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 |
… | |
… | |
339 | This is the plural name of the object. A plural name must be set for |
339 | 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. |
340 | all items that can be picked up and collected by the player. |
341 | </attribute> |
341 | </attribute> |
342 | <attribute arch="title" editor="title" type="string"> |
342 | <attribute arch="title" editor="title" type="string"> |
343 | This is the object's title. Once an object is identified the title is |
343 | 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. |
344 | attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. |
345 | </attribute> |
345 | </attribute> |
346 | <attribute arch="face" editor="image" type="string"> |
346 | <attribute arch="face" editor="image" type="string"> |
347 | The image-name defines what image is displayed for this object in-game. |
347 | The image-name defines what image is displayed for this object in-game. |
348 | </attribute> |
348 | </attribute> |
349 | <attribute arch="nrof" editor="number" type="int"> |
349 | <attribute arch="nrof" editor="number" type="int"> |
350 | This value determines the number of objects in one stack (for example: |
350 | 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 |
351 | 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. |
352 | any pickable object - otherwise it won't be mergeable into a stack. |
353 | </attribute> |
353 | </attribute> |
354 | <attribute arch="weight" editor="weight" type="int"> |
354 | <attribute arch="weight" editor="weight" type="int"> |
355 | This value defines the object's weight in gramm (1000g is 1kg). Objects with |
355 | 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 |
356 | zero weight are not pickable for players. Still, set the "non-pickable"-flag |
357 | for explicitly non-pickable objects (hey, this is opensource.. you |
357 | for explicitly non-pickable objects (hey, this is opensource.. you |
358 | never know ;) ). |
358 | never know ;) ). |
359 | </attribute> |
359 | </attribute> |
360 | <attribute arch="value" editor="value" type="int"> |
360 | <attribute arch="value" editor="value" type="int"> |
… | |
… | |
365 | usually inevitable. |
365 | usually inevitable. |
366 | </attribute> |
366 | </attribute> |
367 | <attribute arch="glow_radius" editor="glow radius" type="int"> |
367 | <attribute arch="glow_radius" editor="glow radius" type="int"> |
368 | If <glow radius> is set to a value greater zero, the object |
368 | 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 |
369 | 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. |
370 | between 0 and 4, the higher, the more light does the object emit. |
371 | </attribute> |
371 | </attribute> |
372 | <attribute arch="material" editor="material" type="bitmask_material"> |
372 | <attribute arch="material" editor="material" type="bitmask_material"> |
373 | This bitmask-value informs the player of which material(s) the |
373 | This bitmask-value informs the player of which material(s) the |
374 | object consists. Material does also affect how likely the object |
374 | object consists. Material does also affect how likely the object |
375 | can be destroyed by hazardous spell-effects. |
375 | can be destroyed by hazardous spell-effects. |
… | |
… | |
499 | </attribute> |
499 | </attribute> |
500 | <attribute arch="hp" editor="long range spell" type="nz_spell"> |
500 | <attribute arch="hp" editor="long range spell" type="nz_spell"> |
501 | The monster will use the specified <long range spell> |
501 | The monster will use the specified <long range spell> |
502 | when the player is at least 6 squares away (from the |
502 | when the player is at least 6 squares away (from the |
503 | monster's head). |
503 | monster's head). |
504 | |
504 | |
505 | Setting a <long range spell> is optional. If unset, the |
505 | Setting a <long range spell> is optional. If unset, the |
506 | <short range spell> gets used all the time. |
506 | <short range spell> gets used all the time. |
507 | </attribute> |
507 | </attribute> |
508 | <attribute arch="maxsp" editor="importance" type="int"> |
508 | <attribute arch="maxsp" editor="importance" type="int"> |
509 | Sometimes you'll want a monster to use one ability more than others. |
509 | 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 |
510 | To achieve this, set the <importance> to a value greater than |
511 | one. Abilities with this value zero/unset are counted to be of |
511 | one. Abilities with this value zero/unset are counted to be of |
512 | <importance> one. |
512 | <importance> one. |
513 | |
513 | |
514 | Example: A monster with "small fireball" of <importance> 3 and |
514 | Example: A monster with "small fireball" of <importance> 3 and |
515 | "paralyze" of <importance> 1 will averagely cast three out of four |
515 | "paralyze" of <importance> 1 will averagely cast three out of four |
516 | times the "small fireball". |
516 | times the "small fireball". |
517 | </attribute> |
517 | </attribute> |
518 | <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special"> |
518 | <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special"> |
519 | This flag specifies wether the ability <is magical> in nature. |
519 | This flag specifies whether the ability <is magical> in nature. |
520 | If enabled, all spells produced by this ability will have magic |
520 | If enabled, all spells produced by this ability will have magic |
521 | attacktype added to the usual attacktypes. |
521 | attacktype added to the usual attacktypes. |
522 | |
522 | |
523 | This should always be set for spell-like abilities. "Natural" |
523 | This should always be set for spell-like abilities. "Natural" |
524 | abilities like a dragon's firebreath are an exception. |
524 | abilities like a dragon's firebreath are an exception. |
525 | Note that non-magical abilities are more dangerous because |
525 | Note that non-magical abilities are more dangerous because |
526 | magic resistance does not protect from those.</attribute> |
526 | magic resistance does not protect from those.</attribute> |
527 | </type> |
527 | </type> |
… | |
… | |
533 | </ignore> |
533 | </ignore> |
534 | <description><![CDATA[ |
534 | <description><![CDATA[ |
535 | When a player puts a defined number of certain items on the altar, |
535 | 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 |
536 | 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. |
537 | triggered. If the latter is the case, the altar works only once. |
538 | Either way, the sacrificed item dissapears. ]]> |
538 | Either way, the sacrificed item disappears. ]]> |
539 | </description> |
539 | </description> |
540 | <attribute arch="no_pick" value="1" type="fixed" /> |
540 | <attribute arch="no_pick" value="1" type="fixed" /> |
541 | <attribute arch="walk_on" value="1" type="fixed" /> |
541 | <attribute arch="walk_on" value="1" type="fixed" /> |
542 | <attribute arch="slaying" editor="match item name" type="string"> |
542 | <attribute arch="slaying" editor="match item name" type="string"> |
543 | This string specifies the item that must be put on the altar to |
543 | This string specifies the item that must be put on the altar to |
… | |
… | |
547 | expected to drop on the altar. (Often this is put in the altar's |
547 | expected to drop on the altar. (Often this is put in the altar's |
548 | name: E.g. "drop 100 platinums") |
548 | name: E.g. "drop 100 platinums") |
549 | </attribute> |
549 | </attribute> |
550 | <attribute arch="food" editor="drop amount" type="int"> |
550 | <attribute arch="food" editor="drop amount" type="int"> |
551 | The drop amount specifies the amount of items (specified |
551 | The drop amount specifies the amount of items (specified |
552 | in <match item name>) that must be dropped to activate the altar. |
552 | in <match item name>) that must be dropped to activate the altar. |
553 | |
553 | |
554 | If <match item name> is set to "money", then the value of the |
554 | 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 |
555 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
556 | 200 silver, 20 gold, or 4 platinum will all work.) |
556 | 200 silver, 20 gold, or 4 platinum will all work.) |
557 | |
557 | |
558 | Note that the maximum possible for <drop amount> is 32767. |
558 | Note that the maximum possible for <drop amount> is 32767. |
559 | </attribute> |
559 | </attribute> |
560 | <attribute arch="connected" editor="connection" type="int"> |
560 | <attribute arch="connected" editor="connection" type="int"> |
561 | If a connection value is set, the altar will trigger all objects |
561 | If a connection value is set, the altar will trigger all objects |
562 | with the same value, when activated. This will only work once. |
562 | with the same value, when activated. This will only work once. |
563 | </attribute> |
563 | </attribute> |
564 | <attribute arch="sp" editor="spell" type="spell"> |
564 | <attribute arch="sp" editor="spell" type="spell"> |
565 | When activated, the selected <spell> will be casted (once, on the |
565 | When activated, the selected <spell> will be casted (once, on the |
566 | player). This should work for any given spell. The altar will work |
566 | 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 |
567 | infinitely in this way. Don't set both <spell> and <connection> for |
568 | one altar. |
568 | one altar. |
569 | </attribute> |
569 | </attribute> |
570 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
570 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
571 | This text will be displayed to the player |
571 | This text will be displayed to the player |
572 | in the exact moment when the altar is activated. |
572 | in the exact moment when the altar is activated. |
… | |
… | |
579 | <ignore_list name="non_pickable" /> |
579 | <ignore_list name="non_pickable" /> |
580 | </ignore> |
580 | </ignore> |
581 | <description><![CDATA[ |
581 | <description><![CDATA[ |
582 | Altar_triggers work pretty much like normal altars |
582 | Altar_triggers work pretty much like normal altars |
583 | (drop sacrifice -> connection activated), except for the fact that |
583 | (drop sacrifice -> connection activated), except for the fact that |
584 | they reset after usage. Hence, altar_triggers can be used infinitly. ]]> |
584 | they reset after usage. Hence, altar_triggers can be used infinitely. ]]> |
585 | </description> |
585 | </description> |
586 | <use><![CDATA[ |
586 | <use><![CDATA[ |
587 | Altar_triggers are very useful if you want to charge a price for... |
587 | Altar_triggers are very useful if you want to charge a price for... |
588 | <UL> |
588 | <UL> |
589 | <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. |
589 | <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. |
590 | <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. |
591 | <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. |
592 | </UL> |
592 | </UL> |
593 | The big advantage over normal altars is the infinite usability |
593 | The big advantage over normal altars is the infinite usability |
594 | of altar_triggers! If there are ten players on one server, they're |
594 | of altar_triggers! If there are ten players on one server, they're |
595 | quite grateful if things work more than once. =) ]]> |
595 | quite grateful if things work more than once. =) ]]> |
… | |
… | |
603 | expected to drop on the altar. (Often this is put in the altar's |
603 | expected to drop on the altar. (Often this is put in the altar's |
604 | name: E.g. "drop 100 platinums") |
604 | name: E.g. "drop 100 platinums") |
605 | </attribute> |
605 | </attribute> |
606 | <attribute arch="food" editor="drop amount" type="int"> |
606 | <attribute arch="food" editor="drop amount" type="int"> |
607 | The drop amount specifies the amount of items (specified |
607 | The drop amount specifies the amount of items (specified |
608 | in <match item name>) that must be dropped to activate the altar. |
608 | in <match item name>) that must be dropped to activate the altar. |
609 | |
609 | |
610 | If <match item name> is set to "money", then the value of the |
610 | 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 |
611 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
612 | 200 silver, 20 gold, or 4 platinum will all work.) |
612 | 200 silver, 20 gold, or 4 platinum will all work.) |
613 | |
613 | |
614 | Note that the maximum possible for <drop amount> is 32767. |
614 | Note that the maximum possible for <drop amount> is 32767. |
615 | </attribute> |
615 | </attribute> |
616 | <attribute arch="connected" editor="connection" type="int"> |
616 | <attribute arch="connected" editor="connection" type="int"> |
617 | If a connection value is set, the altar will trigger all objects |
617 | If a connection value is set, the altar will trigger all objects |
618 | with the same value, when activated. This will only work once. |
618 | with the same value, when activated. This will only work once. |
619 | </attribute> |
619 | </attribute> |
620 | <attribute arch="sp" editor="spell" type="spell"> |
620 | <attribute arch="sp" editor="spell" type="spell"> |
621 | When activated, this <spell> will be casted (once, on the player). |
621 | When activated, this <spell> will be casted (once, on the player). |
622 | This should work for any given spell. The altar will work infinitly |
622 | 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. |
623 | in this way. Don't set both <spell> and <connection> for one altar. |
624 | </attribute> |
624 | </attribute> |
625 | <attribute arch="exp" editor="reset time" type="int"> |
625 | <attribute arch="exp" editor="reset time" type="int"> |
626 | Being activated, the altar will reset after <reset time> ticks. |
626 | Being activated, the altar will reset after <reset time> ticks. |
627 | After reset, the altar is ready to be activated once again. |
627 | After reset, the altar is ready to be activated once again. |
… | |
… | |
629 | </attribute> |
629 | </attribute> |
630 | <attribute arch="last_sp" editor="ignore reset" type="bool"> |
630 | <attribute arch="last_sp" editor="ignore reset" type="bool"> |
631 | If this attribute is enabled, the altar_trigger won't push the |
631 | If this attribute is enabled, the altar_trigger won't push the |
632 | connected value by altar reset. Only ONCE by dropping the sacrifice. |
632 | connected value by altar reset. Only ONCE by dropping the sacrifice. |
633 | This is typically used when the altar is connected to a creator, |
633 | This is typically used when the altar is connected to a creator, |
634 | e.g. for selling tickets. |
634 | e.g. for selling tickets. |
635 | |
635 | |
636 | If this attribute is disabled (default), the altar_trigger |
636 | If this attribute is disabled (default), the altar_trigger |
637 | will push the connected value TWICE per sacrifice: First by |
637 | will push the connected value TWICE per sacrifice: First by |
638 | dropping sacrifice, second by reset. This mode is typically |
638 | dropping sacrifice, second by reset. This mode is typically |
639 | used for altars being connected to gates, resulting in the |
639 | used for altars being connected to gates, resulting in the |
… | |
… | |
672 | The <item power> value measures how "powerful" an artifact is. |
672 | The <item power> value measures how "powerful" an artifact is. |
673 | Players will only be able to wear equipment with a certain total |
673 | 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 |
674 | amount of <item power>, depending on their own level. This is the |
675 | only way to prevent low level players to wear "undeserved" equipment |
675 | only way to prevent low level players to wear "undeserved" equipment |
676 | (like gifts from other players or cheated items). |
676 | (like gifts from other players or cheated items). |
677 | |
677 | |
678 | It is very important to adjust the <item power> value carefully |
678 | It is very important to adjust the <item power> value carefully |
679 | for every artifact you create! If zero/unset, the CF server will |
679 | for every artifact you create! If zero/unset, the CF server will |
680 | calculate a provisional value at runtime, but this is never |
680 | calculate a provisional value at runtime, but this is never |
681 | going to be an accurate measurement of <item power>. |
681 | going to be an accurate measurement of <item power>. |
682 | </attribute> |
682 | </attribute> |
… | |
… | |
689 | unless the curse is removed. |
689 | unless the curse is removed. |
690 | </attribute> |
690 | </attribute> |
691 | <attribute arch="lifesave" editor="save life" type="bool"> |
691 | <attribute arch="lifesave" editor="save life" type="bool"> |
