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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.3 by root, Mon Mar 13 04:38:47 2006 UTC vs.
Revision 1.14 by root, Mon Mar 27 17:23:36 2006 UTC

108 editor CDATA #IMPLIED 108 editor CDATA #IMPLIED
109 value CDATA #IMPLIED 109 value CDATA #IMPLIED
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
114 <!ENTITY move_on "
115 <attribute arch='move_on' editor='movement type' type='bitmask_movement_type'>
116 Which movement types automatically (as opposed to manually) activate this object.
117 </attribute>
118 ">
119 <!ENTITY move_off "
120 <attribute arch='move_off' editor='movement type' type='bitmask_movement_type'>
121 Which movement types deactivate this object (e.g. button).
122 </attribute>
123 ">
124 <!ENTITY move_type "
125 <attribute arch='move_type' editor='movement type' type='bitmask_movement_type'>
126 Determines which kinds of movement this object can use (e.g. for monsters)
127 or grants (e.g. for amulets).
128 </attribute>
129 ">
130 <!ENTITY movement_types_terrain "
131 <attribute arch='move_block' editor='blocked movement' type='bitmask_movement_type'>
132 Objects using these movement types cannot move over this space.
133 </attribute>
134 <attribute arch='move_allow' editor='allowed movement' type='bitmask_movement_type'>
135 Objects using these movement types are allowed to move over this space. Takes
136 precedence over 'blocked movements'.
137 </attribute>
138 <attribute arch='move_slow' editor='slowed movement' type='bitmask_movement_type'>
139 The types of movement that should by slowed down by the 'slow movement penalty'.
140 </attribute>
141 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'>
142 If &lt;slow movement&gt; is set to a value greater zero, all
143 creatures matching 'slow move' will be slower than normal on this spot.
144
145 &lt;slow movement&gt; 1 - rough terrain
146 &lt;slow movement&gt; 2 - very rough terrain
147 ...
148 &lt;slow movement&gt; 5 - default for deep swamp
149 ...
150 &lt;slow movement&gt; 7 - spider web (sticky as hell)
151 </attribute>
152 ">
153 <!ENTITY speed_left "
154 <attribute arch='speed_left' editor='speed left' type='float'>
155 The speed left to the object. On every tick, if this value is higher
156 than 0, the object acts/triggers/moves etc. and the value gets
157 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
158 every tick.
159 </attribute>
160 ">
113]> 161]>
114 162
115<types> 163<types>
116 164
117<!--###################### bitmask definitions ######################--> 165<!--###################### bitmask definitions ######################-->
150 <entry bit="4" name="Wood" /> 198 <entry bit="4" name="Wood" />
151 <entry bit="5" name="Organics" /> 199 <entry bit="5" name="Organics" />
152 <entry bit="6" name="Stone" /> 200 <entry bit="6" name="Stone" />
153 <entry bit="7" name="Cloth" /> 201 <entry bit="7" name="Cloth" />
154 <entry bit="8" name="Adamantite" /> 202 <entry bit="8" name="Adamantite" />
203 <entry bit="9" name="Liquid" />
204 <entry bit="10" name="Soft Metal" />
205 <entry bit="11" name="Bone" />
206 <entry bit="12" name="Ice" />
207 <entry bit="13" name="(supress name on display)" />
208
155</bitmask> 209</bitmask>
156 210
157<bitmask name="spellpath"> 211<bitmask name="spellpath">
158 <entry bit="0" name="Protection" /> 212 <entry bit="0" name="Protection" />
159 <entry bit="1" name="Fire" /> 213 <entry bit="1" name="Fire" />
190 <entry bit="2" name="Food" /> 244 <entry bit="2" name="Food" />
191 <entry bit="3" name="Weapons" /> 245 <entry bit="3" name="Weapons" />
192 <entry bit="4" name="Armour" /> 246 <entry bit="4" name="Armour" />
193 <entry bit="5" name="Inverse" /> 247 <entry bit="5" name="Inverse" />
194 <entry bit="6" name="All" /> 248 <entry bit="6" name="All" />
249</bitmask>
250
251<bitmask name="movement_type">
252 <entry bit="0" name="Walk" />
253 <entry bit="1" name="Fly Low" />
254 <entry bit="2" name="Fly High" />
255 <entry bit="3" name="Swim" />
256 <entry bit="4" name="Boat" />
257 <entry bit="16" name="Other" />
195</bitmask> 258</bitmask>
196 259
197<!--###################### list definitions ######################--> 260<!--###################### list definitions ######################-->
198 261
199<list name="direction"> 262<list name="direction">
322 <entry value="45" name="disease" /> 385 <entry value="45" name="disease" />
323 <entry value="46" name="aura" /> 386 <entry value="46" name="aura" />
324 <entry value="47" name="town portal" /> 387 <entry value="47" name="town portal" />
