | <attribute arch="can_cast_spell" editor="can cast spell" type="bool"> |
2989 | If <can cast spell> is disabled, the monster cannot cast any spell. |
3058 | If <can cast spell> is disabled, the monster cannot cast any spell. |
2990 | Only wands/rods/etc can be used, given the appropriate abilities. |
3059 | Only wands/rods/etc can be used, given the appropriate abilities. |
2991 | </attribute> |
3060 | </attribute> |
2992 | <attribute arch="reflect_spell" editor="reflect spells" type="bool"> |
3061 | <attribute arch="reflect_spell" editor="reflect spells" type="bool"> |
2993 | A monster with this flag has the ability to <reflect spells>, |
3062 | A monster with this flag has the ability to <reflect spells>, |
2994 | all kinds of spell-bullets and -beams will bounce off. |
3063 | all kinds of spell-bullets and -beams will bounce off. |
2995 | |
3064 | |
2996 | Generally this flag should not be set because it puts |
3065 | Generally this flag should not be set because it puts |
2997 | wizard-type players at an unfair disadvantage. |
3066 | wizard-type players at an unfair disadvantage. |
2998 | </attribute> |
3067 | </attribute> |
2999 | <attribute arch="sp" editor="spellpoints" type="int"> |
3068 | <attribute arch="sp" editor="spellpoints" type="int"> |
3000 | Like players, monsters need <spellpoints> to do magic. Monsters use |
3069 | Like players, monsters need <spellpoints> to do magic. Monsters use |
… | |
… | |
3011 | "regenerate mana" at it's disposal. |
3080 | "regenerate mana" at it's disposal. |
3012 | </attribute> |
3081 | </attribute> |
3013 | <attribute arch="Pow" editor="spellpoint regen." type="int"> |
3082 | <attribute arch="Pow" editor="spellpoint regen." type="int"> |
3014 | Monsters regenerate this many spellpoints each 16 ticks. Hence, the |
3083 | Monsters regenerate this many spellpoints each 16 ticks. Hence, the |
3015 | spellpoint regeneration rate is independent of <speed>. |
3084 | spellpoint regeneration rate is independent of <speed>. |
3016 | |
3085 | |
3017 | To make a real tough spellcasting monster, the rate of spellpoint |
3086 | To make a real tough spellcasting monster, the rate of spellpoint |
3018 | regeneration is most important. If your monster is still not casting |
3087 | regeneration is most important. If your monster is still not casting |
3019 | fast enough, give it the spell-ability of "regenerate mana". |
3088 | fast enough, give it the spell-ability of "regenerate mana". |
3020 | That, paired with high <max spellpoints>, is the ultimate thing. |
3089 | That, paired with high <max spellpoints>, is the ultimate thing. |
3021 | </attribute> |
3090 | </attribute> |
… | |
… | |
3030 | <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath"> |
3099 | <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath"> |
3031 | Click on the <denied paths> button to select spellpaths. |
3100 | Click on the <denied paths> button to select spellpaths. |
3032 | The creature won't be able to cast spells of the specified paths. |
3101 | The creature won't be able to cast spells of the specified paths. |
3033 | </attribute> |
3102 | </attribute> |
3034 | </section> |
3103 | </section> |
3035 | |
3104 | |
3036 | <section name="ability"> |
3105 | <section name="ability"> |
3037 | <attribute arch="Int" editor="detect hidden" type="int"> |
3106 | <attribute arch="Int" editor="detect hidden" type="int"> |
3038 | The <detect hidden> value gives monsters the ablitity to find |
3107 | The <detect hidden> value gives monsters the ablitity to find |
3039 | hidden/invisible creatures. Higher values make for better |
3108 | hidden/invisible creatures. Higher values make for better |
3040 | detection-skills. Enabling <see invisible> makes this value |
3109 | detection-skills. Enabling <see invisible> makes this value |
… | |
… | |
3075 | Monster is able to read scrolls. |
3144 | Monster is able to read scrolls. |
3076 | </attribute> |
3145 | </attribute> |
3077 | <attribute arch="can_use_skill" editor="can use skills" type="bool"> |
3146 | <attribute arch="can_use_skill" editor="can use skills" type="bool"> |
3078 | Monster is able to use skills from it's inventory. |
3147 | Monster is able to use skills from it's inventory. |
3079 | For example, you can put a throwing skill object and some |
3148 | For example, you can put a throwing skill object and some |
3080 | boulders into the monster's object and set <can use skills>. |
3149 | boulders into the monster's object and set <can use skills>. |
3081 | </attribute> |
3150 | </attribute> |
3082 | </section> |
3151 | </section> |
3083 | |
3152 | |
3084 | <section name="behave"> |
3153 | <section name="behave"> |
3085 | <attribute arch="monster" editor="monster behaviour" type="bool"> |
3154 | <attribute arch="monster" editor="monster behaviour" type="bool"> |
3086 | When <monster behaviour> is enabled, this object will behave |
3155 | When <monster behaviour> is enabled, this object will behave |
3087 | like a monster: It can move and attack enemies (which are |
3156 | like a monster: It can move and attack enemies (which are |
3088 | typically players). |
3157 | typically players). |
3089 | This flag should be set for all monsters as-such. |
3158 | This flag should be set for all monsters as-such. |
3090 | Monsters which don't move, like guards, should also have |
3159 | Monsters which don't move, like guards, should also have |
3091 | <monster behaviour>, but in combination with <stand still>. |
3160 | <monster behaviour>, but in combination with <stand still>. |
3092 | It should *not* be set for things like immobile generators. |
3161 | It should *not* be set for things like immobile generators. |
3093 | </attribute> |
3162 | </attribute> |
3094 | <attribute arch="unaggressive" editor="unaggressive" type="bool"> |
3163 | <attribute arch="unaggressive" editor="unaggressive" type="bool"> |
3095 | <unaggressive> monsters do not attack players unless attacked first. |
3164 | <unaggressive> monsters do not attack players unless attacked first. |
3096 | </attribute> |
3165 | </attribute> |
3097 | <attribute arch="friendly" editor="friendly" type="bool"> |
3166 | <attribute arch="friendly" editor="friendly" type="bool"> |
… | |
… | |
3100 | </attribute> |
3169 | </attribute> |
3101 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3170 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3102 | Monsters which <stand still> won't move to leave their position. |
3171 | Monsters which <stand still> won't move to leave their position. |
3103 | When agressive, they will attack all enemies who get close to |
3172 | When agressive, they will attack all enemies who get close to |
3104 | them. This behaviour is commonly known from castle guards. |
3173 | them. This behaviour is commonly known from castle guards. |
3105 | |
3174 | |
3106 | In older versions of Crossfire it was possible to eventually |
3175 | In older versions of Crossfire it was possible to eventually |
3107 | push a <stand still>-monster out of position by force. |
3176 | push a <stand still>-monster out of position by force. |
3108 | I believe this is no longer possible. Neverthless, you should |
3177 | I believe this is no longer possible. Neverthless, you should |
3109 | still be cautious when lining up <stand still>-monster in order |
3178 | still be cautious when lining up <stand still>-monster in order |
3110 | to "defend" something: Such monsters are rather easy to kill. |
3179 | to "defend" something: Such monsters are rather easy to kill. |
… | |
… | |
3121 | creature is able to perform. |
3190 | creature is able to perform. |
3122 | </attribute> |
3191 | </attribute> |
3123 | <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up"> |
3192 | <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up"> |
3124 | Click on the <pick up> button and select which types of objects |
3193 | Click on the <pick up> button and select which types of objects |
3125 | the creature should try to pick up. |
3194 | the creature should try to pick up. |
3126 | |
3195 | |
3127 | Note also that if <can use armor>, <can use weapon>, <can use ring>... |
3196 | Note also that if <can use armor>, <can use weapon>, <can use ring>... |
3128 | etc are set, then the creature will pick up the matching items even |
3197 | etc are set, then the creature will pick up the matching items even |
3129 | if this is not set here. |
3198 | if this is not set here. |
3130 | </attribute> |
3199 | </attribute> |
3131 | <attribute arch="Wis" editor="sensing range" type="int"> |
3200 | <attribute arch="Wis" editor="sensing range" type="int"> |
… | |
… | |
3133 | the creature wakes up. This is done as a square, for reasons of speed. |
3202 | the creature wakes up. This is done as a square, for reasons of speed. |
3134 | Thus, if the <sensing range> is 11, any player that moves within the |
3203 | Thus, if the <sensing range> is 11, any player that moves within the |
3135 | 11x11 square of the monster will wake the monster up. If the player |
3204 | 11x11 square of the monster will wake the monster up. If the player |
3136 | has stealth, the size of this square is reduced in half plus 1. |
3205 | has stealth, the size of this square is reduced in half plus 1. |
3137 | </attribute> |
3206 | </attribute> |
3138 | <attribute arch="attack_movement" editor="attack movement" type="int"> |
3207 | <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3"> |
|
|
3208 | If this is set to default, the standard mode of movement will be used. |
|
|
3209 | </attribute> |
|
|
3210 | <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7"> |
|
|
3211 | This movement is not in effect when the monster has an enemy and should |
|
|
3212 | only be used for non agressive monsters. |
3139 | </attribute> |
3213 | </attribute> |
3140 | <attribute arch="run_away" editor="run at % health" type="int"> |
3214 | <attribute arch="run_away" editor="run at % health" type="int"> |
3141 | This is a percentage value in the range 0-100. |
3215 | This is a percentage value in the range 0-100. |
3142 | When the monster's health points drop below this percentage |
3216 | When the monster's health points drop below this percentage |
3143 | (relative to max health), it attempts to run away from the |
3217 | (relative to max health), it attempts to run away from the |
3144 | attacker. |
3218 | attacker. |
3145 | </attribute> |
3219 | </attribute> |
3146 | </section> |
3220 | </section> |
3147 | |
3221 | |
3148 | <section name="resistance"> |
3222 | <section name="resistance"> |
3149 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
3223 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
3150 | </attribute> |
3224 | </attribute> |
3151 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
3225 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
3152 | </attribute> |
3226 | </attribute> |
… | |
… | |
3189 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
3263 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
3190 | </attribute> |
3264 | </attribute> |
3191 | </section> |
3265 | </section> |
3192 | <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> |
3266 | <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> |
3193 | </attribute> |