692 | An item with this flag enabled will save the players life |
692 | An item with this flag enabled will save the players life |
693 | for one time: When the player is wearing this item and his |
693 | for one time: When the player is wearing this item and his |
694 | healthpoints reach zero, the item dissapears, replenishing |
694 | health points reach zero, the item disappears, replenishing |
695 | half of the player's health. |
695 | half of the player's health. |
696 | |
696 | |
697 | An item with <save life> should not have |
697 | An item with <save life> should not have |
698 | any decent additional bonuses! |
698 | any decent additional bonuses! |
699 | </attribute> |
699 | </attribute> |
700 | <attribute arch="unique" editor="unique item" type="bool"> |
700 | <attribute arch="unique" editor="unique item" type="bool"> |
701 | Unique items exist only one time on a server. If the item |
701 | Unique items exist only one time on a server. If the item |
… | |
… | |
868 | additional <grace regen.> bonus should be VERY RARE!! |
868 | additional <grace regen.> bonus should be VERY RARE!! |
869 | </attribute> |
869 | </attribute> |
870 | <attribute arch="food" editor="food bonus" type="int"> |
870 | <attribute arch="food" editor="food bonus" type="int"> |
871 | Positive <food bonus> slows down the player's digestion, |
871 | Positive <food bonus> slows down the player's digestion, |
872 | thus he consumes less food. Negative values speed it up. |
872 | thus he consumes less food. Negative values speed it up. |
873 | |
873 | |
874 | Note that food is consumed not only for "being alive", but |
874 | Note that food is consumed not only for "being alive", but |
875 | also for healing and mana-regeneration. |
875 | also for healing and mana-regeneration. |
876 | <food bonus> only affects the amount of food consumed |
876 | <food bonus> only affects the amount of food consumed |
877 | for "being alive". Hence, even with high <food bonus>, |
877 | for "being alive". Hence, even with high <food bonus>, |
878 | during a fight a player can run out of food quickly. |
878 | during a fight a player can run out of food quickly. |
879 | </attribute> |
879 | </attribute> |
880 | <attribute arch="xrays" editor="xray vision" type="bool"> |
880 | <attribute arch="xrays" editor="xray vision" type="bool"> |
881 | Xray vision allows the player to see through obstacles |
881 | Xray vision allows the player to see through obstacles |
882 | in a two-square-wide radius. This is extremely helpful and |
882 | in a two-square-wide radius. This is extremely helpful and |
883 | desireable, so don't give it away for cheap on equipment. |
883 | desirable, so don't give it away for cheap on equipment. |
884 | </attribute> |
884 | </attribute> |
885 | <attribute arch="stealth" editor="stealth" type="bool"> |
885 | <attribute arch="stealth" editor="stealth" type="bool"> |
886 | Stealth allows the player to move silently. |
886 | Stealth allows the player to move silently. |
887 | This comes to effect if a player turns himself |
887 | This comes to effect if a player turns himself |
888 | invisible and tries to sneak around monsters. |
888 | invisible and tries to sneak around monsters. |
… | |
… | |
893 | the ability to <reflect spells>, all kinds of |
893 | the ability to <reflect spells>, all kinds of |
894 | spell-bullets and -beams will bounce off him. |
894 | spell-bullets and -beams will bounce off him. |
895 | This works only about 90% of all times, to |
895 | This works only about 90% of all times, to |
896 | avoid players being completely immune to certain |
896 | avoid players being completely immune to certain |
897 | types of attacks. |
897 | types of attacks. |
898 | |
898 | |
899 | This is a very powerful ability and it |
899 | This is a very powerful ability and it |
900 | shouldn't be handed out cheap! |
900 | shouldn't be handed out cheap! |
901 | </attribute> |
901 | </attribute> |
902 | <attribute arch="reflect_missile" editor="reflect missiles" type="bool"> |
902 | <attribute arch="reflect_missile" editor="reflect missiles" type="bool"> |
903 | If a player is wearing any piece of equipment with |
903 | If a player is wearing any piece of equipment with |
… | |
… | |
969 | get teleported after they died on this battleground. |
969 | get teleported after they died on this battleground. |
970 | </attribute> |
970 | </attribute> |
971 | </type> |
971 | </type> |
972 | |
972 | |
973 | <!--####################################################################--> |
973 | <!--####################################################################--> |
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"> |
974 | <type number="8" name="Book"> |
1020 | <description><![CDATA[ |
975 | <description><![CDATA[ |
1021 | Applying a book, the containing message is displayed to the player. ]]> |
976 | Applying a book, the containing message is displayed to the player. ]]> |
1022 | </description> |
977 | </description> |
1023 | <attribute arch="level" editor="literacy level" type="int"> |
978 | <attribute arch="level" editor="literacy level" type="int"> |
… | |
… | |
1064 | </attribute> |
1019 | </attribute> |
1065 | <attribute arch="magic" editor="magic bonus" type="int"> |
1020 | <attribute arch="magic" editor="magic bonus" type="int"> |
1066 | <magic bonus> works just like ac, except that it can be improved by |
1021 | <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 |
1022 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1068 | than direct armour-class bonus on the boots. |
1023 | than direct armour-class bonus on the boots. |
1069 | |
1024 | |
1070 | Important: <magic bonus> on boots has no effect if there is no |
1025 | Important: <magic bonus> on boots has no effect if there is no |
1071 | <armour class> set. It only works in combination with <armour class>. |
1026 | <armour class> set. It only works in combination with <armour class>. |
|
|
1027 | </attribute> |
|
|
1028 | </type> |
|
|
1029 | |
|
|
1030 | <!--####################################################################--> |
|
|
1031 | <type number="104" name="Bracers"> |
|
|
1032 | <import_type name="Amulet" /> |
|
|
1033 | <description><![CDATA[ |
|
|
1034 | Bracers are armour-plates worn around the wrists. |
|
|
1035 | Wearing bracer, the object's stats will directly be inherited to |
|
|
1036 | the player. Usually enhancing his defense. ]]> |
|
|
1037 | </description> |
|
|
1038 | <use><![CDATA[ |
|
|
1039 | Feel free to create your own special artifacts. However, it is very |
|
|
1040 | important that you keep your artifact in balance with existing maps. ]]> |
|
|
1041 | </use> |
|
|
1042 | <attribute arch="magic" editor="magic bonus" type="int"> |
|
|
1043 | <magic bonus> works just like ac, except that it can be improved by |
|
|
1044 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
|
|
1045 | than direct armour-class bonus on the bracers. |
|
|
1046 | </attribute> |
|
|
1047 | </type> |
|
|
1048 | |
|
|
1049 | <!--####################################################################--> |
|
|
1050 | <type number="16" name="Brestplate Armour"> |
|
|
1051 | <import_type name="Amulet" /> |
|
|
1052 | <description><![CDATA[ |
|
|
1053 | Wearing an armour, the object's stats will directly be inherited to |
|
|
1054 | the player. Usually enhancing his defense. ]]> |
|
|
1055 | </description> |
|
|
1056 | <use><![CDATA[ |
|
|
1057 | Feel free to create your own special artifacts. However, it is very |
|
|
1058 | important that you keep your artifact in balance with existing maps. ]]> |
|
|
1059 | </use> |
|
|
1060 | <attribute arch="last_heal" editor="spellpoint penalty" type="int"> |
|
|
1061 | This poses a penalty to spell regeneration speed, for wearing the armour. |
|
|
1062 | The bigger the spellpoint penalty, the worse. |
|
|
1063 | </attribute> |
|
|
1064 | <attribute arch="last_sp" editor="slowdown penalty" type="int"> |
|
|
1065 | Slowdown penalty reduces the player's walking speed when wearing the |
|
|
1066 | armour. Bigger values are worse - zero is best. |
|
|
1067 | </attribute> |
|
|
1068 | <attribute arch="magic" editor="magic bonus" type="int"> |
|
|
1069 | <magic bonus> works just like ac, except that it can be improved by |
|
|
1070 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
|
|
1071 | than direct armour-class bonus on the armour. |
1072 | </attribute> |
1072 | </attribute> |
1073 | </type> |
1073 | </type> |
1074 | |
1074 | |
1075 | <!--####################################################################--> |
1075 | <!--####################################################################--> |
1076 | <type number="92" name="Button"> |
1076 | <type number="92" name="Button"> |
… | |
… | |
1084 | <connection> value get's triggered a second time. ]]> |
1084 | <connection> value get's triggered a second time. ]]> |
1085 | </description> |
1085 | </description> |
1086 | <attribute arch="walk_on" value="1" type="fixed" /> |
1086 | <attribute arch="walk_on" value="1" type="fixed" /> |
1087 | <attribute arch="walk_off" value="1" type="fixed" /> |
1087 | <attribute arch="walk_off" value="1" type="fixed" /> |
1088 | <attribute arch="no_pick" value="1" type="fixed" /> |
1088 | <attribute arch="no_pick" value="1" type="fixed" /> |
1089 | <attribute arch="weight" editor="press weight" type="string"> |
1089 | <attribute arch="weight" editor="press weight" type="int"> |
1090 | The button is pressed (triggered), as soon as |
1090 | The button is pressed (triggered), as soon as |
1091 | <press weigh> gram are placed ontop of it. |
1091 | <press weigh> gram are placed ontop of it. |
1092 | </attribute> |
1092 | </attribute> |
1093 | <attribute arch="connected" editor="connection" type="int"> |
1093 | <attribute arch="connected" editor="connection" type="int"> |
1094 | Every time the button is pressed or released, all objects |
1094 | Every time the button is pressed or released, all objects |
… | |
… | |
1096 | </attribute> |
1096 | </attribute> |
1097 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1097 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1098 | This text may describe the item. You can use this |
1098 | This text may describe the item. You can use this |
1099 | message to explain the button's purpose to the player. |
1099 | message to explain the button's purpose to the player. |
1100 | </attribute> |
1100 | </attribute> |
|
|
1101 | </type> |
|
|
1102 | |
|
|
1103 | <!--####################################################################--> |
|
|
1104 | <type number="30" name="Button Trigger"> |
|
|
1105 | <import_type name="Button" /> |
|
|
1106 | <ignore> |
|
|
1107 | <ignore_list name="non_pickable" /> |
|
|
1108 | </ignore> |
|
|
1109 | <description><![CDATA[ |
|
|
1110 | Handle buttons are buttons which reset after a short period |
|
|
1111 | of time. Every time it is either applied or reset, the |
|
|
1112 | <connection> value is triggered. ]]> |
|
|
1113 | </description> |
|
|
1114 | </type> |
|
|
1115 | |
|
|
1116 | <!--####################################################################--> |
|
|
1117 | <type number="37" name="Class Changer"> |
|
|
1118 | <ignore> |
|
|
1119 | <ignore_list name="non_pickable" /> |
|
|
1120 | </ignore> |
|
|
1121 | <description><![CDATA[ |
|
|
1122 | Class changer are used while creating a character. ]]> |
|
|
1123 | </description> |
|
|
1124 | <attribute arch="randomitems" editor="class items" type="treasurelist"> |
|
|
1125 | This entry determines which initial items the character receives. |
|
|
1126 | </attribute> |
|
|
1127 | <section name="stats"> |
|
|
1128 | <attribute arch="Str" editor="strength" type="int"> |
|
|
1129 | The player's strength will rise by the given value if he chooses this |
|
|
1130 | class. (Negative values make strength fall) |
|
|
1131 | </attribute> |
|
|
1132 | <attribute arch="Dex" editor="dexterity" type="int"> |
|
|
1133 | The player's dexterity will rise by the given value if he chooses this |
|
|
1134 | class. (Negative values make dexterity fall) |
|
|
1135 | </attribute> |
|
|
1136 | <attribute arch="Con" editor="constitution" type="int"> |
|
|
1137 | The player's constitution will rise by the given value if he chooses this |
|
|
1138 | class. (Negative values make constitution fall) |
|
|
1139 | </attribute> |
|
|
1140 | <attribute arch="Int" editor="intelligence" type="int"> |
|
|
1141 | The player's intelligence will rise by the given value if he chooses this |
|
|
1142 | class. (Negative values make intelligence fall) |
|
|
1143 | </attribute> |
|
|
1144 | <attribute arch="Pow" editor="power" type="int"> |
|
|
1145 | The player's power will rise by the given value if he chooses this |
|
|
1146 | class. (Negative values make power fall) |
|
|
1147 | </attribute> |
|
|
1148 | <attribute arch="Wis" editor="wisdom" type="int"> |
|
|
1149 | The player's wisdom will rise by the given value if he chooses this |
|
|
1150 | class. (Negative values make wisdom fall) |
|
|
1151 | </attribute> |
|
|
1152 | <attribute arch="Cha" editor="charisma" type="int"> |
|
|
1153 | The player's charisma will rise by the given value if he chooses this |
|
|
1154 | class. (Negative values make charisma fall) |
|
|
1155 | </attribute> |
|
|
1156 | </section> |
1101 | </type> |
1157 | </type> |
1102 | |
1158 | |
1103 | <!--####################################################################--> |
1159 | <!--####################################################################--> |
1104 | <type number="87" name="Cloak"> |
1160 | <type number="87" name="Cloak"> |
1105 | <import_type name="Amulet" /> |
1161 | <import_type name="Amulet" /> |
… | |
… | |
1114 | </use> |
1170 | </use> |
1115 | <attribute arch="magic" editor="magic bonus" type="int"> |
1171 | <attribute arch="magic" editor="magic bonus" type="int"> |
1116 | <magic bonus> works just like ac, except that it can be improved by |
1172 | <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 |
1173 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1118 | than direct armour-class bonus on the cloak. |
1174 | than direct armour-class bonus on the cloak. |
1119 | |
1175 | |
1120 | Important: <magic bonus> on cloaks has no effect if there is no |
1176 | Important: <magic bonus> on cloaks has no effect if there is no |
1121 | <armour class> set. It only works in combination with <armour class>. |
1177 | <armour class> set. It only works in combination with <armour class>. |
1122 | </attribute> |
1178 | </attribute> |
1123 | </type> |
1179 | </type> |
1124 | |
1180 | |
… | |
… | |
1153 | </UL> ]]> |
1209 | </UL> ]]> |
1154 | </use> |
1210 | </use> |
1155 | <attribute arch="race" editor="container class" type="string"> |
1211 | <attribute arch="race" editor="container class" type="string"> |
1156 | If set, the container will hold only certain types of objects. |
1212 | If set, the container will hold only certain types of objects. |
1157 | Possible choices for <container class> are: "gold and jewels", |
1213 | Possible choices for <container class> are: "gold and jewels", |
1158 | "arrows" and "keys". |
1214 | "arrows" and "keys". |
1159 | |
1215 | |
1160 | Unfortunately it is not easy to create new container |
1216 | Unfortunately it is not easy to create new container |
1161 | classes, because items need a matching counterpiece-attribute |
1217 | classes, because items need a matching counterpiece-attribute |
1162 | to the <container class> before they can be put inside a |
1218 | to the <container class> before they can be put inside a |
1163 | container. This attribute ("race") is set only for the existing |
1219 | container. This attribute ("race") is set only for the existing |
1164 | container classes. |
1220 | container classes. |
… | |
… | |
1277 | one of the inventory items is duplicated. The duplicated item is randomly |
1333 | one of the inventory items is duplicated. The duplicated item is randomly |
1278 | chosen from all items present. |
1334 | chosen from all items present. |
1279 | </attribute> |
1335 | </attribute> |
1280 | <attribute arch="connected" editor="connection" type="int"> |
1336 | <attribute arch="connected" editor="connection" type="int"> |
1281 | Whenever the connection value is activated, |
1337 | Whenever the connection value is activated, |
1282 | the creator gets triggered. |
1338 | the creator gets triggered. |
1283 | </attribute> |
1339 | </attribute> |
1284 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1340 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1285 | If <infinit uses> is set, the creator will work |
1341 | If <infinit uses> is set, the creator will work |
1286 | infinitly, regardless of the value in <number of uses>. |
