--- deliantra/Deliantra/res/types.xml 2006/03/13 03:47:36 1.2 +++ deliantra/Deliantra/res/types.xml 2006/03/26 07:20:24 1.12 @@ -1,7 +1,7 @@ - + - + - + - + - + - + - + - + - + - + - + + + + Which movement types automatically (as opposed to manually) activate this object. + + "> + + Which movement types deactivate this object (e.g. button). + + "> + + Determines which kinds of movement this object can use (e.g. for monsters) + or grants (e.g. for amulets). + + "> + + Objects using these movement types cannot move over this space. + + + Objects using these movement types are allowed to move over this space. Takes + precedence over 'blocked movements'. + + + The types of movement that should by slowed down by the 'slow movement penalty'. + + + If <slow movement> is set to a value greater zero, all + creatures matching 'slow move' will be slower than normal on this spot. + + <slow movement> 1 - rough terrain + <slow movement> 2 - very rough terrain + ... + <slow movement> 5 - default for deep swamp + ... + <slow movement> 7 - spider web (sticky as hell) + + "> + + The speed left to the object. On every tick, if this value is higher + than 0, the object acts/triggers/moves etc. and the value gets + decremented by 1. Otherwise, it is incremented by <speed> on + every tick. + + "> ]> @@ -152,6 +200,12 @@ + + + + + + @@ -194,6 +248,15 @@ + + + + + + + + + @@ -324,6 +387,48 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + - - If set, the object cannot be passed by players nor monsters. - + &movement_types_terrain; Curses can have various effects: On equipment and food, they generally harm the player in some way. @@ -501,7 +604,7 @@ The monster will use the specified <long range spell> when the player is at least 6 squares away (from the monster's head). - + Setting a <long range spell> is optional. If unset, the <short range spell> gets used all the time. @@ -510,16 +613,16 @@ To achieve this, set the <importance> to a value greater than one. Abilities with this value zero/unset are counted to be of <importance> one. - + Example: A monster with "small fireball" of <importance> 3 and "paralyze" of <importance> 1 will averagely cast three out of four times the "small fireball". - This flag specifies wether the ability <is magical> in nature. + This flag specifies whether the ability <is magical> in nature. If enabled, all spells produced by this ability will have magic attacktype added to the usual attacktypes. - + This should always be set for spell-like abilities. "Natural" abilities like a dragon's firebreath are an exception. Note that non-magical abilities are more dangerous because @@ -535,10 +638,10 @@ When a player puts a defined number of certain items on the altar, then either a spell is casted (on the player) or a connector is triggered. If the latter is the case, the altar works only once. - Either way, the sacrificed item dissapears. ]]> + Either way, the sacrificed item disappears. ]]> - + &move_on; This string specifies the item that must be put on the altar to activate it. It can either be the name of an archetype, or directly @@ -549,11 +652,11 @@ The drop amount specifies the amount of items (specified - in <match item name>) that must be dropped to activate the altar. + in <match item name>) that must be dropped to activate the altar. If <match item name> is set to "money", then the value of the sacrificed money must be equal to <drop amount> (ie, if food=200, then - 200 silver, 20 gold, or 4 platinum will all work.) + 200 silver, 20 gold, or 4 platinum will all work.) Note that the maximum possible for <drop amount> is 32767. @@ -564,7 +667,7 @@ When activated, the selected <spell> will be casted (once, on the player). This should work for any given spell. The altar will work - infinitly in this way. Don't set both <spell> and <connection> for + infinitely in this way. Don't set both <spell> and <connection> for one altar. @@ -581,13 +684,13 @@ connection activated), except for the fact that - they reset after usage. Hence, altar_triggers can be used infinitly. ]]> + they reset after usage. Hence, altar_triggers can be used infinitely. ]]>
  • ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. -
  • ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. +
  • ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
  • ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. The big advantage over normal altars is the infinite usability @@ -605,11 +708,11 @@ The drop amount specifies the amount of items (specified - in <match item name>) that must be dropped to activate the altar. + in <match item name>) that must be dropped to activate the altar. If <match item name> is set to "money", then the value of the sacrificed money must be equal to <drop amount> (ie, if food=200, then - 200 silver, 20 gold, or 4 platinum will all work.) + 200 silver, 20 gold, or 4 platinum will all work.) Note that the maximum possible for <drop amount> is 32767. @@ -619,7 +722,7 @@ When activated, this <spell> will be casted (once, on the player). - This should work for any given spell. The altar will work infinitly + This should work for any given spell. The altar will work infinitely in this way. Don't set both <spell> and <connection> for one altar. @@ -631,7 +734,7 @@ If this attribute is enabled, the altar_trigger won't push the connected value by altar reset. Only ONCE by dropping the sacrifice. This is typically used when the altar is connected to a creator, - e.g. for selling tickets. + e.g. for selling tickets. If this attribute is disabled (default), the altar_trigger will push the connected value TWICE per sacrifice: First by @@ -639,8 +742,7 @@ used for altars being connected to gates, resulting in the gate being opened and closed again. - - + &move_on; This text will be displayed to the player in the exact moment when the altar is activated. @@ -674,7 +776,7 @@ amount of <item power>, depending on their own level. This is the only way to prevent low level players to wear "undeserved" equipment (like gifts from other players or cheated items). - + It is very important to adjust the <item power> value carefully for every artifact you create! If zero/unset, the CF server will calculate a provisional value at runtime, but this is never @@ -691,9 +793,9 @@ An item with this flag enabled will save the players life for one time: When the player is wearing this item and his - healthpoints reach zero, the item dissapears, replenishing + health points reach zero, the item disappears, replenishing half of the player's health. - + An item with <save life> should not have any decent additional bonuses! @@ -870,7 +972,7 @@ Positive <food bonus> slows down the player's digestion, thus he consumes less food. Negative values speed it up. - + Note that food is consumed not only for "being alive", but also for healing and mana-regeneration. <food bonus> only affects the amount of food consumed @@ -880,7 +982,7 @@ Xray vision allows the player to see through obstacles in a two-square-wide radius. This is extremely helpful and - desireable, so don't give it away for cheap on equipment. + desirable, so don't give it away for cheap on equipment. Stealth allows the player to move silently. @@ -895,7 +997,7 @@ This works only about 90% of all times, to avoid players being completely immune to certain types of attacks. - + This is a very powerful ability and it shouldn't be handed out cheap! @@ -907,10 +1009,7 @@ times, to avoid players being completely immune to certain types of attacks. - - As soon as the player applies a piece of equipment with - <levitate> set, the player will start to float in the air. - + &move_type; Click on the <attuned paths> button to select spellpaths. The player will get attuned to the specified spellpaths @@ -971,51 +1070,6 @@ - - - - - - - - <magic bonus> works just like ac, except that it can be improved by - "scrolls of Enchant Armour" or reduced by acid. It is less useful - than direct armour-class bonus on the bracers. - - - - - - - - - - - - This poses a penalty to spell regeneration speed, for wearing the armour. - The bigger the spellpoint penalty, the worse. - - - Slowdown penalty reduces the player's walking speed when wearing the - armour. Bigger values are worse - zero is best. - - - <magic bonus> works just like ac, except that it can be improved by - "scrolls of Enchant Armour" or reduced by acid. It is less useful - than direct armour-class bonus on the armour. - - - - @@ -1040,6 +1094,10 @@ This is the text that appears "written" in the book. + + This is the key string of the book. The key string is checked by an inventory checker. + (This is used eg. for the gate/port passes in scorn) + @@ -1066,13 +1124,58 @@ <magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the boots. - + Important: <magic bonus> on boots has no effect if there is no <armour class> set. It only works in combination with <armour class>. + + + + + + + + <magic bonus> works just like ac, except that it can be improved by + "scrolls of Enchant Armour" or reduced by acid. It is less useful + than direct armour-class bonus on the bracers. + + + + + + + + + + + + This poses a penalty to spell regeneration speed, for wearing the armour. + The bigger the spellpoint penalty, the worse. + + + Slowdown penalty reduces the player's walking speed when wearing the + armour. Bigger values are worse - zero is best. + + + <magic bonus> works just like ac, except that it can be improved by + "scrolls of Enchant Armour" or reduced by acid. It is less useful + than direct armour-class bonus on the armour. + + + + @@ -1083,10 +1186,10 @@ player or monster steps on it. When the button is "released", the <connection> value get's triggered a second time. ]]> - - + &move_on; + &move_off; - + The button is pressed (triggered), as soon as <press weigh> gram are placed ontop of it. @@ -1101,6 +1204,62 @@ + + + + + + + + + + + + + + + + + + This entry determines which initial items the character receives. + +
    + + The player's strength will rise by the given value if he chooses this + class. (Negative values make strength fall) + + + The player's dexterity will rise by the given value if he chooses this + class. (Negative values make dexterity fall) + + + The player's constitution will rise by the given value if he chooses this + class. (Negative values make constitution fall) + + + The player's intelligence will rise by the given value if he chooses this + class. (Negative values make intelligence fall) + + + The player's power will rise by the given value if he chooses this + class. (Negative values make power fall) + + + The player's wisdom will rise by the given value if he chooses this + class. (Negative values make wisdom fall) + + + The player's charisma will rise by the given value if he chooses this + class. (Negative values make charisma fall) + +
    +
    + + @@ -1155,8 +1314,8 @@ If set, the container will hold only certain types of objects. Possible choices for <container class> are: "gold and jewels", - "arrows" and "keys". - + "arrows" and "keys". + Unfortunately it is not easy to create new container classes, because items need a matching counterpiece-attribute to the <container class> before they can be put inside a @@ -1279,11 +1438,11 @@ Whenever the connection value is activated, - the creator gets triggered. + the creator gets triggered. If <infinit uses> is set, the creator will work - infinitly, regardless of the value in <number of uses>. + infinitely, regardless of the value in <number of uses>. The creator can be triggered <number of uses> times, thus @@ -1336,6 +1495,12 @@ If you want the detector to behave almost like pedestals/buttons, set speed rather high, like <detection speed> 1.0. + &speed_left; + + The speed left. This value is incremented by <speed> on every tick. + If it is larger than 0, the detector checks, and the speed is decremented + by 1. + @@ -1367,8 +1532,7 @@ A director with direction <none> simply stops projectiles. (The latter works out a bit strange for some spells).
