… | |
… | |
148 | <slow movement> 5 - default for deep swamp |
148 | <slow movement> 5 - default for deep swamp |
149 | ... |
149 | ... |
150 | <slow movement> 7 - spider web (sticky as hell) |
150 | <slow movement> 7 - spider web (sticky as hell) |
151 | </attribute> |
151 | </attribute> |
152 | "> |
152 | "> |
|
|
153 | <!ENTITY speed_left " |
|
|
154 | <attribute arch='speed_left' editor='speed left' type='float'> |
|
|
155 | The speed left to the object. On every tick, if this value is higher |
|
|
156 | than 0, the object acts/triggers/moves etc. and the value gets |
|
|
157 | decremented by 1. Otherwise, it is incremented by <speed> on |
|
|
158 | every tick. |
|
|
159 | </attribute> |
|
|
160 | "> |
153 | ]> |
161 | ]> |
154 | |
162 | |
155 | <types> |
163 | <types> |
156 | |
164 | |
157 | <!--###################### bitmask definitions ######################--> |
165 | <!--###################### bitmask definitions ######################--> |
… | |
… | |
244 | <entry bit="0" name="Walk" /> |
252 | <entry bit="0" name="Walk" /> |
245 | <entry bit="1" name="Fly Low" /> |
253 | <entry bit="1" name="Fly Low" /> |
246 | <entry bit="2" name="Fly High" /> |
254 | <entry bit="2" name="Fly High" /> |
247 | <entry bit="3" name="Swim" /> |
255 | <entry bit="3" name="Swim" /> |
248 | <entry bit="4" name="Boat" /> |
256 | <entry bit="4" name="Boat" /> |
|
|
257 | <entry bit="16" name="Other" /> |
249 | </bitmask> |
258 | </bitmask> |
250 | |
259 | |
251 | <!--###################### list definitions ######################--> |
260 | <!--###################### list definitions ######################--> |
252 | |
261 | |
253 | <list name="direction"> |
262 | <list name="direction"> |
… | |
… | |
393 | <entry value="11" name="close" /> |
402 | <entry value="11" name="close" /> |
394 | <entry value="12" name="timer" /> |
403 | <entry value="12" name="timer" /> |
395 | <entry value="28" name="move" /> |
404 | <entry value="28" name="move" /> |
396 | </list> |
405 | </list> |
397 | |
406 | |
|
|
407 | <list name="attack_movement_bits_0_3"> |
|
|
408 | <entry value="0" name="default" /> |
|
|
409 | <entry value="1" name="attack from distance" /> |
|
|
410 | <entry value="2" name="run away" /> |
|
|
411 | <entry value="3" name="hit and run" /> |
|
|
412 | <entry value="4" name="wait, then hit, then move" /> |
|
|
413 | <entry value="5" name="rush blindly" /> |
|
|
414 | <entry value="6" name="always run" /> |
|
|
415 | <entry value="7" name="attack from distance if hit" /> |
|
|
416 | <entry value="8" name="do not approach" /> |
|
|
417 | </list> |
|
|
418 | |
|
|
419 | <list name="attack_movement_bits_4_7"> |
|
|
420 | <entry value="0" name="none" /> |
|
|
421 | <entry value="16" name="pet" /> |
|
|
422 | <entry value="32" name="small circle" /> |
|
|
423 | <entry value="48" name="large circle" /> |
|
|
424 | <entry value="64" name="small horizontal" /> |
|
|
425 | <entry value="80" name="large horizontal" /> |
|
|
426 | <entry value="96" name="random direction" /> |
|
|
427 | <entry value="112" name="random movement" /> |
|
|
428 | <entry value="128" name="small vertical" /> |
|
|
429 | <entry value="144" name="large vertical" /> |
|
|
430 | </list> |
|
|
431 | |
398 | <!--###################### default attributes ######################--> |
432 | <!--###################### default attributes ######################--> |
399 | |
433 | |
400 | <!-- |
434 | <!-- |
401 | The attributes of the default_type get added to all other types by default. |
435 | The attributes of the default_type get added to all other types by default. |
402 | Every type can have an 'ignore' element however, which is used to specify |
436 | Every type can have an 'ignore' element however, which is used to specify |
… | |
… | |
1459 | <attribute arch="speed" editor="detection speed" type="float"> |
1493 | <attribute arch="speed" editor="detection speed" type="float"> |
1460 | This value defines the time between two detector-checks. |
1494 | This value defines the time between two detector-checks. |
1461 | If you want the detector to behave almost like pedestals/buttons, |
1495 | If you want the detector to behave almost like pedestals/buttons, |
1462 | set speed rather high, like <detection speed> 1.0. |
1496 | set speed rather high, like <detection speed> 1.0. |
1463 | </attribute> |
1497 | </attribute> |
|
|
1498 | &speed_left; |
|
|
1499 | <attribute arch="speed_left" editor="speed left" type="float"> |
|
|
1500 | The speed left. This value is incremented by <speed> on every tick. |