1342 | infinitely, regardless of the value in <number of uses>. |
1287 | </attribute> |
1343 | </attribute> |
1288 | <attribute arch="hp" editor="number of uses" type="int"> |
1344 | <attribute arch="hp" editor="number of uses" type="int"> |
1289 | The creator can be triggered <number of uses> times, thus |
1345 | The creator can be triggered <number of uses> times, thus |
1290 | creating that many objects, before it dissappears. |
1346 | creating that many objects, before it dissappears. |
1291 | Default is <number of uses> 1 (-> one-time usage). |
1347 | Default is <number of uses> 1 (-> one-time usage). |
… | |
… | |
1407 | <section name="spreading"> |
1463 | <section name="spreading"> |
1408 | <attribute arch="wc" editor="infectiosness" type="int"> |
1464 | <attribute arch="wc" editor="infectiosness" type="int"> |
1409 | The <infectiosness> defines the chance of new creatures getting |
1465 | The <infectiosness> defines the chance of new creatures getting |
1410 | infected. If you set this too high, the disease is very likely to |
1466 | infected. If you set this too high, the disease is very likely to |
1411 | be too effective. |
1467 | be too effective. |
1412 | |
1468 | |
1413 | <infectiosness>/127 is the chance of someone in range catching it. |
1469 | <infectiosness>/127 is the chance of someone in range catching it. |
1414 | </attribute> |
1470 | </attribute> |
1415 | <attribute arch="last_grace" editor="attenuation" type="int"> |
1471 | <attribute arch="last_grace" editor="attenuation" type="int"> |
1416 | The <attenuation> value reduces the diseases' <infectiosness> |
1472 | The <attenuation> value reduces the diseases' <infectiosness> |
1417 | everytime it infects someone new. This limits how many generations |
1473 | everytime it infects someone new. This limits how many generations |
… | |
… | |
1420 | <attribute arch="magic" editor="infection range" type="int"> |
1476 | <attribute arch="magic" editor="infection range" type="int"> |
1421 | <infection range> sets the range at which infection may occur. |
1477 | <infection range> sets the range at which infection may occur. |
1422 | If positive, the <infection range> is level dependant - If negative, |
1478 | If positive, the <infection range> is level dependant - If negative, |
1423 | it is not: |
1479 | it is not: |
1424 | E.g. "<infection range> -6" means creatures can be infected in |
1480 | E.g. "<infection range> -6" means creatures can be infected in |
1425 | six square range, and <plaque level> doesn't modify that. |
1481 | six square range, and <plaque level> doesn't modify that. |
1426 | </attribute> |
1482 | </attribute> |
1427 | <attribute arch="maxhp" editor="persistence" type="int"> |
1483 | <attribute arch="maxhp" editor="persistence" type="int"> |
1428 | <persistence> defines how long the disease can persist OUTSIDE a host. |
1484 | <persistence> defines how long the disease can persist OUTSIDE a host. |
1429 | The disease can "move" <persistence> times outside a host before it |
1485 | The disease can "move" <persistence> times outside a host before it |
1430 | vanishes. A negative value means the disease lasts for permanent |
1486 | vanishes. A negative value means the disease lasts for permanent |
… | |
… | |
1433 | <attribute arch="maxgrace" editor="curing duration" type="int"> |
1489 | <attribute arch="maxgrace" editor="curing duration" type="int"> |
1434 | The disease will last in the host for <curing duration> "disease moves" |
1490 | The disease will last in the host for <curing duration> "disease moves" |
1435 | (Assuming the host survives and doesn't use a curing spell). |
1491 | (Assuming the host survives and doesn't use a curing spell). |
1436 | After this period the disease is naturally cured, which provides the |
1492 | After this period the disease is naturally cured, which provides the |
1437 | host with immunity from this particular disease of lower or equal level. |
1493 | host with immunity from this particular disease of lower or equal level. |
1438 | |
1494 | |
1439 | A negative value means the disease can never be cured naturally. |
1495 | A negative value means the disease can never be cured naturally. |
1440 | |
1496 | |
1441 | Note that this value can be further modulated by spell-parameters, |
1497 | 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, |
1498 | 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. |
1499 | most default diseases take a lot longer to cure than it seems. |
1444 | </attribute> |
1500 | </attribute> |
1445 | <attribute arch="speed" editor="moving speed" type="float"> |
1501 | <attribute arch="speed" editor="moving speed" type="float"> |
… | |
… | |
1455 | <attribute arch="dam" editor="damage" type="int"> |
1511 | <attribute arch="dam" editor="damage" type="int"> |
1456 | A disease with a positive <damage> value will strike the player for that |
1512 | A disease with a positive <damage> value will strike the player for that |
1457 | amount of damage every time the symptoms occur. |
1513 | amount of damage every time the symptoms occur. |
1458 | A negative <damage> value produces %-based damage: "<damage> -10" means |
1514 | A negative <damage> value produces %-based damage: "<damage> -10" means |
1459 | the player's health is reduced by 10% every time the symptoms strike. |
1515 | the player's health is reduced by 10% every time the symptoms strike. |
1460 | |
1516 | |
1461 | Diseases with %-based damage can be dangerous - but not deadly - |
1517 | Diseases with %-based damage can be dangerous - but not deadly - |
1462 | for players of all levels. |
1518 | for players of all levels. |
1463 | </attribute> |
1519 | </attribute> |
1464 | <attribute arch="other_arch" editor="create arch" type="string"> |
1520 | <attribute arch="other_arch" editor="create arch" type="string"> |
1465 | If set, the specified arch is created and dropped every time the |
1521 | If set, the specified arch is created and dropped every time the |
1466 | symptoms strike. |
1522 | symptoms strike. |
1467 | |
1523 | |
1468 | This can be various things: farts, body pieces, eggs ... |
1524 | This can be various things: farts, body pieces, eggs ... |
1469 | Even monsters can be created that way. You could also make a |
1525 | Even monsters can be created that way. You could also make a |
1470 | disease where some exotic stuff like money/gems is created. |
1526 | disease where some exotic stuff like money/gems is created. |
1471 | </attribute> |
1527 | </attribute> |
1472 | <attribute arch="last_sp" editor="slowdown penalty" type="int"> |
1528 | <attribute arch="last_sp" editor="slowdown penalty" type="int"> |
… | |
… | |
1527 | </attribute> |
1583 | </attribute> |
1528 | </section> |
1584 | </section> |
1529 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
1585 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
1530 | This text is displayed to the player every time the |
1586 | This text is displayed to the player every time the |
1531 | symptoms strike. |
1587 | symptoms strike. |
|
|
1588 | </attribute> |
|
|
1589 | </type> |
|
|
1590 | |
|
|
1591 | <!--####################################################################--> |
|
|
1592 | <type number="23" name="Door"> |
|
|
1593 | <ignore> |
|
|
1594 | <ignore_list name="non_pickable" /> |
|
|
1595 | </ignore> |
|
|
1596 | <description><![CDATA[ |
|
|
1597 | A door can be opened with a normal key. It also can be broken by attacking |
|
|
1598 | it, and it can be defeated with the lockpicking skill. If a door is |
|
|
1599 | defeated, horizontally and vertically adjacent doors are automatically |
|
|
1600 | removed. ]]> |
|
|
1601 | </description> |
|
|
1602 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
1603 | <attribute arch="alive" value="1" type="fixed" /> |
|
|
1604 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
|
|
1605 | If set, a player must defeat the door to enter. |
|
|
1606 | </attribute> |
|
|
1607 | <attribute arch="hp" editor="hitpoints" type="int"> |
|
|
1608 | The more <hitpoints> the door has, the longer it takes to be broken. |
|
|
1609 | </attribute> |
|
|
1610 | <attribute arch="ac" editor="armour class" type="int"> |
|
|
1611 | Doors of high <armour class> are less likely to get hit. |
|
|
1612 | <armour class> can be considered the "counterpiece" to |
|
|
1613 | <weapon class>. |
|
|
1614 | </attribute> |
|
|
1615 | <attribute arch="other_arch" editor="drop arch" type="string"> |
|
|
1616 | This string defines the object that will be created when the door was |
|
|
1617 | defeated. |
|
|
1618 | </attribute> |
|
|
1619 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
|
|
1620 | This entry determines what kind of traps will appear in the door. |
1532 | </attribute> |
1621 | </attribute> |
1533 | </type> |
1622 | </type> |
1534 | |
1623 | |
1535 | <!--####################################################################--> |
1624 | <!--####################################################################--> |
1536 | <type number="83" name="Duplicator"> |
1625 | <type number="83" name="Duplicator"> |
… | |
… | |
1581 | (Monsters cannot use exits.) Depending on how it is set, the player applies |
1670 | (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 |
1671 | the exit just by walking into it, or by pressing <a>pply when standing on |
1583 | the exit. ]]> |
1672 | the exit. ]]> |
1584 | </description> |
1673 | </description> |
1585 | <use><![CDATA[ |
1674 | <use><![CDATA[ |
1586 | If you want to have an invisible exit, set <invisible> (, of course |
1675 | 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 |
1676 | <apply by walking>), and put it *under* the floor. Otherwise it could be |
1588 | detected with the show_invisible spell. |
1677 | detected with the show_invisible spell. |
1589 | <br><br> |
1678 | <br><br> |
1590 | You can be quite creative with the outlook of secret exits (their "face"). |
1679 | 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. ]]> |
1680 | Don't forget to give the player relyable hints about them though. ]]> |
… | |
… | |
1595 | You can enter an absolute path, beginning with '/' (for example |
1684 | You can enter an absolute path, beginning with '/' (for example |
1596 | "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning |
1685 | "/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 |
1686 | with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the |
1598 | relative path "Fire1"). Use relative paths whenever possible! Note that |
1687 | relative path "Fire1"). Use relative paths whenever possible! Note that |
1599 | upper/lower case must always be set correctly. However, please use lower |
1688 | upper/lower case must always be set correctly. However, please use lower |
1600 | case only. |
1689 | case only. |
1601 | It is well possible to have an exit pointing to the same map that the exit |
1690 | 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 |
1691 | is on. If slaying is not set in an exit, the player will see a message like |
1603 | "the exit is closed". |
1692 | "the exit is closed". |
1604 | </attribute> |
1693 | </attribute> |
1605 | <attribute arch="hp" editor="destination X" type="int"> |
1694 | <attribute arch="hp" editor="destination X" type="int"> |
… | |
… | |
1819 | </attribute> |
1908 | </attribute> |
1820 | <section name="terrain"> |
1909 | <section name="terrain"> |
1821 | <attribute arch="slow_move" editor="slow movement" type="int"> |
1910 | <attribute arch="slow_move" editor="slow movement" type="int"> |
1822 | If <slow movement> is set to a value greater zero, all |
1911 | If <slow movement> is set to a value greater zero, all |
1823 | creatures moving over this spot will be slower than normal. |
1912 | creatures moving over this spot will be slower than normal. |
1824 | |
1913 | |
1825 | <slow movement> 1 - rough terrain |
1914 | <slow movement> 1 - rough terrain |
1826 | <slow movement> 2 - very rough terrain |
1915 | <slow movement> 2 - very rough terrain |
1827 | ... |
1916 | ... |
1828 | <slow movement> 7 - spider web (sticky as hell) |
1917 | <slow movement> 7 - spider web (sticky as hell) |
1829 | </attribute> |
1918 | </attribute> |
… | |
… | |
1874 | </attribute> |
1963 | </attribute> |
1875 | <section name="terrain"> |
1964 | <section name="terrain"> |
1876 | <attribute arch="slow_move" editor="slow movement" type="int"> |
1965 | <attribute arch="slow_move" editor="slow movement" type="int"> |
1877 | If <slow movement> is set to a value greater zero, all |
1966 | If <slow movement> is set to a value greater zero, all |
1878 | creatures moving over this spot will be slower than normal. |
1967 | creatures moving over this spot will be slower than normal. |
1879 | |
1968 | |
1880 | <slow movement> 1 - rough terrain |
1969 | <slow movement> 1 - rough terrain |
1881 | <slow movement> 2 - very rough terrain |
1970 | <slow movement> 2 - very rough terrain |
1882 | ... |
1971 | ... |
1883 | <slow movement> 7 - spider web (sticky as hell) |
1972 | <slow movement> 7 - spider web (sticky as hell) |
1884 | </attribute> |
1973 | </attribute> |
… | |
… | |
1982 | </use> |
2071 | </use> |
1983 | <attribute arch="magic" editor="magic bonus" type="int"> |
2072 | <attribute arch="magic" editor="magic bonus" type="int"> |
1984 | <magic bonus> works just like ac, except that it can be improved by |
2073 | <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 |
2074 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1986 | than direct armour-class bonus on the helmet. |
2075 | than direct armour-class bonus on the helmet. |
1987 | |
2076 | |
1988 | Important: <magic bonus> on girdles has no effect if there is no |
2077 | Important: <magic bonus> on girdles has no effect if there is no |
1989 | <armour class> set. Girdles shouldn't have <armour class>, thus |
2078 | <armour class> set. Girdles shouldn't have <armour class>, thus |
1990 | <magic bonus> is pointless here. |
2079 | <magic bonus> is pointless here. |
1991 | </attribute> |
2080 | </attribute> |
1992 | </type> |
2081 | </type> |
… | |
… | |
2101 | </attribute> |
2190 | </attribute> |
2102 | <section name="terrain"> |
2191 | <section name="terrain"> |
2103 | <attribute arch="slow_move" editor="slow movement" type="int"> |
2192 | <attribute arch="slow_move" editor="slow movement" type="int"> |
2104 | If <slow movement> is set to a value greater zero, all |
2193 | If <slow movement> is set to a value greater zero, all |
2105 | creatures moving over this spot will be slower than normal. |
2194 | creatures moving over this spot will be slower than normal. |
2106 | |
2195 | |
2107 | <slow movement> 1 - rough terrain |
2196 | <slow movement> 1 - rough terrain |
2108 | <slow movement> 2 - very rough terrain |
2197 | <slow movement> 2 - very rough terrain |
2109 | ... |
2198 | ... |
2110 | <slow movement> 7 - spider web (sticky as hell) |
2199 | <slow movement> 7 - spider web (sticky as hell) |
2111 | </attribute> |
2200 | </attribute> |
… | |
… | |
2148 | </use> |
2237 | </use> |
2149 | <attribute arch="magic" editor="magic bonus" type="int"> |
2238 | <attribute arch="magic" editor="magic bonus" type="int"> |
2150 | <magic bonus> works just like ac, except that it can be improved by |
2239 | <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 |
2240 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2152 | than direct armour-class bonus on the helmet. |
2241 | than direct armour-class bonus on the helmet. |
2153 | |
2242 | |
2154 | Important: <magic bonus> on helmets has no effect if there is no |
2243 | Important: <magic bonus> on helmets has no effect if there is no |
2155 | <armour class> set. It only works in combination with <armour class>. |
2244 | <armour class> set. It only works in combination with <armour class>. |
2156 | Crowns for instance typically provide no <amour class>. |
2245 | Crowns for instance typically provide no <amour class>. |
2157 | </attribute> |
2246 | </attribute> |
2158 | </type> |
2247 | </type> |
… | |
… | |
2169 | </description> |
2258 | </description> |
2170 | <attribute arch="no_pick" value="1" type="fixed" /> |
2259 | <attribute arch="no_pick" value="1" type="fixed" /> |
2171 | <attribute arch="other_arch" editor="god name" type="string"> |
2260 | <attribute arch="other_arch" editor="god name" type="string"> |
2172 | The altar belongs to the god of the given name. Possible options for |
2261 | The altar belongs to the god of the given name. Possible options for |
2173 | <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
2262 | <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
2174 | Gorokh, Valriel and Sorig. |
2263 | Gorokh, Valriel and Sorig. |
2175 | |
2264 | |