    - - + &move_on; @@ -1409,7 +1573,7 @@ The <infectiosness> defines the chance of new creatures getting infected. If you set this too high, the disease is very likely to be too effective. - + <infectiosness>/127 is the chance of someone in range catching it. @@ -1422,7 +1586,7 @@ If positive, the <infection range> is level dependant - If negative, it is not: E.g. "<infection range> -6" means creatures can be infected in - six square range, and <plaque level> doesn't modify that. + six square range, and <plaque level> doesn't modify that. <persistence> defines how long the disease can persist OUTSIDE a host. @@ -1435,9 +1599,9 @@ (Assuming the host survives and doesn't use a curing spell). After this period the disease is naturally cured, which provides the host with immunity from this particular disease of lower or equal level. - + A negative value means the disease can never be cured naturally. - + Note that this value can be further modulated by spell-parameters, if the disease is registered as spell in the code. Due to that, most default diseases take a lot longer to cure than it seems. @@ -1446,6 +1610,7 @@ The <speed> of the disease determines how fast the disease will "move", thus how fast the symptoms strike the host. + &speed_left;
    @@ -1457,14 +1622,14 @@ amount of damage every time the symptoms occur. A negative <damage> value produces %-based damage: "<damage> -10" means the player's health is reduced by 10% every time the symptoms strike. - + Diseases with %-based damage can be dangerous - but not deadly - for players of all levels. If set, the specified arch is created and dropped every time the symptoms strike. - + This can be various things: farts, body pieces, eggs ... Even monsters can be created that way. You could also make a disease where some exotic stuff like money/gems is created. @@ -1533,6 +1698,37 @@ + + + + + + + + + &movement_types_terrain; + + The more <hitpoints> the door has, the longer it takes to be broken. + + + Doors of high <armour class> are less likely to get hit. + <armour class> can be considered the "counterpiece" to + <weapon class>. + + + This string defines the object that will be created when the door was + defeated. + + + This entry determines what kind of traps will appear in the door. + + + + @@ -1583,7 +1779,7 @@ the exit. ]]>
    @@ -1597,7 +1793,7 @@ with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the relative path "Fire1"). Use relative paths whenever possible! Note that upper/lower case must always be set correctly. However, please use lower - case only. + case only. It is well possible to have an exit pointing to the same map that the exit is on. If slaying is not set in an exit, the player will see a message like "the exit is closed". @@ -1618,15 +1814,7 @@ properties as "Enter X/Y". Though, please DO NOT use that. It turned out to be a source for numerous map-bugs.
    - - If set, the player will apply the exit by just walking into it. This must - be set for the invisible exits for example. If unset, the player has - to step onto the exit and press 'a' to get transferred. - - - If set, the player will apply the exit by "flying into it". Flying means - the player is levitating. E.g. wearing levitation boots. - + &move_on; If set, this message will be displayed to the player when he applies the exit. This is quite useful to throw in some "role-play feeling": "As you enter the @@ -1653,7 +1841,7 @@ little health by eating flesh-objects.
    For dragon players, flesh plays a very special role though: If the flesh has resistances set, a dragon player has a chance to gain resistance in - those cathegories. The only constraint to this process is the <flesh level>. + those categories. The only constraint to this process is the <flesh level>. Don't forget that flesh items with resistances have to be balanced according to map/monster difficulty. ]]> @@ -1814,19 +2002,8 @@ - - If set, the object cannot be passed by players nor monsters. -
    - - If <slow movement> is set to a value greater zero, all - creatures moving over this spot will be slower than normal. - - <slow movement> 1 - rough terrain - <slow movement> 2 - very rough terrain - ... - <slow movement> 7 - spider web (sticky as hell) - + &movement_types_terrain; This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here. @@ -1869,19 +2046,8 @@ - - If set, the object cannot be passed by players nor monsters. -
    - - If <slow movement> is set to a value greater zero, all - creatures moving over this spot will be slower than normal. - - <slow movement> 1 - rough terrain - <slow movement> 2 - very rough terrain - ... - <slow movement> 7 - spider web (sticky as hell) - + &movement_types_terrain; This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here. @@ -1954,10 +2120,7 @@ about 6 or 7) means completely closed/up state. I suggest you don't mess with this value - Leave the default in place. - - For open gates, <blocking passage> should be unset. - For closed gates it must be set. - + &movement_types_terrain; Restricting the use of spells to pass this gate. This has an effect only if <block view> is disabled. @@ -1984,7 +2147,7 @@ <magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the helmet. - + Important: <magic bonus> on girdles has no effect if there is no <armour class> set. Girdles shouldn't have <armour class>, thus <magic bonus> is pointless here. @@ -2075,7 +2238,7 @@ - + &move_on; This attribute specifys the attacktypes that this floor uses to @@ -2100,15 +2263,7 @@ value to be on the safe side.
    - - If <slow movement> is set to a value greater zero, all - creatures moving over this spot will be slower than normal. - - <slow movement> 1 - rough terrain - <slow movement> 2 - very rough terrain - ... - <slow movement> 7 - spider web (sticky as hell) - + &movement_types_terrain; This flag indicates this spot contains wood or high grass. Players with activated woodsman skill can move faster here. @@ -2150,7 +2305,7 @@ <magic bonus> works just like ac, except that it can be improved by "scrolls of Enchant Armour" or reduced by acid. It is less useful than direct armour-class bonus on the helmet. - + Important: <magic bonus> on helmets has no effect if there is no <armour class> set. It only works in combination with <armour class>. Crowns for instance typically provide no <amour class>. @@ -2171,16 +2326,16 @@ The altar belongs to the god of the given name. Possible options for <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, - Gorokh, Valriel and Sorig. - + Gorokh, Valriel and Sorig. + If you want to have an unconsecrated altar, set <god name> 0 and eventually <reconsecrate level> 0. To re-consecrate an altar, the player's wisdom level must be as high or higher than this value. In that way, some altars can not - be re-consecrated, while other altars, like those in dungeons, could be. - + be re-consecrated, while other altars, like those in dungeons, could be. + Altars located in temples should have at least <reconsecrate level> 100. Some characters might need those altars, they would be very unhappy to see them re-consecrated to another cult. @@ -2284,7 +2439,7 @@ matching object (usually not recommended, see "last_heal").