|
|
1501 | If it is larger than 0, the detector checks, and the speed is decremented |
|
|
1502 | by 1. |
|
|
1503 | </attribute> |
1464 | </type> |
1504 | </type> |
1465 | |
1505 | |
1466 | <!--####################################################################--> |
1506 | <!--####################################################################--> |
1467 | <type number="112" name="Director"> |
1507 | <type number="112" name="Director"> |
1468 | <ignore> |
1508 | <ignore> |
… | |
… | |
1568 | </attribute> |
1608 | </attribute> |
1569 | <attribute arch="speed" editor="moving speed" type="float"> |
1609 | <attribute arch="speed" editor="moving speed" type="float"> |
1570 | The <speed> of the disease determines how fast the disease will |
1610 | The <speed> of the disease determines how fast the disease will |
1571 | "move", thus how fast the symptoms strike the host. |
1611 | "move", thus how fast the symptoms strike the host. |
1572 | </attribute> |
1612 | </attribute> |
|
|
1613 | &speed_left; |
1573 | </section> |
1614 | </section> |
1574 | <section name="symptoms"> |
1615 | <section name="symptoms"> |
1575 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
1616 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
1576 | The disease will attack the host with the given <attacktype>. |
1617 | The disease will attack the host with the given <attacktype>. |
1577 | Godpower attacktype is commonly used for "unresistable" diseases. |
1618 | Godpower attacktype is commonly used for "unresistable" diseases. |
… | |
… | |
1798 | <description><![CDATA[ |
1839 | <description><![CDATA[ |
1799 | Just like with food, the player can fill his stomache and gain a |
1840 | Just like with food, the player can fill his stomache and gain a |
1800 | little health by eating flesh-objects. <br> |
1841 | little health by eating flesh-objects. <br> |
1801 | For dragon players, flesh plays a very special role though: If the |
1842 | For dragon players, flesh plays a very special role though: If the |
1802 | flesh has resistances set, a dragon player has a chance to gain resistance in |
1843 | flesh has resistances set, a dragon player has a chance to gain resistance in |
1803 | those cathegories. The only constraint to this process is the <flesh level>. |
1844 | those categories. The only constraint to this process is the <flesh level>. |
1804 | Don't forget that flesh items with resistances have to be balanced |
1845 | Don't forget that flesh items with resistances have to be balanced |
1805 | according to map/monster difficulty. ]]> |
1846 | according to map/monster difficulty. ]]> |
1806 | </description> |
1847 | </description> |
1807 | <use><![CDATA[ |
1848 | <use><![CDATA[ |
1808 | For dragon players, flesh items can be highly valuable. Note that many |
1849 | For dragon players, flesh items can be highly valuable. Note that many |
… | |
… | |
2656 | The <casting speed> defines the spellcasting speed of the wall. |
2697 | The <casting speed> defines the spellcasting speed of the wall. |
2657 | You can fine-tune how long the duration between two casts shall |
2698 | You can fine-tune how long the duration between two casts shall |
2658 | be. If you want to create a wall that can be activated (cast per |
2699 | be. If you want to create a wall that can be activated (cast per |
2659 | trigger) via connected lever/button/etc, you must set "speed 0". |
2700 | trigger) via connected lever/button/etc, you must set "speed 0". |
2660 | </attribute> |
2701 | </attribute> |
|
|
2702 | &speed_left; |
2661 | <attribute arch="sp" editor="direction" type="list_direction"> |
2703 | <attribute arch="sp" editor="direction" type="list_direction"> |
2662 | The magic wall will cast it's spells always in the specified |
2704 | The magic wall will cast it's spells always in the specified |
2663 | <direction>. A magic wall with direction set to <none> will |
2705 | <direction>. A magic wall with direction set to <none> will |
2664 | always fire in a random direction. |
2706 | always fire in a random direction. |
2665 | </attribute> |
2707 | </attribute> |
… | |
… | |
2769 | The <marking speed> defines how quickly it will mark something |
2811 | The <marking speed> defines how quickly it will mark something |
2770 | standing on the marker. Set this value rather high to make |
2812 | standing on the marker. Set this value rather high to make |
2771 | sure the player really gets his mark. I think <marking speed> 1.0 |