325</list> 388</list>
326 389
390<list name="event_type">
391 <entry value="0" name="none" />
392 <entry value="1" name="apply" />
393 <entry value="2" name="attack" />
394 <entry value="3" name="death" />
395 <entry value="4" name="drop" />
396 <entry value="5" name="pickup" />
397 <entry value="6" name="say" />
398 <entry value="7" name="stop" />
399 <entry value="8" name="time" />
400 <entry value="9" name="throw" />
401 <entry value="10" name="trigger" />
402 <entry value="11" name="close" />
403 <entry value="12" name="timer" />
404 <entry value="28" name="move" />
405</list>
406
407<list name="attack_movement_bits_0_3">
408 <entry value="0" name="default" />
409 <entry value="1" name="attack from distance" />
410 <entry value="2" name="run away" />
411 <entry value="3" name="hit and run" />
412 <entry value="4" name="wait, then hit, then move" />
413 <entry value="5" name="rush blindly" />
414 <entry value="6" name="always run" />
415 <entry value="7" name="attack from distance if hit" />
416 <entry value="8" name="do not approach" />
417</list>
418
419<list name="attack_movement_bits_4_7">
420 <entry value="0" name="none" />
421 <entry value="16" name="pet" />
422 <entry value="32" name="small circle" />
423 <entry value="48" name="large circle" />
424 <entry value="64" name="small horizontal" />
425 <entry value="80" name="large horizontal" />
426 <entry value="96" name="random direction" />
427 <entry value="112" name="random movement" />
428 <entry value="128" name="small vertical" />
429 <entry value="144" name="large vertical" />
430</list>
431
327<!--###################### default attributes ######################--> 432<!--###################### default attributes ######################-->
328 433
329<!-- 434<!--
330 The attributes of the default_type get added to all other types by default. 435 The attributes of the default_type get added to all other types by default.
331 Every type can have an 'ignore' element however, which is used to specify 436 Every type can have an 'ignore' element however, which is used to specify
356 zero weight are not pickable for players. Still, set the "non-pickable"-flag 461 zero weight are not pickable for players. Still, set the "non-pickable"-flag
357 for explicitly non-pickable objects (hey, this is opensource.. you 462 for explicitly non-pickable objects (hey, this is opensource.. you
358 never know ;) ). 463 never know ;) ).
359 </attribute> 464 </attribute>
360 <attribute arch="value" editor="value" type="int"> 465 <attribute arch="value" editor="value" type="int">
361 Adds a certain value to the object: It will be worth that many times the 466 Determines the value of the object, in units of silver coins (one
362 default value from it's archetype (E.g. "value = 3" means three times 467 platinum coin == 50 silver coins). Value for buying/selling will be
363 worth the default value). Value for buying/selling will be
364 further modified by various factors. Hence, testing values in-game is 468 further modified by various factors. Hence, testing values in-game is
365 usually inevitable. 469 usually inevitable.
366 </attribute> 470 </attribute>
367 <attribute arch="glow_radius" editor="glow radius" type="int"> 471 <attribute arch="glow_radius" editor="glow radius" type="int">
368 If &lt;glow radius&gt; is set to a value greater zero, the object 472 If &lt;glow radius&gt; is set to a value greater zero, the object
435 the fallback for all types which don't match any other defined types. 539 the fallback for all types which don't match any other defined types.
436 The required attribute "misc x" prevents that it gets confused with 540 The required attribute "misc x" prevents that it gets confused with
437 other types like "monster & npc" which also have type number 0. --> 541 other types like "monster & npc" which also have type number 0. -->
438 <attribute arch="misc" value="x" /> 542 <attribute arch="misc" value="x" />
439 </required> 543 </required>
440 <attribute arch="no_pass" editor="blocking passage" type="bool"> 544 &movement_types_terrain;
441 If set, the object cannot be passed by players nor monsters.
442 </attribute>
443 <attribute arch="cursed" editor="cursed" type="bool"> 545 <attribute arch="cursed" editor="cursed" type="bool">
444 Curses can have various effects: On equipment and food, 546 Curses can have various effects: On equipment and food,
445 they generally harm the player in some way. 547 they generally harm the player in some way.
