… | |
… | |
110 | length CDATA #IMPLIED |
110 | length CDATA #IMPLIED |
111 | true CDATA #IMPLIED |
111 | true CDATA #IMPLIED |
112 | false CDATA #IMPLIED> |
112 | false CDATA #IMPLIED> |
113 | |
113 | |
114 | <!ENTITY move_on " |
114 | <!ENTITY move_on " |
115 | <attribute arch='move_on' editor='movement type' type='bitmask_movement_type'> |
115 | <attribute arch='move_on' editor='movement type' type='movement_type'> |
116 | Which movement types automatically (as opposed to manually) activate this object. |
116 | Which movement types automatically (as opposed to manually) activate this object. |
117 | </attribute> |
117 | </attribute> |
118 | "> |
118 | "> |
119 | <!ENTITY move_off " |
119 | <!ENTITY move_off " |
120 | <attribute arch='move_off' editor='movement type' type='bitmask_movement_type'> |
120 | <attribute arch='move_off' editor='movement type' type='movement_type'> |
121 | Which movement types deactivate this object (e.g. button). |
121 | Which movement types deactivate this object (e.g. button). |
122 | </attribute> |
122 | </attribute> |
123 | "> |
123 | "> |
124 | <!ENTITY move_type " |
124 | <!ENTITY move_type " |
125 | <attribute arch='move_type' editor='movement type' type='bitmask_movement_type'> |
125 | <attribute arch='move_type' editor='movement type' type='movement_type'> |
126 | Determines which kinds of movement this object can use (e.g. for monsters) |
126 | Determines which kinds of movement this object can use (e.g. for monsters) |
127 | or grants (e.g. for amulets). |
127 | or grants (e.g. for amulets). |
128 | </attribute> |
128 | </attribute> |
129 | "> |
129 | "> |
130 | <!ENTITY movement_types_terrain " |
130 | <!ENTITY movement_types_terrain " |
131 | <attribute arch='move_block' editor='blocked movement' type='bitmask_movement_type'> |
131 | <attribute arch='move_block' editor='blocked movement' type='movement_type'> |
132 | Objects using these movement types cannot move over this space. |
132 | Objects using these movement types cannot move over this space. |
133 | </attribute> |
133 | </attribute> |
134 | <attribute arch='move_allow' editor='allowed movement' type='bitmask_movement_type'> |
134 | <attribute arch='move_allow' editor='allowed movement' type='movement_type'> |
135 | Objects using these movement types are allowed to move over this space. Takes |
135 | Objects using these movement types are allowed to move over this space. Takes |
136 | precedence over 'blocked movements'. |
136 | precedence over 'blocked movements'. |
137 | </attribute> |
137 | </attribute> |
138 | <attribute arch='move_slow' editor='slowed movement' type='bitmask_movement_type'> |
138 | <attribute arch='move_slow' editor='slowed movement' type='movement_type'> |
139 | The types of movement that should by slowed down by the 'slow movement penalty'. |
139 | The types of movement that should by slowed down by the 'slow movement penalty'. |
140 | </attribute> |
140 | </attribute> |
141 | <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> |
141 | <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> |
142 | If <slow movement> is set to a value greater zero, all |
142 | If <slow movement> is set to a value greater zero, all |
143 | creatures matching 'slow move' will be slower than normal on this spot. |
143 | creatures matching 'slow move' will be slower than normal on this spot. |
… | |
… | |
154 | <attribute arch='speed_left' editor='speed left' type='float'> |
154 | <attribute arch='speed_left' editor='speed left' type='float'> |
155 | The speed left to the object. On every tick, if this value is higher |
155 | The speed left to the object. On every tick, if this value is higher |
156 | than 0, the object acts/triggers/moves etc. and the value gets |
156 | than 0, the object acts/triggers/moves etc. and the value gets |
157 | decremented by 1. Otherwise, it is incremented by <speed> on |
157 | decremented by 1. Otherwise, it is incremented by <speed> on |
158 | every tick. |
158 | every tick. |
|
|
159 | </attribute> |
|
|
160 | "> |
|
|
161 | <!ENTITY activate_on " |
|
|
162 | <attribute arch='activate_on_push' editor='Activate on push' type='bool'> |
|
|
163 | Whether the teleporter should only be activated on push. |
|
|
164 | </attribute> |
|
|
165 | <attribute arch='activate_on_release' editor='Activate on release' type='bool'> |
|
|
166 | Whether the teleporter should only be activated on release. |
159 | </attribute> |
167 | </attribute> |
160 | "> |
168 | "> |
161 | ]> |
169 | ]> |
162 | |