2813 | sure the player really gets his mark. I think <marking speed> 1.0 |
2772 | should do fine. |
2814 | should do fine. |
2773 | </attribute> |
2815 | </attribute> |
|
|
2816 | &speed_left; |
2774 | <attribute arch="food" editor="mark duration" type="int"> |
2817 | <attribute arch="food" editor="mark duration" type="int"> |
2775 | This value defines the duration of the force it inserts. |
2818 | This value defines the duration of the force it inserts. |
2776 | If nonzero, the duration of the player's mark is finite: |
2819 | If nonzero, the duration of the player's mark is finite: |
2777 | about 1 food per 10 seconds. <mark duration> zero/unset |
2820 | about 1 food per 10 seconds. <mark duration> zero/unset |
2778 | means the mark will stay on the player forever. |
2821 | means the mark will stay on the player forever. |
… | |
… | |
2883 | <attribute arch="level" editor="level" type="int"> |
2926 | <attribute arch="level" editor="level" type="int"> |
2884 | A monster's <level> is the most important attribute. |
2927 | A monster's <level> is the most important attribute. |
2885 | <level> affects the power of a monster in various ways. |
2928 | <level> affects the power of a monster in various ways. |
2886 | </attribute> |
2929 | </attribute> |
2887 | <attribute arch="race" editor="race" type="string"> |
2930 | <attribute arch="race" editor="race" type="string"> |
2888 | Every monster should have a race set to cathegorize it. |
2931 | Every monster should have a race set to categorize it. |
2889 | The monster's <race> can have different effects: |
2932 | The monster's <race> can have different effects: |
2890 | Slaying weapons inflict tripple damage against enemy races |
2933 | Slaying weapons inflict tripple damage against enemy races |
2891 | and holy word kills only enemy races of the god. |
2934 | and holy word kills only enemy races of the god. |
2892 | </attribute> |
2935 | </attribute> |
2893 | <attribute arch="exp" editor="experience" type="int"> |
2936 | <attribute arch="exp" editor="experience" type="int"> |
2894 | When a player kills this monster, he will get exactly this |
2937 | When a player kills this monster, he will get exactly this |
2895 | amount of <experience>. The experience will flow into |
2938 | amount of <experience>. The experience will flow into |
2896 | the skill-cathegory the player used for the kill. |
2939 | the skill-category the player used for the kill. |
2897 | |
2940 | |
2898 | If you create special monsters of tweaked strenght/abilities, |
2941 | If you create special monsters of tweaked strenght/abilities, |
2899 | always make sure that the <experience> is set to a |
2942 | always make sure that the <experience> is set to a |
2900 | reasonable value. Compare with existing arches to get a feeling |
2943 | reasonable value. Compare with existing arches to get a feeling |
2901 | what reasonable means. Keep in mind that spellcasting monsters |
2944 | what reasonable means. Keep in mind that spellcasting monsters |
… | |
… | |
2903 | </attribute> |
2946 | </attribute> |
2904 | <attribute arch="speed" editor="speed" type="float"> |
2947 | <attribute arch="speed" editor="speed" type="float"> |
2905 | The <speed> determines how fast a monster will both move |
2948 | The <speed> determines how fast a monster will both move |
2906 | and fight. High <speed> makes a monster considerably stronger. |
2949 | and fight. High <speed> makes a monster considerably stronger. |
2907 | </attribute> |
2950 | </attribute> |
|
|
2951 | &speed_left; |
2908 | <attribute arch="other_arch" editor="breed monster" type="string"> |
2952 | <attribute arch="other_arch" editor="breed monster" type="string"> |
2909 | This only takes effect if <multiply> is enabled. The monster will |
2953 | This only takes effect if <multiply> is enabled. The monster will |
2910 | create a <breed monster> every once in a while. <breed monster> |
2954 | create a <breed monster> every once in a while. <breed monster> |
2911 | can be set to any valid arch-name of a monster. Multipart monster |
2955 | can be set to any valid arch-name of a monster. Multipart monster |
2912 | should not be used. |
2956 | should not be used. |
… | |
… | |
3145 | the creature wakes up. This is done as a square, for reasons of speed. |
3189 | the creature wakes up. This is done as a square, for reasons of speed. |
3146 | Thus, if the <sensing range> is 11, any player that moves within the |
3190 | Thus, if the <sensing range> is 11, any player that moves within the |