2176 | If you want to have an unconsecrated altar, set |
2265 | If you want to have an unconsecrated altar, set |
2177 | <god name> 0 and eventually <reconsecrate level> 0. |
2266 | <god name> 0 and eventually <reconsecrate level> 0. |
2178 | </attribute> |
2267 | </attribute> |
2179 | <attribute arch="level" editor="reconsecrate level" type="int"> |
2268 | <attribute arch="level" editor="reconsecrate level" type="int"> |
2180 | To re-consecrate an altar, the player's wisdom level must be as |
2269 | 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 |
2270 | 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. |
2271 | be re-consecrated, while other altars, like those in dungeons, could be. |
2183 | |
2272 | |
2184 | Altars located in temples should have at least <reconsecrate level> 100. |
2273 | Altars located in temples should have at least <reconsecrate level> 100. |
2185 | Some characters might need those altars, they would be very unhappy to |
2274 | Some characters might need those altars, they would be very unhappy to |
2186 | see them re-consecrated to another cult. |
2275 | see them re-consecrated to another cult. |
2187 | </attribute> |
2276 | </attribute> |
2188 | </type> |
2277 | </type> |
… | |
… | |
2308 | This string specifies the object we are looking for: We have a match |
2397 | 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>. |
2398 | if the player does/don't carry an object of archtype <match arch name>. |
2310 | </attribute> |
2399 | </attribute> |
2311 | <attribute arch="hp" editor="match type" type="int"> |
2400 | <attribute arch="hp" editor="match type" type="int"> |
2312 | This value specifies the object we are looking for: We have a match |
2401 | 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>. |
2402 | if the player does/don't carry an object that is of type <match type>. |
2314 | |
2403 | |
2315 | Example: Set <match type> 15 (type 15 => weapon) and <blocking passage> |
2404 | 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 |
2405 | 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 |
2406 | kind of melee weapon. To pass, a player is forced to leave behind all |
2318 | his weaponry... bad news for a warrior. ;) |
2407 | his weaponry... bad news for a warrior. ;) |
2319 | </attribute> |
2408 | </attribute> |
… | |
… | |
2333 | </attribute> |
2422 | </attribute> |
2334 | <attribute arch="last_heal" editor="remove match" type="bool"> |
2423 | <attribute arch="last_heal" editor="remove match" type="bool"> |
2335 | <remove match> means remove object if found. Setting this is usually not |
2424 | <remove match> means remove object if found. Setting this is usually not |
2336 | recommended because inv. checkers are in general invisible. So, unlike |
2425 | 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 |
2426 | 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. |
2427 | walking over that square. And he doesn't even get a message either. |
2339 | |
2428 | |
2340 | So, *if* you enable <remove match>, make sure |
2429 | So, *if* you enable <remove match>, make sure |
2341 | to inform the player what's going on! |
2430 | to inform the player what's going on! |
2342 | </attribute> |
2431 | </attribute> |
2343 | </type> |
2432 | </type> |
2344 | |
2433 | |
… | |
… | |
2392 | This text may describe the object. |
2481 | This text may describe the object. |
2393 | </attribute> |
2482 | </attribute> |
2394 | </type> |
2483 | </type> |
2395 | |
2484 | |
2396 | <!--####################################################################--> |
2485 | <!--####################################################################--> |
|
|
2486 | <type number="24" name="Key"> |
|
|
2487 | <description><![CDATA[ |
|
|
2488 | When carrying a key, a normal door can be opened. The key will |
|
|
2489 | disappear. ]]> |
|
|
2490 | </description> |
|
|
2491 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
|
|
2492 | A godgiven item vanishes as soon as the player |
|
|
2493 | drops it to the ground. |
|
|
2494 | </attribute> |
|
|
2495 | </type> |
|
|
2496 | |
|
|
2497 | <!--####################################################################--> |
2397 | <type number="20" name="Locked Door"> |
2498 | <type number="20" name="Locked Door"> |
2398 | <ignore> |
2499 | <ignore> |
2399 | <ignore_list name="non_pickable" /> |
2500 | <ignore_list name="non_pickable" /> |
2400 | </ignore> |
2501 | </ignore> |
2401 | <description><![CDATA[ |
2502 | <description><![CDATA[ |
… | |
… | |
2403 | the appropriate special key. ]]> |
2504 | the appropriate special key. ]]> |
2404 | </description> |
2505 | </description> |
2405 | <use><![CDATA[ |
2506 | <use><![CDATA[ |
2406 | If you want to create a locked door that cannot be opened (no key), |
2507 | 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 |
2508 | set a <key string> like "no_key_available". This will clearify things |
2408 | and only a fool would create a key matching that string. |
2509 | and only a fool would create a key matching that string. |
2409 | |
2510 | |
2410 | Door-objects can not only be used for "doors". In many maps these |
2511 | 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 |
2512 | are used with all kinds of faces/names, especially often as |
2412 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2513 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2413 | There you have magic forces (door objects) put under certain artifact |
2514 | 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 |
2515 | items. To get your hands on the artifacts, you need to bring up the |
… | |
… | |
2418 | <attribute arch="no_pick" value="1" type="fixed" /> |
2519 | <attribute arch="no_pick" value="1" type="fixed" /> |
2419 | <attribute arch="slaying" editor="key string" type="string"> |
2520 | <attribute arch="slaying" editor="key string" type="string"> |
2420 | The <key string> in the door must be identical with the |
2521 | The <key string> in the door must be identical with the |
2421 | <key string> in the special key, then the door is unlocked. |
2522 | <key string> in the special key, then the door is unlocked. |
2422 | It is VERY important to set the <key string> to something that |
2523 | It is VERY important to set the <key string> to something that |
2423 | is unique among the CF mapset. |
2524 | is unique among the CF mapset. |
2424 | |
2525 | |
2425 | DONT EVER USE the default string "set_individual_value". |
2526 | DONT EVER USE the default string "set_individual_value". |
2426 | </attribute> |
2527 | </attribute> |
2427 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2528 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2428 | Restricting the use of spells to pass this door. |
2529 | Restricting the use of spells to pass this door. |
2429 | This should be set in most cases. |
2530 | This should be set in most cases. |
… | |
… | |
2471 | <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> |
2572 | <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> |
2472 | This textfield contains the keyword-matching-syntax. The text should |
2573 | This textfield contains the keyword-matching-syntax. The text should |
2473 | have the following format: "@match <keyword1>|<keyword2>|... ". |
2574 | have the following format: "@match <keyword1>|<keyword2>|... ". |
2474 | Any number of keywords from one to infinite is allowed. Make sure |
2575 | Any number of keywords from one to infinite is allowed. Make sure |
2475 | they are seperated by a '|'. |
2576 | they are seperated by a '|'. |
2476 | |
2577 | |
2477 | Examples: "@match yes", "@match gold|treasure". The connected |
2578 | Examples: "@match yes", "@match gold|treasure". The connected |
2478 | value will be triggerd when the player speaks any of the given |
2579 | value will be triggerd when the player speaks any of the given |
2479 | keywords within a two-square radius. IMPORTANT: Upper/lower case |
2580 | keywords within a two-square radius. IMPORTANT: Upper/lower case |
2480 | does not make a difference! |
2581 | does not make a difference! |
2481 | </attribute> |
2582 | </attribute> |
… | |
… | |
2659 | </attribute> |
2760 | </attribute> |
2660 | <attribute arch="name" editor="delete mark" type="string"> |
2761 | <attribute arch="name" editor="delete mark" type="string"> |
2661 | When the player steps onto the marker, all existing forces in |
2762 | When the player steps onto the marker, all existing forces in |
2662 | the players inventory with a <key string> matching <delete mark> |
2763 | the players inventory with a <key string> matching <delete mark> |
2663 | will be removed. If you don't want to remove any marks, leave |
2764 | will be removed. If you don't want to remove any marks, leave |
2664 | this textfield empty. |
2765 | this textfield empty. |
2665 | |
2766 | |
2666 | Note that the string <delete mark> is set as the name of |
2767 | Note that the string <delete mark> is set as the name of |
2667 | this marker. So don't be confused, and remember changing the |
2768 | this marker. So don't be confused, and remember changing the |
2668 | name will take effect on the marker's functionality. |
2769 | name will take effect on the marker's functionality. |
2669 | </attribute> |
2770 | </attribute> |
2670 | <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text"> |
2771 | <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 |
2772 | 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, |
2773 | 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. |
2774 | because it's the only way for the player to notice what's going on. |
2674 | </attribute> |
2775 | </attribute> |
2675 | </type> |
2776 | </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 | |
2777 | |
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 | <!--####################################################################--> |
2778 | <!--####################################################################--> |
2783 | <type number="36" name="Money"> |
2779 | <type number="36" name="Money"> |
2784 | <ignore> |
2780 | <ignore> |
2785 | <attribute arch="unpaid" /> |
2781 | <attribute arch="unpaid" /> |
2786 | </ignore> |
2782 | </ignore> |
… | |
… | |
2828 | It's no fun to play for two hours just to find out the last |
2824 | 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 |
2825 | monster is unbeatable. Similar, it's not exciting to fight orcs |
2830 | after passing a room of dragons.<br> |
2826 | after passing a room of dragons.<br> |
2831 | This rule applies only for linear maps (one room after the other), |
2827 | This rule applies only for linear maps (one room after the other), |
2832 | with treasure at the end. You can sprinkle the treasure around, |
2828 | with treasure at the end. You can sprinkle the treasure around, |
2833 | or make non-linear maps - That is often more entertaining. |
2829 | or make non-linear maps - That is often more entertaining. |
2834 | <LI> Places with high level monsters must not be easy to reach. |
2830 | <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, |
2831 | Balrogs, Dragonmen and the likes should be at the end of a quest, |
2836 | not at the beginning. |
2832 | not at the beginning. |
2837 | <LI> Don't stick monsters together that tend to kill each other. |
2833 | <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. |
2834 | 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, |
2835 | By weakening and killing each other they are easy prey for players, |
2840 | not worth the experience they hold. |
2836 | not worth the experience they hold. |
2841 | <LI> Create your own monsters, especially for "boss"-type monsters. |
2837 | <LI> Create your own monsters, especially for "boss"-type monsters. |
… | |
… | |
2858 | <attribute arch="alive" value="1" type="fixed" /> |
2854 | <attribute arch="alive" value="1" type="fixed" /> |
2859 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
2855 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
2860 | When the monster is killed, items from the treasurelist will |
2856 | When the monster is killed, items from the treasurelist will |
2861 | drop to the ground. This is a common way to reward players |
2857 | drop to the ground. This is a common way to reward players |
2862 | for killing (masses of) monsters. |
2858 | for killing (masses of) monsters. |
2863 | |
2859 | |
2864 | Note that you can always put items into the monster's |
2860 | Note that you can always put items into the monster's |
2865 | inventory. Those will drop-at-kill just like the stuff |
2861 | inventory. Those will drop-at-kill just like the stuff |
2866 | from the <treasurelist>. |
2862 | from the <treasurelist>. |
2867 | </attribute> |
2863 | </attribute> |
2868 | <attribute arch="level" editor="level" type="int"> |
2864 | <attribute arch="level" editor="level" type="int"> |
… | |
… | |
2877 | </attribute> |
2873 | </attribute> |
2878 | <attribute arch="exp" editor="experience" type="int"> |
2874 | <attribute arch="exp" editor="experience" type="int"> |
2879 | When a player kills this monster, he will get exactly this |
2875 | When a player kills this monster, he will get exactly this |
2880 | amount of <experience>. The experience will flow into |
2876 | amount of <experience>. The experience will flow into |
2881 | the skill-cathegory the player used for the kill. |
2877 | the skill-cathegory the player used for the kill. |
2882 | |
2878 | |
2883 | If you create special monsters of tweaked strenght/abilities, |
2879 | If you create special monsters of tweaked strenght/abilities, |
2884 | always make sure that the <experience> is set to a |
2880 | always make sure that the <experience> is set to a |
2885 | reasonable value. Compare with existing arches to get a feeling |
2881 | reasonable value. Compare with existing arches to get a feeling |
2886 | what reasonable means. Keep in mind that spellcasting monsters |
2882 | what reasonable means. Keep in mind that spellcasting monsters |
2887 | are a lot harder to kill than non-spellcasters! |
2883 | are a lot harder to kill than non-spellcasters! |
… | |
… | |
2906 | This only takes effect if <multiply> is enabled. The monster |
2902 | 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. |
2903 | 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. |
2904 | 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 |
2905 | Each time the monster need to generate an object, it will be |
2910 | a randomly chosen item from the inventory. When generator is destroyed, |
2906 | a randomly chosen item from the inventory. When generator is destroyed, |
2911 | inventory is destroyed. |
2907 | inventory is destroyed. |
2912 | </attribute> |
2908 | </attribute> |
2913 | <attribute arch="flying" editor="flying" type="bool"> |
2909 | <attribute arch="flying" editor="flying" type="bool"> |
2914 | Flying monsters won't get slowed down in rough terrain |
2910 | Flying monsters won't get slowed down in rough terrain |
2915 | and they won't be affected by movers. |
2911 | and they won't be affected by movers. |
2916 | </attribute> |
2912 | </attribute> |
… | |
… | |
2921 | <attribute arch="carrying" editor="carries weight" type="int"> |
2917 | <attribute arch="carrying" editor="carries weight" type="int"> |
2922 | If a monster has something in the inventory, this |
2918 | If a monster has something in the inventory, this |
2923 | value can be set to reflect the slowdown due to |
2919 | value can be set to reflect the slowdown due to |
2924 | the carried weight. |
2920 | the carried weight. |
2925 | </attribute> |
2921 | </attribute> |
2926 | |
2922 | |
2927 | <section name="melee"> |
2923 | <section name="melee"> |
2928 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2924 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2929 | This number is a bitmask, specifying the monster's attacktypes |
2925 | This number is a bitmask, specifying the monster's attacktypes |
2930 | for melee damage. Attacktypes are: physical, magical, fire, cold.. etc. |
2926 | for melee damage. Attacktypes are: physical, magical, fire, cold.. etc. |
2931 | Strong monsters often have more than just physical attacktype. |
2927 | Strong monsters often have more than just physical attacktype. |
2932 | |
2928 | |
2933 | When a monster with multiple attacktypes hits aan oponent, it will do |
2929 | 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 |
2930 | as much damage as the "best" of it's attacktypes does. So, the more |
2935 | attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are |
2931 | attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are |
2936 | somehow exceptions. |
2932 | somehow exceptions. |
2937 | </attribute> |
2933 | </attribute> |
… | |
… | |
