--- deliantra/Deliantra/res/types.xml 2006/03/13 03:47:36 1.2 +++ deliantra/Deliantra/res/types.xml 2006/03/16 01:26:09 1.4 @@ -1,7 +1,7 @@ - + - + - + - + - + - + - + - + - + - + - + + + + + + + + + + + + + + + + + + - - - - - - - - <magic bonus> works just like ac, except that it can be improved by - "scrolls of Enchant Armour" or reduced by acid. It is less useful - than direct armour-class bonus on the bracers. - - - - - - - - - - - - This poses a penalty to spell regeneration speed, for wearing the armour. - The bigger the spellpoint penalty, the worse. - - - Slowdown penalty reduces the player's walking speed when wearing the - armour. Bigger values are worse - zero is best. - - - <magic bonus> works just like ac, except that it can be improved by - "scrolls of Enchant Armour" or reduced by acid. It is less useful - than direct armour-class bonus on the armour. - - - - @@ -1066,13 +1038,58 @@ <magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the boots. - + Important: <magic bonus> on boots has no effect if there is no <armour class> set. It only works in combination with <armour class>. + + + + + + + + <magic bonus> works just like ac, except that it can be improved by + "scrolls of Enchant Armour" or reduced by acid. It is less useful + than direct armour-class bonus on the bracers. + + + + + + + + + + + + This poses a penalty to spell regeneration speed, for wearing the armour. + The bigger the spellpoint penalty, the worse. + + + Slowdown penalty reduces the player's walking speed when wearing the + armour. Bigger values are worse - zero is best. + + + <magic bonus> works just like ac, except that it can be improved by + "scrolls of Enchant Armour" or reduced by acid. It is less useful + than direct armour-class bonus on the armour. + + + + @@ -1086,7 +1103,7 @@ - + The button is pressed (triggered), as soon as <press weigh> gram are placed ontop of it. @@ -1101,6 +1118,62 @@ + + + + + + + + + + + + + + + + + + This entry determines which initial items the character receives. + +
+ + The player's strength will rise by the given value if he chooses this + class. (Negative values make strength fall) + + + The player's dexterity will rise by the given value if he chooses this + class. (Negative values make dexterity fall) + + + The player's constitution will rise by the given value if he chooses this + class. (Negative values make constitution fall) + + + The player's intelligence will rise by the given value if he chooses this + class. (Negative values make intelligence fall) + + + The player's power will rise by the given value if he chooses this + class. (Negative values make power fall) + + + The player's wisdom will rise by the given value if he chooses this + class. (Negative values make wisdom fall) + + + The player's charisma will rise by the given value if he chooses this + class. (Negative values make charisma fall) + +
+
+ + @@ -1155,8 +1228,8 @@ If set, the container will hold only certain types of objects. Possible choices for <container class> are: "gold and jewels", - "arrows" and "keys". - + "arrows" and "keys". + Unfortunately it is not easy to create new container classes, because items need a matching counterpiece-attribute to the <container class> before they can be put inside a @@ -1279,11 +1352,11 @@ Whenever the connection value is activated, - the creator gets triggered. + the creator gets triggered. If <infinit uses> is set, the creator will work - infinitly, regardless of the value in <number of uses>. + infinitely, regardless of the value in <number of uses>. The creator can be triggered <number of uses> times, thus @@ -1409,7 +1482,7 @@ The <infectiosness> defines the chance of new creatures getting infected. If you set this too high, the disease is very likely to be too effective. - + <infectiosness>/127 is the chance of someone in range catching it. @@ -1422,7 +1495,7 @@ If positive, the <infection range> is level dependant - If negative, it is not: E.g. "<infection range> -6" means creatures can be infected in - six square range, and <plaque level> doesn't modify that. + six square range, and <plaque level> doesn't modify that. <persistence> defines how long the disease can persist OUTSIDE a host. @@ -1435,9 +1508,9 @@ (Assuming the host survives and doesn't use a curing spell). After this period the disease is naturally cured, which provides the host with immunity from this particular disease of lower or equal level. - + A negative value means the disease can never be cured naturally. - + Note that this value can be further modulated by spell-parameters, if the disease is registered as spell in the code. Due to that, most default diseases take a lot longer to cure than it seems. @@ -1457,14 +1530,14 @@ amount of damage every time the symptoms occur. A negative <damage> value produces %-based damage: "<damage> -10" means the player's health is reduced by 10% every time the symptoms strike. - + Diseases with %-based damage can be dangerous - but not deadly - for