170 | |
163 | <types> |
171 | <types> |
… | |
… | |
400 | <entry value="9" name="throw" /> |
408 | <entry value="9" name="throw" /> |
401 | <entry value="10" name="trigger" /> |
409 | <entry value="10" name="trigger" /> |
402 | <entry value="11" name="close" /> |
410 | <entry value="11" name="close" /> |
403 | <entry value="12" name="timer" /> |
411 | <entry value="12" name="timer" /> |
404 | <entry value="28" name="move" /> |
412 | <entry value="28" name="move" /> |
|
|
413 | <entry value="41" name="drop_on" /> |
405 | </list> |
414 | </list> |
406 | |
415 | |
407 | <list name="attack_movement_bits_0_3"> |
416 | <list name="attack_movement_bits_0_3"> |
408 | <entry value="0" name="default" /> |
417 | <entry value="0" name="default" /> |
409 | <entry value="1" name="attack from distance" /> |
418 | <entry value="1" name="attack from distance" /> |
… | |
… | |
1067 | get teleported after they died on this battleground. |
1076 | get teleported after they died on this battleground. |
1068 | </attribute> |
1077 | </attribute> |
1069 | </type> |
1078 | </type> |
1070 | |
1079 | |
1071 | <!--####################################################################--> |
1080 | <!--####################################################################--> |
|
|
1081 | <type number="165" name="Safe ground (CF+)"> |
|
|
1082 | <ignore> |
|
|
1083 | <ignore_list name="non_pickable" /> |
|
|
1084 | </ignore> |
|
|
1085 | <description><![CDATA[ |
|
|
1086 | Safe ground is a special object that prevents any effects that might |
|
|
1087 | be harmful for the map, other players or items on the map. |
|
|
1088 | It blocks all magic and prayers, usage of alchemy, prevents potions |
|
|
1089 | from being used and blocks bombs from exploding. Note that altars that |
|
|
1090 | do cast spells still work. |
|
|
1091 | (This is a Crossfire+ feature, and might not work elsewhere) |
|
|
1092 | ]]> |
|
|
1093 | </description> |
|
|
1094 | <use><![CDATA[ |
|
|
1095 | Safe ground can be used to prevents any means of burning |
|
|
1096 | or destroying the items in a shop. Put this object below all floor tiles |
|
|
1097 | in your map and your shop will be safe. It's generally useful for making |
|
|
1098 | areas where really no kind of spell should be invoked by a player. |
|
|
1099 | ]]> |
|
|
1100 | </use> |
|
|
1101 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
1102 | </type> |
|
|
1103 | |
|
|
1104 | <!--####################################################################--> |
1072 | <type number="8" name="Book"> |
1105 | <type number="8" name="Book"> |
1073 | <description><![CDATA[ |
1106 | <description><![CDATA[ |
1074 | Applying a book, the containing message is displayed to the player. ]]> |
1107 | Applying a book, the containing message is displayed to the player. ]]> |
1075 | </description> |
1108 | </description> |
1076 | <attribute arch="level" editor="literacy level" type="int"> |
1109 | <attribute arch="level" editor="literacy level" type="int"> |
… | |
… | |
1419 | <ignore_list name="system_object" /> |
1452 | <ignore_list name="system_object" /> |
1420 | </ignore> |
1453 | </ignore> |
1421 | <description><![CDATA[ |
1454 | <description><![CDATA[ |
1422 | A creator is an object which creates another object when it |
1455 | A creator is an object which creates another object when it |
1423 | is triggered. The child object can be anything. Creators are |
1456 | is triggered. The child object can be anything. Creators are |
1424 | VERY useful for all kinds of map-mechanisms. ]]> |
1457 | VERY useful for all kinds of map-mechanisms. They can even |
|
|
1458 | periodically create things. ]]> |
1425 | </description> |
1459 | </description> |
1426 | <use><![CDATA[ |
1460 | <use><![CDATA[ |
1427 | Don't hesitate to hide your creators under the floor. |
1461 | Don't hesitate to hide your creators under the floor. |
1428 | The created items will still always appear ontop of the floor. ]]> |
1462 | The created items will still always appear ontop of the floor. ]]> |
1429 | </use> |
1463 | </use> |
… | |
… | |
1437 | </attribute> |
1471 | </attribute> |
1438 | <attribute arch="connected" editor="connection" type="int"> |
1472 | <attribute arch="connected" editor="connection" type="int"> |
1439 | Whenever the connection value is activated, |
1473 | Whenever the connection value is activated, |
1440 | the creator gets triggered. |
1474 | the creator gets triggered. |
1441 | </attribute> |
1475 | </attribute> |
|
|
1476 | &activate_on; |