2981 | <attribute arch="one_hit" editor="one hit only" type="bool"> |
2977 | <attribute arch="one_hit" editor="one hit only" type="bool"> |
2982 | Monsters with <one hit only> dissapear after one successful hit |
2978 | Monsters with <one hit only> dissapear after one successful hit |
2983 | to a player. |
2979 | to a player. |
2984 | </attribute> |
2980 | </attribute> |
2985 | </section> |
2981 | </section> |
2986 | |
2982 | |
2987 | <section name="spellcraft"> |
2983 | <section name="spellcraft"> |
2988 | <attribute arch="can_cast_spell" editor="can cast spell" type="bool"> |
2984 | <attribute arch="can_cast_spell" editor="can cast spell" type="bool"> |
2989 | If <can cast spell> is disabled, the monster cannot cast any spell. |
2985 | If <can cast spell> is disabled, the monster cannot cast any spell. |
2990 | Only wands/rods/etc can be used, given the appropriate abilities. |
2986 | Only wands/rods/etc can be used, given the appropriate abilities. |
2991 | </attribute> |
2987 | </attribute> |
2992 | <attribute arch="reflect_spell" editor="reflect spells" type="bool"> |
2988 | <attribute arch="reflect_spell" editor="reflect spells" type="bool"> |
2993 | A monster with this flag has the ability to <reflect spells>, |
2989 | A monster with this flag has the ability to <reflect spells>, |
2994 | all kinds of spell-bullets and -beams will bounce off. |
2990 | all kinds of spell-bullets and -beams will bounce off. |
2995 | |
2991 | |
2996 | Generally this flag should not be set because it puts |
2992 | Generally this flag should not be set because it puts |
2997 | wizard-type players at an unfair disadvantage. |
2993 | wizard-type players at an unfair disadvantage. |
2998 | </attribute> |
2994 | </attribute> |
2999 | <attribute arch="sp" editor="spellpoints" type="int"> |
2995 | <attribute arch="sp" editor="spellpoints" type="int"> |
3000 | Like players, monsters need <spellpoints> to do magic. Monsters use |
2996 | Like players, monsters need <spellpoints> to do magic. Monsters use |
… | |
… | |
3011 | "regenerate mana" at it's disposal. |
3007 | "regenerate mana" at it's disposal. |
3012 | </attribute> |
3008 | </attribute> |
3013 | <attribute arch="Pow" editor="spellpoint regen." type="int"> |
3009 | <attribute arch="Pow" editor="spellpoint regen." type="int"> |
3014 | Monsters regenerate this many spellpoints each 16 ticks. Hence, the |
3010 | Monsters regenerate this many spellpoints each 16 ticks. Hence, the |
3015 | spellpoint regeneration rate is independent of <speed>. |
3011 | spellpoint regeneration rate is independent of <speed>. |
3016 | |
3012 | |
3017 | To make a real tough spellcasting monster, the rate of spellpoint |
3013 | To make a real tough spellcasting monster, the rate of spellpoint |
3018 | regeneration is most important. If your monster is still not casting |
3014 | regeneration is most important. If your monster is still not casting |
3019 | fast enough, give it the spell-ability of "regenerate mana". |
3015 | fast enough, give it the spell-ability of "regenerate mana". |
3020 | That, paired with high <max spellpoints>, is the ultimate thing. |
3016 | That, paired with high <max spellpoints>, is the ultimate thing. |
3021 | </attribute> |
3017 | </attribute> |
… | |
… | |
3030 | <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath"> |
3026 | <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath"> |
3031 | Click on the <denied paths> button to select spellpaths. |
3027 | Click on the <denied paths> button to select spellpaths. |
3032 | The creature won't be able to cast spells of the specified paths. |
3028 | The creature won't be able to cast spells of the specified paths. |
3033 | </attribute> |
3029 | </attribute> |
3034 | </section> |
3030 | </section> |
3035 | |
3031 | |
3036 | <section name="ability"> |
3032 | <section name="ability"> |
3037 | <attribute arch="Int" editor="detect hidden" type="int"> |
3033 | <attribute arch="Int" editor="detect hidden" type="int"> |
3038 | The <detect hidden> value gives monsters the ablitity to find |
3034 | The <detect hidden> value gives monsters the ablitity to find |
3039 | hidden/invisible creatures. Higher values make for better |
3035 | hidden/invisible creatures. Higher values make for better |
3040 | detection-skills. Enabling <see invisible> makes this value |
3036 | detection-skills. Enabling <see invisible> makes this value |
… | |
… | |
3075 | Monster is able to read scrolls. |
3071 | Monster is able to read scrolls. |
3076 | </attribute> |
3072 | </attribute> |
3077 | <attribute arch="can_use_skill" editor="can use skills" type="bool"> |
3073 | <attribute arch="can_use_skill" editor="can use skills" type="bool"> |
3078 | Monster is able to use skills from it's inventory. |
3074 | Monster is able to use skills from it's inventory. |
3079 | For example, you can put a throwing skill object and some |
3075 | For example, you can put a throwing skill object and some |
3080 | boulders into the monster's object and set <can use skills>. |
3076 | boulders into the monster's object and set <can use skills>. |
3081 | </attribute> |
3077 | </attribute> |
3082 | </section> |
3078 | </section> |
3083 | |
3079 | |
3084 | <section name="behave"> |
3080 | <section name="behave"> |
3085 | <attribute arch="monster" editor="monster behaviour" type="bool"> |
3081 | <attribute arch="monster" editor="monster behaviour" type="bool"> |
3086 | When <monster behaviour> is enabled, this object will behave |
3082 | When <monster behaviour> is enabled, this object will behave |
3087 | like a monster: It can move and attack enemies (which are |
3083 | like a monster: It can move and attack enemies (which are |
3088 | typically players). |
3084 | typically players). |
3089 | This flag should be set for all monsters as-such. |
3085 | This flag should be set for all monsters as-such. |
3090 | Monsters which don't move, like guards, should also have |
3086 | Monsters which don't move, like guards, should also have |
3091 | <monster behaviour>, but in combination with <stand still>. |
3087 | <monster behaviour>, but in combination with <stand still>. |
3092 | It should *not* be set for things like immobile generators. |
3088 | It should *not* be set for things like immobile generators. |
3093 | </attribute> |
3089 | </attribute> |
3094 | <attribute arch="unaggressive" editor="unaggressive" type="bool"> |
3090 | <attribute arch="unaggressive" editor="unaggressive" type="bool"> |
3095 | <unaggressive> monsters do not attack players unless attacked first. |
3091 | <unaggressive> monsters do not attack players unless attacked first. |
3096 | </attribute> |
3092 | </attribute> |
3097 | <attribute arch="friendly" editor="friendly" type="bool"> |
3093 | <attribute arch="friendly" editor="friendly" type="bool"> |
… | |
… | |
3100 | </attribute> |
3096 | </attribute> |
3101 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3097 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3102 | Monsters which <stand still> won't move to leave their position. |
3098 | Monsters which <stand still> won't move to leave their position. |
3103 | When agressive, they will attack all enemies who get close to |
3099 | When agressive, they will attack all enemies who get close to |
3104 | them. This behaviour is commonly known from castle guards. |
3100 | them. This behaviour is commonly known from castle guards. |
3105 | |
3101 | |
3106 | In older versions of Crossfire it was possible to eventually |
3102 | In older versions of Crossfire it was possible to eventually |
3107 | push a <stand still>-monster out of position by force. |
3103 | push a <stand still>-monster out of position by force. |
3108 | I believe this is no longer possible. Neverthless, you should |
3104 | I believe this is no longer possible. Neverthless, you should |
3109 | still be cautious when lining up <stand still>-monster in order |
3105 | still be cautious when lining up <stand still>-monster in order |
3110 | to "defend" something: Such monsters are rather easy to kill. |
3106 | to "defend" something: Such monsters are rather easy to kill. |
… | |
… | |
3121 | creature is able to perform. |
3117 | creature is able to perform. |
3122 | </attribute> |
3118 | </attribute> |
3123 | <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up"> |
3119 | <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up"> |
3124 | Click on the <pick up> button and select which types of objects |
3120 | Click on the <pick up> button and select which types of objects |
3125 | the creature should try to pick up. |
3121 | the creature should try to pick up. |
3126 | |
3122 | |
3127 | Note also that if <can use armor>, <can use weapon>, <can use ring>... |
3123 | 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 |
3124 | etc are set, then the creature will pick up the matching items even |
3129 | if this is not set here. |
3125 | if this is not set here. |
3130 | </attribute> |
3126 | </attribute> |
3131 | <attribute arch="Wis" editor="sensing range" type="int"> |
3127 | <attribute arch="Wis" editor="sensing range" type="int"> |
… | |
… | |
3142 | When the monster's health points drop below this percentage |
3138 | When the monster's health points drop below this percentage |
3143 | (relative to max health), it attempts to run away from the |
3139 | (relative to max health), it attempts to run away from the |
3144 | attacker. |
3140 | attacker. |
3145 | </attribute> |
3141 | </attribute> |
3146 | </section> |
3142 | </section> |
3147 | |
3143 | |
3148 | <section name="resistance"> |
3144 | <section name="resistance"> |
3149 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
3145 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
3150 | </attribute> |
3146 | </attribute> |
3151 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
3147 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
3152 | </attribute> |
3148 | </attribute> |
… | |
… | |
3189 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
3185 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
3190 | </attribute> |
3186 | </attribute> |
3191 | </section> |
3187 | </section> |
3192 | <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> |
3188 | <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> |
3193 | </attribute> |
3189 | </attribute> |
|
|
3190 | </type> |
|
|
3191 | |
|
|
3192 | <!--####################################################################--> |
|
|
3193 | <type number="28" name="Monster (Grimreaper)"> |
|
|
3194 | <import_type name="Monster & NPC" /> |
|
|
3195 | <ignore> |
|
|
3196 | <attribute arch="material" /> |
|
|
3197 | <attribute arch="name_pl" /> |
|
|
3198 | <attribute arch="nrof" /> |
|
|
3199 | <attribute arch="value" /> |
|
|
3200 | <attribute arch="unpaid" /> |
|
|
3201 | </ignore> |
|
|
3202 | <description><![CDATA[ |
|
|
3203 | A grimreaper is a monster that vanishes after it did some number of |
|
|
3204 | draining attacks. ]]> <!-- XXX: is this ok? --> |
|
|
3205 | </description> |
|
|
3206 | <section name="grimreaper"> |
|
|
3207 | <attribute arch="value" editor="attacks" type="int"> |
|
|
3208 | The object vanishes after this number of draining attacks. |
|
|
3209 | </attribute> |
|
|
3210 | </section> |
3194 | </type> |
3211 | </type> |
3195 | |
3212 | |
3196 | <!--####################################################################--> |
3213 | <!--####################################################################--> |
3197 | <type number="65" name="Mood Floor"> |
3214 | <type number="65" name="Mood Floor"> |
3198 | <ignore> |
3215 | <ignore> |
… | |
… | |
3220 | </use> |
3237 | </use> |
3221 | <attribute arch="no_pick" value="1" type="fixed" /> |
3238 | <attribute arch="no_pick" value="1" type="fixed" /> |
3222 | <attribute arch="last_sp" editor="mood" type="list_mood"> |
3239 | <attribute arch="last_sp" editor="mood" type="list_mood"> |
3223 | <mood> is used to determine what will happen to the |
3240 | <mood> is used to determine what will happen to the |
3224 | monster when affected by the mood floor: |
3241 | monster when affected by the mood floor: |
3225 | |
3242 | |
3226 | <mood> 'furious': Makes all monsters aggressive |
3243 | <mood> 'furious': Makes all monsters aggressive |
3227 | |
3244 | |
3228 | <mood> 'angry': As above but pets are unaffected |
3245 | <mood> 'angry': As above but pets are unaffected |
3229 | |
3246 | |
3230 | <mood> 'calm': Makes all monsters unaggressive |
3247 | <mood> 'calm': Makes all monsters unaggressive |
3231 | |
3248 | |
3232 | <mood> 'sleep': Puts all monsters to sleep |
3249 | <mood> 'sleep': Puts all monsters to sleep |
3233 | |
3250 | |
3234 | <mood> 'charm': Turns monster into a pet of person |
3251 | <mood> 'charm': Turns monster into a pet of person |
3235 | who triggers the square. This setting is not |
3252 | who triggers the square. This setting is not |
3236 | enabled for continous operation, you need to |
3253 | enabled for continous operation, you need to |
3237 | insert a <connection> value! |
3254 | insert a <connection> value! |
3238 | </attribute> |
3255 | </attribute> |
3239 | <attribute arch="connected" editor="connection" type="int"> |
3256 | <attribute arch="connected" editor="connection" type="int"> |
3240 | This should only be set in combination with <mood number> 4. |
3257 | This should only be set in combination with <mood number> 4. |
3241 | Normally, monsters are affected by the mood floor as soon as they |
3258 | Normally, monsters are affected by the mood floor as soon as they |
3242 | step on it. But charming (monster -> pet) is too powerful, |
3259 | step on it. But charming (monster -> pet) is too powerful, |
3243 | so it needs to be activated. |
3260 | so it needs to be activated. |
3244 | |
3261 | |
3245 | Typically it is connected to an altar, for buying a "hireling". |
3262 | 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 |
3263 | 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! |
3264 | quest. Or even better: It could be *part* of a quest! |
3248 | </attribute> |
3265 | </attribute> |
3249 | <attribute arch="no_magic" editor="no spells" type="bool"> |
3266 | <attribute arch="no_magic" editor="no spells" type="bool"> |
… | |
… | |
3310 | A mover with direction set to <none> will spin clockwise, |
3327 | A mover with direction set to <none> will spin clockwise, |
3311 | thus pushing creatures in unpredictable directions. |
3328 | thus pushing creatures in unpredictable directions. |
3312 | </attribute> |
3329 | </attribute> |
3313 | <attribute arch="lifesave" editor="gets used up" type="bool"> |
3330 | <attribute arch="lifesave" editor="gets used up" type="bool"> |
3314 | If enabled, the mover gets "used up" after a certain number of moves |
3331 | 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. |
3332 | (specified by <number of uses>). If disabled, the mover works infinitely. |
3316 | </attribute> |
3333 | </attribute> |
3317 | <attribute arch="hp" editor="number of uses" type="int"> |
3334 | <attribute arch="hp" editor="number of uses" type="int"> |
3318 | This value has only a meaning if <gets used up> is set: |
3335 | 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 |
3336 | <number of uses> is the number of times minus one, that it |
3320 | will move a creature before disappearing. (It will move |
3337 | will move a creature before disappearing. (It will move |
3321 | someone <number of uses>+1 times, then vanish). |
3338 | someone <number of uses>+1 times, then vanish). |
3322 | </attribute> |
3339 | </attribute> |
3323 | <section name="targets"> |
3340 | <section name="targets"> |
3324 | <attribute arch="level" editor="move players" type="bool"> |
3341 | <attribute arch="level" editor="move players" type="bool"> |
3325 | If <move players> is enabled, both players and monsters will be |
3342 | If <move players> is enabled, both players and monsters will be |
3326 | moved. In the arches' default it is disabled - thus ONLY monsters |
3343 | moved. In the arches' default it is disabled - thus ONLY monsters |
3327 | get moved. Remember that "monsters" includes NPCs! |
3344 | get moved. Remember that "monsters" includes NPCs! |
3328 | |
3345 | |
3329 | This feature provides you with the possibility to make NPCs |
3346 | This feature provides you with the possibility to make NPCs |
3330 | literally "come to life". Example: The player is talking with an |
3347 | literally "come to life". Example: The player is talking with an |
3331 | NPC, speaking a certain keyword. This triggers a magic_ear and |
3348 | NPC, speaking a certain keyword. This triggers a magic_ear and |
3332 | activates creators, creating (per default: monster-only) movers |