players of all levels. If set, the specified arch is created and dropped every time the symptoms strike. - + This can be various things: farts, body pieces, eggs ... Even monsters can be created that way. You could also make a disease where some exotic stuff like money/gems is created. @@ -1533,6 +1606,39 @@ + + + + + + + + + + If set, a player must defeat the door to enter. + + + The more <hitpoints> the door has, the longer it takes to be broken. + + + Doors of high <armour class> are less likely to get hit. + <armour class> can be considered the "counterpiece" to + <weapon class>. + + + This string defines the object that will be created when the door was + defeated. + + + This entry determines what kind of traps will appear in the door. + + + + @@ -1583,7 +1689,7 @@ the exit. ]]>
@@ -1597,7 +1703,7 @@ with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the relative path "Fire1"). Use relative paths whenever possible! Note that upper/lower case must always be set correctly. However, please use lower - case only. + case only. It is well possible to have an exit pointing to the same map that the exit is on. If slaying is not set in an exit, the player will see a message like "the exit is closed". @@ -1821,7 +1927,7 @@ If <slow movement> is set to a value greater zero, all creatures moving over this spot will be slower than normal. - + <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... @@ -1876,7 +1982,7 @@ If <slow movement> is set to a value greater zero, all creatures moving over this spot will be slower than normal. - + <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... @@ -1984,7 +2090,7 @@ <magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the helmet. - + Important: <magic bonus> on girdles has no effect if there is no <armour class> set. Girdles shouldn't have <armour class>, thus <magic bonus> is pointless here. @@ -2103,7 +2209,7 @@ If <slow movement> is set to a value greater zero, all creatures moving over this spot will be slower than normal. - + <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... @@ -2150,7 +2256,7 @@ <magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the helmet. - + Important: <magic bonus> on helmets has no effect if there is no <armour class> set. It only works in combination with <armour class>. Crowns for instance typically provide no <amour class>. @@ -2171,16 +2277,16 @@ The altar belongs to the god of the given name. Possible options for <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, - Gorokh, Valriel and Sorig. - + Gorokh, Valriel and Sorig. + If you want to have an unconsecrated altar, set <god name> 0 and eventually <reconsecrate level> 0. To re-consecrate an altar, the player's wisdom level must be as high or higher than this value. In that way, some altars can not - be re-consecrated, while other altars, like those in dungeons, could be. - + be re-consecrated, while other altars, like those in dungeons, could be. + Altars located in temples should have at least <reconsecrate level> 100. Some characters might need those altars, they would be very unhappy to see them re-consecrated to another cult. @@ -2310,8 +2416,8 @@ This value specifies the object we are looking for: We have a match - if the player does/don't carry an object that is of type <match type>. - + if the player does/don't carry an object that is of type <match type>. + Example: Set <match type> 15 (type 15 => weapon) and <blocking passage> enabled. Now you have an inv. checker blocking all players that carry any kind of melee weapon. To pass, a player is forced to leave behind all @@ -2335,8 +2441,8 @@ <remove match> means remove object if found. Setting this is usually not recommended because inv. checkers are in general invisible. So, unlike for altars/ locked doors, the player won't expect to lose an object when - walking over that square. And he doesn't even get a message either. - + walking over that square. And he doesn't even get a message either. + So, *if* you enable <remove match>, make sure to inform the player what's going on! @@ -2394,6 +2500,18 @@
+ + + + + A godgiven item vanishes as soon as the player + drops it to the ground. + + + + @@ -2405,8 +2523,8 @@ @@ -2473,7 +2591,7 @@ have the following format: "@match <keyword1>|<keyword2>|... ". Any number of keywords from one to infinite is allowed. Make sure they are seperated by a '|'. - + Examples: "@match yes", "@match gold|treasure". The connected value will be triggerd when the player speaks any of the given keywords within a two-square radius. IMPORTANT: Upper/lower case @@ -2661,114 +2779,8 @@ When the player steps onto the marker, all existing forces in the players inventory with a <key string> matching <delete mark> will be removed. If you don't want to remove any marks, leave - this textfield empty. - - Note that the string <delete mark> is set as the name of - this marker. So don't be confused, and remember changing the - name will take effect on the marker's functionality. - - - In the moment when the player gets marked, this text is displayed - to him. You should really set a message in any marker you create, - because it's the only way for the player to notice what's going on. - - - - - - - - magic_ear) - or carrying special key-objects (-> inventory checker). - Unlike locked doors, gates can get shut again after a player has - passed, which makes them more practical in many cases. Unlike normal - gates, timed gates open when triggered but automatically close again - after some time.]]