1442 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1477 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1443 | If <infinit uses> is set, the creator will work |
1478 | If <infinit uses> is set, the creator will work |
1444 | infinitely, regardless of the value in <number of uses>. |
1479 | infinitely, regardless of the value in <number of uses>. |
|
|
1480 | </attribute> |
|
|
1481 | <attribute arch="speed" editor="speed" type="float"> |
|
|
1482 | When this field is set the creator will periodically create stuff |
|
|
1483 | (and will still do so when the connection is triggered). |
|
|
1484 | A value of 1 means roughly 8 times a second. |
1445 | </attribute> |
1485 | </attribute> |
1446 | <attribute arch="hp" editor="number of uses" type="int"> |
1486 | <attribute arch="hp" editor="number of uses" type="int"> |
1447 | The creator can be triggered <number of uses> times, thus |
1487 | The creator can be triggered <number of uses> times, thus |
1448 | creating that many objects, before it dissappears. |
1488 | creating that many objects, before it dissappears. |
1449 | Default is <number of uses> 1 (-> one-time usage). |
1489 | Default is <number of uses> 1 (-> one-time usage). |
… | |
… | |
1749 | loose the input matches the chance to earn winnings.<br> |
1789 | loose the input matches the chance to earn winnings.<br> |
1750 | A duplicator with <multiply factor> 3 for example should have a |
1790 | A duplicator with <multiply factor> 3 for example should have a |
1751 | loosing rate of 2/3 = 67%. ]]> |
1791 | loosing rate of 2/3 = 67%. ]]> |
1752 | </use> |
1792 | </use> |
1753 | <attribute arch="other_arch" editor="target arch" type="string"> |
1793 | <attribute arch="other_arch" editor="target arch" type="string"> |
1754 | Only objects of matching archtype, lying ontop of the dublicator will be |
1794 | Only objects of matching archtype, lying ontop of the duplicator will be |
1755 | dublicated, multiplied or removed. All other objects will be ignored. |
1795 | duplicated, multiplied or removed. All other objects will be ignored. |
1756 | </attribute> |
1796 | </attribute> |
1757 | <attribute arch="level" editor="multiply factor" type="int"> |
1797 | <attribute arch="level" editor="multiply factor" type="int"> |
1758 | The number of items in the target pile will be multiplied by the |
1798 | The number of items in the target pile will be multiplied by the |
1759 | <multiply factor>. If it is set to zero, all target objects |
1799 | <multiply factor>. If it is set to zero, all target objects |
1760 | will be destroyed. |
1800 | will be destroyed. |
… | |
… | |
1762 | <attribute arch="connected" editor="connection" type="int"> |
1802 | <attribute arch="connected" editor="connection" type="int"> |
1763 | An activator (lever, altar, button, etc) with matching connection value |
1803 | An activator (lever, altar, button, etc) with matching connection value |
1764 | is able to trigger this duplicator. Be very careful that players cannot |
1804 | is able to trigger this duplicator. Be very careful that players cannot |
1765 | abuse it to create endless amounts of money or other valuable stuff! |
1805 | abuse it to create endless amounts of money or other valuable stuff! |
1766 | </attribute> |
1806 | </attribute> |
|
|
1807 | &activate_on; |
1767 | </type> |
1808 | </type> |
1768 | |
1809 | |
1769 | <!--####################################################################--> |
1810 | <!--####################################################################--> |
1770 | <type number="66" name="Exit"> |
1811 | <type number="66" name="Exit"> |
1771 | <ignore> |
1812 | <ignore> |
… | |
… | |
2336 | <attribute arch="level" editor="reconsecrate level" type="int"> |
2377 | <attribute arch="level" editor="reconsecrate level" type="int"> |
2337 | To re-consecrate an altar, the player's wisdom level must be as |
2378 | To re-consecrate an altar, the player's wisdom level must be as |
2338 | high or higher than this value. In that way, some altars can not |
2379 | high or higher than this value. In that way, some altars can not |
2339 | be re-consecrated, while other altars, like those in dungeons, could be. |
2380 | be re-consecrated, while other altars, like those in dungeons, could be. |
2340 | |
2381 | |
2341 | Altars located in temples should have at least <reconsecrate level> 100. |
2382 | Altars located in temples should have at least <reconsecrate level> 120. |
2342 | Some characters might need those altars, they would be very unhappy to |