    Alternatively, you can set your inv. checker to block all players - that do/don't carry the matching object (-> "no_pass"). + that do/don't carry the matching object.

    As you can see, inv. checkers are quite powerful, holding a great variety of possibilities. ]]> @@ -2310,8 +2465,8 @@
    This value specifies the object we are looking for: We have a match - if the player does/don't carry an object that is of type <match type>. - + if the player does/don't carry an object that is of type <match type>. + Example: Set <match type> 15 (type 15 => weapon) and <blocking passage> enabled. Now you have an inv. checker blocking all players that carry any kind of melee weapon. To pass, a player is forced to leave behind all @@ -2326,17 +2481,13 @@ <connection> value get activated. This only makes sense together with <blocking passage> disabled. - - If set, only players meeting the match criteria can pass - through that space. If unset (default), the inventory - checker acts like a trigger/button. - + &movement_types_terrain; <remove match> means remove object if found. Setting this is usually not recommended because inv. checkers are in general invisible. So, unlike for altars/ locked doors, the player won't expect to lose an object when - walking over that square. And he doesn't even get a message either. - + walking over that square. And he doesn't even get a message either. + So, *if* you enable <remove match>, make sure to inform the player what's going on! @@ -2394,6 +2545,18 @@ + + + + + A godgiven item vanishes as soon as the player + drops it to the ground. + + + + @@ -2405,8 +2568,8 @@ - + The <key string> in the door must be identical with the <key string> in the special key, then the door is unlocked. It is VERY important to set the <key string> to something that - is unique among the CF mapset. - + is unique among the CF mapset. + DONT EVER USE the default string "set_individual_value". @@ -2473,7 +2636,7 @@ have the following format: "@match <keyword1>|<keyword2>|... ". Any number of keywords from one to infinite is allowed. Make sure they are seperated by a '|'. - + Examples: "@match yes", "@match gold|treasure". The connected value will be triggerd when the player speaks any of the given keywords within a two-square radius. IMPORTANT: Upper/lower case @@ -2536,14 +2699,13 @@ be. If you want to create a wall that can be activated (cast per trigger) via connected lever/button/etc, you must set "speed 0". + &speed_left; The magic wall will cast it's spells always in the specified <direction>. A magic wall with direction set to <none> will always fire in a random direction. - - If set, the object cannot be passed by players nor monsters. - + &movement_types_terrain;
    Walls with <is destroyable> enabled can be attacked and (eventually) @@ -2651,6 +2813,7 @@ sure the player really gets his mark. I think <marking speed> 1.0 should do fine. + &speed_left; This value defines the duration of the force it inserts. If nonzero, the duration of the player's mark is finite: @@ -2661,114 +2824,8 @@ When the player steps onto the marker, all existing forces in the players inventory with a <key string> matching <delete mark> will be removed. If you don't want to remove any marks, leave - this textfield empty. - - Note that the string <delete mark> is set as the name of - this marker. So don't be confused, and remember changing the - name will take effect on the marker's functionality. - - - In the moment when the player gets marked, this text is displayed - to him. You should really set a message in any marker you create, - because it's the only way for the player to notice what's going on. - - - - - - - - magic_ear) - or carrying special key-objects (-> inventory checker). - Unlike locked doors, gates can get shut again after a player has - passed, which makes them more practical in many cases. Unlike normal - gates, timed gates open when triggered but automatically close again - after some time.]]> - - - - - - Whenever the inventory checker is triggered, all objects with identical - <connection> value get activated. This only makes sense together with - <blocking passage> disabled. If unset, the gate opens automatically - after some time. - - - The <position state> defines the position of the gate: - Zero means completely open/down, the "number of animation-steps" (usually - about 6 or 7) means completely closed/up state. I suggest you don't - mess with this value - Leave the default in place. - - - For open gates, <blocking passage> should be unset. - For closed gates it must be set. - - - Restricting the use of spells to pass this gate. This has - an effect only if <block view> is disabled. - - - Restricting the use of prayers to pass this door. This has - an effect only if <block view> is disabled. - - - Defines the duration the gate remains closed. This only takes effect - if the gate is not connected. - - + this textfield empty. - - - - - -
    - Note that the player has no possibility to "see" his own marks, - except by the effect that they cause on the maps. ]]> -
    -
    - Please avoid infinite markers when they aren't needed. They're - using a little space in the player file after all, so if there - is no real purpose, set an expire time. ]]> -
    - - - The <key string> can be detected by inv. checkers/detectors. - If the player already has a force with that <key string>, - there won't be inserted a second one. - - - Unlike a regular marker this is the connection that triggers this marker to activate. - - - This value defines the duration of the force it inserts. - If nonzero, the duration of the player's mark is finite: - about 1 food per 10 seconds. <mark duration> zero/unset - means the mark will stay on the player forever. - - - When the player steps onto the marker, all existing forces in - the players inventory with a <key string> matching <delete mark> - will be removed. If you don't want to remove any marks, leave - this textfield empty. - Note that the string <delete mark> is set as the name of this marker. So don't be confused, and remember changing the name will take effect on the marker's functionality. @@ -2779,6 +2836,7 @@ because it's the only way for the player to notice what's going on.
    + @@ -2830,10 +2888,10 @@ after passing a room of dragons.
    This rule applies only for linear maps (one room after the other), with treasure at the end. You can sprinkle the treasure around, - or make non-linear maps - That is often more entertaining. + or make non-linear maps - That is often more entertaining.
  • Places with high level monsters must not be easy to reach. Balrogs, Dragonmen and the likes should be at the end of a quest, - not at the beginning. + not at the beginning.