446 </attribute> 548 </attribute>
447 <attribute arch="damned" editor="damned" type="bool"> 549 <attribute arch="damned" editor="damned" type="bool">
536 then either a spell is casted (on the player) or a connector is 638 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. 639 triggered. If the latter is the case, the altar works only once.
538 Either way, the sacrificed item disappears. ]]> 640 Either way, the sacrificed item disappears. ]]>
539 </description> 641 </description>
540 <attribute arch="no_pick" value="1" type="fixed" /> 642 <attribute arch="no_pick" value="1" type="fixed" />
541 <attribute arch="walk_on" value="1" type="fixed" /> 643 &move_on;
542 <attribute arch="slaying" editor="match item name" type="string"> 644 <attribute arch="slaying" editor="match item name" type="string">
543 This string specifies the item that must be put on the altar to 645 This string specifies the item that must be put on the altar to
544 activate it. It can either be the name of an archetype, or directly 646 activate it. It can either be the name of an archetype, or directly
545 the name of an object. Yet, titles are not recognized by altars. 647 the name of an object. Yet, titles are not recognized by altars.
546 Remember to put a note somewhere, telling the player what he is 648 Remember to put a note somewhere, telling the player what he is
637 will push the connected value TWICE per sacrifice: First by 739 will push the connected value TWICE per sacrifice: First by
638 dropping sacrifice, second by reset. This mode is typically 740 dropping sacrifice, second by reset. This mode is typically
639 used for altars being connected to gates, resulting in the 741 used for altars being connected to gates, resulting in the
640 gate being opened and closed again. 742 gate being opened and closed again.
641 </attribute> 743 </attribute>
642 <attribute arch="walk_on" value="1" type="fixed"> 744 &move_on;
643 </attribute>
644 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 745 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
645 This text will be displayed to the player 746 This text will be displayed to the player
646 in the exact moment when the altar is activated. 747 in the exact moment when the altar is activated.
647 </attribute> 748 </attribute>
648</type> 749</type>
905 projectiles (e.g. arrows, bolts, boulders) will 1006 projectiles (e.g. arrows, bolts, boulders) will
906 bounce off him. This works only about 90% of all 1007 bounce off him. This works only about 90% of all
907 times, to avoid players being completely immune to 1008 times, to avoid players being completely immune to
908 certain types of attacks. 1009 certain types of attacks.
909 </attribute> 1010 </attribute>
910 <attribute arch="flying" editor="levitate" type="bool"> 1011 &move_type;
911 As soon as the player applies a piece of equipment with
912 &lt;levitate&gt; set, the player will start to float in the air.
913 </attribute>
914 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath"> 1012 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
915 Click on the &lt;attuned paths&gt; button to select spellpaths. 1013 Click on the &lt;attuned paths&gt; button to select spellpaths.
916 The player will get attuned to the specified spellpaths 1014 The player will get attuned to the specified spellpaths
917 while wearing this item. 1015 while wearing this item.
918 </attribute> 1016 </attribute>
993 is taken, lost or destroyed - it's gone for good. 1091 is taken, lost or destroyed - it's gone for good.
994 </attribute> 1092 </attribute>
995 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text"> 1093 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