3349 | activates creators, creating (per default: monster-only) movers |
3333 | under the NPC's feet. The NPC starts "walking" on a predefined |
3350 | under the NPC's feet. The NPC starts "walking" on a predefined |
… | |
… | |
3366 | <attribute arch="no_pick" value="1" type="fixed" /> |
3383 | <attribute arch="no_pick" value="1" type="fixed" /> |
3367 | <attribute arch="slaying" editor="match race" type="string"> |
3384 | <attribute arch="slaying" editor="match race" type="string"> |
3368 | the <match race> defines the object we're looking for. If <match race> |
3385 | 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. |
3386 | 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 |
3387 | 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". |
3388 | place where only fireborns can enter, by setting "slaying unnatural". |
3372 | |
3389 | |
3373 | If it is set to "player", any player stepping on the pedestal |
3390 | 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 |
3391 | is a match. Very useful if you want to open a gate for players |
3375 | but not for monsters. |
3392 | but not for monsters. |
3376 | </attribute> |
3393 | </attribute> |
3377 | <attribute arch="connected" editor="connection" type="int"> |
3394 | <attribute arch="connected" editor="connection" type="int"> |
… | |
… | |
3467 | </attribute> |
3484 | </attribute> |
3468 | <attribute arch="attacktype" editor="special effect" type="list_potion_effect"> |
3485 | <attribute arch="attacktype" editor="special effect" type="list_potion_effect"> |
3469 | There are two types of special effects for potions: |
3486 | There are two types of special effects for potions: |
3470 | 'life restoration' - restore the player's stats lost by death or draining |
3487 | 'life restoration' - restore the player's stats lost by death or draining |
3471 | (this has nothing in common with the restoration spell!) |
3488 | (this has nothing in common with the restoration spell!) |
3472 | 'improvement' - increase the player's maximum health/mana/grace |
3489 | 'improvement' - increase the player's maximum health/mana/grace |
3473 | by a very small amount. |
3490 | by a very small amount. |
3474 | </attribute> |
3491 | </attribute> |
3475 | <attribute arch="cursed" editor="cursed" type="bool"> |
3492 | <attribute arch="cursed" editor="cursed" type="bool"> |
3476 | If a potion is cursed, benefits generally turn into penalties. |
3493 | If a potion is cursed, benefits generally turn into penalties. |
3477 | Note that potions can be "uncursed" by praying over an altar, |
3494 | Note that potions can be "uncursed" by praying over an altar, |
… | |
… | |
3633 | weapon and projectile. ]]> |
3650 | weapon and projectile. ]]> |
3634 | </description> |
3651 | </description> |
3635 | <use><![CDATA[ |
3652 | <use><![CDATA[ |
3636 | If you want to create new kinds of projectiles, you could |
3653 | If you want to create new kinds of projectiles, you could |
3637 | add an alchemical receipe to create these. |
3654 | add an alchemical receipe to create these. |
3638 | |
3655 | |
3639 | Don't create new pairs of weapons & projectiles unless |
3656 | Don't create new pairs of weapons & projectiles unless |
3640 | they really fullfill a useful purpose. In fact, even bows |
3657 | they really fullfill a useful purpose. In fact, even bows |
3641 | and crossbows are rarely ever used. ]]> |
3658 | and crossbows are rarely ever used. ]]> |
3642 | </use> |
3659 | </use> |
3643 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3660 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
… | |
… | |
3648 | </attribute> |
3665 | </attribute> |
3649 | <attribute arch="race" editor="ammunition class" type="string"> |
3666 | <attribute arch="race" editor="ammunition class" type="string"> |
3650 | Only shooting weapons with matching <ammunition class> can fire |
3667 | Only shooting weapons with matching <ammunition class> can fire |
3651 | these projectiles. For arrows set "arrows", for crossbow bolts |
3668 | these projectiles. For arrows set "arrows", for crossbow bolts |
3652 | set "crossbow bolts" (big surprise). |
3669 | set "crossbow bolts" (big surprise). |
3653 | |
3670 | |
3654 | In certain cases, the ammunition class is displayed in the game. |
3671 | In certain cases, the ammunition class is displayed in the game. |
3655 | Hence, when you create a new ammunition class, choose an |
3672 | Hence, when you create a new ammunition class, choose an |
3656 | intuitive name like "missiles", "spirit bolts" - whatever. |
3673 | intuitive name like "missiles", "spirit bolts" - whatever. |
3657 | |
3674 | |
3658 | You can also make special containers holding these projectiles |
3675 | You can also make special containers holding these projectiles |
3659 | by setting the <container class> to match your <ammunition class>. |
3676 | by setting the <container class> to match your <ammunition class>. |
3660 | </attribute> |
3677 | </attribute> |
3661 | <attribute arch="slaying" editor="slaying race" type="string"> |
3678 | <attribute arch="slaying" editor="slaying race" type="string"> |
3662 | Slaying means the weapon does tripple (3x) damage to monsters |
3679 | Slaying means the weapon does tripple (3x) damage to monsters |
… | |
… | |
3778 | <attribute arch="value" /> |
3795 | <attribute arch="value" /> |
3779 | <attribute arch="material" /> |
3796 | <attribute arch="material" /> |
3780 | <attribute arch="unpaid" /> |
3797 | <attribute arch="unpaid" /> |
3781 | </ignore> |
3798 | </ignore> |
3782 | <description><![CDATA[ |
3799 | <description><![CDATA[ |
3783 | A rune is a magical enscription on the dungeon floor. |
3800 | A rune is a magical enscription on the dungeon floor. |
3784 | <br><br> |
3801 | <br><br> |
3785 | Runes hit any monster or person who steps on them for 'dam' damage in |
3802 | Runes hit any monster or person who steps on them for 'dam' damage in |
3786 | 'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3803 | 'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3787 | and will cast this spell when it detonates. Yet another kind is the |
3804 | and will cast this spell when it detonates. Yet another kind is the |
3788 | "summoning rune", summoning predefined monsters of any kind, at detonation. |
3805 | "summoning rune", summoning predefined monsters of any kind, at detonation. |
… | |
… | |
3796 | <attribute arch="no_pick" value="1" type="fixed" /> |
3813 | <attribute arch="no_pick" value="1" type="fixed" /> |
3797 | <attribute arch="walk_on" value="1" type="fixed" /> |
3814 | <attribute arch="walk_on" value="1" type="fixed" /> |
3798 | <attribute arch="level" editor="rune level" type="int"> |
3815 | <attribute arch="level" editor="rune level" type="int"> |
3799 | This value sets the level the rune will cast the spell it contains at, |
3816 | 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. |
3817 | if applicable. A level 99 rune casts a very, very mean spell of whatever. |
3801 | (<rune level> 0 runes won't detonate at all!) |
3818 | (<rune level> 0 runes won't detonate at all!) |
3802 | |
3819 | |
3803 | Level Also effects how easily a rune may be found and disarmed, and |
3820 | 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 |
3821 | 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 |
3822 | runes can be quite a cheap source of experience! So either make them |
3806 | tough, or keep the level low. |
3823 | tough, or keep the level low. |
3807 | </attribute> |
3824 | </attribute> |
… | |
… | |
3814 | The rune will detonate <number of charges> times before disappearing. |
3831 | The rune will detonate <number of charges> times before disappearing. |
3815 | </attribute> |
3832 | </attribute> |
3816 | <attribute arch="dam" editor="direct damage" type="int"> |
3833 | <attribute arch="dam" editor="direct damage" type="int"> |
3817 | <direct damage> specifies how much damage is done by the rune, |
3834 | <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 |
3835 | if it doesn't contain a spell. This should be set in reasonable |
3819 | relation to the rune's level. |
3836 | relation to the rune's level. |
3820 | </attribute> |
3837 | </attribute> |
3821 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3838 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3822 | If there isn't any spell (and <summon monster> is unset), this |
3839 | If there isn't any spell (and <summon monster> is unset), this |
3823 | attribute defines what attacktype to use for direct damage when |
3840 | attribute defines what attacktype to use for direct damage when |
3824 | the rune detonates. |
3841 | the rune detonates. |
… | |
… | |
3889 | <attribute arch="no_magic" value="1" type="fixed" /> |
3906 | <attribute arch="no_magic" value="1" type="fixed" /> |
3890 | <attribute arch="damned" value="1" type="fixed" /> |
3907 | <attribute arch="damned" value="1" type="fixed" /> |
3891 | </type> |
3908 | </type> |
3892 | |
3909 | |
3893 | <!--####################################################################--> |
3910 | <!--####################################################################--> |
|
|
3911 | <type number="111" name="Scroll"> |
|
|
3912 | <ignore> |
|
|
3913 | <attribute arch="title" /> |
|
|
3914 | </ignore> |
|
|
3915 | <description><![CDATA[ |
|
|
3916 | Scrolls contain spells (similar to spell-potions). Unlike potions, |
|
|
3917 | scrolls require a certain literacy skill to read successfully. |
|
|
3918 | Accordingly, for a successful reading, a small amount of |
|
|
3919 | experience is gained. Scrolls allow only one time usage, but |
|
|
3920 | usually they are sold in bulks. ]]> |
|
|
3921 | </description> |
|
|
3922 | <use><![CDATA[ |
|
|
3923 | For low level quests, scrolls of healing/curing-spells |
|
|
3924 | can be a nice reward. At higher levels, scrolls become less |
|
|
3925 | and less useful. ]]> |
|
|
3926 | </use> |
|
|
3927 | <attribute arch="level" editor="casting level" type="int"> |
|
|
3928 | The spell of the scroll will be casted at this level. |
|
|
3929 | This value should always be set, at least to 1. |
|
|
3930 | </attribute> |
|
|
3931 | <attribute arch="sp" editor="spell" type="spell"> |
|
|
3932 | When a player/monster applies this scroll, the selected <spell> |
|
|
3933 | will be casted (once). This should work for any given spell. |
|
|
3934 | </attribute> |
|
|
3935 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
|
|
3936 | A godgiven item vanishes as soon as the player |
|
|
3937 | drops it to the ground. |
|
|
3938 | </attribute> |
|
|
3939 | </type> |
|
|
3940 | |
|
|
3941 | <!--####################################################################--> |
|
|
3942 | <type number="33" name="Shield"> |
|
|
3943 | <import_type name="Amulet" /> |
|
|
3944 | <description><![CDATA[ |
|
|
3945 | Wearing a shield, the object's stats will directly be inherited to |
|
|
3946 | the player. Shields usually provide good defense, only surpassed |
|
|
3947 | by brestplate armour. Resistances on shields aren't uncommon either. ]]> |
|
|
3948 | </description> |
|
|
3949 | <use><![CDATA[ |
|
|
3950 | Feel free to create your own special artifacts. However, it is very |
|
|
3951 | important that you keep your artifact in balance with existing maps. ]]> |
|
|
3952 | </use> |
|
|
3953 | <attribute arch="magic" editor="magic bonus" type="int"> |
|
|
3954 | <magic bonus> works just like ac, except that it can be improved by |
|
|
3955 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
|
|
3956 | than direct armour-class bonus on the shield. |
|
|
3957 | </attribute> |
|
|
3958 | </type> |
|
|
3959 | |
|
|
3960 | <!--####################################################################--> |
3894 | <type number="14" name="Shooting Weapon"> |
3961 | <type number="14" name="Shooting Weapon"> |
3895 | <description><![CDATA[ |
3962 | <description><![CDATA[ |
3896 | Schooting weapons like bows/crossbows are used to shoot projectiles |
3963 | Schooting weapons like bows/crossbows are used to shoot projectiles |
3897 | (arrows/bolts). Shooting weapons and normal (melee) weapons can be |
3964 | (arrows/bolts). Shooting weapons and normal (melee) weapons can be |
3898 | wielded both at the same time. Like with any other equipment, |
3965 | wielded both at the same time. Like with any other equipment, |
… | |
… | |
3912 | </use> |
3979 | </use> |
3913 | <attribute arch="race" editor="ammunition class" type="string"> |
3980 | <attribute arch="race" editor="ammunition class" type="string"> |
3914 | Only projectiles with matching <ammunition class> can be fired |
3981 | Only projectiles with matching <ammunition class> can be fired |
3915 | with this weapon. For normal bows set "arrows", for normal |
3982 | with this weapon. For normal bows set "arrows", for normal |
3916 | crossbows set "crossbow bolts". |
3983 | crossbows set "crossbow bolts". |
3917 | |
3984 | |
3918 | In certain cases, the ammunition class is displayed in the game. |
3985 | In certain cases, the ammunition class is displayed in the game. |
3919 | Hence, when you create a new ammunition class, choose an |
3986 | Hence, when you create a new ammunition class, choose an |
3920 | intuitive name like "missiles", "spirit bolts" - whatever. |
3987 | intuitive name like "missiles", "spirit bolts" - whatever. |
3921 | </attribute> |
3988 | </attribute> |
3922 | <attribute arch="sp" editor="shooting speed" type="int"> |
3989 | <attribute arch="sp" editor="shooting speed" type="int"> |
3923 | After shooting a projectile, the player is frozen for a short |
3990 | After shooting a projectile, the player is frozen for a short |
3924 | period of time (to prevent shooting arrows machine-gun-like). |
3991 | period of time (to prevent shooting arrows machine-gun-like). |
3925 | The greater <shooting speed>, the shorter this period of time. |
3992 | The greater <shooting speed>, the shorter this period of time. |
3926 | 1 is minimum (=worst) and 100 is maximum (=best) value. |
3993 | 1 is minimum (=worst) and 100 is maximum (=best) value. |
3927 | |
3994 | |
3928 | You shouldn't set <shooting speed> lower than 10. YOU MUST NOT |
3995 | You shouldn't set <shooting speed> lower than 10. YOU MUST NOT |
3929 | SET IT TO ZERO! (That would freeze the player for eternety). |
3996 | SET IT TO ZERO! (That would freeze the player for eternety). |
3930 | </attribute> |
3997 | </attribute> |
3931 | <attribute arch="dam" editor="base damage" type="int"> |
3998 | <attribute arch="dam" editor="base damage" type="int"> |
3932 | The <base damage> significantly affects the damage done |
3999 | The <base damage> significantly affects the damage done |
… | |
… | |
3943 | The <item power> value measures how "powerful" an artifact is. |
4010 | The <item power> value measures how "powerful" an artifact is. |
3944 | Players will only be able to wear equipment with a certain total |
4011 | 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 |
4012 | amount of <item power>, depending on their own level. This is the |
3946 | only way to prevent low level players to wear "undeserved" equipment |
4013 | only way to prevent low level players to wear "undeserved" equipment |
3947 | (like gifts from other players or cheated items). |
4014 | (like gifts from other players or cheated items). |
3948 | |
4015 | |
3949 | It is very important to adjust the <item power> value carefully |
4016 | It is very important to adjust the <item power> value carefully |
3950 | for every artifact you create! If zero/unset, the CF server will |
4017 | for every artifact you create! If zero/unset, the CF server will |
3951 | calculate a provisional value at runtime, but this is never |
4018 | calculate a provisional value at runtime, but this is never |
3952 | going to be an accurate measurement of <item power>. |
4019 | going to be an accurate measurement of <item power>. |
3953 | </attribute> |
4020 | </attribute> |
… | |
… | |
4024 | should have such a description. |
4091 | should have such a description. |
4025 | </attribute> |
4092 | </attribute> |
4026 | </type> |
4093 | </type> |
4027 | |
4094 | |
4028 | <!--####################################################################--> |
4095 | <!--####################################################################--> |
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"> |
4096 | <type number="68" name="Shop Floor"> |
4080 | <ignore> |
4097 | <ignore> |
4081 | <ignore_list name="non_pickable" /> |
4098 | <ignore_list name="non_pickable" /> |
4082 | </ignore> |
4099 | </ignore> |
4083 | <description><![CDATA[ |
4100 | <description><![CDATA[ |
… | |
… | |
4194 | <attribute arch="food" editor="counter" type="int"> |
4211 | <attribute arch="food" editor="counter" type="int"> |