> - - - - - - Whenever the inventory checker is triggered, all objects with identical - <connection> value get activated. This only makes sense together with - <blocking passage> disabled. If unset, the gate opens automatically - after some time. - - - The <position state> defines the position of the gate: - Zero means completely open/down, the "number of animation-steps" (usually - about 6 or 7) means completely closed/up state. I suggest you don't - mess with this value - Leave the default in place. - - - For open gates, <blocking passage> should be unset. - For closed gates it must be set. - - - Restricting the use of spells to pass this gate. This has - an effect only if <block view> is disabled. - - - Restricting the use of prayers to pass this door. This has - an effect only if <block view> is disabled. - - - Defines the duration the gate remains closed. This only takes effect - if the gate is not connected. - - + this textfield empty. - - - - - -
- Note that the player has no possibility to "see" his own marks, - except by the effect that they cause on the maps. ]]> -
-
- Please avoid infinite markers when they aren't needed. They're - using a little space in the player file after all, so if there - is no real purpose, set an expire time. ]]> -
- - - The <key string> can be detected by inv. checkers/detectors. - If the player already has a force with that <key string>, - there won't be inserted a second one. - - - Unlike a regular marker this is the connection that triggers this marker to activate. - - - This value defines the duration of the force it inserts. - If nonzero, the duration of the player's mark is finite: - about 1 food per 10 seconds. <mark duration> zero/unset - means the mark will stay on the player forever. - - - When the player steps onto the marker, all existing forces in - the players inventory with a <key string> matching <delete mark> - will be removed. If you don't want to remove any marks, leave - this textfield empty. - Note that the string <delete mark> is set as the name of this marker. So don't be confused, and remember changing the name will take effect on the marker's functionality. @@ -2779,6 +2791,7 @@ because it's the only way for the player to notice what's going on.
+ @@ -2830,10 +2843,10 @@ after passing a room of dragons.
This rule applies only for linear maps (one room after the other), with treasure at the end. You can sprinkle the treasure around, - or make non-linear maps - That is often more entertaining. + or make non-linear maps - That is often more entertaining.
  • Places with high level monsters must not be easy to reach. Balrogs, Dragonmen and the likes should be at the end of a quest, - not at the beginning. + not at the beginning.
  • Don't stick monsters together that tend to kill each other. Fire- and cold dragons in one room for example is a bad idea. By weakening and killing each other they are easy prey for players, @@ -2860,7 +2873,7 @@ When the monster is killed, items from the treasurelist will drop to the ground. This is a common way to reward players for killing (masses of) monsters. - + Note that you can always put items into the monster's inventory. Those will drop-at-kill just like the stuff from the <treasurelist>. @@ -2879,7 +2892,7 @@ When a player kills this monster, he will get exactly this amount of <experience>. The experience will flow into the skill-cathegory the player used for the kill. - + If you create special monsters of tweaked strenght/abilities, always make sure that the <experience> is set to a reasonable value. Compare with existing arches to get a feeling @@ -2908,7 +2921,7 @@ In this case, the <breed monster> value is never used and can be forgotten. Each time the monster need to generate an object, it will be a randomly chosen item from the inventory. When generator is destroyed, - inventory is destroyed. + inventory is destroyed. Flying monsters won't get slowed down in rough terrain @@ -2923,13 +2936,13 @@ value can be set to reflect the slowdown due to the carried weight. - +
    This number is a bitmask, specifying the monster's attacktypes for melee damage. Attacktypes are: physical, magical, fire, cold.. etc. Strong monsters often have more than just physical attacktype. - + When a monster with multiple attacktypes hits aan oponent, it will do as much damage as the "best" of it's attacktypes does. So, the more attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are @@ -2983,7 +2996,7 @@ to a player.