996 This is the text that appears "written" in the book. 1094 This is the text that appears "written" in the book.
997 </attribute> 1095 </attribute>
1096 <attribute arch="slaying" editor="key string" type="string">
1097 This is the key string of the book. The key string is checked by an inventory checker.
1098 (This is used eg. for the gate/port passes in scorn)
1099 </attribute>
998</type> 1100</type>
999 1101
1000<!--####################################################################--> 1102<!--####################################################################-->
1001<type number="99" name="Boots"> 1103<type number="99" name="Boots">
1002 <import_type name="Amulet" /> 1104 <import_type name="Amulet" />
1081 When a predefined amount of weigh is placed on a button, the 1183 When a predefined amount of weigh is placed on a button, the
1082 &lt;connection&gt; value is triggered. In most cases this happens when a 1184 &lt;connection&gt; value is triggered. In most cases this happens when a
1083 player or monster steps on it. When the button is "released", the 1185 player or monster steps on it. When the button is "released", the
1084 &lt;connection&gt; value get's triggered a second time. ]]> 1186 &lt;connection&gt; value get's triggered a second time. ]]>
1085 </description> 1187 </description>
1086 <attribute arch="walk_on" value="1" type="fixed" /> 1188 &move_on;
1087 <attribute arch="walk_off" value="1" type="fixed" /> 1189 &move_off;
1088 <attribute arch="no_pick" value="1" type="fixed" /> 1190 <attribute arch="no_pick" value="1" type="fixed" />
1089 <attribute arch="weight" editor="press weight" type="int"> 1191 <attribute arch="weight" editor="press weight" type="int">
1090 The button is pressed (triggered), as soon as 1192 The button is pressed (triggered), as soon as
1091 &lt;press weigh&gt; gram are placed ontop of it. 1193 &lt;press weigh&gt; gram are placed ontop of it.
1092 </attribute> 1194 </attribute>
1390 <attribute arch="speed" editor="detection speed" type="float"> 1492 <attribute arch="speed" editor="detection speed" type="float">
1391 This value defines the time between two detector-checks. 1493 This value defines the time between two detector-checks.
1392 If you want the detector to behave almost like pedestals/buttons, 1494 If you want the detector to behave almost like pedestals/buttons,
1393 set speed rather high, like &lt;detection speed&gt; 1.0. 1495 set speed rather high, like &lt;detection speed&gt; 1.0.
1394 </attribute> 1496 </attribute>
1497 &speed_left;
1498 <attribute arch="speed_left" editor="speed left" type="float">
1499 The speed left. This value is incremented by &lt;speed&gt; on every tick.
1500 If it is larger than 0, the detector checks, and the speed is decremented
1501 by 1.
1502 </attribute>
1395</type> 1503</type>
1396 1504
1397<!--####################################################################--> 1505<!--####################################################################-->
1398<type number="112" name="Director"> 1506<type number="112" name="Director">
1399 <ignore> 1507 <ignore>
1421 <attribute arch="sp" editor="direction" type="list_direction"> 1529 <attribute arch="sp" editor="direction" type="list_direction">
1422 Projectiles will leave the director flying in the selected &lt;direction&gt;. 1530 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1423 A director with direction &lt;none&gt; simply stops projectiles. 1531 A director with direction &lt;none&gt; simply stops projectiles.
1424 (The latter works out a bit strange for some spells). 1532 (The latter works out a bit strange for some spells).
1425 </attribute> 1533 </attribute>
1426 <attribute arch="walk_on" value="1" type="fixed" /> 1534 &move_on;
1427 <attribute arch="fly_on" value="1" type="fixed" />
1428</type> 1535</type>
1429 1536
1430<!--####################################################################--> 1537<!--####################################################################-->
1431<type number="158" name="Disease"> 1538<type number="158" name="Disease">
1432 <ignore> 1539 <ignore>
1500 </attribute> 1607 </attribute>
1501 <attribute arch="speed" editor="moving speed" type="float"> 1608 <attribute arch="speed" editor="moving speed" type="float">
1502 The &lt;speed&gt; of the disease determines how fast the disease will 1609 The &lt;speed&gt; of the disease determines how fast the disease will
1503 "move", thus how fast the symptoms strike the host. 1610 "move", thus how fast the symptoms strike the host.
1504 </attribute> 1611 </attribute>
1612 &speed_left;
1505</section> 1613</section>
1506<section name="symptoms"> 1614<section name="symptoms">
1507 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 1615 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1508 The disease will attack the host with the given &lt;attacktype&gt;. 1616 The disease will attack the host with the given &lt;attacktype&gt;.
1509 Godpower attacktype is commonly used for "unresistable" diseases. 1617 Godpower attacktype is commonly used for "unresistable" diseases.
1599 defeated, horizontally and vertically adjacent doors are automatically 1707 defeated, horizontally and vertically adjacent doors are automatically
1600 removed. ]]> 1708 removed. ]]>
1601 </description> 1709 </description>
1602 <attribute arch="no_pick" value="1" type="fixed" /> 1710 <attribute arch="no_pick" value="1" type="fixed" />
1603 <attribute arch="alive" value="1" type="fixed" /> 1711 <attribute arch="alive" value="1" type="fixed" />
1604 <attribute arch="no_pass" editor="blocking passage" type="bool"> 1712 &movement_types_terrain;
1605 If set, a player must defeat the door to enter.
1606 </attribute>
1607 <attribute arch="hp" editor="hitpoints" type="int"> 1713 <attribute arch="hp" editor="hitpoints" type="int">
1608 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken. 1714 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1609 </attribute> 1715 </attribute>
1610 <attribute arch="ac" editor="armour class" type="int"> 1716 <attribute arch="ac" editor="armour class" type="int">
1611 Doors of high &lt;armour class&gt; are less likely to get hit. 1717 Doors of high &lt;armour class&gt; are less likely to get hit.