3267 | </attribute> |
|
|
3268 | </type> |
|
|
3269 | |
|
|
3270 | <!--####################################################################--> |
|
|
3271 | <type number="28" name="Monster (Grimreaper)"> |
|
|
3272 | <import_type name="Monster & NPC" /> |
|
|
3273 | <ignore> |
|
|
3274 | <attribute arch="material" /> |
|
|
3275 | <attribute arch="name_pl" /> |
|
|
3276 | <attribute arch="nrof" /> |
|
|
3277 | <attribute arch="value" /> |
|
|
3278 | <attribute arch="unpaid" /> |
|
|
3279 | </ignore> |
|
|
3280 | <description><![CDATA[ |
|
|
3281 | A grimreaper is a monster that vanishes after it did some number of |
|
|
3282 | draining attacks. ]]> <!-- XXX: is this ok? --> |
|
|
3283 | </description> |
|
|
3284 | <section name="grimreaper"> |
|
|
3285 | <attribute arch="value" editor="attacks" type="int"> |
|
|
3286 | The object vanishes after this number of draining attacks. |
|
|
3287 | </attribute> |
|
|
3288 | </section> |
3194 | </type> |
3289 | </type> |
3195 | |
3290 | |
3196 | <!--####################################################################--> |
3291 | <!--####################################################################--> |
3197 | <type number="65" name="Mood Floor"> |
3292 | <type number="65" name="Mood Floor"> |
3198 | <ignore> |
3293 | <ignore> |
… | |
… | |
3220 | </use> |
3315 | </use> |
3221 | <attribute arch="no_pick" value="1" type="fixed" /> |
3316 | <attribute arch="no_pick" value="1" type="fixed" /> |
3222 | <attribute arch="last_sp" editor="mood" type="list_mood"> |
3317 | <attribute arch="last_sp" editor="mood" type="list_mood"> |
3223 | <mood> is used to determine what will happen to the |
3318 | <mood> is used to determine what will happen to the |
3224 | monster when affected by the mood floor: |
3319 | monster when affected by the mood floor: |
3225 | |
3320 | |
3226 | <mood> 'furious': Makes all monsters aggressive |
3321 | <mood> 'furious': Makes all monsters aggressive |
3227 | |
3322 | |
3228 | <mood> 'angry': As above but pets are unaffected |
3323 | <mood> 'angry': As above but pets are unaffected |
3229 | |
3324 | |
3230 | <mood> 'calm': Makes all monsters unaggressive |
3325 | <mood> 'calm': Makes all monsters unaggressive |
3231 | |
3326 | |
3232 | <mood> 'sleep': Puts all monsters to sleep |
3327 | <mood> 'sleep': Puts all monsters to sleep |
3233 | |
3328 | |
3234 | <mood> 'charm': Turns monster into a pet of person |
3329 | <mood> 'charm': Turns monster into a pet of person |
3235 | who triggers the square. This setting is not |
3330 | who triggers the square. This setting is not |
3236 | enabled for continous operation, you need to |
3331 | enabled for continous operation, you need to |
3237 | insert a <connection> value! |
3332 | insert a <connection> value! |
3238 | </attribute> |
3333 | </attribute> |
3239 | <attribute arch="connected" editor="connection" type="int"> |
3334 | <attribute arch="connected" editor="connection" type="int"> |
3240 | This should only be set in combination with <mood number> 4. |
3335 | This should only be set in combination with <mood number> 4. |
3241 | Normally, monsters are affected by the mood floor as soon as they |
3336 | Normally, monsters are affected by the mood floor as soon as they |
3242 | step on it. But charming (monster -> pet) is too powerful, |
3337 | step on it. But charming (monster -> pet) is too powerful, |
3243 | so it needs to be activated. |
3338 | so it needs to be activated. |
3244 | |
3339 | |
3245 | Typically it is connected to an altar, for buying a "hireling". |
3340 | Typically it is connected to an altar, for buying a "hireling". |
3246 | But a powerful pet could as well be the reward for solving a |
3341 | But a powerful pet could as well be the reward for solving a |
3247 | quest. Or even better: It could be *part* of a quest! |
3342 | quest. Or even better: It could be *part* of a quest! |
3248 | </attribute> |
3343 | </attribute> |
3249 | <attribute arch="no_magic" editor="no spells" type="bool"> |
3344 | <attribute arch="no_magic" editor="no spells" type="bool"> |
… | |
… | |
3303 | </attribute> |
3398 | </attribute> |
3304 | <attribute arch="speed" editor="movement speed" type="float"> |
3399 | <attribute arch="speed" editor="movement speed" type="float"> |
3305 | The movement speed value determines how fast a chain of |
3400 | The movement speed value determines how fast a chain of |
3306 | these movers will push a player along (default is -0.2). |
3401 | these movers will push a player along (default is -0.2). |
3307 | </attribute> |
3402 | </attribute> |
|
|
3403 | &speed_left; |
3308 | <attribute arch="sp" editor="direction" type="list_direction"> |
3404 | <attribute arch="sp" editor="direction" type="list_direction"> |
3309 | The mover will push creatures in the specified <direction>. |
3405 | The mover will push creatures in the specified <direction>. |
3310 | A mover with direction set to <none> will spin clockwise, |
3406 | A mover with direction set to <none> will spin clockwise, |
3311 | thus pushing creatures in unpredictable directions. |
3407 | thus pushing creatures in unpredictable directions. |
3312 | </attribute> |
3408 | </attribute> |
3313 | <attribute arch="lifesave" editor="gets used up" type="bool"> |
3409 | <attribute arch="lifesave" editor="gets used up" type="bool"> |
3314 | If enabled, the mover gets "used up" after a certain number of moves |
3410 | If enabled, the mover gets "used up" after a certain number of moves |
3315 | (specified by <number of uses>). If disabled, the mover works infinitly. |
3411 | (specified by <number of uses>). If disabled, the mover works infinitely. |
3316 | </attribute> |
3412 | </attribute> |
3317 | <attribute arch="hp" editor="number of uses" type="int"> |
3413 | <attribute arch="hp" editor="number of uses" type="int"> |
3318 | This value has only a meaning if <gets used up> is set: |
3414 | This value has only a meaning if <gets used up> is set: |
3319 | <number of uses> is the number of times minus one, that it |
3415 | <number of uses> is the number of times minus one, that it |
3320 | will move a creature before disappearing. (It will move |
3416 | will move a creature before disappearing. (It will move |
3321 | someone <number of uses>+1 times, then vanish). |
3417 | someone <number of uses>+1 times, then vanish). |
3322 | </attribute> |
3418 | </attribute> |
3323 | <section name="targets"> |
3419 | <section name="targets"> |
3324 | <attribute arch="level" editor="move players" type="bool"> |
3420 | <attribute arch="level" editor="move players" type="bool"> |
3325 | If <move players> is enabled, both players and monsters will be |
3421 | If <move players> is enabled, both players and monsters will be |
3326 | moved. In the arches' default it is disabled - thus ONLY monsters |
3422 | moved. In the arches' default it is disabled - thus ONLY monsters |
3327 | get moved. Remember that "monsters" includes NPCs! |
3423 | get moved. Remember that "monsters" includes NPCs! |
3328 | |
3424 | |
3329 | This feature provides you with the possibility to make NPCs |
3425 | This feature provides you with the possibility to make NPCs |
3330 | literally "come to life". Example: The player is talking with an |
3426 | literally "come to life". Example: The player is talking with an |
3331 | NPC, speaking a certain keyword. This triggers a magic_ear and |
3427 | NPC, speaking a certain keyword. This triggers a magic_ear and |
3332 | activates creators, creating (per default: monster-only) movers |
3428 | activates creators, creating (per default: monster-only) movers |
3333 | under the NPC's feet. The NPC starts "walking" on a predefined |
3429 | under the NPC's feet. The NPC starts "walking" on a predefined |
3334 | route! Note that it's useful to set this NPC immune to everything, |
3430 | route! Note that it's useful to set this NPC immune to everything, |
3335 | preventing the player to push the NPC off his trace. |
3431 | preventing the player to push the NPC off his trace. |
3336 | </attribute> |
3432 | </attribute> |
3337 | <attribute arch="walk_on" editor="move walking creatures" type="bool"> |
3433 | <attribute arch="move_on" editor="movement type" type="movement_type"> |
3338 | This should always be set. |
3434 | Which movement types activate the mover. |
3339 | </attribute> |
|
|
3340 | <attribute arch="fly_on" editor="move flying creatures" type="bool"> |
|
|
3341 | Move flying creatures enabled means all flying (living) |
|
|
3342 | objects will get moved too. If disabled, only walking |
|
|
3343 | (non-flying) creatures will get moved. |
|
|
3344 | </attribute> |
3435 | </attribute> |
3345 | </section> |
3436 | </section> |
3346 | </type> |
3437 | </type> |
3347 | |
3438 | |
3348 | <!--####################################################################--> |
3439 | <!--####################################################################--> |
… | |
… | |
3366 | <attribute arch="no_pick" value="1" type="fixed" /> |
3457 | <attribute arch="no_pick" value="1" type="fixed" /> |
3367 | <attribute arch="slaying" editor="match race" type="string"> |
3458 | <attribute arch="slaying" editor="match race" type="string"> |
3368 | the <match race> defines the object we're looking for. If <match race> |
3459 | the <match race> defines the object we're looking for. If <match race> |
3369 | matches the monster's or the player's race, we have a match. |
3460 | matches the monster's or the player's race, we have a match. |
3370 | Yes, pedestals can detect a player's race! E.g. you could create a |
3461 | Yes, pedestals can detect a player's race! E.g. you could create a |
3371 | place where only fireborns can enter, by setting "slaying unnatural". |
3462 | place where only fireborns can enter, by setting "slaying unnatural". |
3372 | |
3463 | |
3373 | If it is set to "player", any player stepping on the pedestal |
3464 | If it is set to "player", any player stepping on the pedestal |
3374 | is a match. Very useful if you want to open a gate for players |
3465 | is a match. Very useful if you want to open a gate for players |
3375 | but not for monsters. |
3466 | but not for monsters. |
3376 | </attribute> |
3467 | </attribute> |
3377 | <attribute arch="connected" editor="connection" type="int"> |
3468 | <attribute arch="connected" editor="connection" type="int"> |
3378 | When the pedestal is triggered, all objects with the same |
3469 | When the pedestal is triggered, all objects with the same |
3379 | connection value get activated. |
3470 | connection value get activated. |
3380 | </attribute> |
3471 | </attribute> |
3381 | <attribute arch="walk_on" value="1" type="fixed" /> |
3472 | &move_on; |
3382 | <attribute arch="walk_off" value="1" type="fixed" /> |
|
|
3383 | </type> |
3473 | </type> |
3384 | |
3474 | |
3385 | <!--####################################################################--> |
3475 | <!--####################################################################--> |
3386 | <type number="94" name="Pit"> |
3476 | <type number="94" name="Pit"> |
3387 | <ignore> |
3477 | <ignore> |
… | |
… | |
3405 | <attribute arch="no_pick" value="1" type="fixed" /> |
3495 | <attribute arch="no_pick" value="1" type="fixed" /> |