    - +
    If <can cast spell> is disabled, the monster cannot cast any spell. @@ -2992,7 +3005,7 @@ A monster with this flag has the ability to <reflect spells>, all kinds of spell-bullets and -beams will bounce off. - + Generally this flag should not be set because it puts wizard-type players at an unfair disadvantage. @@ -3013,7 +3026,7 @@ Monsters regenerate this many spellpoints each 16 ticks. Hence, the spellpoint regeneration rate is independent of <speed>. - + To make a real tough spellcasting monster, the rate of spellpoint regeneration is most important. If your monster is still not casting fast enough, give it the spell-ability of "regenerate mana". @@ -3032,7 +3045,7 @@ The creature won't be able to cast spells of the specified paths.
    - +
    The <detect hidden> value gives monsters the ablitity to find @@ -3077,10 +3090,10 @@ Monster is able to use skills from it's inventory. For example, you can put a throwing skill object and some - boulders into the monster's object and set <can use skills>. + boulders into the monster's object and set <can use skills>.
    - +
    When <monster behaviour> is enabled, this object will behave @@ -3089,7 +3102,7 @@ This flag should be set for all monsters as-such. Monsters which don't move, like guards, should also have <monster behaviour>, but in combination with <stand still>. - It should *not* be set for things like immobile generators. + It should *not* be set for things like immobile generators. <unaggressive> monsters do not attack players unless attacked first. @@ -3102,7 +3115,7 @@ Monsters which <stand still> won't move to leave their position. When agressive, they will attack all enemies who get close to them. This behaviour is commonly known from castle guards. - + In older versions of Crossfire it was possible to eventually push a <stand still>-monster out of position by force. I believe this is no longer possible. Neverthless, you should @@ -3123,7 +3136,7 @@ Click on the <pick up> button and select which types of objects the creature should try to pick up. - + Note also that if <can use armor>, <can use weapon>, <can use ring>... etc are set, then the creature will pick up the matching items even if this is not set here. @@ -3144,7 +3157,7 @@ attacker.
    - +
    @@ -3194,6 +3207,27 @@ + + + + + + + + + + + +
    + + The object vanishes after this number of draining attacks. + +
    +
    + + @@ -3222,15 +3256,15 @@ <mood> is used to determine what will happen to the monster when affected by the mood floor: - + <mood> 'furious': Makes all monsters aggressive - + <mood> 'angry': As above but pets are unaffected - + <mood> 'calm': Makes all monsters unaggressive - + <mood> 'sleep': Puts all monsters to sleep - + <mood> 'charm': Turns monster into a pet of person who triggers the square. This setting is not enabled for continous operation, you need to @@ -3240,8 +3274,8 @@ This should only be set in combination with <mood number> 4. Normally, monsters are affected by the mood floor as soon as they step on it. But charming (monster -> pet) is too powerful, - so it needs to be activated. - + so it needs to be activated. + Typically it is connected to an altar, for buying a "hireling". But a powerful pet could as well be the reward for solving a quest. Or even better: It could be *part* of a quest! @@ -3312,20 +3346,20 @@ If enabled, the mover gets "used up" after a certain number of moves - (specified by <number of uses>). If disabled, the mover works infinitly. + (specified by <number of uses>). If disabled, the mover works infinitely. This value has only a meaning if <gets used up> is set: <number of uses> is the number of times minus one, that it will move a creature before disappearing. (It will move - someone <number of uses>+1 times, then vanish). + someone <number of uses>+1 times, then vanish).