2383 | Some characters might need those altars, they would be very unhappy to |
2343 | see them re-consecrated to another cult. |
2384 | see them re-consecrated to another cult. |
2344 | </attribute> |
2385 | </attribute> |
2345 | </type> |
2386 | </type> |
2346 | |
2387 | |
… | |
… | |
2693 | <attribute arch="connected" editor="connection" type="int"> |
2734 | <attribute arch="connected" editor="connection" type="int"> |
2694 | Every time the <connection> value is triggered, the wall will cast |
2735 | Every time the <connection> value is triggered, the wall will cast |
2695 | it's spell. You should set <casting speed> to zero, or this won't |
2736 | it's spell. You should set <casting speed> to zero, or this won't |
2696 | have much visible effect. |
2737 | have much visible effect. |
2697 | </attribute> |
2738 | </attribute> |
|
|
2739 | &activate_on; |
2698 | <attribute arch="speed" editor="casting speed" type="float"> |
2740 | <attribute arch="speed" editor="casting speed" type="float"> |
2699 | The <casting speed> defines the spellcasting speed of the wall. |
2741 | The <casting speed> defines the spellcasting speed of the wall. |
2700 | You can fine-tune how long the duration between two casts shall |
2742 | You can fine-tune how long the duration between two casts shall |
2701 | be. If you want to create a wall that can be activated (cast per |
2743 | be. If you want to create a wall that can be activated (cast per |
2702 | trigger) via connected lever/button/etc, you must set "speed 0". |
2744 | trigger) via connected lever/button/etc, you must set "speed 0". |
… | |
… | |
3484 | <attribute arch="no_pick" value="1" type="fixed" /> |
3526 | <attribute arch="no_pick" value="1" type="fixed" /> |
3485 | <attribute arch="connected" editor="connection" type="int"> |
3527 | <attribute arch="connected" editor="connection" type="int"> |
3486 | When a <connection> value is set, the pit can be opened/closed |
3528 | When a <connection> value is set, the pit can be opened/closed |
3487 | by activating the connection. |
3529 | by activating the connection. |
3488 | </attribute> |
3530 | </attribute> |
|
|
3531 | &activate_on; |
3489 | <attribute arch="hp" editor="destination X" type="int"> |
3532 | <attribute arch="hp" editor="destination X" type="int"> |
3490 | The pit will transport creatures (and items) randomly into a two-square |
3533 | The pit will transport creatures (and items) randomly into a two-square |
3491 | radius of the destination coordinates. |
3534 | radius of the destination coordinates. |
3492 | If the destination square becomes blocked, the pit will act like |
3535 | If the destination square becomes blocked, the pit will act like |
3493 | being filled up and not work anymore! |
3536 | being filled up and not work anymore! |
… | |
… | |
4009 | </type> |
4052 | </type> |
4010 | |
4053 | |
4011 | <!--####################################################################--> |
4054 | <!--####################################################################--> |
4012 | <type number="14" name="Shooting Weapon"> |
4055 | <type number="14" name="Shooting Weapon"> |
4013 | <description><![CDATA[ |
4056 | <description><![CDATA[ |
4014 | Schooting weapons like bows/crossbows are used to shoot projectiles |
4057 | Shooting weapons like bows/crossbows are used to shoot projectiles |
4015 | (arrows/bolts). Shooting weapons and normal (melee) weapons can be |
4058 | (arrows/bolts). Shooting weapons and normal (melee) weapons can be |
4016 | wielded both at the same time. Like with any other equipment, |
4059 | wielded both at the same time. Like with any other equipment, |
4017 | stats/bonuses from shooting weapons are directly inherited to the player. |
4060 | stats/bonuses from shooting weapons are directly inherited to the player. |
4018 | <br><br> |
4061 | <br><br> |
4019 | It's very easy to add new pairs of weapons & projectiles. |
4062 | It's very easy to add new pairs of weapons & projectiles. |
… | |
… | |
4021 | weapon and projectile. ]]> |
4064 | weapon and projectile. ]]> |
4022 | </description> |
4065 | </description> |
4023 | <use><![CDATA[ |
4066 | <use><![CDATA[ |
4024 | Shooting weapons should not add bonuses in general. There's already |
4067 | Shooting weapons should not add bonuses in general. There's already |
4025 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
4068 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
4026 | Schooting weapons should especially not add bonuses to the player |