3406 | <attribute arch="connected" editor="connection" type="int"> |
3496 | <attribute arch="connected" editor="connection" type="int"> |
3407 | When a <connection> value is set, the pit can be opened/closed |
3497 | When a <connection> value is set, the pit can be opened/closed |
3408 | by activating the connection. |
3498 | by activating the connection. |
3409 | </attribute> |
3499 | </attribute> |
|
|
3500 | &activate_on; |
3410 | <attribute arch="hp" editor="destination X" type="int"> |
3501 | <attribute arch="hp" editor="destination X" type="int"> |
3411 | The pit will transport creatures (and items) randomly into a two-square |
3502 | The pit will transport creatures (and items) randomly into a two-square |
3412 | radius of the destination coordinates. |
3503 | radius of the destination coordinates. |
3413 | If the destination square becomes blocked, the pit will act like |
3504 | If the destination square becomes blocked, the pit will act like |
3414 | being filled up and not work anymore! |
3505 | being filled up and not work anymore! |
… | |
… | |
3423 | The <position state> defines the position of the gate: |
3514 | The <position state> defines the position of the gate: |
3424 | Zero means completely open/down, the "number of animation-steps" (usually |
3515 | Zero means completely open/down, the "number of animation-steps" (usually |
3425 | about 6 or 7) means completely closed/up state. I suggest you don't |
3516 | about 6 or 7) means completely closed/up state. I suggest you don't |
3426 | mess with this value - Leave the default in place. |
3517 | mess with this value - Leave the default in place. |
3427 | </attribute> |
3518 | </attribute> |
3428 | <attribute arch="walk_on" editor="swallow walking" type="bool"> |
3519 | &move_on; |
3429 | If set, all walking creatures will fall into the pit. |
|
|
3430 | This does NOT need to be set for closed pits! |
|
|
3431 | </attribute> |
|
|
3432 | <attribute arch="fly_on" editor="swallow flying" type="bool"> |
|
|
3433 | If set, all flying creatures will fall into the pit as well. |
|
|
3434 | This is not the behaviour expected from a pit, and it should |
|
|
3435 | only be used for map-mechanisms (e.g. for transporting flying |
|
|
3436 | monsters). |
|
|
3437 | An interesting side-effect: If this flag is enabled, spell |
|
|
3438 | effects like fire/snow also make their way through the pit. |
|
|
3439 | </attribute> |
|
|
3440 | </type> |
3520 | </type> |
3441 | |
3521 | |
3442 | <!--####################################################################--> |
3522 | <!--####################################################################--> |
3443 | <type number="7" name="Poison Food"> |
3523 | <type number="7" name="Poison Food"> |
3444 | <description><![CDATA[ |
3524 | <description><![CDATA[ |
… | |
… | |
3467 | </attribute> |
3547 | </attribute> |
3468 | <attribute arch="attacktype" editor="special effect" type="list_potion_effect"> |
3548 | <attribute arch="attacktype" editor="special effect" type="list_potion_effect"> |
3469 | There are two types of special effects for potions: |
3549 | There are two types of special effects for potions: |
3470 | 'life restoration' - restore the player's stats lost by death or draining |
3550 | 'life restoration' - restore the player's stats lost by death or draining |
3471 | (this has nothing in common with the restoration spell!) |
3551 | (this has nothing in common with the restoration spell!) |
3472 | 'improvement' - increase the player's maximum health/mana/grace |
3552 | 'improvement' - increase the player's maximum health/mana/grace |
3473 | by a very small amount. |
3553 | by a very small amount. |
3474 | </attribute> |
3554 | </attribute> |
3475 | <attribute arch="cursed" editor="cursed" type="bool"> |
3555 | <attribute arch="cursed" editor="cursed" type="bool"> |
3476 | If a potion is cursed, benefits generally turn into penalties. |
3556 | If a potion is cursed, benefits generally turn into penalties. |
3477 | Note that potions can be "uncursed" by praying over an altar, |
3557 | Note that potions can be "uncursed" by praying over an altar, |
… | |
… | |
3633 | weapon and projectile. ]]> |
3713 | weapon and projectile. ]]> |
3634 | </description> |
3714 | </description> |
3635 | <use><![CDATA[ |
3715 | <use><![CDATA[ |
3636 | If you want to create new kinds of projectiles, you could |
3716 | If you want to create new kinds of projectiles, you could |
3637 | add an alchemical receipe to create these. |
3717 | add an alchemical receipe to create these. |
3638 | |
3718 | |
3639 | Don't create new pairs of weapons & projectiles unless |
3719 | Don't create new pairs of weapons & projectiles unless |
3640 | they really fullfill a useful purpose. In fact, even bows |
3720 | they really fullfill a useful purpose. In fact, even bows |
3641 | and crossbows are rarely ever used. ]]> |
3721 | and crossbows are rarely ever used. ]]> |
3642 | </use> |
3722 | </use> |
3643 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3723 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
… | |
… | |
3648 | </attribute> |
3728 | </attribute> |
3649 | <attribute arch="race" editor="ammunition class" type="string"> |
3729 | <attribute arch="race" editor="ammunition class" type="string"> |
3650 | Only shooting weapons with matching <ammunition class> can fire |
3730 | Only shooting weapons with matching <ammunition class> can fire |
3651 | these projectiles. For arrows set "arrows", for crossbow bolts |
3731 | these projectiles. For arrows set "arrows", for crossbow bolts |
3652 | set "crossbow bolts" (big surprise). |
3732 | set "crossbow bolts" (big surprise). |
3653 | |
3733 | |
3654 | In certain cases, the ammunition class is displayed in the game. |
3734 | In certain cases, the ammunition class is displayed in the game. |
3655 | Hence, when you create a new ammunition class, choose an |
3735 | Hence, when you create a new ammunition class, choose an |
3656 | intuitive name like "missiles", "spirit bolts" - whatever. |
3736 | intuitive name like "missiles", "spirit bolts" - whatever. |
3657 | |
3737 | |
3658 | You can also make special containers holding these projectiles |
3738 | You can also make special containers holding these projectiles |
3659 | by setting the <container class> to match your <ammunition class>. |
3739 | by setting the <container class> to match your <ammunition class>. |
3660 | </attribute> |
3740 | </attribute> |
3661 | <attribute arch="slaying" editor="slaying race" type="string"> |
3741 | <attribute arch="slaying" editor="slaying race" type="string"> |
3662 | Slaying means the weapon does tripple (3x) damage to monsters |
3742 | Slaying means the weapon does tripple (3x) damage to monsters |
… | |
… | |
3778 | <attribute arch="value" /> |
3858 | <attribute arch="value" /> |
3779 | <attribute arch="material" /> |
3859 | <attribute arch="material" /> |
3780 | <attribute arch="unpaid" /> |
3860 | <attribute arch="unpaid" /> |
3781 | </ignore> |
3861 | </ignore> |
3782 | <description><![CDATA[ |
3862 | <description><![CDATA[ |
3783 | A rune is a magical enscription on the dungeon floor. |
3863 | A rune is a magical enscription on the dungeon floor. |
3784 | <br><br> |
3864 | <br><br> |
3785 | Runes hit any monster or person who steps on them for 'dam' damage in |
3865 | Runes hit any monster or person who steps on them for 'dam' damage in |
3786 | 'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3866 | 'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3787 | and will cast this spell when it detonates. Yet another kind is the |
3867 | and will cast this spell when it detonates. Yet another kind is the |
3788 | "summoning rune", summoning predefined monsters of any kind, at detonation. |
3868 | "summoning rune", summoning predefined monsters of any kind, at detonation. |
… | |
… | |
3792 | <use><![CDATA[ |
3872 | <use><![CDATA[ |
3793 | Avoid monsters stepping on your runes. For example, summoning runes |
3873 | Avoid monsters stepping on your runes. For example, summoning runes |
3794 | together with spellcasting- and attack-runes is usually a bad idea. ]]> |
3874 | together with spellcasting- and attack-runes is usually a bad idea. ]]> |
3795 | </use> |
3875 | </use> |
3796 | <attribute arch="no_pick" value="1" type="fixed" /> |
3876 | <attribute arch="no_pick" value="1" type="fixed" /> |
3797 | <attribute arch="walk_on" value="1" type="fixed" /> |
3877 | &move_on; |
3798 | <attribute arch="level" editor="rune level" type="int"> |
3878 | <attribute arch="level" editor="rune level" type="int"> |
3799 | This value sets the level the rune will cast the spell it contains at, |
3879 | This value sets the level the rune will cast the spell it contains at, |
3800 | if applicable. A level 99 rune casts a very, very mean spell of whatever. |
3880 | if applicable. A level 99 rune casts a very, very mean spell of whatever. |
3801 | (<rune level> 0 runes won't detonate at all!) |
3881 | (<rune level> 0 runes won't detonate at all!) |
3802 | |
3882 | |
3803 | Level Also effects how easily a rune may be found and disarmed, and |
3883 | Level Also effects how easily a rune may be found and disarmed, and |
3804 | how much experience the player gets for doing so. Beware: High level |
3884 | how much experience the player gets for doing so. Beware: High level |
3805 | runes can be quite a cheap source of experience! So either make them |
3885 | runes can be quite a cheap source of experience! So either make them |
3806 | tough, or keep the level low. |
3886 | tough, or keep the level low. |
3807 | </attribute> |
3887 | </attribute> |
… | |
… | |
3814 | The rune will detonate <number of charges> times before disappearing. |
3894 | The rune will detonate <number of charges> times before disappearing. |
3815 | </attribute> |
3895 | </attribute> |
3816 | <attribute arch="dam" editor="direct damage" type="int"> |
3896 | <attribute arch="dam" editor="direct damage" type="int"> |
3817 | <direct damage> specifies how much damage is done by the rune, |
3897 | <direct damage> specifies how much damage is done by the rune, |
3818 | if it doesn't contain a spell. This should be set in reasonable |
3898 | if it doesn't contain a spell. This should be set in reasonable |
3819 | relation to the rune's level. |
3899 | relation to the rune's level. |
3820 | </attribute> |
3900 | </attribute> |
3821 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3901 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3822 | If there isn't any spell (and <summon monster> is unset), this |
3902 | If there isn't any spell (and <summon monster> is unset), this |
3823 | attribute defines what attacktype to use for direct damage when |
3903 | attribute defines what attacktype to use for direct damage when |
3824 | the rune detonates. |
3904 | the rune detonates. |
… | |
… | |
3889 | <attribute arch="no_magic" value="1" type="fixed" /> |
3969 | <attribute arch="no_magic" value="1" type="fixed" /> |
3890 | <attribute arch="damned" value="1" type="fixed" /> |
3970 | <attribute arch="damned" value="1" type="fixed" /> |
3891 | </type> |
3971 | </type> |
3892 | |
3972 | |
3893 | <!--####################################################################--> |