    If <move players> is enabled, both players and monsters will be moved. In the arches' default it is disabled - thus ONLY monsters get moved. Remember that "monsters" includes NPCs! - + This feature provides you with the possibility to make NPCs literally "come to life". Example: The player is talking with an NPC, speaking a certain keyword. This triggers a magic_ear and @@ -3368,8 +3402,8 @@ the <match race> defines the object we're looking for. If <match race> matches the monster's or the player's race, we have a match. Yes, pedestals can detect a player's race! E.g. you could create a - place where only fireborns can enter, by setting "slaying unnatural". - + place where only fireborns can enter, by setting "slaying unnatural". + If it is set to "player", any player stepping on the pedestal is a match. Very useful if you want to open a gate for players but not for monsters. @@ -3469,7 +3503,7 @@ There are two types of special effects for potions: 'life restoration' - restore the player's stats lost by death or draining (this has nothing in common with the restoration spell!) - 'improvement' - increase the player's maximum health/mana/grace + 'improvement' - increase the player's maximum health/mana/grace by a very small amount. @@ -3635,7 +3669,7 @@ @@ -3650,11 +3684,11 @@ Only shooting weapons with matching <ammunition class> can fire these projectiles. For arrows set "arrows", for crossbow bolts set "crossbow bolts" (big surprise). - + In certain cases, the ammunition class is displayed in the game. Hence, when you create a new ammunition class, choose an intuitive name like "missiles", "spirit bolts" - whatever. - + You can also make special containers holding these projectiles by setting the <container class> to match your <ammunition class>. @@ -3780,7 +3814,7 @@
    Runes hit any monster or person who steps on them for 'dam' damage in 'attacktype' attacktype. Alternatively, the rune could contain any spell, @@ -3798,8 +3832,8 @@ This value sets the level the rune will cast the spell it contains at, if applicable. A level 99 rune casts a very, very mean spell of whatever. - (<rune level> 0 runes won't detonate at all!) - + (<rune level> 0 runes won't detonate at all!) + Level Also effects how easily a rune may be found and disarmed, and how much experience the player gets for doing so. Beware: High level runes can be quite a cheap source of experience! So either make them @@ -3816,7 +3850,7 @@ <direct damage> specifies how much damage is done by the rune, if it doesn't contain a spell. This should be set in reasonable - relation to the rune's level. + relation to the rune's level. If there isn't any spell (and <summon monster> is unset), this @@ -3891,6 +3925,56 @@ + + + + + + + + + + The spell of the scroll will be casted at this level. + This value should always be set, at least to 1. + + + When a player/monster applies this scroll, the selected <spell> + will be casted (once). This should work for any given spell. + + + A godgiven item vanishes as soon as the player + drops it to the ground. + + + + + + + + + + + + <magic bonus> works just like ac, except that it can be improved by + "scrolls of Enchant Armour" or reduced by acid. It is less useful + than direct armour-class bonus on the shield. + + + + @@ -3945,7 +4029,7 @@ amount of <item power>, depending on their own level. This is the only way to prevent low level players to wear "undeserved" equipment (like gifts from other players or cheated items). - + It is very important to adjust the <item power> value carefully for every artifact you create! If zero/unset, the CF server will calculate a provisional value at runtime, but this is never @@ -4026,56 +4110,6 @@ - - - - - - - - - - The spell of the scroll will be casted at this level. - This value should always be set, at least to 1. - - - When a player/monster applies this scroll, the selected <spell> - will be casted (once). This should work for any given spell. - - - A godgiven item vanishes as soon as the player - drops it to the ground. - - - - - - - - - - - - <magic bonus> works just like ac, except that it can be improved by - "scrolls of Enchant Armour" or reduced by acid. It is less useful - than direct armour-class bonus on the shield. - - - - @@ -4196,7 +4230,7 @@ (printing the message) only that many times. For signs this really shouldn't be used, while for magic_mouths it is extremely helpful. Monsters walking over the magic_mouth do not decrease the counter. - + Often, you might want to have a message displayed only one time. For example: The player enters your map and you put a magic_mouth to tell him about the monsters and how dangerous they look and all. Later, when all the monsters @@ -4323,7 +4357,7 @@ Unique items exist only one time on a server. If the item is taken, lost or destroyed - it's gone for good. - + This can be used if you want to sell apartments on your map: Simply sell a unique passport/key, and place an inventory checker at the entrance of your apartment. @@ -4450,7 +4484,7 @@ confusing