3147 | 11x11 square of the monster will wake the monster up. If the player |
3191 | 11x11 square of the monster will wake the monster up. If the player |
3148 | has stealth, the size of this square is reduced in half plus 1. |
3192 | has stealth, the size of this square is reduced in half plus 1. |
3149 | </attribute> |
3193 | </attribute> |
3150 | <attribute arch="attack_movement" editor="attack movement" type="int"> |
3194 | <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3"> |
|
|
3195 | If this is set to default, the standard mode of movement will be used. |
|
|
3196 | </attribute> |
|
|
3197 | <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7"> |
|
|
3198 | This movement is not in effect when the monster has an enemy and should |
|
|
3199 | only be used for non agressive monsters. |
3151 | </attribute> |
3200 | </attribute> |
3152 | <attribute arch="run_away" editor="run at % health" type="int"> |
3201 | <attribute arch="run_away" editor="run at % health" type="int"> |
3153 | This is a percentage value in the range 0-100. |
3202 | This is a percentage value in the range 0-100. |
3154 | When the monster's health points drop below this percentage |
3203 | When the monster's health points drop below this percentage |
3155 | (relative to max health), it attempts to run away from the |
3204 | (relative to max health), it attempts to run away from the |
… | |
… | |
3336 | </attribute> |
3385 | </attribute> |
3337 | <attribute arch="speed" editor="movement speed" type="float"> |
3386 | <attribute arch="speed" editor="movement speed" type="float"> |
3338 | The movement speed value determines how fast a chain of |
3387 | The movement speed value determines how fast a chain of |
3339 | these movers will push a player along (default is -0.2). |
3388 | these movers will push a player along (default is -0.2). |
3340 | </attribute> |
3389 | </attribute> |
|
|
3390 | &speed_left; |
3341 | <attribute arch="sp" editor="direction" type="list_direction"> |
3391 | <attribute arch="sp" editor="direction" type="list_direction"> |
3342 | The mover will push creatures in the specified <direction>. |
3392 | The mover will push creatures in the specified <direction>. |
3343 | A mover with direction set to <none> will spin clockwise, |
3393 | A mover with direction set to <none> will spin clockwise, |
3344 | thus pushing creatures in unpredictable directions. |
3394 | thus pushing creatures in unpredictable directions. |
3345 | </attribute> |
3395 | </attribute> |
… | |
… | |
4481 | <attribute arch="speed" editor="drowning speed" type="float"> |
4531 | <attribute arch="speed" editor="drowning speed" type="float"> |
4482 | The higher the <drowning speed>, the faster will players and items |
4532 | The higher the <drowning speed>, the faster will players and items |
4483 | sink into the swamp. Swamp with very high <drowning speed> can be a nasty |
4533 | sink into the swamp. Swamp with very high <drowning speed> can be a nasty |
4484 | and unexpected death-trap. Players should get a warning before such areas. |
4534 | and unexpected death-trap. Players should get a warning before such areas. |
4485 | </attribute> |
4535 | </attribute> |
|
|
4536 | &speed_left; |
4486 | &move_on; |
4537 | &move_on; |
4487 | &movement_types_terrain; |
4538 | &movement_types_terrain; |
4488 | <attribute arch="no_magic" editor="no spells" type="bool"> |
4539 | <attribute arch="no_magic" editor="no spells" type="bool"> |
4489 | If enabled, it is impossible for players to use (wizard-) |
4540 | If enabled, it is impossible for players to use (wizard-) |
4490 | spells on that spot. |
4541 | spells on that spot. |
… | |
… | |
4577 | Default in the teleporter arch is <activation speed> 0.1. |
4628 | Default in the teleporter arch is <activation speed> 0.1. |
4578 | |
4629 | |
4579 | VERY IMPORTANT: If you want to have your teleporter activated via |
4630 | VERY IMPORTANT: If you want to have your teleporter activated via |
4580 | button/handle/magic_ear/etc, you must set <activation speed> to zero! |
4631 | button/handle/magic_ear/etc, you must set <activation speed> to zero! |
4581 | </attribute> |
4632 | </attribute> |
|
|
4633 | &speed_left; |
4582 | </type> |
4634 | </type> |
4583 | |
4635 | |
4584 | <!--####################################################################--> |
4636 | <!--####################################################################--> |
4585 | <type number="26" name="Timed Gate"> |
4637 | <type number="26" name="Timed Gate"> |
4586 | <ignore> |
4638 | <ignore> |