3973 | <!--####################################################################--> |
|
|
3974 | <type number="111" name="Scroll"> |
|
|
3975 | <ignore> |
|
|
3976 | <attribute arch="title" /> |
|
|
3977 | </ignore> |
|
|
3978 | <description><![CDATA[ |
|
|
3979 | Scrolls contain spells (similar to spell-potions). Unlike potions, |
|
|
3980 | scrolls require a certain literacy skill to read successfully. |
|
|
3981 | Accordingly, for a successful reading, a small amount of |
|
|
3982 | experience is gained. Scrolls allow only one time usage, but |
|
|
3983 | usually they are sold in bulks. ]]> |
|
|
3984 | </description> |
|
|
3985 | <use><![CDATA[ |
|
|
3986 | For low level quests, scrolls of healing/curing-spells |
|
|
3987 | can be a nice reward. At higher levels, scrolls become less |
|
|
3988 | and less useful. ]]> |
|
|
3989 | </use> |
|
|
3990 | <attribute arch="level" editor="casting level" type="int"> |
|
|
3991 | The spell of the scroll will be casted at this level. |
|
|
3992 | This value should always be set, at least to 1. |
|
|
3993 | </attribute> |
|
|
3994 | <attribute arch="sp" editor="spell" type="spell"> |
|
|
3995 | When a player/monster applies this scroll, the selected <spell> |
|
|
3996 | will be casted (once). This should work for any given spell. |
|
|
3997 | </attribute> |
|
|
3998 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
|
|
3999 | A godgiven item vanishes as soon as the player |
|
|
4000 | drops it to the ground. |
|
|
4001 | </attribute> |
|
|
4002 | </type> |
|
|
4003 | |
|
|
4004 | <!--####################################################################--> |
|
|
4005 | <type number="33" name="Shield"> |
|
|
4006 | <import_type name="Amulet" /> |
|
|
4007 | <description><![CDATA[ |
|
|
4008 | Wearing a shield, the object's stats will directly be inherited to |
|
|
4009 | the player. Shields usually provide good defense, only surpassed |
|
|
4010 | by brestplate armour. Resistances on shields aren't uncommon either. ]]> |
|
|
4011 | </description> |
|
|
4012 | <use><![CDATA[ |
|
|
4013 | Feel free to create your own special artifacts. However, it is very |
|
|
4014 | important that you keep your artifact in balance with existing maps. ]]> |
|
|
4015 | </use> |
|
|
4016 | <attribute arch="magic" editor="magic bonus" type="int"> |
|
|
4017 | <magic bonus> works just like ac, except that it can be improved by |
|
|
4018 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
|
|
4019 | than direct armour-class bonus on the shield. |
|
|
4020 | </attribute> |
|
|
4021 | </type> |
|
|
4022 | |
|
|
4023 | <!--####################################################################--> |
3894 | <type number="14" name="Shooting Weapon"> |
4024 | <type number="14" name="Shooting Weapon"> |
3895 | <description><![CDATA[ |
4025 | <description><![CDATA[ |
3896 | Schooting weapons like bows/crossbows are used to shoot projectiles |
4026 | Schooting weapons like bows/crossbows are used to shoot projectiles |
3897 | (arrows/bolts). Shooting weapons and normal (melee) weapons can be |
4027 | (arrows/bolts). Shooting weapons and normal (melee) weapons can be |
3898 | wielded both at the same time. Like with any other equipment, |
4028 | wielded both at the same time. Like with any other equipment, |
… | |
… | |
3912 | </use> |
4042 | </use> |
3913 | <attribute arch="race" editor="ammunition class" type="string"> |
4043 | <attribute arch="race" editor="ammunition class" type="string"> |
3914 | Only projectiles with matching <ammunition class> can be fired |
4044 | Only projectiles with matching <ammunition class> can be fired |
3915 | with this weapon. For normal bows set "arrows", for normal |
4045 | with this weapon. For normal bows set "arrows", for normal |
3916 | crossbows set "crossbow bolts". |
4046 | crossbows set "crossbow bolts". |
3917 | |
4047 | |
3918 | In certain cases, the ammunition class is displayed in the game. |
4048 | In certain cases, the ammunition class is displayed in the game. |
3919 | Hence, when you create a new ammunition class, choose an |
4049 | Hence, when you create a new ammunition class, choose an |
3920 | intuitive name like "missiles", "spirit bolts" - whatever. |
4050 | intuitive name like "missiles", "spirit bolts" - whatever. |
3921 | </attribute> |
4051 | </attribute> |
3922 | <attribute arch="sp" editor="shooting speed" type="int"> |
4052 | <attribute arch="sp" editor="shooting speed" type="int"> |
3923 | After shooting a projectile, the player is frozen for a short |
4053 | After shooting a projectile, the player is frozen for a short |
3924 | period of time (to prevent shooting arrows machine-gun-like). |
4054 | period of time (to prevent shooting arrows machine-gun-like). |
3925 | The greater <shooting speed>, the shorter this period of time. |
4055 | The greater <shooting speed>, the shorter this period of time. |
3926 | 1 is minimum (=worst) and 100 is maximum (=best) value. |
4056 | 1 is minimum (=worst) and 100 is maximum (=best) value. |
3927 | |
4057 | |
3928 | You shouldn't set <shooting speed> lower than 10. YOU MUST NOT |
4058 | You shouldn't set <shooting speed> lower than 10. YOU MUST NOT |
3929 | SET IT TO ZERO! (That would freeze the player for eternety). |
4059 | SET IT TO ZERO! (That would freeze the player for eternety). |
3930 | </attribute> |
4060 | </attribute> |
3931 | <attribute arch="dam" editor="base damage" type="int"> |
4061 | <attribute arch="dam" editor="base damage" type="int"> |
3932 | The <base damage> significantly affects the damage done |
4062 | The <base damage> significantly affects the damage done |
… | |
… | |
3943 | The <item power> value measures how "powerful" an artifact is. |
4073 | The <item power> value measures how "powerful" an artifact is. |
3944 | Players will only be able to wear equipment with a certain total |
4074 | Players will only be able to wear equipment with a certain total |
3945 | amount of <item power>, depending on their own level. This is the |
4075 | amount of <item power>, depending on their own level. This is the |
3946 | only way to prevent low level players to wear "undeserved" equipment |
4076 | only way to prevent low level players to wear "undeserved" equipment |
3947 | (like gifts from other players or cheated items). |
4077 | (like gifts from other players or cheated items). |
3948 | |
4078 | |
3949 | It is very important to adjust the <item power> value carefully |
4079 | It is very important to adjust the <item power> value carefully |
3950 | for every artifact you create! If zero/unset, the CF server will |
4080 | for every artifact you create! If zero/unset, the CF server will |
3951 | calculate a provisional value at runtime, but this is never |
4081 | calculate a provisional value at runtime, but this is never |
3952 | going to be an accurate measurement of <item power>. |
4082 | going to be an accurate measurement of <item power>. |
3953 | </attribute> |
4083 | </attribute> |
… | |
… | |
4024 | should have such a description. |
4154 | should have such a description. |
4025 | </attribute> |
4155 | </attribute> |
4026 | </type> |
4156 | </type> |
4027 | |
4157 | |
4028 | <!--####################################################################--> |
4158 | <!--####################################################################--> |
4029 | <type number="111" name="Scroll"> |
|
|
4030 | <ignore> |
|
|
4031 | <attribute arch="title" /> |
|
|
4032 | </ignore> |
|
|
4033 | <description><![CDATA[ |
|
|
4034 | Scrolls contain spells (similar to spell-potions). Unlike potions, |
|
|
4035 | scrolls require a certain literacy skill to read successfully. |
|
|
4036 | Accordingly, for a successful reading, a small amount of |
|
|
4037 | experience is gained. Scrolls allow only one time usage, but |
|
|
4038 | usually they are sold in bulks. ]]> |
|
|
4039 | </description> |
|
|
4040 | <use><![CDATA[ |
|
|
4041 | For low level quests, scrolls of healing/curing-spells |
|
|
4042 | can be a nice reward. At higher levels, scrolls become less |
|
|
4043 | and less useful. ]]> |
|
|
4044 | </use> |
|
|
4045 | <attribute arch="level" editor="casting level" type="int"> |
|
|
4046 | The spell of the scroll will be casted at this level. |
|
|
4047 | This value should always be set, at least to 1. |
|
|
4048 | </attribute> |
|
|
4049 | <attribute arch="sp" editor="spell" type="spell"> |
|
|
4050 | When a player/monster applies this scroll, the selected <spell> |
|
|
4051 | will be casted (once). This should work for any given spell. |
|
|
4052 | </attribute> |
|
|
4053 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
|
|
4054 | A godgiven item vanishes as soon as the player |
|
|
4055 | drops it to the ground. |
|
|
4056 | </attribute> |
|
|
4057 | </type> |
|
|
4058 | |
|
|
4059 | <!--####################################################################--> |
|
|
4060 | <type number="33" name="Shield"> |
|
|
4061 | <import_type name="Amulet" /> |
|
|
4062 | <description><![CDATA[ |
|
|
4063 | Wearing a shield, the object's stats will directly be inherited to |
|
|
4064 | the player. Shields usually provide good defense, only surpassed |
|
|
4065 | by brestplate armour. Resistances on shields aren't uncommon either. ]]> |
|
|
4066 | </description> |
|
|
4067 | <use><![CDATA[ |
|
|
4068 | Feel free to create your own special artifacts. However, it is very |
|
|
4069 | important that you keep your artifact in balance with existing maps. ]]> |
|
|
4070 | </use> |
|
|
4071 | <attribute arch="magic" editor="magic bonus" type="int"> |
|
|
4072 | <magic bonus> works just like ac, except that it can be improved by |
|
|
4073 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
|
|
4074 | than direct armour-class bonus on the shield. |
|
|
4075 | </attribute> |
|
|
4076 | </type> |
|
|
4077 | |
|
|
4078 | <!--####################################################################--> |
|
|
4079 | <type number="68" name="Shop Floor"> |
4159 | <type number="68" name="Shop Floor"> |
4080 | <ignore> |
4160 | <ignore> |
4081 | <ignore_list name="non_pickable" /> |
4161 | <ignore_list name="non_pickable" /> |
4082 | </ignore> |
4162 | </ignore> |
4083 | <description><![CDATA[ |
4163 | <description><![CDATA[ |
… | |
… | |
4144 | <use><![CDATA[ |
4224 | <use><![CDATA[ |
4145 | As stated above, always place TWO shop mats into your shop. |
4225 | As stated above, always place TWO shop mats into your shop. |
4146 | Not more and not less than that. ]]> |
4226 | Not more and not less than that. ]]> |
4147 | </use> |
4227 | </use> |
4148 | <attribute arch="no_pick" value="1" type="fixed" /> |
4228 | <attribute arch="no_pick" value="1" type="fixed" /> |
4149 | <attribute arch="walk_on" editor="apply by walking" type="bool"> |
4229 | &move_on; |
4150 | If set, the player can enter/leave the |
|
|
4151 | shop by just walking into the shop mat. |
|
|
4152 | </attribute> |
|
|
4153 | <attribute arch="fly_on" editor="apply by flying" type="bool"> |
|
|
4154 | If set, the player can enter/leave the |
|
|
4155 | shop by "flying" into the shop mat. |
|
|
4156 | </attribute> |
|
|
4157 | </type> |
4230 | </type> |
4158 | |
4231 | |
4159 | <!--####################################################################--> |