and pointless. The only use I can think of is building some puzzle about where to shoot into spinners to shoot somewhere you otherwise couldn't. - + When placing spinners on a map with magic walls, make sure the spell- projectiles from magic walls don't get to fly in loops. ]]> @@ -4458,7 +4492,7 @@ The spinner will change the direction of flying objects by 45 degrees per <direction number>. Negative values spin clockwise, positive values counter clockwise. - + Example: <direction number> -2 means spin 90 degrees clockwise. @@ -4489,7 +4523,7 @@ If <slow movement> is set to a value greater zero, all creatures moving over this spot will be slower than normal. - + <slow movement> 1 - rough terrain <slow movement> 2 - very rough terrain ... @@ -4538,7 +4572,7 @@ for example I could use the relative path "Fire1"). Use relative paths whenever possible! Note that upper/lower case must always be set correctly. However, please use lower case only. - + If the <exit path> is set, ONLY players can get teleported. If the <exit path> is unset (empty), anything can get teleported: Players, monsters and items. In this case, the destined map is automatically @@ -4547,12 +4581,12 @@ The exit destinations define the (x, y)-coordinates where the exit leads to. - + If both are set to zero and <exit path> is empty, the player will get teleported to another, randomly chosen teleporter on the same map (Slightly confusing for the player though). Make sure there actually *is* a second one in that case. - + If both are set to zero and <exit path> is set, the player will be transferred to the "default enter location" of the destined map. The latter can be set in the map-properties as "Enter X/Y". Though, @@ -4562,12 +4596,12 @@ The exit destinations define the (x, y)-coordinates where the exit leads to. - + If both are set to zero and <exit path> is empty, the player will get teleported to another, randomly chosen teleporter on the same map (Slightly confusing for the player though). Make sure there actually *is* a second one in that case. - + If both are set to zero and <exit path> is set, the player will be transferred to the "default enter location" of the destined map. The latter can be set in the map-properties as "Enter X/Y". Though, @@ -4584,14 +4618,64 @@ automatically be activated in regular time-intervals. Hence, the player can just step on it and gets teleported sooner or later. The duration between two activates depends on the given value. - Default in the teleporter arch is <activation speed> 0.1. - + Default in the teleporter arch is <activation speed> 0.1. + VERY IMPORTANT: If you want to have your teleporter activated via button/handle/magic_ear/etc, you must set <activation speed> to zero! + + + + + magic_ear) + or carrying special key-objects (-> inventory checker). + Unlike locked doors, gates can get shut again after a player has + passed, which makes them more practical in many cases. Unlike normal + gates, timed gates open when triggered but automatically close again + after some time.]]> + + + + + + Whenever the inventory checker is triggered, all objects with identical + <connection> value get activated. This only makes sense together with + <blocking passage> disabled. If unset, the gate opens automatically + after some time. + + + The <position state> defines the position of the gate: + Zero means completely open/down, the "number of animation-steps" (usually + about 6 or 7) means completely closed/up state. I suggest you don't + mess with this value - Leave the default in place. + + + For open gates, <blocking passage> should be unset. + For closed gates it must be set. + + + Restricting the use of spells to pass this gate. This has + an effect only if <block view> is disabled. + + + Restricting the use of prayers to pass this door. This has + an effect only if <block view> is disabled. + + + Defines the duration the gate remains closed. This only takes effect + if the gate is not connected. + + + + @@ -4604,7 +4688,7 @@
    Traps hit any monster or person who steps on them for 'dam' damage in @@ -4618,7 +4702,7 @@ - + Level effects how easily a trap may be found and disarmed, and how much experience the player gets for doing so. Beware: High level traps can be quite a cheap source of experience! So either make them @@ -4633,8 +4717,8 @@ The trap will detonate <number of charges> times before disappearing. - <direct damage> specifies how much damage is done by the trap. - This should be set in reasonable relation to the trap's level. + <direct damage> specifies how much damage is done by the trap. + This should be set in reasonable relation to the trap's level. This attribute defines what attacktype to use for direct damage when @@ -4743,6 +4827,63 @@
    + + + + +
    + Note that the player has no possibility to "see" his own marks, + except by the effect that they cause on the maps. ]]> +
    +
    + Please avoid infinite markers when they aren't needed. They're + using a little space in the player file after all, so if there + is no real purpose, set an expire time. ]]> +