4195 | If a counter-value is set (greater zero), the sign/magic_mouth can be applied |
4212 | 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 |
4213 | (printing the message) only that many times. For signs this really shouldn't |
4197 | be used, while for magic_mouths it is extremely helpful. |
4214 | be used, while for magic_mouths it is extremely helpful. |
4198 | Monsters walking over the magic_mouth do not decrease the counter. |
4215 | Monsters walking over the magic_mouth do not decrease the counter. |
4199 | |
4216 | |
4200 | Often, you might want to have a message displayed only one time. For example: |
4217 | 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 |
4218 | 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 |
4219 | 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 |
4220 | 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. |
4221 | second time would be silly. <counter> 1 does a perfect job in such cases. |
… | |
… | |
4321 | burned or otherwise destroyed. |
4338 | burned or otherwise destroyed. |
4322 | </attribute> |
4339 | </attribute> |
4323 | <attribute arch="unique" editor="unique item" type="bool"> |
4340 | <attribute arch="unique" editor="unique item" type="bool"> |
4324 | Unique items exist only one time on a server. If the item |
4341 | Unique items exist only one time on a server. If the item |
4325 | is taken, lost or destroyed - it's gone for good. |
4342 | is taken, lost or destroyed - it's gone for good. |
4326 | |
4343 | |
4327 | This can be used if you want to sell apartments on your |
4344 | This can be used if you want to sell apartments on your |
4328 | map: Simply sell a unique passport/key, and place |
4345 | map: Simply sell a unique passport/key, and place |
4329 | an inventory checker at the entrance of your apartment. |
4346 | an inventory checker at the entrance of your apartment. |
4330 | </attribute> |
4347 | </attribute> |
4331 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
4348 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
… | |
… | |
4448 | <use><![CDATA[ |
4465 | <use><![CDATA[ |
4449 | Spinners are very rarely used. I believe they are quite |
4466 | Spinners are very rarely used. I believe they are quite |
4450 | confusing and pointless. The only use I can think of is building |
4467 | 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 |
4468 | some puzzle about where to shoot into spinners to shoot somewhere you |
4452 | otherwise couldn't. |
4469 | otherwise couldn't. |
4453 | |
4470 | |
4454 | When placing spinners on a map with magic walls, make sure the spell- |
4471 | 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. ]]> |
4472 | projectiles from magic walls don't get to fly in loops. ]]> |
4456 | </use> |
4473 | </use> |
4457 | <attribute arch="sp" editor="direction number" type="int"> |
4474 | <attribute arch="sp" editor="direction number" type="int"> |
4458 | The spinner will change the direction of flying objects by |
4475 | The spinner will change the direction of flying objects by |
4459 | 45 degrees per <direction number>. Negative values spin clockwise, |
4476 | 45 degrees per <direction number>. Negative values spin clockwise, |
4460 | positive values counter clockwise. |
4477 | positive values counter clockwise. |
4461 | |
4478 | |
4462 | Example: <direction number> -2 means spin 90 degrees clockwise. |
4479 | Example: <direction number> -2 means spin 90 degrees clockwise. |
4463 | </attribute> |
4480 | </attribute> |
4464 | <attribute arch="walk_on" value="1" type="fixed" /> |
4481 | <attribute arch="walk_on" value="1" type="fixed" /> |
4465 | <attribute arch="fly_on" value="1" type="fixed" /> |
4482 | <attribute arch="fly_on" value="1" type="fixed" /> |
4466 | </type> |
4483 | </type> |
… | |
… | |
4487 | and unexpected death-trap. Players should get a warning before such areas. |
4504 | and unexpected death-trap. Players should get a warning before such areas. |
4488 | </attribute> |
4505 | </attribute> |
4489 | <attribute arch="slow_move" editor="slow movement" type="int"> |
4506 | <attribute arch="slow_move" editor="slow movement" type="int"> |
4490 | If <slow movement> is set to a value greater zero, all |
4507 | If <slow movement> is set to a value greater zero, all |
4491 | creatures moving over this spot will be slower than normal. |
4508 | creatures moving over this spot will be slower than normal. |
4492 | |
4509 | |
4493 | <slow movement> 1 - rough terrain |
4510 | <slow movement> 1 - rough terrain |
4494 | <slow movement> 2 - very rough terrain |
4511 | <slow movement> 2 - very rough terrain |
4495 | ... |
4512 | ... |
4496 | <slow movement> 5 - default for deep swamp |
4513 | <slow movement> 5 - default for deep swamp |
4497 | </attribute> |
4514 | </attribute> |
… | |
… | |
4536 | (for example "/peterm/FireTemple/fire1"). It can also be a relative |
4553 | (for example "/peterm/FireTemple/fire1"). It can also be a relative |
4537 | path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2" |
4554 | path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2" |
4538 | for example I could use the relative path "Fire1"). Use relative |
4555 | for example I could use the relative path "Fire1"). Use relative |
4539 | paths whenever possible! Note that upper/lower case must always be |
4556 | paths whenever possible! Note that upper/lower case must always be |
4540 | set correctly. However, please use lower case only. |
4557 | set correctly. However, please use lower case only. |
4541 | |
4558 | |
4542 | If the <exit path> is set, ONLY players can get teleported. If the |
4559 | If the <exit path> is set, ONLY players can get teleported. If the |
4543 | <exit path> is unset (empty), anything can get teleported: Players, |
4560 | <exit path> is unset (empty), anything can get teleported: Players, |
4544 | monsters and items. In this case, the destined map is automatically |
4561 | monsters and items. In this case, the destined map is automatically |
4545 | the same map the teleporter is on. |
4562 | the same map the teleporter is on. |
4546 | </attribute> |
4563 | </attribute> |
4547 | <attribute arch="hp" editor="destination X" type="int"> |
4564 | <attribute arch="hp" editor="destination X" type="int"> |
4548 | The exit destinations define the (x, y)-coordinates where the exit |
4565 | The exit destinations define the (x, y)-coordinates where the exit |
4549 | leads to. |
4566 | leads to. |
4550 | |
4567 | |
4551 | If both are set to zero and <exit path> is empty, the player will |
4568 | 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 |
4569 | get teleported to another, randomly chosen teleporter on the same |
4553 | map (Slightly confusing for the player though). Make sure there |
4570 | map (Slightly confusing for the player though). Make sure there |
4554 | actually *is* a second one in that case. |
4571 | actually *is* a second one in that case. |
4555 | |
4572 | |
4556 | If both are set to zero and <exit path> is set, the player will |
4573 | 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. |
4574 | 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, |
4575 | 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 |
4576 | please DO NOT use that. It turned out to be a source for numerous |
4560 | map-bugs. |
4577 | map-bugs. |
4561 | </attribute> |
4578 | </attribute> |
4562 | <attribute arch="sp" editor="destination Y" type="int"> |
4579 | <attribute arch="sp" editor="destination Y" type="int"> |
4563 | The exit destinations define the (x, y)-coordinates where the exit |
4580 | The exit destinations define the (x, y)-coordinates where the exit |
4564 | leads to. |
4581 | leads to. |
4565 | |
4582 | |
4566 | If both are set to zero and <exit path> is empty, the player will |
4583 | 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 |
4584 | get teleported to another, randomly chosen teleporter on the same |
4568 | map (Slightly confusing for the player though). Make sure there |
4585 | map (Slightly confusing for the player though). Make sure there |
4569 | actually *is* a second one in that case. |
4586 | actually *is* a second one in that case. |
4570 | |
4587 | |
4571 | If both are set to zero and <exit path> is set, the player will |
4588 | 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. |
4589 | 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, |
4590 | 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 |
4591 | please DO NOT use that. It turned out to be a source for numerous |
4575 | map-bugs. |
4592 | map-bugs. |
… | |
… | |
4582 | <attribute arch="speed" editor="activation speed" type="float"> |
4599 | <attribute arch="speed" editor="activation speed" type="float"> |
4583 | If the <activation speed> is nonzero, the teleporter will |
4600 | If the <activation speed> is nonzero, the teleporter will |
4584 | automatically be activated in regular time-intervals. Hence, the |
4601 | automatically be activated in regular time-intervals. Hence, the |
4585 | player can just step on it and gets teleported sooner or later. |
4602 | player can just step on it and gets teleported sooner or later. |
4586 | The duration between two activates depends on the given value. |
4603 | The duration between two activates depends on the given value. |
4587 | Default in the teleporter arch is <activation speed> 0.1. |
4604 | Default in the teleporter arch is <activation speed> 0.1. |
4588 | |
4605 | |
4589 | VERY IMPORTANT: If you want to have your teleporter activated via |
4606 | VERY IMPORTANT: If you want to have your teleporter activated via |
4590 | button/handle/magic_ear/etc, you must set <activation speed> to zero! |
4607 | button/handle/magic_ear/etc, you must set <activation speed> to zero! |
|
|
4608 | </attribute> |
|
|
4609 | </type> |
|
|
4610 | |
|
|
4611 | <!--####################################################################--> |
|
|
4612 | <type number="26" name="Timed Gate"> |
|
|
4613 | <ignore> |
|
|
4614 | <ignore_list name="non_pickable" /> |
|
|
4615 | </ignore> |
|
|
4616 | <description><![CDATA[ |
|
|
4617 | Gates play an important role in Crossfire. Gates can be opened |
|
|
4618 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
|
|
4619 | or carrying special key-objects (-> inventory checker). |
|
|
4620 | Unlike locked doors, gates can get shut again after a player has |
|
|
4621 | passed, which makes them more practical in many cases. Unlike normal |
|
|
4622 | gates, timed gates open when triggered but automatically close again |
|
|
4623 | after some time.]]> |
|
|
4624 | </description> |
|
|
4625 | <use><![CDATA[ |
|
|
4626 | Use gates to divide your maps into separated areas. After solving |
|
|
4627 | area A, the player gains access to area B, and so on. Make your |
|
|
4628 | maps more complex than "one-way". ]]> |
|
|
4629 | </use> |
|
|
4630 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
4631 | <attribute arch="connected" editor="connection" type="int"> |
|
|
4632 | Whenever the inventory checker is triggered, all objects with identical |
|
|
4633 | <connection> value get activated. This only makes sense together with |
|
|
4634 | <blocking passage> disabled. If unset, the gate opens automatically |
|
|
4635 | after some time. |
|
|
4636 | </attribute> |
|
|
4637 | <attribute arch="wc" editor="position state" type="int"> |
|
|
4638 | The <position state> defines the position of the gate: |
|
|
4639 | Zero means completely open/down, the "number of animation-steps" (usually |
|
|
4640 | about 6 or 7) means completely closed/up state. I suggest you don't |
|
|
4641 | mess with this value - Leave the default in place. |
|
|
4642 | </attribute> |
|
|
4643 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
|
|
4644 | For open gates, <blocking passage> should be unset. |
|
|
4645 | For closed gates it must be set. |
|
|
4646 | </attribute> |
|
|
4647 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
|
|
4648 | Restricting the use of spells to pass this gate. This has |
|
|
4649 | an effect only if <block view> is disabled. |
|
|
4650 | </attribute> |
|
|
4651 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
|
|
4652 | Restricting the use of prayers to pass this door. This has |
|
|
4653 | an effect only if <block view> is disabled. |
|
|
4654 | </attribute> |
|
|
4655 | <attribute arch="hp" editor="open duration" type="int"> |
|
|
4656 | Defines the duration the gate remains closed. This only takes effect |
|
|
4657 | if the gate is not connected. |
4591 | </attribute> |
4658 | </attribute> |
4592 | </type> |
4659 | </type> |
4593 | |
4660 | |
4594 | <!--####################################################################--> |
4661 | <!--####################################################################--> |
4595 | <type number="155" name="Trap"> |
4662 | <type number="155" name="Trap"> |
… | |
… | |
4602 | <attribute arch="material" /> |
4669 | <attribute arch="material" /> |
4603 | <attribute arch="unpaid" /> |
4670 | <attribute arch="unpaid" /> |
4604 | </ignore> |
4671 | </ignore> |
4605 | <description><![CDATA[ |
4672 | <description><![CDATA[ |
4606 | A trap is a object that can either do damage or trigger another connected object |
4673 | 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, |
4674 | 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. |
4675 | and generally have either a physical attack or trigger a reaction. |
4609 | <br><br> |
4676 | <br><br> |
4610 | Traps hit any monster or person who steps on them for 'dam' damage in |
4677 | Traps hit any monster or person who steps on them for 'dam' damage in |
4611 | 'attacktype' attacktype and/or trigger a reaction. |
4678 | 'attacktype' attacktype and/or trigger a reaction. |
4612 | <br><br> |
4679 | <br><br> |
… | |
… | |
4616 | Avoid monsters stepping on your traps. For example, a party of orcs setting |
4683 | 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. ]]> |
4684 | off your lightning wall and pit trap is usually a bad idea. ]]> |
4618 | </use> |
4685 | </use> |
4619 | <attribute arch="no_pick" value="1" type="fixed" /> |
4686 | <attribute arch="no_pick" value="1" type="fixed" /> |
4620 | <attribute arch="walk_on" value="1" type="fixed" /> |
4687 | <attribute arch="walk_on" value="1" type="fixed" /> |
4621 | <attribute arch="level" editor="trap level" type="int"> |
4688 | <attribute arch="level" editor="trap level" type="int"> |
4622 | Level effects how easily a trap may be found and disarmed, and |
4689 | 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 |
4690 | 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 |
4691 | traps can be quite a cheap source of experience! So either make them |
4625 | tough, or keep the level low. |
4692 | tough, or keep the level low. |
4626 | </attribute> |
4693 | </attribute> |
… | |
… | |
4631 | </attribute> |
4698 | </attribute> |
4632 | <attribute arch="hp" editor="number of charges" type="int"> |
4699 | <attribute arch="hp" editor="number of charges" type="int"> |
4633 | The trap will detonate <number of charges> times before disappearing. |
4700 | The trap will detonate <number of charges> times before disappearing. |
4634 | </attribute> |
4701 | </attribute> |
4635 | <attribute arch="dam" editor="direct damage" type="int"> |
4702 | <attribute arch="dam" editor="direct damage" type="int"> |
4636 | <direct damage> specifies how much damage is done by the trap. |
4703 | <direct damage> specifies how much damage is done by the trap. |
4637 | This should be set in reasonable relation to the trap's level. |
4704 | This should be set in reasonable relation to the trap's level. |
4638 | </attribute> |
4705 | </attribute> |
4639 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4706 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4640 | This attribute defines what attacktype to use for direct damage when |
4707 | This attribute defines what attacktype to use for direct damage when |
4641 | the trap detonates. |
4708 | the trap detonates. |
4642 | </attribute> |
4709 | </attribute> |
… | |
… | |
4741 | <quality level> 5 per default). |
4808 | <quality level> 5 per default). |
4742 | </attribute> |
4809 | </attribute> |
4743 | </type> |
4810 | </type> |
4744 | |
4811 | |
4745 | <!--####################################################################--> |
4812 | <!--####################################################################--> |
|
|
4813 | <type number="52" name="Trigger Marker"> |
|
|
4814 | <ignore> |
|
|
4815 | <ignore_list name="system_object" /> |
|
|
4816 | </ignore> |
|
|
4817 | <description><![CDATA[ |
|
|
4818 | A trigger marker is an object that inserts an invisible force (a mark) into a |
|
|
4819 | player stepping on it WHEN TRIGGERED. This force does nothing except containing a |