4232 | <!--####################################################################--> |
4160 | <type number="98" name="Sign & MagicMouth"> |
4233 | <type number="98" name="Sign & MagicMouth"> |
4161 | <ignore> |
4234 | <ignore> |
… | |
… | |
4178 | the connection is triggered. This should be used in combination with |
4251 | the connection is triggered. This should be used in combination with |
4179 | <invisible> enabled and <activate by walking/flying> disabled. |
4252 | <invisible> enabled and <activate by walking/flying> disabled. |
4180 | If activating your magic_mouth this way, the message will not only be |
4253 | If activating your magic_mouth this way, the message will not only be |
4181 | printed to one player, but all players on the current map. |
4254 | printed to one player, but all players on the current map. |
4182 | </attribute> |
4255 | </attribute> |
4183 | <attribute arch="walk_on" editor="activate by walking" type="bool"> |
4256 | &activate_on; |
4184 | If set, the player gets the message when walking ontop of the object. |
4257 | &move_on; |
4185 | "invisible 1" should be set in this case. This is the typical configuration |
|
|
4186 | for a "magic_mouth": The player walks through a dungeon and suddenly he |
|
|
4187 | gets a message. Use this to create some roleplay atmosphere, and to inform |
|
|
4188 | the player about possible dangers or secrets. |
|
|
4189 | </attribute> |
|
|
4190 | <attribute arch="fly_on" editor="activate by flying" type="bool"> |
|
|
4191 | If set, the player gets the message when flying (=levitating) ontop |
|
|
4192 | of the object. Usually this should be set together with walk_on. |
|
|
4193 | </attribute> |
|
|
4194 | <attribute arch="food" editor="counter" type="int"> |
4258 | <attribute arch="food" editor="counter" type="int"> |
4195 | If a counter-value is set (greater zero), the sign/magic_mouth can be applied |
4259 | If a counter-value is set (greater zero), the sign/magic_mouth can be applied |
4196 | (printing the message) only that many times. For signs this really shouldn't |
4260 | (printing the message) only that many times. For signs this really shouldn't |
4197 | be used, while for magic_mouths it is extremely helpful. |
4261 | be used, while for magic_mouths it is extremely helpful. |
4198 | Monsters walking over the magic_mouth do not decrease the counter. |
4262 | Monsters walking over the magic_mouth do not decrease the counter. |
4199 | |
4263 | |
4200 | Often, you might want to have a message displayed only one time. For example: |
4264 | Often, you might want to have a message displayed only one time. For example: |
4201 | The player enters your map and you put a magic_mouth to tell him about the |
4265 | The player enters your map and you put a magic_mouth to tell him about the |
4202 | monsters and how dangerous they look and all. Later, when all the monsters |
4266 | monsters and how dangerous they look and all. Later, when all the monsters |
4203 | are killed and the player leaves the map, displaying the same message a |
4267 | are killed and the player leaves the map, displaying the same message a |
4204 | second time would be silly. <counter> 1 does a perfect job in such cases. |
4268 | second time would be silly. <counter> 1 does a perfect job in such cases. |
… | |
… | |
4321 | burned or otherwise destroyed. |
4385 | burned or otherwise destroyed. |
4322 | </attribute> |
4386 | </attribute> |
4323 | <attribute arch="unique" editor="unique item" type="bool"> |
4387 | <attribute arch="unique" editor="unique item" type="bool"> |
4324 | Unique items exist only one time on a server. If the item |
4388 | Unique items exist only one time on a server. If the item |
4325 | is taken, lost or destroyed - it's gone for good. |
4389 | is taken, lost or destroyed - it's gone for good. |
4326 | |
4390 | |
4327 | This can be used if you want to sell apartments on your |
4391 | This can be used if you want to sell apartments on your |
4328 | map: Simply sell a unique passport/key, and place |
4392 | map: Simply sell a unique passport/key, and place |
4329 | an inventory checker at the entrance of your apartment. |
4393 | an inventory checker at the entrance of your apartment. |
4330 | </attribute> |
4394 | </attribute> |
4331 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
4395 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
… | |
… | |
4448 | <use><![CDATA[ |
4512 | <use><![CDATA[ |
4449 | Spinners are very rarely used. I believe they are quite |
4513 | Spinners are very rarely used. I believe they are quite |
4450 | confusing and pointless. The only use I can think of is building |
4514 | confusing and pointless. The only use I can think of is building |
4451 | some puzzle about where to shoot into spinners to shoot somewhere you |
4515 | some puzzle about where to shoot into spinners to shoot somewhere you |
4452 | otherwise couldn't. |
4516 | otherwise couldn't. |
4453 | |
4517 | |
4454 | When placing spinners on a map with magic walls, make sure the spell- |
4518 | When placing spinners on a map with magic walls, make sure the spell- |
4455 | projectiles from magic walls don't get to fly in loops. ]]> |
4519 | projectiles from magic walls don't get to fly in loops. ]]> |
4456 | </use> |
4520 | </use> |
4457 | <attribute arch="sp" editor="direction number" type="int"> |
4521 | <attribute arch="sp" editor="direction number" type="int"> |
4458 | The spinner will change the direction of flying objects by |
4522 | The spinner will change the direction of flying objects by |
4459 | 45 degrees per <direction number>. Negative values spin clockwise, |
4523 | 45 degrees per <direction number>. Negative values spin clockwise, |
4460 | positive values counter clockwise. |
4524 | positive values counter clockwise. |
4461 | |
4525 | |
4462 | Example: <direction number> -2 means spin 90 degrees clockwise. |
4526 | Example: <direction number> -2 means spin 90 degrees clockwise. |
4463 | </attribute> |
4527 | </attribute> |
4464 | <attribute arch="walk_on" value="1" type="fixed" /> |
4528 | &move_on; |
4465 | <attribute arch="fly_on" value="1" type="fixed" /> |
|
|
4466 | </type> |
4529 | </type> |
4467 | |
4530 | |
4468 | <!--####################################################################--> |
4531 | <!--####################################################################--> |
4469 | <type number="138" name="Swamp"> |
4532 | <type number="138" name="Swamp"> |
4470 | <ignore> |
4533 | <ignore> |
… | |
… | |
4476 | he will start to sink in and eventually drown and die. |
4539 | he will start to sink in and eventually drown and die. |
4477 | Items dropped on the swamp sink in and dissapear. |
4540 | Items dropped on the swamp sink in and dissapear. |
4478 | Players with knowledge of the woodsman skill are a lot less likely |
4541 | Players with knowledge of the woodsman skill are a lot less likely |
4479 | to die in the swamp. ]]> |
4542 | to die in the swamp. ]]> |
4480 | </description> |
4543 | </description> |
4481 | <attribute arch="walk_on" value="1" type="fixed" /> |
|
|
4482 | <attribute arch="is_floor" value="1" type="fixed" /> |
4544 | <attribute arch="is_floor" value="1" type="fixed" /> |
4483 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4545 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4484 | <attribute arch="speed" editor="drowning speed" type="float"> |
4546 | <attribute arch="speed" editor="drowning speed" type="float"> |
4485 | The higher the <drowning speed>, the faster will players and items |
4547 | The higher the <drowning speed>, the faster will players and items |
4486 | sink into the swamp. Swamp with very high <drowning speed> can be a nasty |
4548 | sink into the swamp. Swamp with very high <drowning speed> can be a nasty |
4487 | and unexpected death-trap. Players should get a warning before such areas. |
4549 | and unexpected death-trap. Players should get a warning before such areas. |
4488 | </attribute> |
4550 | </attribute> |
4489 | <attribute arch="slow_move" editor="slow movement" type="int"> |
4551 | &speed_left; |
4490 | If <slow movement> is set to a value greater zero, all |
4552 | &move_on; |
4491 | creatures moving over this spot will be slower than normal. |
4553 | &movement_types_terrain; |
4492 | |
|
|
4493 | <slow movement> 1 - rough terrain |
|
|
4494 | <slow movement> 2 - very rough terrain |
|
|
4495 | ... |
|
|
4496 | <slow movement> 5 - default for deep swamp |
|
|
4497 | </attribute> |
|
|
4498 | <attribute arch="no_magic" editor="no spells" type="bool"> |
4554 | <attribute arch="no_magic" editor="no spells" type="bool"> |
4499 | If enabled, it is impossible for players to use (wizard-) |
4555 | If enabled, it is impossible for players to use (wizard-) |
4500 | spells on that spot. |
4556 | spells on that spot. |
4501 | </attribute> |
4557 | </attribute> |
4502 | <attribute arch="damned" editor="no prayers" type="bool"> |
4558 | <attribute arch="damned" editor="no prayers" type="bool"> |
… | |
… | |
4536 | (for example "/peterm/FireTemple/fire1"). It can also be a relative |
4592 | (for example "/peterm/FireTemple/fire1"). It can also be a relative |
4537 | path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2" |
4593 | path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2" |
4538 | for example I could use the relative path "Fire1"). Use relative |
4594 | for example I could use the relative path "Fire1"). Use relative |
4539 | paths whenever possible! Note that upper/lower case must always be |
4595 | paths whenever possible! Note that upper/lower case must always be |
4540 | set correctly. However, please use lower case only. |
4596 | set correctly. However, please use lower case only. |
4541 | |
4597 | |
4542 | If the <exit path> is set, ONLY players can get teleported. If the |
4598 | If the <exit path> is set, ONLY players can get teleported. If the |
4543 | <exit path> is unset (empty), anything can get teleported: Players, |
4599 | <exit path> is unset (empty), anything can get teleported: Players, |
4544 | monsters and items. In this case, the destined map is automatically |
4600 | monsters and items. In this case, the destined map is automatically |
4545 | the same map the teleporter is on. |
4601 | the same map the teleporter is on. |
4546 | </attribute> |
4602 | </attribute> |
4547 | <attribute arch="hp" editor="destination X" type="int"> |
4603 | <attribute arch="hp" editor="destination X" type="int"> |
4548 | The exit destinations define the (x, y)-coordinates where the exit |
4604 | The exit destinations define the (x, y)-coordinates where the exit |
4549 | leads to. |
4605 | leads to. |
4550 | |
4606 | |
4551 | If both are set to zero and <exit path> is empty, the player will |
4607 | If both are set to zero and <exit path> is empty, the player will |
4552 | get teleported to another, randomly chosen teleporter on the same |
4608 | get teleported to another, randomly chosen teleporter on the same |
4553 | map (Slightly confusing for the player though). Make sure there |
4609 | map (Slightly confusing for the player though). Make sure there |
4554 | actually *is* a second one in that case. |
4610 | actually *is* a second one in that case. |
4555 | |