1705 If both are set to zero, the player will be transferred to the "default 1811 If both are set to zero, the player will be transferred to the "default
1706 enter location" of the destined map. The latter can be set in the map- 1812 enter location" of the destined map. The latter can be set in the map-
1707 properties as "Enter X/Y". Though, please DO NOT use that. 1813 properties as "Enter X/Y". Though, please DO NOT use that.
1708 It turned out to be a source for numerous map-bugs. 1814 It turned out to be a source for numerous map-bugs.
1709 </attribute> 1815 </attribute>
1710 <attribute arch="walk_on" editor="apply by walking" type="bool"> 1816 &move_on;
1711 If set, the player will apply the exit by just walking into it. This must
1712 be set for the invisible exits for example. If unset, the player has
1713 to step onto the exit and press 'a' to get transferred.
1714 </attribute>
1715 <attribute arch="fly_on" editor="apply by flying" type="bool">
1716 If set, the player will apply the exit by "flying into it". Flying means
1717 the player is levitating. E.g. wearing levitation boots.
1718 </attribute>
1719 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text"> 1817 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1720 If set, this message will be displayed to the player when he applies the exit. 1818 If set, this message will be displayed to the player when he applies the exit.
1721 This is quite useful to throw in some "role-play feeling": "As you enter the 1819 This is quite useful to throw in some "role-play feeling": "As you enter the
1722 dark cave you hear the sound of rustling dragonscales...". Well, my english 1820 dark cave you hear the sound of rustling dragonscales...". Well, my english
1723 is poor, but you get the point. =) 1821 is poor, but you get the point. =)
1740 <description><![CDATA[ 1838 <description><![CDATA[
1741 Just like with food, the player can fill his stomache and gain a 1839 Just like with food, the player can fill his stomache and gain a
1742 little health by eating flesh-objects. <br> 1840 little health by eating flesh-objects. <br>
1743 For dragon players, flesh plays a very special role though: If the 1841 For dragon players, flesh plays a very special role though: If the
1744 flesh has resistances set, a dragon player has a chance to gain resistance in 1842 flesh has resistances set, a dragon player has a chance to gain resistance in
1745 those cathegories. The only constraint to this process is the &lt;flesh level&gt;. 1843 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1746 Don't forget that flesh items with resistances have to be balanced 1844 Don't forget that flesh items with resistances have to be balanced
1747 according to map/monster difficulty. ]]> 1845 according to map/monster difficulty. ]]>
1748 </description> 1846 </description>
1749 <use><![CDATA[ 1847 <use><![CDATA[
1750 For dragon players, flesh items can be highly valuable. Note that many 1848 For dragon players, flesh items can be highly valuable. Note that many
1901 Floor is a very basic thing whithout too much 1999 Floor is a very basic thing whithout too much
1902 functionality. It's a floor - you stand on it. ]]> 2000 functionality. It's a floor - you stand on it. ]]>
1903 </description> 2001 </description>
1904 <attribute arch="is_floor" value="1" type="fixed" /> 2002 <attribute arch="is_floor" value="1" type="fixed" />
1905 <attribute arch="no_pick" value="1" type="fixed" /> 2003 <attribute arch="no_pick" value="1" type="fixed" />
1906 <attribute arch="no_pass" editor="blocking passage" type="bool">
1907 If set, the object cannot be passed by players nor monsters.
1908 </attribute>
1909<section name="terrain"> 2004<section name="terrain">
1910 <attribute arch="slow_move" editor="slow movement" type="int"> 2005 &movement_types_terrain;
1911 If &lt;slow movement&gt; is set to a value greater zero, all
1912 creatures moving over this spot will be slower than normal.
1913
1914 &lt;slow movement&gt; 1 - rough terrain
1915 &lt;slow movement&gt; 2 - very rough terrain
1916 ...