  • Don't stick monsters together that tend to kill each other. Fire- and cold dragons in one room for example is a bad idea. By weakening and killing each other they are easy prey for players, @@ -2860,7 +2918,7 @@ When the monster is killed, items from the treasurelist will drop to the ground. This is a common way to reward players for killing (masses of) monsters. - + Note that you can always put items into the monster's inventory. Those will drop-at-kill just like the stuff from the <treasurelist>. @@ -2870,7 +2928,7 @@ <level> affects the power of a monster in various ways. - Every monster should have a race set to cathegorize it. + Every monster should have a race set to categorize it. The monster's <race> can have different effects: Slaying weapons inflict tripple damage against enemy races and holy word kills only enemy races of the god. @@ -2878,8 +2936,8 @@ When a player kills this monster, he will get exactly this amount of <experience>. The experience will flow into - the skill-cathegory the player used for the kill. - + the skill-category the player used for the kill. + If you create special monsters of tweaked strenght/abilities, always make sure that the <experience> is set to a reasonable value. Compare with existing arches to get a feeling @@ -2890,6 +2948,7 @@ The <speed> determines how fast a monster will both move and fight. High <speed> makes a monster considerably stronger. + &speed_left; This only takes effect if <multiply> is enabled. The monster will create a <breed monster> every once in a while. <breed monster> @@ -2908,12 +2967,9 @@ In this case, the <breed monster> value is never used and can be forgotten. Each time the monster need to generate an object, it will be a randomly chosen item from the inventory. When generator is destroyed, - inventory is destroyed. - - - Flying monsters won't get slowed down in rough terrain - and they won't be affected by movers. + inventory is destroyed. + &move_type; Several spells only affect undead monsters: turn undead, banish undead, holy word, etc. @@ -2923,13 +2979,13 @@ value can be set to reflect the slowdown due to the carried weight. - +
    This number is a bitmask, specifying the monster's attacktypes for melee damage. Attacktypes are: physical, magical, fire, cold.. etc. Strong monsters often have more than just physical attacktype. - + When a monster with multiple attacktypes hits aan oponent, it will do as much damage as the "best" of it's attacktypes does. So, the more attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are @@ -2983,7 +3039,7 @@ to a player.
    - +
    If <can cast spell> is disabled, the monster cannot cast any spell. @@ -2992,7 +3048,7 @@ A monster with this flag has the ability to <reflect spells>, all kinds of spell-bullets and -beams will bounce off. - + Generally this flag should not be set because it puts wizard-type players at an unfair disadvantage. @@ -3013,7 +3069,7 @@ Monsters regenerate this many spellpoints each 16 ticks. Hence, the spellpoint regeneration rate is independent of <speed>. - + To make a real tough spellcasting monster, the rate of spellpoint regeneration is most important. If your monster is still not casting fast enough, give it the spell-ability of "regenerate mana". @@ -3032,7 +3088,7 @@ The creature won't be able to cast spells of the specified paths.
    - +
    The <detect hidden> value gives monsters the ablitity to find @@ -3077,10 +3133,10 @@ Monster is able to use skills from it's inventory. For example, you can put a throwing skill object and some - boulders into the monster's object and set <can use skills>. + boulders into the monster's object and set <can use skills>.
    - +
    When <monster behaviour> is enabled, this object will behave @@ -3089,7 +3145,7 @@ This flag should be set for all monsters as-such. Monsters which don't move, like guards, should also have <monster behaviour>, but in combination with <stand still>. - It should *not* be set for things like immobile generators. + It should *not* be set for things like immobile generators. <unaggressive> monsters do not attack players unless attacked first. @@ -3102,7 +3158,7 @@ Monsters which <stand still> won't move to leave their position. When agressive, they will attack all enemies who get close to them. This behaviour is commonly known from castle guards. - + In older versions of Crossfire it was possible to eventually push a <stand still>-monster out of position by force. I believe this is no longer possible. Neverthless, you should @@ -3123,7 +3179,7 @@ Click on the <pick up> button and select which types of objects the creature should try to pick up. - + Note also that if <can use armor>, <can use weapon>, <can use ring>... etc are set, then the creature will pick up the matching items even if this is not set here. @@ -3135,7 +3191,12 @@ 11x11 square of the monster will wake the monster up. If the player has stealth, the size of this square is reduced in half plus 1. - + + If this is set to default, the standard mode of movement will be used. + + + This movement is not in effect when the monster has an enemy and should + only be used for non agressive monsters. This is a percentage value in the range 0-100. @@ -3144,7 +3205,7 @@ attacker.
    - +
    @@ -3194,6 +3255,27 @@ + + + + + + + + + + + +
    + + The object vanishes after this number of draining attacks. + +
    +
    + + @@ -3222,15 +3304,15 @@ <mood> is used to determine what will happen to the monster when affected by the mood floor: - + <mood> 'furious': Makes all monsters aggressive - + <mood> 'angry': As above but pets are unaffected - + <mood> 'calm': Makes all monsters unaggressive - + <mood> 'sleep': Puts all monsters to sleep - + <mood> 'charm': Turns monster into a pet of person who triggers the square. This setting is not enabled for continous operation, you need to @@ -3240,8 +3322,8 @@ This should only be set in combination with <mood number> 4. Normally, monsters are affected by the mood floor as soon as they step on it. But charming (monster -> pet) is too powerful, - so it needs to be activated. - + so it needs to be activated. + Typically it is connected to an altar, for buying a "hireling". But a powerful pet could as well be the reward for solving a quest. Or even better: It could be *part* of a quest! @@ -3305,6 +3387,7 @@ The movement speed value determines how fast a chain of these movers will push a player along (default is -0.2). + &speed_left; The mover will push creatures in the specified <direction>. A mover with direction set to <none> will spin clockwise, @@ -3312,20 +3395,20 @@ If enabled, the mover gets "used up" after a certain number of moves - (specified by <number of uses>). If disabled, the mover works infinitly. + (specified by <number of uses>). If disabled, the mover works infinitely. This value has only a meaning if <gets used up> is set: <number of uses> is the number of times minus one, that it will move a creature before disappearing. (It will move - someone <number of uses>+1 times, then vanish). + someone <number of uses>+1 times, then vanish).