4611 | |
4556 | If both are set to zero and <exit path> is set, the player will |
4612 | If both are set to zero and <exit path> is set, the player will |
4557 | be transferred to the "default enter location" of the destined map. |
4613 | be transferred to the "default enter location" of the destined map. |
4558 | The latter can be set in the map-properties as "Enter X/Y". Though, |
4614 | The latter can be set in the map-properties as "Enter X/Y". Though, |
4559 | please DO NOT use that. It turned out to be a source for numerous |
4615 | please DO NOT use that. It turned out to be a source for numerous |
4560 | map-bugs. |
4616 | map-bugs. |
4561 | </attribute> |
4617 | </attribute> |
4562 | <attribute arch="sp" editor="destination Y" type="int"> |
4618 | <attribute arch="sp" editor="destination Y" type="int"> |
4563 | The exit destinations define the (x, y)-coordinates where the exit |
4619 | The exit destinations define the (x, y)-coordinates where the exit |
4564 | leads to. |
4620 | leads to. |
4565 | |
4621 | |
4566 | If both are set to zero and <exit path> is empty, the player will |
4622 | If both are set to zero and <exit path> is empty, the player will |
4567 | get teleported to another, randomly chosen teleporter on the same |
4623 | get teleported to another, randomly chosen teleporter on the same |
4568 | map (Slightly confusing for the player though). Make sure there |
4624 | map (Slightly confusing for the player though). Make sure there |
4569 | actually *is* a second one in that case. |
4625 | actually *is* a second one in that case. |
4570 | |
4626 | |
4571 | If both are set to zero and <exit path> is set, the player will |
4627 | If both are set to zero and <exit path> is set, the player will |
4572 | be transferred to the "default enter location" of the destined map. |
4628 | be transferred to the "default enter location" of the destined map. |
4573 | The latter can be set in the map-properties as "Enter X/Y". Though, |
4629 | The latter can be set in the map-properties as "Enter X/Y". Though, |
4574 | please DO NOT use that. It turned out to be a source for numerous |
4630 | please DO NOT use that. It turned out to be a source for numerous |
4575 | map-bugs. |
4631 | map-bugs. |
… | |
… | |
4577 | <attribute arch="connected" editor="connection" type="int"> |
4633 | <attribute arch="connected" editor="connection" type="int"> |
4578 | If a connection value is set, the teleporter will be activated |
4634 | If a connection value is set, the teleporter will be activated |
4579 | whenever the connection is triggered. To use this properly, |
4635 | whenever the connection is triggered. To use this properly, |
4580 | <activation speed> must be zero. |
4636 | <activation speed> must be zero. |
4581 | </attribute> |
4637 | </attribute> |
|
|
4638 | &activate_on; |
4582 | <attribute arch="speed" editor="activation speed" type="float"> |
4639 | <attribute arch="speed" editor="activation speed" type="float"> |
4583 | If the <activation speed> is nonzero, the teleporter will |
4640 | If the <activation speed> is nonzero, the teleporter will |
4584 | automatically be activated in regular time-intervals. Hence, the |
4641 | automatically be activated in regular time-intervals. Hence, the |
4585 | player can just step on it and gets teleported sooner or later. |
4642 | player can just step on it and gets teleported sooner or later. |
4586 | The duration between two activates depends on the given value. |
4643 | The duration between two activates depends on the given value. |
4587 | Default in the teleporter arch is <activation speed> 0.1. |
4644 | Default in the teleporter arch is <activation speed> 0.1. |
4588 | |
4645 | |
4589 | VERY IMPORTANT: If you want to have your teleporter activated via |
4646 | VERY IMPORTANT: If you want to have your teleporter activated via |
4590 | button/handle/magic_ear/etc, you must set <activation speed> to zero! |
4647 | button/handle/magic_ear/etc, you must set <activation speed> to zero! |
|
|
4648 | </attribute> |
|
|
4649 | &speed_left; |
|
|
4650 | </type> |
|
|
4651 | |
|
|
4652 | <!--####################################################################--> |
|
|
4653 | <type number="26" name="Timed Gate"> |
|
|
4654 | <ignore> |
|
|
4655 | <ignore_list name="non_pickable" /> |
|
|
4656 | </ignore> |
|
|
4657 | <description><![CDATA[ |
|
|
4658 | Gates play an important role in Crossfire. Gates can be opened |
|
|
4659 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
|
|
4660 | or carrying special key-objects (-> inventory checker). |
|
|
4661 | Unlike locked doors, gates can get shut again after a player has |
|
|
4662 | passed, which makes them more practical in many cases. Unlike normal |
|
|
4663 | gates, timed gates open when triggered but automatically close again |
|
|
4664 | after some time.]]> |
|
|
4665 | </description> |
|
|
4666 | <use><![CDATA[ |
|
|
4667 | Use gates to divide your maps into separated areas. After solving |
|
|
4668 | area A, the player gains access to area B, and so on. Make your |
|
|
4669 | maps more complex than "one-way". ]]> |
|
|
4670 | </use> |
|
|
4671 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
4672 | <attribute arch="connected" editor="connection" type="int"> |
|
|
4673 | Whenever the inventory checker is triggered, all objects with identical |
|
|
4674 | <connection> value get activated. This only makes sense together with |
|
|
4675 | <blocking passage> disabled. If unset, the gate opens automatically |
|
|
4676 | after some time. |
|
|
4677 | </attribute> |
|
|
4678 | &activate_on; |
|
|
4679 | <attribute arch="wc" editor="position state" type="int"> |
|
|
4680 | The <position state> defines the position of the gate: |
|
|
4681 | Zero means completely open/down, the "number of animation-steps" (usually |
|
|
4682 | about 6 or 7) means completely closed/up state. I suggest you don't |
|
|
4683 | mess with this value - Leave the default in place. |
|
|
4684 | </attribute> |
|
|
4685 | &movement_types_terrain; |
|
|
4686 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
|
|
4687 | Restricting the use of spells to pass this gate. This has |
|
|
4688 | an effect only if <block view> is disabled. |
|
|
4689 | </attribute> |
|
|
4690 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
|
|
4691 | Restricting the use of prayers to pass this door. This has |
|
|
4692 | an effect only if <block view> is disabled. |
|
|
4693 | </attribute> |
|
|
4694 | <attribute arch="hp" editor="open duration" type="int"> |
|
|
4695 | Defines the duration the gate remains closed. This only takes effect |
|
|
4696 | if the gate is not connected. |
4591 | </attribute> |
4697 | </attribute> |
4592 | </type> |
4698 | </type> |
4593 | |
4699 | |
4594 | <!--####################################################################--> |
4700 | <!--####################################################################--> |
4595 | <type number="155" name="Trap"> |
4701 | <type number="155" name="Trap"> |
… | |
… | |
4602 | <attribute arch="material" /> |
4708 | <attribute arch="material" /> |
4603 | <attribute arch="unpaid" /> |
4709 | <attribute arch="unpaid" /> |
4604 | </ignore> |
4710 | </ignore> |
4605 | <description><![CDATA[ |
4711 | <description><![CDATA[ |
4606 | A trap is a object that can either do damage or trigger another connected object |
4712 | A trap is a object that can either do damage or trigger another connected object |
4607 | when detonated. Traps are like runes except they are not magical in nature, |
4713 | when detonated. Traps are like runes except they are not magical in nature, |
4608 | and generally have either a physical attack or trigger a reaction. |
4714 | and generally have either a physical attack or trigger a reaction. |
4609 | <br><br> |
4715 | <br><br> |
4610 | Traps hit any monster or person who steps on them for 'dam' damage in |
4716 | Traps hit any monster or person who steps on them for 'dam' damage in |
4611 | 'attacktype' attacktype and/or trigger a reaction. |
4717 | 'attacktype' attacktype and/or trigger a reaction. |
4612 | <br><br> |
4718 | <br><br> |
… | |
… | |
4615 | <use><![CDATA[ |
4721 | <use><![CDATA[ |
4616 | Avoid monsters stepping on your traps. For example, a party of orcs setting |
4722 | Avoid monsters stepping on your traps. For example, a party of orcs setting |
4617 | off your lightning wall and pit trap is usually a bad idea. ]]> |
4723 | off your lightning wall and pit trap is usually a bad idea. ]]> |
4618 | </use> |
4724 | </use> |
4619 | <attribute arch="no_pick" value="1" type="fixed" /> |
4725 | <attribute arch="no_pick" value="1" type="fixed" /> |
4620 | <attribute arch="walk_on" value="1" type="fixed" /> |
4726 | &move_on; |
4621 | <attribute arch="level" editor="trap level" type="int"> |
4727 | <attribute arch="level" editor="trap level" type="int"> |
4622 | Level effects how easily a trap may be found and disarmed, and |
4728 | Level effects how easily a trap may be found and disarmed, and |
4623 | how much experience the player gets for doing so. Beware: High level |
4729 | how much experience the player gets for doing so. Beware: High level |
4624 | traps can be quite a cheap source of experience! So either make them |
4730 | traps can be quite a cheap source of experience! So either make them |
4625 | tough, or keep the level low. |
4731 | tough, or keep the level low. |
4626 | </attribute> |
4732 | </attribute> |
… | |
… | |
4631 | </attribute> |
4737 | </attribute> |
4632 | <attribute arch="hp" editor="number of charges" type="int"> |
4738 | <attribute arch="hp" editor="number of charges" type="int"> |
4633 | The trap will detonate <number of charges> times before disappearing. |
4739 | The trap will detonate <number of charges> times before disappearing. |
4634 | </attribute> |
4740 | </attribute> |
4635 | <attribute arch="dam" editor="direct damage" type="int"> |
4741 | <attribute arch="dam" editor="direct damage" type="int"> |
4636 | <direct damage> specifies how much damage is done by the trap. |
4742 | <direct damage> specifies how much damage is done by the trap. |
4637 | This should be set in reasonable relation to the trap's level. |
4743 | This should be set in reasonable relation to the trap's level. |
4638 | </attribute> |
4744 | </attribute> |
4639 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4745 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4640 | This attribute defines what attacktype to use for direct damage when |
4746 | This attribute defines what attacktype to use for direct damage when |
4641 | the trap detonates. |
4747 | the trap detonates. |
4642 | </attribute> |
4748 | </attribute> |
… | |
… | |
4668 | Trapdoors should be used in the same fashion as pits: |
4774 | Trapdoors should be used in the same fashion as pits: |
4669 | They should always drop the victims to some kind of lower level. They |
4775 | They should always drop the victims to some kind of lower level. They |
4670 | are not supposed to be used to randomly interconnect maps like teleporters. ]]> |
4776 | are not supposed to be used to randomly interconnect maps like teleporters. ]]> |
4671 | </use> |
4777 | </use> |
4672 | <attribute arch="no_pick" value="1" type="fixed" /> |