|
|
4820 | <key string> which can be discovered by detectors or inventory |
|
|
4821 | checkers. It is also possible to use markers for removing marks again. |
|
|
4822 | <br><br> |
|
|
4823 | Note that the player has no possibility to "see" his own marks, |
|
|
4824 | except by the effect that they cause on the maps. ]]> |
|
|
4825 | </description> |
|
|
4826 | <use><![CDATA[ |
|
|
4827 | Markers hold real cool possibilities for map-making. I encourage |
|
|
4828 | you to use them frequently. However there is one negative point |
|
|
4829 | about markers: Players don't "see" what's going on with them. It is |
|
|
4830 | your task, as map-creator, to make sure the player is always well |
|
|
4831 | informed and never confused. |
|
|
4832 | <br><br> |
|
|
4833 | Please avoid infinite markers when they aren't needed. They're |
|
|
4834 | using a little space in the player file after all, so if there |
|
|
4835 | is no real purpose, set an expire time. ]]> |
|
|
4836 | </use> |
|
|
4837 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
4838 | <attribute arch="slaying" editor="key string" type="string"> |
|
|
4839 | The <key string> can be detected by inv. checkers/detectors. |
|
|
4840 | If the player already has a force with that <key string>, |
|
|
4841 | there won't be inserted a second one. |
|
|
4842 | </attribute> |
|
|
4843 | <attribute arch="connected" editor="connection" type="int"> |
|
|
4844 | Unlike a regular marker this is the connection that triggers this marker to activate. |
|
|
4845 | </attribute> |
|
|
4846 | <attribute arch="food" editor="mark duration" type="int"> |
|
|
4847 | This value defines the duration of the force it inserts. |
|
|
4848 | If nonzero, the duration of the player's mark is finite: |
|
|
4849 | about 1 food per 10 seconds. <mark duration> zero/unset |
|
|
4850 | means the mark will stay on the player forever. |
|
|
4851 | </attribute> |
|
|
4852 | <attribute arch="name" editor="delete mark" type="string"> |
|
|
4853 | When the player steps onto the marker, all existing forces in |
|
|
4854 | the players inventory with a <key string> matching <delete mark> |
|
|
4855 | will be removed. If you don't want to remove any marks, leave |
|
|
4856 | this textfield empty. |
|
|
4857 | |
|
|
4858 | Note that the string <delete mark> is set as the name of |
|
|
4859 | this marker. So don't be confused, and remember changing the |
|
|
4860 | name will take effect on the marker's functionality. |
|
|
4861 | </attribute> |
|
|
4862 | <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text"> |
|
|
4863 | In the moment when the player gets marked, this text is displayed |
|
|
4864 | to him. You should really set a message in any marker you create, |
|
|
4865 | because it's the only way for the player to notice what's going on. |
|
|
4866 | </attribute> |
|
|
4867 | </type> |
|
|
4868 | |
|
|
4869 | <!--####################################################################--> |
4746 | <type number="0" name="Wall"> |
4870 | <type number="0" name="Wall"> |
4747 | <required> |
4871 | <required> |
4748 | <attribute arch="is_floor" value="0" /> |
4872 | <attribute arch="is_floor" value="0" /> |
4749 | <attribute arch="alive" value="0" /> |
4873 | <attribute arch="alive" value="0" /> |
4750 | <attribute arch="no_pass" value="1" /> |
4874 | <attribute arch="no_pass" value="1" /> |
… | |
… | |
4771 | Restricting the use of spells to pass this wall. |
4895 | Restricting the use of spells to pass this wall. |
4772 | </attribute> |
4896 | </attribute> |
4773 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
4897 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
4774 | This takes effect only with <blocksview> disabled. |
4898 | This takes effect only with <blocksview> disabled. |
4775 | Restricting the use of spells to pass this wall. |
4899 | Restricting the use of spells to pass this wall. |
|
|
4900 | </attribute> |
|
|
4901 | </type> |
|
|
4902 | |
|
|
4903 | <!--####################################################################--> |
|
|
4904 | <type number="109" name="Wand & Staff"> |
|
|
4905 | <description><![CDATA[ |
|
|
4906 | Wands contain a certain spell. The player can apply (ready) and |
|
|
4907 | fire the wand. After a defined number of casts, the wand is |
|
|
4908 | "used up". It is possible to recharge a wand with scrolls of |
|
|
4909 | charging, but usually that isn't worth the cost. ]]> |
|
|
4910 | </description> |
|
|
4911 | <use><![CDATA[ |
|
|
4912 | Wands are quite seldomly used. The reason prolly is that they're |
|
|
4913 | generally not cost-efficient. Handing out high-level wands with |
|
|
4914 | powerful special spells isn't a good idea either, because of |
|
|
4915 | the recharge ability. |
|
|
4916 | <br><br> |
|
|
4917 | For low levels, staffs of healing/cure and word of recall are |
|
|
4918 | quite desirable though. Ideal rewards for low level quests. ]]> |
|
|
4919 | </use> |
|
|
4920 | <attribute arch="sp" editor="spell" type="spell"> |
|
|
4921 | The <spell> specifies the contained spell. |
|
|
4922 | </attribute> |
|
|
4923 | <attribute arch="level" editor="casting level" type="int"> |
|
|
4924 | The <casting level> of the wand determines it's power. |
|
|
4925 | An average level for wands in shops is about 10. |
|
|
4926 | </attribute> |
|
|
4927 | <attribute arch="food" editor="number of charges" type="int"> |
|
|
4928 | The wand can be used <number of charges> times before it is |
|
|
4929 | used up. It can be recharged with scrolls of charging. |
|
|
4930 | </attribute> |
|
|
4931 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
|
|
4932 | A godgiven item vanishes as soon as the player |
|
|
4933 | drops it to the ground. |
|
|
4934 | </attribute> |
|
|
4935 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
|
|
4936 | This text may contain a description of the wand. |
4776 | </attribute> |
4937 | </attribute> |
4777 | </type> |
4938 | </type> |
4778 | |
4939 | |
4779 | <!--####################################################################--> |
4940 | <!--####################################################################--> |
4780 | <type number="0" name="Weak Wall"> |
4941 | <type number="0" name="Weak Wall"> |
… | |
… | |
4890 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
5051 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4891 | This number is a bitmask, specifying the weapon's attacktypes. |
5052 | This number is a bitmask, specifying the weapon's attacktypes. |
4892 | Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons |
5053 | 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 |
5054 | 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. |
5055 | can be blessed by the player's diety, thus adding an additional attacktype. |
4895 | |
5056 | |
4896 | When a player hits a monster with a weapon that has more than one attacktype, |
5057 | 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, |
5058 | 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 |
5059 | 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. |
5060 | of a monster's vulnerabilities. (Btw: Same rule applies for monster vs. |
4900 | player.). Attacktypes "magic" and "chaos" are somehow exceptions. |
5061 | player.). Attacktypes "magic" and "chaos" are somehow exceptions. |
… | |
… | |
4902 | <attribute arch="weapontype" editor="weapontype" type="list_weapon_type"> |
5063 | <attribute arch="weapontype" editor="weapontype" type="list_weapon_type"> |
4903 | The <weapontype> characterizes the weapon's type of physical |
5064 | The <weapontype> characterizes the weapon's type of physical |
4904 | attack. It could best be considered a "subclassification" |
5065 | attack. It could best be considered a "subclassification" |
4905 | of the physical attacktype. For now, this is only used for |
5066 | of the physical attacktype. For now, this is only used for |
4906 | attack messages! |
5067 | attack messages! |
4907 | |
5068 | |
4908 | You should always set this correctly when creating new |
5069 | You should always set this correctly when creating new |
4909 | weapons for your maps. |
5070 | weapons for your maps. |
4910 | </attribute> |
5071 | </attribute> |
4911 | <attribute arch="skill" editor="skill name" type="string"> |
5072 | <attribute arch="skill" editor="skill name" type="string"> |
4912 | Matching <skill name> of the skill that is required |
5073 | Matching <skill name> of the skill that is required |
… | |
… | |
4920 | </attribute> |
5081 | </attribute> |
4921 | <attribute arch="slaying" editor="slaying race" type="string"> |
5082 | <attribute arch="slaying" editor="slaying race" type="string"> |
4922 | Slaying means the weapon does tripple (3x) damage to monsters of the |
5083 | 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"), |
5084 | specified race. If <slaying race> matches an arch name (e.g. "big_dragon"), |
4924 | only monsters of that archtype are hit with tripple damage. |
5085 | only monsters of that archtype are hit with tripple damage. |
4925 | |
5086 | |
4926 | No god blessings are possible for weapons with a race set in this entry |
5087 | 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 |
5088 | (That's because god blessings add tripple damage against their own |
4928 | enemy races). Tripple damage is very effective. |
5089 | enemy races). Tripple damage is very effective. |
4929 | </attribute> |
5090 | </attribute> |
4930 | <attribute arch="last_sp" editor="weapon speed" type="int"> |
5091 | <attribute arch="last_sp" editor="weapon speed" type="int"> |
… | |
… | |
4946 | The <item power> value measures how "powerful" an artifact is. |
5107 | The <item power> value measures how "powerful" an artifact is. |
4947 | Players will only be able to wear equipment with a certain total |
5108 | 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 |
5109 | amount of <item power>, depending on their own level. This is the |
4949 | only way to prevent low level players to wear "undeserved" equipment |
5110 | only way to prevent low level players to wear "undeserved" equipment |
4950 | (like gifts from other players or cheated items). |
5111 | (like gifts from other players or cheated items). |
4951 | |
5112 | |
4952 | It is very important to adjust the <item power> value carefully |
5113 | It is very important to adjust the <item power> value carefully |
4953 | for every artifact you create! If zero/unset, the CF server will |
5114 | for every artifact you create! If zero/unset, the CF server will |
4954 | calculate a provisional value at runtime, but this is never |
5115 | calculate a provisional value at runtime, but this is never |
4955 | going to be an accurate measurement of <item power>. |
5116 | going to be an accurate measurement of <item power>. |
4956 | </attribute> |
5117 | </attribute> |
… | |
… | |
4964 | the curse is removed. |
5125 | the curse is removed. |
4965 | </attribute> |
5126 | </attribute> |
4966 | <attribute arch="lifesave" editor="save life" type="bool"> |
5127 | <attribute arch="lifesave" editor="save life" type="bool"> |
4967 | An item with this flag enabled will save the players life |
5128 | An item with this flag enabled will save the players life |
4968 | for one time: When the player is wearing this item and his |
5129 | for one time: When the player is wearing this item and his |
4969 | healthpoints reach zero, the item dissapears, replenishing |
5130 | health points reach zero, the item disappears, replenishing |
4970 | half of the player's health. |
5131 | half of the player's health. |
4971 | |
5132 | |
4972 | An item with <save life> should not have |
5133 | An item with <save life> should not have |
4973 | any decent additional bonuses! |
5134 | any decent additional bonuses! |
4974 | </attribute> |
5135 | </attribute> |
4975 | <attribute arch="unique" editor="unique item" type="bool"> |
5136 | <attribute arch="unique" editor="unique item" type="bool"> |
4976 | Unique items exist only one time on a server. If the item |
5137 | Unique items exist only one time on a server. If the item |
… | |
… | |
5136 | additional <grace regen.> bonus should be VERY RARE!! |
5297 | additional <grace regen.> bonus should be VERY RARE!! |
5137 | </attribute> |
5298 | </attribute> |
5138 | <attribute arch="food" editor="food bonus" type="int"> |
5299 | <attribute arch="food" editor="food bonus" type="int"> |
5139 | Positive <food bonus> slows down the player's digestion, |
5300 | Positive <food bonus> slows down the player's digestion, |
5140 | thus he consumes less food. Negative values speed it up. |
5301 | thus he consumes less food. Negative values speed it up. |
5141 | |
5302 | |
5142 | Note that food is consumed not only for "being alive", but |
5303 | Note that food is consumed not only for "being alive", but |
5143 | also for healing and mana-regeneration. |
5304 | also for healing and mana-regeneration. |
5144 | <food bonus> only affects the amount of food consumed |
5305 | <food bonus> only affects the amount of food consumed |
5145 | for "being alive". Hence, even with high <food bonus>, |
5306 | for "being alive". Hence, even with high <food bonus>, |
5146 | during a fight a player can run out of food quickly. |
5307 | during a fight a player can run out of food quickly. |
5147 | </attribute> |
5308 | </attribute> |
5148 | <attribute arch="xrays" editor="xray vision" type="bool"> |
5309 | <attribute arch="xrays" editor="xray vision" type="bool"> |
5149 | Xray vision allows the player to see through obstacles |
5310 | Xray vision allows the player to see through obstacles |
5150 | in a two-square-wide radius. This is extremely helpful and |
5311 | in a two-square-wide radius. This is extremely helpful and |
5151 | desireable, so don't give it away for cheap on equipment. |
5312 | desirable, so don't give it away for cheap on equipment. |
5152 | </attribute> |
5313 | </attribute> |
5153 | <attribute arch="stealth" editor="stealth" type="bool"> |
5314 | <attribute arch="stealth" editor="stealth" type="bool"> |
5154 | Stealth allows the player to move silently. |
5315 | Stealth allows the player to move silently. |
5155 | This comes to effect if a player turns himself |
5316 | This comes to effect if a player turns himself |
5156 | invisible and tries to sneak around monsters. |
5317 | invisible and tries to sneak around monsters. |
… | |
… | |
5161 | the ability to <reflect spells>, all kinds of |
5322 | the ability to <reflect spells>, all kinds of |
5162 | spell-bullets and -beams will bounce off him. |
5323 | spell-bullets and -beams will bounce off him. |
5163 | This works only about 90% of all times, to |
5324 | This works only about 90% of all times, to |
5164 | avoid players being completely immune to certain |
5325 | avoid players being completely immune to certain |
5165 | types of attacks. |
5326 | types of attacks. |
5166 | |
5327 | |
5167 | This is a very powerful ability and it |
5328 | This is a very powerful ability and it |
5168 | shouldn't be handed out cheap! |
5329 | shouldn't be handed out cheap! |
5169 | </attribute> |
5330 | </attribute> |
5170 | <attribute arch="reflect_missile" editor="reflect missiles" type="bool"> |
5331 | <attribute arch="reflect_missile" editor="reflect missiles" type="bool"> |
5171 | If a player is wearing any piece of equipment with |
5332 | If a player is wearing any piece of equipment with |
… | |
… | |
5195 | This text describes the weapons's "story". Every decent artifact weapon |
5356 | This text describes the weapons's "story". Every decent artifact weapon |
5196 | should have such a description. |
5357 | should have such a description. |
5197 | </attribute> |
5358 | </attribute> |
5198 | </type> |
5359 | </type> |
5199 | |
5360 | |
5200 | <!--####################################################################--> |
|
|
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> |
|
|
5208 | <use><![CDATA[ |
|
|
5209 | Wands are quite seldomly used. The reason prolly is that they're |
|
|
5210 | generally not cost-efficient. Handing out high-level wands with |
|
|
5211 | powerfull special spells isn't a good idea either, because of |
|
|
5212 | the recharge ability. |
|
|
5213 | <br><br> |
|
|
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"> |
|
|
5218 | The <spell> specifies the contained spell. |
|
|
5219 | </attribute> |
|
|
5220 | <attribute arch="level" editor="casting level" type="int"> |
|
|
5221 | The <casting level> of the wand determines it's power. |
|
|
5222 | An average level for wands in shops is about 10. |
|
|
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> |
|
|
5235 | </type> |
|
|
5236 | |
|
|
5237 | </types> |
5361 | </types> |