1917 &lt;slow movement&gt; 7 - spider web (sticky as hell)
1918 </attribute>
1919 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2006 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1920 This flag indicates this spot contains wood or high grass. 2007 This flag indicates this spot contains wood or high grass.
1921 Players with activated woodsman skill can move faster here. 2008 Players with activated woodsman skill can move faster here.
1922 </attribute> 2009 </attribute>
1923 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2010 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
1956 with monsters on them. Nowadays this feature is disabled - 2043 with monsters on them. Nowadays this feature is disabled -
1957 Hence encounter floor is not different from normal floor. ]]> 2044 Hence encounter floor is not different from normal floor. ]]>
1958 </description> 2045 </description>
1959 <attribute arch="is_floor" value="1" type="fixed" /> 2046 <attribute arch="is_floor" value="1" type="fixed" />
1960 <attribute arch="no_pick" value="1" type="fixed" /> 2047 <attribute arch="no_pick" value="1" type="fixed" />
1961 <attribute arch="no_pass" editor="blocking passage" type="bool">
1962 If set, the object cannot be passed by players nor monsters.
1963 </attribute>
1964<section name="terrain"> 2048<section name="terrain">
1965 <attribute arch="slow_move" editor="slow movement" type="int"> 2049 &movement_types_terrain;
1966 If &lt;slow movement&gt; is set to a value greater zero, all
1967 creatures moving over this spot will be slower than normal.
1968
1969 &lt;slow movement&gt; 1 - rough terrain
1970 &lt;slow movement&gt; 2 - very rough terrain
1971 ...
1972 &lt;slow movement&gt; 7 - spider web (sticky as hell)
1973 </attribute>
1974 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2050 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1975 This flag indicates this spot contains wood or high grass. 2051 This flag indicates this spot contains wood or high grass.
1976 Players with activated woodsman skill can move faster here. 2052 Players with activated woodsman skill can move faster here.
1977 </attribute> 2053 </attribute>
1978 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2054 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2041 The &lt;position state&gt; defines the position of the gate: 2117 The &lt;position state&gt; defines the position of the gate:
2042 Zero means completely open/down, the "number of animation-steps" (usually 2118 Zero means completely open/down, the "number of animation-steps" (usually
2043 about 6 or 7) means completely closed/up state. I suggest you don't 2119 about 6 or 7) means completely closed/up state. I suggest you don't
2044 mess with this value - Leave the default in place. 2120 mess with this value - Leave the default in place.
2045 </attribute> 2121 </attribute>
2046 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2122 &movement_types_terrain;
2047 For open gates, &lt;blocking passage&gt; should be unset.
2048 For closed gates it must be set.
2049 </attribute>
2050 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2123 <attribute arch="no_magic" editor="restrict spells" type="bool">
2051 Restricting the use of spells to pass this gate. This has 2124 Restricting the use of spells to pass this gate. This has
2052 an effect only if &lt;block view&gt; is disabled. 2125 an effect only if &lt;block view&gt; is disabled.
2053 </attribute> 2126 </attribute>
2054 <attribute arch="damned" editor="restrict prayers" type="bool"> 2127 <attribute arch="damned" editor="restrict prayers" type="bool">
2162 You can use that to safely chase off too-weak players, or just 2235 You can use that to safely chase off too-weak players, or just
2163 to have something different. ]]> 2236 to have something different. ]]>
2164 </use> 2237 </use>
2165 <attribute arch="is_floor" value="1" type="fixed" /> 2238 <attribute arch="is_floor" value="1" type="fixed" />
2166 <attribute arch="lifesave" value="1" type="fixed" /> 2239 <attribute arch="lifesave" value="1" type="fixed" />
2167 <attribute arch="walk_on" value="1" type="fixed" /> 2240 &move_on;
2168 <attribute arch="no_pick" value="1" type="fixed" /> 2241 <attribute arch="no_pick" value="1" type="fixed" />
2169 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 2242 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2170 This attribute specifys the attacktypes that this floor uses to 2243 This attribute specifys the attacktypes that this floor uses to
2171 damage it's victims. Attacktypes are: physical, fire, cold.. etc. 2244 damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2172 If you want a real tough hazard floor, add more than just one attacktype. 2245 If you want a real tough hazard floor, add more than just one attacktype.
2187 I guess this value is supposed to work similar to monster levels. 2260 I guess this value is supposed to work similar to monster levels.