4778 | <attribute arch="no_pick" value="1" type="fixed" /> |
4673 | <attribute arch="walk_on" value="1" type="fixed" /> |
4779 | &move_on; |
4674 | <attribute arch="weight" editor="hold weight" type="int"> |
4780 | <attribute arch="weight" editor="hold weight" type="int"> |
4675 | This value defines how much weight the trapdoor can hold. |
4781 | This value defines how much weight the trapdoor can hold. |
4676 | Once items or creatures are gathered on the trapdoor, with |
4782 | Once items or creatures are gathered on the trapdoor, with |
4677 | a total weight surpassing this value, then the trapdoor will |
4783 | a total weight surpassing this value, then the trapdoor will |
4678 | open and things start falling through. |
4784 | open and things start falling through. |
… | |
… | |
4737 | The <quality level> will be used for the quality of the generated |
4843 | The <quality level> will be used for the quality of the generated |
4738 | treasure instead of the map difficulty (as was done with shops). |
4844 | treasure instead of the map difficulty (as was done with shops). |
4739 | If zero/unset, the map difficulty will instead be used. |
4845 | If zero/unset, the map difficulty will instead be used. |
4740 | (Example for comparison: Shop floors generate treasure of |
4846 | (Example for comparison: Shop floors generate treasure of |
4741 | <quality level> 5 per default). |
4847 | <quality level> 5 per default). |
|
|
4848 | </attribute> |
|
|
4849 | </type> |
|
|
4850 | |
|
|
4851 | <!--####################################################################--> |
|
|
4852 | <type number="52" name="Trigger Marker"> |
|
|
4853 | <ignore> |
|
|
4854 | <ignore_list name="system_object" /> |
|
|
4855 | </ignore> |
|
|
4856 | <description><![CDATA[ |
|
|
4857 | A trigger marker is an object that inserts an invisible force (a mark) into a |
|
|
4858 | player stepping on it WHEN TRIGGERED. This force does nothing except containing a |
|
|
4859 | <key string> which can be discovered by detectors or inventory |
|
|
4860 | checkers. It is also possible to use markers for removing marks again. |
|
|
4861 | <br><br> |
|
|
4862 | Note that the player has no possibility to "see" his own marks, |
|
|
4863 | except by the effect that they cause on the maps. ]]> |
|
|
4864 | </description> |
|
|
4865 | <use><![CDATA[ |
|
|
4866 | Markers hold real cool possibilities for map-making. I encourage |
|
|
4867 | you to use them frequently. However there is one negative point |
|
|
4868 | about markers: Players don't "see" what's going on with them. It is |
|
|
4869 | your task, as map-creator, to make sure the player is always well |
|
|
4870 | informed and never confused. |
|
|
4871 | <br><br> |
|
|
4872 | Please avoid infinite markers when they aren't needed. They're |
|
|
4873 | using a little space in the player file after all, so if there |
|
|
4874 | is no real purpose, set an expire time. ]]> |
|
|
4875 | </use> |
|
|
4876 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
4877 | <attribute arch="slaying" editor="key string" type="string"> |
|
|
4878 | The <key string> can be detected by inv. checkers/detectors. |
|
|
4879 | If the player already has a force with that <key string>, |
|
|
4880 | there won't be inserted a second one. |
|
|
4881 | </attribute> |
|
|
4882 | <attribute arch="connected" editor="connection" type="int"> |
|
|
4883 | Unlike a regular marker this is the connection that triggers this marker to activate. |
|
|
4884 | </attribute> |
|
|
4885 | <attribute arch="food" editor="mark duration" type="int"> |
|
|
4886 | This value defines the duration of the force it inserts. |
|
|
4887 | If nonzero, the duration of the player's mark is finite: |
|
|
4888 | about 1 food per 10 seconds. <mark duration> zero/unset |
|
|
4889 | means the mark will stay on the player forever. |
|
|
4890 | </attribute> |
|
|
4891 | <attribute arch="name" editor="delete mark" type="string"> |
|
|
4892 | When the player steps onto the marker, all existing forces in |
|
|
4893 | the players inventory with a <key string> matching <delete mark> |
|
|
4894 | will be removed. If you don't want to remove any marks, leave |
|
|
4895 | this textfield empty. |
|
|
4896 | |
|
|
4897 | Note that the string <delete mark> is set as the name of |
|
|
4898 | this marker. So don't be confused, and remember changing the |
|
|
4899 | name will take effect on the marker's functionality. |
|
|
4900 | </attribute> |
|
|
4901 | <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text"> |
|
|
4902 | In the moment when the player gets marked, this text is displayed |
|
|
4903 | to him. You should really set a message in any marker you create, |
|
|
4904 | because it's the only way for the player to notice what's going on. |
4742 | </attribute> |
4905 | </attribute> |
4743 | </type> |
4906 | </type> |
4744 | |
4907 | |
4745 | <!--####################################################################--> |
4908 | <!--####################################################################--> |
4746 | <type number="0" name="Wall"> |
4909 | <type number="0" name="Wall"> |
… | |
… | |
4757 | <attribute arch="unpaid" /> |
4920 | <attribute arch="unpaid" /> |
4758 | </ignore> |
4921 | </ignore> |
4759 | <description><![CDATA[ |
4922 | <description><![CDATA[ |
4760 | Walls usually block passage and sight. ]]> |
4923 | Walls usually block passage and sight. ]]> |
4761 | </description> |
4924 | </description> |
4762 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
4925 | &movement_types_terrain; |
4763 | If set, the object cannot be passed by players nor monsters. |
|
|
4764 | </attribute> |
|
|
4765 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4926 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4766 | If set, the object is able to "roll", so it can be pushed around. |
4927 | If set, the object is able to "roll", so it can be pushed around. |
4767 | This setting is used for boulders and barrels. |
4928 | This setting is used for boulders and barrels. |
4768 | </attribute> |
4929 | </attribute> |
4769 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
4930 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
… | |
… | |
4771 | Restricting the use of spells to pass this wall. |
4932 | Restricting the use of spells to pass this wall. |
4772 | </attribute> |
4933 | </attribute> |
4773 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
4934 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
4774 | This takes effect only with <blocksview> disabled. |
4935 | This takes effect only with <blocksview> disabled. |
4775 | Restricting the use of spells to pass this wall. |
4936 | Restricting the use of spells to pass this wall. |
|
|
4937 | </attribute> |
|
|
4938 | </type> |
|
|
4939 | |
|
|
4940 | <!--####################################################################--> |
|
|
4941 | <type number="109" name="Wand & Staff"> |
|
|
4942 | <description><![CDATA[ |
|
|
4943 | Wands contain a certain spell. The player can apply (ready) and |
|
|
4944 | fire the wand. After a defined number of casts, the wand is |
|
|
4945 | "used up". It is possible to recharge a wand with scrolls of |
|
|
4946 | charging, but usually that isn't worth the cost. ]]> |
|
|
4947 | </description> |
|
|
4948 | <use><![CDATA[ |
|
|
4949 | Wands are quite seldomly used. The reason prolly is that they're |
|
|
4950 | generally not cost-efficient. Handing out high-level wands with |
|
|
4951 | powerful special spells isn't a good idea either, because of |
|
|
4952 | the recharge ability. |
|
|
4953 | <br><br> |
|
|
4954 | For low levels, staffs of healing/cure and word of recall are |
|
|
4955 | quite desirable though. Ideal rewards for low level quests. ]]> |
|
|
4956 | </use> |
|
|
4957 | <attribute arch="sp" editor="spell" type="spell"> |
|
|
4958 | The <spell> specifies the contained spell. |
|
|
4959 | </attribute> |
|
|
4960 | <attribute arch="level" editor="casting level" type="int"> |
|
|
4961 | The <casting level> of the wand determines it's power. |
|
|
4962 | An average level for wands in shops is about 10. |
|
|
4963 | </attribute> |
|
|
4964 | <attribute arch="food" editor="number of charges" type="int"> |
|
|
4965 | The wand can be used <number of charges> times before it is |
|
|
4966 | used up. It can be recharged with scrolls of charging. |
|
|
4967 | </attribute> |
|
|
4968 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
|
|
4969 | A godgiven item vanishes as soon as the player |
|
|
4970 | drops it to the ground. |
|
|
4971 | </attribute> |
|
|
4972 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
|
|
4973 | This text may contain a description of the wand. |
4776 | </attribute> |
4974 | </attribute> |
4777 | </type> |
4975 | </type> |
4778 | |
4976 | |
4779 | <!--####################################################################--> |
4977 | <!--####################################################################--> |
4780 | <type number="0" name="Weak Wall"> |
4978 | <type number="0" name="Weak Wall"> |
… | |
… | |
4890 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
5088 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4891 | This number is a bitmask, specifying the weapon's attacktypes. |
5089 | This number is a bitmask, specifying the weapon's attacktypes. |
4892 | Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons |
5090 | Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons |
4893 | have no more than one or two attacktypes. Keep in mind that all weapons |
5091 | have no more than one or two attacktypes. Keep in mind that all weapons |
4894 | can be blessed by the player's diety, thus adding an additional attacktype. |
5092 | can be blessed by the player's diety, thus adding an additional attacktype. |
4895 | |
5093 | |
4896 | When a player hits a monster with a weapon that has more than one attacktype, |
5094 | When a player hits a monster with a weapon that has more than one attacktype, |
4897 | then he will do as much damage as the "best" of his attacktypes does. So, |
5095 | then he will do as much damage as the "best" of his attacktypes does. So, |
4898 | the more attacktypes you've got, the better your chance to take advantage |
5096 | the more attacktypes you've got, the better your chance to take advantage |
4899 | of a monster's vulnerabilities. (Btw: Same rule applies for monster vs. |
5097 | of a monster's vulnerabilities. (Btw: Same rule applies for monster vs. |
4900 | player.). Attacktypes "magic" and "chaos" are somehow exceptions. |
5098 | player.). Attacktypes "magic" and "chaos" are somehow exceptions. |
… | |
… | |
4902 | <attribute arch="weapontype" editor="weapontype" type="list_weapon_type"> |
5100 | <attribute arch="weapontype" editor="weapontype" type="list_weapon_type"> |
4903 | The <weapontype> characterizes the weapon's type of physical |
5101 | The <weapontype> characterizes the weapon's type of physical |
4904 | attack. It could best be considered a "subclassification" |
5102 | attack. It could best be considered a "subclassification" |
4905 | of the physical attacktype. For now, this is only used for |
5103 | of the physical attacktype. For now, this is only used for |