    If <move players> is enabled, both players and monsters will be moved. In the arches' default it is disabled - thus ONLY monsters get moved. Remember that "monsters" includes NPCs! - + This feature provides you with the possibility to make NPCs literally "come to life". Example: The player is talking with an NPC, speaking a certain keyword. This triggers a magic_ear and @@ -3334,13 +3417,8 @@ route! Note that it's useful to set this NPC immune to everything, preventing the player to push the NPC off his trace. - - This should always be set. - - - Move flying creatures enabled means all flying (living) - objects will get moved too. If disabled, only walking - (non-flying) creatures will get moved. + + Which movement types activate the mover.
    @@ -3368,8 +3446,8 @@ the <match race> defines the object we're looking for. If <match race> matches the monster's or the player's race, we have a match. Yes, pedestals can detect a player's race! E.g. you could create a - place where only fireborns can enter, by setting "slaying unnatural". - + place where only fireborns can enter, by setting "slaying unnatural". + If it is set to "player", any player stepping on the pedestal is a match. Very useful if you want to open a gate for players but not for monsters. @@ -3378,8 +3456,7 @@ When the pedestal is triggered, all objects with the same connection value get activated. - - + &move_on; @@ -3425,18 +3502,7 @@ about 6 or 7) means completely closed/up state. I suggest you don't mess with this value - Leave the default in place. - - If set, all walking creatures will fall into the pit. - This does NOT need to be set for closed pits! - - - If set, all flying creatures will fall into the pit as well. - This is not the behaviour expected from a pit, and it should - only be used for map-mechanisms (e.g. for transporting flying - monsters). - An interesting side-effect: If this flag is enabled, spell - effects like fire/snow also make their way through the pit. - + &move_on; @@ -3469,7 +3535,7 @@ There are two types of special effects for potions: 'life restoration' - restore the player's stats lost by death or draining (this has nothing in common with the restoration spell!) - 'improvement' - increase the player's maximum health/mana/grace + 'improvement' - increase the player's maximum health/mana/grace by a very small amount. @@ -3635,7 +3701,7 @@ @@ -3650,11 +3716,11 @@ Only shooting weapons with matching <ammunition class> can fire these projectiles. For arrows set "arrows", for crossbow bolts set "crossbow bolts" (big surprise). - + In certain cases, the ammunition class is displayed in the game. Hence, when you create a new ammunition class, choose an intuitive name like "missiles", "spirit bolts" - whatever. - + You can also make special containers holding these projectiles by setting the <container class> to match your <ammunition class>. @@ -3780,7 +3846,7 @@
    Runes hit any monster or person who steps on them for 'dam' damage in 'attacktype' attacktype. Alternatively, the rune could contain any spell, @@ -3794,12 +3860,12 @@ together with spellcasting- and attack-runes is usually a bad idea. ]]> - + &move_on; This value sets the level the rune will cast the spell it contains at, if applicable. A level 99 rune casts a very, very mean spell of whatever. - (<rune level> 0 runes won't detonate at all!) - + (<rune level> 0 runes won't detonate at all!) + Level Also effects how easily a rune may be found and disarmed, and how much experience the player gets for doing so. Beware: High level runes can be quite a cheap source of experience! So either make them @@ -3816,7 +3882,7 @@ <direct damage> specifies how much damage is done by the rune, if it doesn't contain a spell. This should be set in reasonable - relation to the rune's level. + relation to the rune's level. If there isn't any spell (and <summon monster> is unset), this @@ -3891,6 +3957,56 @@ + + + + + + + + + + The spell of the scroll will be casted at this level. + This value should always be set, at least to 1. + + + When a player/monster applies this scroll, the selected <spell> + will be casted (once). This should work for any given spell. + + + A godgiven item vanishes as soon as the player + drops it to the ground. + + + + + + + + + + + + <magic bonus> works just like ac, except that it can be improved by + "scrolls of Enchant Armour" or reduced by acid. It is less useful + than direct armour-class bonus on the shield. + + + + @@ -3945,7 +4061,7 @@ amount of <item power>, depending on their own level. This is the only way to prevent low level players to wear "undeserved" equipment (like gifts from other players or cheated items). - + It is very important to adjust the <item power> value carefully for every artifact you create! If zero/unset, the CF server will calculate a provisional value at runtime, but this is never @@ -4026,56 +4142,6 @@ - - - - - - - - - - The spell of the scroll will be casted at this level. - This value should always be set, at least to 1. - - - When a player/monster applies this scroll, the selected <spell> - will be casted (once). This should work for any given spell. - - - A godgiven item vanishes as soon as the player - drops it to the ground. - - - - - - - - - - - - <magic bonus> works just like ac, except that it can be improved by - "scrolls of Enchant Armour" or reduced by acid. It is less useful - than direct armour-class bonus on the shield. - - - - @@ -4146,14 +4212,7 @@ Not more and not less than that. ]]> - - If set, the player can enter/leave the - shop by just walking into the shop mat. - - - If set, the player can enter/leave the - shop by "flying" into the shop mat. - + &move_on; @@ -4180,23 +4239,13 @@ If activating your magic_mouth this way, the message will not only be printed to one player, but all players on the current map. - - If set, the player gets the message when walking ontop of the object. - "invisible 1" should be set in this case. This is the typical configuration - for a "magic_mouth": The player walks through a dungeon and suddenly he - gets a message. Use this to create some roleplay atmosphere, and to inform - the player about possible dangers or secrets. - - - If set, the player gets the message when flying (=levitating) ontop - of the object. Usually this should be set together with walk_on. - + &move_on; If a counter-value is set (greater zero), the sign/magic_mouth can be applied (printing the message) only that many times. For signs this really shouldn't be used, while for magic_mouths it is extremely helpful. Monsters walking over the magic_mouth do not decrease the counter. - + Often, you might want to have a message displayed only one time. For example: The player enters your map and you put a magic_mouth to tell him about the monsters and how dangerous they look and all. Later, when all the monsters @@ -4323,7 +4372,7 @@ Unique items exist only one time on a server. If the item is taken, lost or destroyed - it's gone for good. - + This can be used if you want to sell apartments on your map: Simply sell a unique passport/key, and place an inventory checker at the entrance of your apartment. @@ -4450,7 +4499,7 @@ confusing and pointless. The only use I can think of is building some puzzle about where to shoot into spinners to shoot somewhere you otherwise couldn't. - + When placing spinners on a map with magic walls, make sure the spell- projectiles from magic walls don't get to fly in loops. ]]> @@ -4458,11 +4507,10 @@ The spinner will change the direction of flying objects by 45 degrees per <direction number>. Negative values spin clockwise, positive values counter clockwise. - + Example: <direction number> -2 means spin 90 degrees clockwise. - - + &move_on; @@ -4478,7 +4526,6 @@ Players with knowledge of the woodsman skill are a lot less likely to die in the swamp. ]]>
    - @@ -4486,15 +4533,9 @@ sink into the swamp. Swamp with very high <drowning speed> can be a nasty and unexpected death-trap. Players should get a warning before such areas. - - If <slow movement> is set to a value greater zero, all - creatures moving over this spot will be slower than normal. - - <slow movement> 1 - rough terrain - <slow movement> 2 - very rough terrain - ... - <slow movement> 5 - default for deep swamp - + &speed_left; + &move_on; + &movement_types_terrain; If enabled, it is impossible for players to use (wizard-) spells on that spot. @@ -4538,7 +4579,7 @@ for example I could use the relative path "Fire1"). Use relative paths whenever possible! Note that upper/lower case must always be set correctly. However, please use lower case only. - + If the <exit path> is set, ONLY players can get teleported. If the <exit path> is unset (empty), anything can get teleported: Players, monsters and items. In this case, the destined map is automatically @@ -4547,12 +4588,12 @@ The exit destinations define the (x, y)-coordinates where the exit leads to. - + If both are set to zero and <exit path> is empty, the player will get teleported to another, randomly chosen teleporter on the same map (Slightly confusing for the player though). Make sure there actually *is* a second one in that case. - + If both are set to zero and <exit path> is set, the player will be transferred to the "default enter location" of the destined map. The latter can be set in the map-properties as "Enter X/Y". Though, @@ -4562,12 +4603,12 @@ The exit destinations define the (x, y)-coordinates where the exit leads to. - + If both are set to zero and <exit path> is empty, the player will get teleported to another, randomly chosen teleporter on the same map (Slightly confusing for the player though). Make sure there actually *is* a second one in that case. - + If both are set to zero and <exit path> is set, the player will be transferred to the "default enter location" of the destined map. The latter can be set in the map-properties as "Enter X/Y". Though, @@ -4584,11 +4625,59 @@ automatically be activated in regular time-intervals. Hence, the player can just step on it and gets teleported sooner or later. The duration between two activates depends on the given value. - Default in the teleporter arch is <activation speed> 0.1. - + Default in the teleporter arch is <activation speed> 0.1. + VERY IMPORTANT: If you want to have your teleporter activated via button/handle/magic_ear/etc, you must set <activation speed> to zero! + &speed_left; + + + + + + + + magic_ear) + or carrying special key-objects (-> inventory checker). + Unlike locked doors, gates can get shut again after a player has + passed, which makes them more practical in many cases. Unlike normal + gates, timed gates open when triggered but automatically close again + after some time.]]> + + + + + + Whenever the inventory checker is triggered, all objects with identical + <connection> value get activated. This only makes sense together with + <blocking passage> disabled. If unset, the gate opens automatically + after some time. + + + The <position state> defines the position of the gate: + Zero means completely open/down, the "number of animation-steps" (usually + about 6 or 7) means completely closed/up state. I suggest you don't + mess with this value - Leave the default in place. + + &movement_types_terrain; + + Restricting the use of spells to pass this gate. This has + an effect only if <block view> is disabled. + + + Restricting the use of prayers to pass this door. This has + an effect only if <block view> is disabled. + + + Defines the duration the gate remains closed. This only takes effect + if the gate is not connected. + @@ -4604,7 +4693,7 @@
    Traps hit any monster or person who steps on them for 'dam' damage in @@ -4617,8 +4706,8 @@ off your lightning wall and pit trap is usually a bad idea. ]]> - - + &move_on; + Level effects how easily a trap may be found and disarmed, and how much experience the player gets for doing so. Beware: High level traps can be quite a cheap source of experience! So either make them @@ -4633,8 +4722,8 @@ The trap will detonate <number of charges> times before disappearing. - <direct damage> specifies how much damage is done by the trap. - This should be set in reasonable relation to the trap's level. + <direct damage> specifies how much damage is done by the trap. + This should be set in reasonable relation to the trap's level. This attribute defines what attacktype to use for direct damage when @@ -4670,7 +4759,7 @@ are not supposed to be used to randomly interconnect maps like teleporters. ]]> - + &move_on; This value defines how much weight the trapdoor can hold. Once items or creatures are gathered on the trapdoor, with @@ -4743,11 +4832,68 @@ + + + + +