    + + + The <key string> can be detected by inv. checkers/detectors. + If the player already has a force with that <key string>, + there won't be inserted a second one. + + + Unlike a regular marker this is the connection that triggers this marker to activate. + + + This value defines the duration of the force it inserts. + If nonzero, the duration of the player's mark is finite: + about 1 food per 10 seconds. <mark duration> zero/unset + means the mark will stay on the player forever. + + + When the player steps onto the marker, all existing forces in + the players inventory with a <key string> matching <delete mark> + will be removed. If you don't want to remove any marks, leave + this textfield empty. + + Note that the string <delete mark> is set as the name of + this marker. So don't be confused, and remember changing the + name will take effect on the marker's functionality. + + + In the moment when the player gets marked, this text is displayed + to him. You should really set a message in any marker you create, + because it's the only way for the player to notice what's going on. + +
    + + @@ -4777,6 +4918,43 @@ + + + +
    + For low levels, staffs of healing/cure and word of recall are + quite desirable though. Ideal rewards for low level quests. ]]> +
    + + The <spell> specifies the contained spell. + + + The <casting level> of the wand determines it's power. + An average level for wands in shops is about 10. + + + The wand can be used <number of charges> times before it is + used up. It can be recharged with scrolls of charging. + + + A godgiven item vanishes as soon as the player + drops it to the ground. + + + This text may contain a description of the wand. + +
    + + @@ -4892,7 +5070,7 @@ Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons have no more than one or two attacktypes. Keep in mind that all weapons can be blessed by the player's diety, thus adding an additional attacktype. - + When a player hits a monster with a weapon that has more than one attacktype, then he will do as much damage as the "best" of his attacktypes does. So, the more attacktypes you've got, the better your chance to take advantage @@ -4904,7 +5082,7 @@ attack. It could best be considered a "subclassification" of the physical attacktype. For now, this is only used for attack messages! - + You should always set this correctly when creating new weapons for your maps. @@ -4922,7 +5100,7 @@ Slaying means the weapon does tripple (3x) damage to monsters of the specified race. If <slaying race> matches an arch name (e.g. "big_dragon"), only monsters of that archtype are hit with tripple damage. - + No god blessings are possible for weapons with a race set in this entry (That's because god blessings add tripple damage against their own enemy races). Tripple damage is very effective. @@ -4948,7 +5126,7 @@ amount of <item power>, depending on their own level. This is the only way to prevent low level players to wear "undeserved" equipment (like gifts from other players or cheated items). - + It is very important to adjust the <item power> value carefully for every artifact you create! If zero/unset, the CF server will calculate a provisional value at runtime, but this is never @@ -4966,9 +5144,9 @@ An item with this flag enabled will save the players life for one time: When the player is wearing this item and his - healthpoints reach zero, the item dissapears, replenishing + health points reach zero, the item disappears, replenishing half of the player's health. - + An item with <save life> should not have any decent additional bonuses! @@ -5138,7 +5316,7 @@ Positive <food bonus> slows down the player's digestion, thus he consumes less food. Negative values speed it up. - + Note that food is consumed not only for "being alive", but also for healing and mana-regeneration. <food bonus> only affects the amount of food consumed @@ -5148,7 +5326,7 @@ Xray vision allows the player to see through obstacles in a two-square-wide radius. This is extremely helpful and - desireable, so don't give it away for cheap on equipment. + desirable, so don't give it away for cheap on equipment. Stealth allows the player to move silently. @@ -5163,7 +5341,7 @@ This works only about 90% of all times, to avoid players being completely immune to certain types of attacks. - + This is a very powerful ability and it shouldn't be handed out cheap! @@ -5197,41 +5375,4 @@ - - - - -
    - For low levels, staffs of healing/cure and word of recall are - quite desireable though. Ideal rewards for low level quests. ]]> -
    - - The <spell> specifies the contained spell. - - - The <casting level> of the wand determines it's power. - An average level for wands in shops is about 10. - - - The wand can be used <number of charges> times before it is - used up. It can be recharged with scrolls of charging. - - - A godgiven item vanishes as soon as the player - drops it to the ground. - - - This text may contain a description of the wand. - -
    -