4906 | attack messages! |
5104 | attack messages! |
4907 | |
5105 | |
4908 | You should always set this correctly when creating new |
5106 | You should always set this correctly when creating new |
4909 | weapons for your maps. |
5107 | weapons for your maps. |
4910 | </attribute> |
5108 | </attribute> |
4911 | <attribute arch="skill" editor="skill name" type="string"> |
5109 | <attribute arch="skill" editor="skill name" type="string"> |
4912 | Matching <skill name> of the skill that is required |
5110 | Matching <skill name> of the skill that is required |
… | |
… | |
4920 | </attribute> |
5118 | </attribute> |
4921 | <attribute arch="slaying" editor="slaying race" type="string"> |
5119 | <attribute arch="slaying" editor="slaying race" type="string"> |
4922 | Slaying means the weapon does tripple (3x) damage to monsters of the |
5120 | Slaying means the weapon does tripple (3x) damage to monsters of the |
4923 | specified race. If <slaying race> matches an arch name (e.g. "big_dragon"), |
5121 | specified race. If <slaying race> matches an arch name (e.g. "big_dragon"), |
4924 | only monsters of that archtype are hit with tripple damage. |
5122 | only monsters of that archtype are hit with tripple damage. |
4925 | |
5123 | |
4926 | No god blessings are possible for weapons with a race set in this entry |
5124 | No god blessings are possible for weapons with a race set in this entry |
4927 | (That's because god blessings add tripple damage against their own |
5125 | (That's because god blessings add tripple damage against their own |
4928 | enemy races). Tripple damage is very effective. |
5126 | enemy races). Tripple damage is very effective. |
4929 | </attribute> |
5127 | </attribute> |
4930 | <attribute arch="last_sp" editor="weapon speed" type="int"> |
5128 | <attribute arch="last_sp" editor="weapon speed" type="int"> |
… | |
… | |
4946 | The <item power> value measures how "powerful" an artifact is. |
5144 | The <item power> value measures how "powerful" an artifact is. |
4947 | Players will only be able to wear equipment with a certain total |
5145 | Players will only be able to wear equipment with a certain total |
4948 | amount of <item power>, depending on their own level. This is the |
5146 | amount of <item power>, depending on their own level. This is the |
4949 | only way to prevent low level players to wear "undeserved" equipment |
5147 | only way to prevent low level players to wear "undeserved" equipment |
4950 | (like gifts from other players or cheated items). |
5148 | (like gifts from other players or cheated items). |
4951 | |
5149 | |
4952 | It is very important to adjust the <item power> value carefully |
5150 | It is very important to adjust the <item power> value carefully |
4953 | for every artifact you create! If zero/unset, the CF server will |
5151 | for every artifact you create! If zero/unset, the CF server will |
4954 | calculate a provisional value at runtime, but this is never |
5152 | calculate a provisional value at runtime, but this is never |
4955 | going to be an accurate measurement of <item power>. |
5153 | going to be an accurate measurement of <item power>. |
4956 | </attribute> |
5154 | </attribute> |
… | |
… | |
4964 | the curse is removed. |
5162 | the curse is removed. |
4965 | </attribute> |
5163 | </attribute> |
4966 | <attribute arch="lifesave" editor="save life" type="bool"> |
5164 | <attribute arch="lifesave" editor="save life" type="bool"> |
4967 | An item with this flag enabled will save the players life |
5165 | An item with this flag enabled will save the players life |
4968 | for one time: When the player is wearing this item and his |
5166 | for one time: When the player is wearing this item and his |
4969 | healthpoints reach zero, the item dissapears, replenishing |
5167 | health points reach zero, the item disappears, replenishing |
4970 | half of the player's health. |
5168 | half of the player's health. |
4971 | |
5169 | |
4972 | An item with <save life> should not have |
5170 | An item with <save life> should not have |
4973 | any decent additional bonuses! |
5171 | any decent additional bonuses! |
4974 | </attribute> |
5172 | </attribute> |
4975 | <attribute arch="unique" editor="unique item" type="bool"> |
5173 | <attribute arch="unique" editor="unique item" type="bool"> |
4976 | Unique items exist only one time on a server. If the item |
5174 | Unique items exist only one time on a server. If the item |
… | |
… | |
5136 | additional <grace regen.> bonus should be VERY RARE!! |
5334 | additional <grace regen.> bonus should be VERY RARE!! |
5137 | </attribute> |
5335 | </attribute> |
5138 | <attribute arch="food" editor="food bonus" type="int"> |
5336 | <attribute arch="food" editor="food bonus" type="int"> |
5139 | Positive <food bonus> slows down the player's digestion, |
5337 | Positive <food bonus> slows down the player's digestion, |
5140 | thus he consumes less food. Negative values speed it up. |
5338 | thus he consumes less food. Negative values speed it up. |
5141 | |
5339 | |
5142 | Note that food is consumed not only for "being alive", but |
5340 | Note that food is consumed not only for "being alive", but |
5143 | also for healing and mana-regeneration. |
5341 | also for healing and mana-regeneration. |
5144 | <food bonus> only affects the amount of food consumed |
5342 | <food bonus> only affects the amount of food consumed |
5145 | for "being alive". Hence, even with high <food bonus>, |
5343 | for "being alive". Hence, even with high <food bonus>, |
5146 | during a fight a player can run out of food quickly. |
5344 | during a fight a player can run out of food quickly. |
5147 | </attribute> |
5345 | </attribute> |
5148 | <attribute arch="xrays" editor="xray vision" type="bool"> |
5346 | <attribute arch="xrays" editor="xray vision" type="bool"> |
5149 | Xray vision allows the player to see through obstacles |
5347 | Xray vision allows the player to see through obstacles |
5150 | in a two-square-wide radius. This is extremely helpful and |
5348 | in a two-square-wide radius. This is extremely helpful and |
5151 | desireable, so don't give it away for cheap on equipment. |
5349 | desirable, so don't give it away for cheap on equipment. |
5152 | </attribute> |
5350 | </attribute> |
5153 | <attribute arch="stealth" editor="stealth" type="bool"> |
5351 | <attribute arch="stealth" editor="stealth" type="bool"> |
5154 | Stealth allows the player to move silently. |
5352 | Stealth allows the player to move silently. |
5155 | This comes to effect if a player turns himself |
5353 | This comes to effect if a player turns himself |
5156 | invisible and tries to sneak around monsters. |
5354 | invisible and tries to sneak around monsters. |
… | |
… | |
5161 | the ability to <reflect spells>, all kinds of |
5359 | the ability to <reflect spells>, all kinds of |
5162 | spell-bullets and -beams will bounce off him. |
5360 | spell-bullets and -beams will bounce off him. |
5163 | This works only about 90% of all times, to |
5361 | This works only about 90% of all times, to |
5164 | avoid players being completely immune to certain |
5362 | avoid players being completely immune to certain |
5165 | types of attacks. |
5363 | types of attacks. |
5166 | |
5364 | |
5167 | This is a very powerful ability and it |
5365 | This is a very powerful ability and it |
5168 | shouldn't be handed out cheap! |
5366 | shouldn't be handed out cheap! |
5169 | </attribute> |
5367 | </attribute> |
5170 | <attribute arch="reflect_missile" editor="reflect missiles" type="bool"> |
5368 | <attribute arch="reflect_missile" editor="reflect missiles" type="bool"> |
5171 | If a player is wearing any piece of equipment with |
5369 | If a player is wearing any piece of equipment with |
… | |
… | |
5195 | This text describes the weapons's "story". Every decent artifact weapon |
5393 | This text describes the weapons's "story". Every decent artifact weapon |
5196 | should have such a description. |
5394 | should have such a description. |
5197 | </attribute> |
5395 | </attribute> |
5198 | </type> |
5396 | </type> |
5199 | |
5397 | |
5200 | <!--####################################################################--> |
5398 | <type number="116" name="Event Connector"> |
5201 | <type number="109" name="Wand & Staff"> |
|
|
5202 | <description><![CDATA[ |
|
|
5203 | Wands contain a certain spell. The player can apply (ready) and |
|
|
5204 | fire the wand. After a defined number of casts, the wand is |
|
|
5205 | "used up". It is possible to recharge a wand with scrolls of |
|
|
5206 | charging, but usually that isn't worth the cost. ]]> |
|
|
5207 | </description> |
5399 | <description><![CDATA[ |
5208 | <use><![CDATA[ |
5400 | Event connectors link specific events that happen to objects to |
5209 | Wands are quite seldomly used. The reason prolly is that they're |
5401 | a crossfire plug-in. ]]> |
5210 | generally not cost-efficient. Handing out high-level wands with |
5402 | </description> |
5211 | powerfull special spells isn't a good idea either, because of |
5403 | <attribute arch="subtype" editor="event type" type="list_event_type"> |
5212 | the recharge ability. |
5404 | The type of event that triggers a notify to the plug-in. |
5213 | <br><br> |
5405 | </attribute> |
5214 | For low levels, staffs of healing/cure and word of recall are |
|
|
5215 | quite desireable though. Ideal rewards for low level quests. ]]> |
|
|
5216 | </use> |
|
|
5217 | <attribute arch="sp" editor="spell" type="spell"> |
5406 | <attribute arch="title" editor="plug-in" type="string"> |
5218 | The <spell> specifies the contained spell. |
5407 | The name of the plug-in that should be notified of the event, e.g. "cfpython" |
|
|
5408 | for python and "perl" for the Crossfire-Perl plug-in. |
5219 | </attribute> |
5409 | </attribute> |
|
|
5410 | <attribute arch="slaying" editor="extension" type="string"> |
|
|
5411 | The name of the extension to invoke (for python, this is the path to a script, |
|
|
5412 | for perl this is the name of a extension package without the ".ext" extension. |
|
|
5413 | </attribute> |
5220 | <attribute arch="level" editor="casting level" type="int"> |
5414 | <attribute arch="name" editor="options" type="string"> |
5221 | The <casting level> of the wand determines it's power. |
5415 | A string that is passed unaltered to the extension above. Often used to pass |
5222 | An average level for wands in shops is about 10. |
5416 | options to the extension that alter its behaviour. |
5223 | </attribute> |
|
|
5224 | <attribute arch="food" editor="number of charges" type="int"> |
|
|
5225 | The wand can be used <number of charges> times before it is |
|
|
5226 | used up. It can be recharged with scrolls of charging. |
|
|
5227 | </attribute> |
|
|
5228 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
|
|
5229 | A godgiven item vanishes as soon as the player |
|
|
5230 | drops it to the ground. |
|
|
5231 | </attribute> |
|
|
5232 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
|
|
5233 | This text may contain a description of the wand. |
|
|
5234 | </attribute> |
5417 | </attribute> |
5235 | </type> |
5418 | </type> |
5236 | |
5419 | |
5237 | </types> |
5420 | </types> |