4069 | Shooting weapons should especially not add bonuses to the player |
4027 | that have nothing to do with schooting. A Wisdom bonus on a bow |
4070 | that have nothing to do with schooting. A Wisdom bonus on a bow |
4028 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
4071 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
4029 | - still crap. ]]> |
4072 | - still crap. ]]> |
4030 | </use> |
4073 | </use> |
4031 | <attribute arch="race" editor="ammunition class" type="string"> |
4074 | <attribute arch="race" editor="ammunition class" type="string"> |
… | |
… | |
4239 | the connection is triggered. This should be used in combination with |
4282 | the connection is triggered. This should be used in combination with |
4240 | <invisible> enabled and <activate by walking/flying> disabled. |
4283 | <invisible> enabled and <activate by walking/flying> disabled. |
4241 | If activating your magic_mouth this way, the message will not only be |
4284 | If activating your magic_mouth this way, the message will not only be |
4242 | printed to one player, but all players on the current map. |
4285 | printed to one player, but all players on the current map. |
4243 | </attribute> |
4286 | </attribute> |
|
|
4287 | &activate_on; |
4244 | &move_on; |
4288 | &move_on; |
4245 | <attribute arch="food" editor="counter" type="int"> |
4289 | <attribute arch="food" editor="counter" type="int"> |
4246 | If a counter-value is set (greater zero), the sign/magic_mouth can be applied |
4290 | If a counter-value is set (greater zero), the sign/magic_mouth can be applied |
4247 | (printing the message) only that many times. For signs this really shouldn't |
4291 | (printing the message) only that many times. For signs this really shouldn't |
4248 | be used, while for magic_mouths it is extremely helpful. |
4292 | be used, while for magic_mouths it is extremely helpful. |
… | |
… | |
4620 | <attribute arch="connected" editor="connection" type="int"> |
4664 | <attribute arch="connected" editor="connection" type="int"> |
4621 | If a connection value is set, the teleporter will be activated |
4665 | If a connection value is set, the teleporter will be activated |
4622 | whenever the connection is triggered. To use this properly, |
4666 | whenever the connection is triggered. To use this properly, |
4623 | <activation speed> must be zero. |
4667 | <activation speed> must be zero. |
4624 | </attribute> |
4668 | </attribute> |
|
|
4669 | &activate_on; |
4625 | <attribute arch="speed" editor="activation speed" type="float"> |
4670 | <attribute arch="speed" editor="activation speed" type="float"> |
4626 | If the <activation speed> is nonzero, the teleporter will |
4671 | If the <activation speed> is nonzero, the teleporter will |
4627 | automatically be activated in regular time-intervals. Hence, the |
4672 | automatically be activated in regular time-intervals. Hence, the |
4628 | player can just step on it and gets teleported sooner or later. |
4673 | player can just step on it and gets teleported sooner or later. |
4629 | The duration between two activates depends on the given value. |
4674 | The duration between two activates depends on the given value. |
… | |
… | |
4659 | Whenever the inventory checker is triggered, all objects with identical |
4704 | Whenever the inventory checker is triggered, all objects with identical |
4660 | <connection> value get activated. This only makes sense together with |
4705 | <connection> value get activated. This only makes sense together with |
4661 | <blocking passage> disabled. If unset, the gate opens automatically |
4706 | <blocking passage> disabled. If unset, the gate opens automatically |
4662 | after some time. |
4707 | after some time. |
4663 | </attribute> |
4708 | </attribute> |
|
|
4709 | &activate_on; |
4664 | <attribute arch="wc" editor="position state" type="int"> |
4710 | <attribute arch="wc" editor="position state" type="int"> |
4665 | The <position state> defines the position of the gate: |
4711 | The <position state> defines the position of the gate: |
4666 | Zero means completely open/down, the "number of animation-steps" (usually |
4712 | Zero means completely open/down, the "number of animation-steps" (usually |
4667 | about 6 or 7) means completely closed/up state. I suggest you don't |
4713 | about 6 or 7) means completely closed/up state. I suggest you don't |
4668 | mess with this value - Leave the default in place. |
4714 | mess with this value - Leave the default in place. |