    + Note that the player has no possibility to "see" his own marks, + except by the effect that they cause on the maps. ]]> +
    +
    + Please avoid infinite markers when they aren't needed. They're + using a little space in the player file after all, so if there + is no real purpose, set an expire time. ]]> +
    + + + The <key string> can be detected by inv. checkers/detectors. + If the player already has a force with that <key string>, + there won't be inserted a second one. + + + Unlike a regular marker this is the connection that triggers this marker to activate. + + + This value defines the duration of the force it inserts. + If nonzero, the duration of the player's mark is finite: + about 1 food per 10 seconds. <mark duration> zero/unset + means the mark will stay on the player forever. + + + When the player steps onto the marker, all existing forces in + the players inventory with a <key string> matching <delete mark> + will be removed. If you don't want to remove any marks, leave + this textfield empty. + + Note that the string <delete mark> is set as the name of + this marker. So don't be confused, and remember changing the + name will take effect on the marker's functionality. + + + In the moment when the player gets marked, this text is displayed + to him. You should really set a message in any marker you create, + because it's the only way for the player to notice what's going on. + +
    + + - + @@ -4759,9 +4905,7 @@ - - If set, the object cannot be passed by players nor monsters. - + &movement_types_terrain; If set, the object is able to "roll", so it can be pushed around. This setting is used for boulders and barrels. @@ -4777,6 +4921,43 @@ + + + +
    + For low levels, staffs of healing/cure and word of recall are + quite desirable though. Ideal rewards for low level quests. ]]> +
    + + The <spell> specifies the contained spell. + + + The <casting level> of the wand determines it's power. + An average level for wands in shops is about 10. + + + The wand can be used <number of charges> times before it is + used up. It can be recharged with scrolls of charging. + + + A godgiven item vanishes as soon as the player + drops it to the ground. + + + This text may contain a description of the wand. + +
    + + @@ -4892,7 +5073,7 @@ Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons have no more than one or two attacktypes. Keep in mind that all weapons can be blessed by the player's diety, thus adding an additional attacktype. - + When a player hits a monster with a weapon that has more than one attacktype, then he will do as much damage as the "best" of his attacktypes does. So, the more attacktypes you've got, the better your chance to take advantage @@ -4904,7 +5085,7 @@ attack. It could best be considered a "subclassification" of the physical attacktype. For now, this is only used for attack messages! - + You should always set this correctly when creating new weapons for your maps. @@ -4922,7 +5103,7 @@ Slaying means the weapon does tripple (3x) damage to monsters of the specified race. If <slaying race> matches an arch name (e.g. "big_dragon"), only monsters of that archtype are hit with tripple damage. - + No god blessings are possible for weapons with a race set in this entry (That's because god blessings add tripple damage against their own enemy races). Tripple damage is very effective. @@ -4948,7 +5129,7 @@ amount of <item power>, depending on their own level. This is the only way to prevent low level players to wear "undeserved" equipment (like gifts from other players or cheated items). - + It is very important to adjust the <item power> value carefully for every artifact you create! If zero/unset, the CF server will calculate a provisional value at runtime, but this is never @@ -4966,9 +5147,9 @@ An item with this flag enabled will save the players life for one time: When the player is wearing this item and his - healthpoints reach zero, the item dissapears, replenishing + health points reach zero, the item disappears, replenishing half of the player's health. - + An item with <save life> should not have any decent additional bonuses! @@ -5138,7 +5319,7 @@ Positive <food bonus> slows down the player's digestion, thus he consumes less food. Negative values speed it up. - + Note that food is consumed not only for "being alive", but also for healing and mana-regeneration. <food bonus> only affects the amount of food consumed @@ -5148,7 +5329,7 @@ Xray vision allows the player to see through obstacles in a two-square-wide radius. This is extremely helpful and - desireable, so don't give it away for cheap on equipment. + desirable, so don't give it away for cheap on equipment. Stealth allows the player to move silently. @@ -5163,7 +5344,7 @@ This works only about 90% of all times, to avoid players being completely immune to certain types of attacks. - + This is a very powerful ability and it shouldn't be handed out cheap! @@ -5197,40 +5378,25 @@ - - + + Event connectors link specific events that happen to objects to + a crossfire plug-in. ]]> -
    - For low levels, staffs of healing/cure and word of recall are - quite desireable though. Ideal rewards for low level quests. ]]> -
    - - The <spell> specifies the contained spell. - - - The <casting level> of the wand determines it's power. - An average level for wands in shops is about 10. + + The type of event that triggers a notify to the plug-in. - - The wand can be used <number of charges> times before it is - used up. It can be recharged with scrolls of charging. + + The name of the plug-in that should be notified of the event, e.g. "cfpython" + for python and "perl" for the Crossfire-Perl plug-in. - - A godgiven item vanishes as soon as the player - drops it to the ground. + + The name of the extension to invoke (for python, this is the path to a script, + for perl this is the name of a extension package without the ".ext" extension. - - This text may contain a description of the wand. + + A string that is passed unaltered to the extension above. Often used to pass + options to the extension that alter its behaviour.