2188 But in fact, it does not seem to have an effect. Set any non-zero 2261 But in fact, it does not seem to have an effect. Set any non-zero
2189 value to be on the safe side. 2262 value to be on the safe side.
2190 </attribute> 2263 </attribute>
2191<section name="terrain"> 2264<section name="terrain">
2192 <attribute arch="slow_move" editor="slow movement" type="int"> 2265 &movement_types_terrain;
2193 If &lt;slow movement&gt; is set to a value greater zero, all
2194 creatures moving over this spot will be slower than normal.
2195
2196 &lt;slow movement&gt; 1 - rough terrain
2197 &lt;slow movement&gt; 2 - very rough terrain
2198 ...
2199 &lt;slow movement&gt; 7 - spider web (sticky as hell)
2200 </attribute>
2201 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2266 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2202 This flag indicates this spot contains wood or high grass. 2267 This flag indicates this spot contains wood or high grass.
2203 Players with activated woodsman skill can move faster here. 2268 Players with activated woodsman skill can move faster here.
2204 </attribute> 2269 </attribute>
2205 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2270 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2371 either if that object is present or missing (-&gt; "last_sp") when a 2436 either if that object is present or missing (-&gt; "last_sp") when a
2372 player walks over the inv. checker. A valid option is to remove the 2437 player walks over the inv. checker. A valid option is to remove the
2373 matching object (usually not recommended, see "last_heal"). 2438 matching object (usually not recommended, see "last_heal").
2374 <br><br> 2439 <br><br>
2375 Alternatively, you can set your inv. checker to block all players 2440 Alternatively, you can set your inv. checker to block all players
2376 that do/don't carry the matching object (-&gt; "no_pass"). 2441 that do/don't carry the matching object.
2377 <br><br> 2442 <br><br>
2378 As you can see, inv. checkers are quite powerful, holding a 2443 As you can see, inv. checkers are quite powerful, holding a
2379 great variety of possibilities. ]]> 2444 great variety of possibilities. ]]>
2380 </description> 2445 </description>
2381 <use><![CDATA[ 2446 <use><![CDATA[
2413 <attribute arch="connected" editor="connection" type="int"> 2478 <attribute arch="connected" editor="connection" type="int">
2414 Whenever the inventory checker is triggered, all objects with identical 2479 Whenever the inventory checker is triggered, all objects with identical
2415 &lt;connection&gt; value get activated. This only makes sense together with 2480 &lt;connection&gt; value get activated. This only makes sense together with
2416 &lt;blocking passage&gt; disabled. 2481 &lt;blocking passage&gt; disabled.
2417 </attribute> 2482 </attribute>
2418 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2483 &movement_types_terrain;
2419 If set, only players meeting the match criteria can pass
2420 through that space. If unset (default), the inventory
2421 checker acts like a trigger/button.
2422 </attribute>
2423 <attribute arch="last_heal" editor="remove match" type="bool"> 2484 <attribute arch="last_heal" editor="remove match" type="bool">
2424 &lt;remove match&gt; means remove object if found. Setting this is usually not 2485 &lt;remove match&gt; means remove object if found. Setting this is usually not
2425 recommended because inv. checkers are in general invisible. So, unlike 2486 recommended because inv. checkers are in general invisible. So, unlike
2426 for altars/ locked doors, the player won't expect to lose an object when 2487 for altars/ locked doors, the player won't expect to lose an object when
2427 walking over that square. And he doesn't even get a message either. 2488 walking over that square. And he doesn't even get a message either.
2513 "magic force". A good example is the map "Lake_Country/ebony/masterlev". 2574 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2514 There you have magic forces (door objects) put under certain artifact 2575 There you have magic forces (door objects) put under certain artifact
2515 items. To get your hands on the artifacts, you need to bring up the 2576 items. To get your hands on the artifacts, you need to bring up the
2516 appropriate quest items (key objects). ]]> 2577 appropriate quest items (key objects). ]]>
2517 </use> 2578 </use>
2518 <attribute arch="no_pass" value="1" type="fixed" /> 2579 <attribute arch="move_type" value="0" type="fixed" />
2519 <attribute arch="no_pick" value="1" type="fixed" /> 2580 <attribute arch="no_pick" value="1" type="fixed" />
2520 <attribute arch="slaying" editor="key string" type="string"> 2581 <attribute arch="slaying" editor="key string" type="string">
2521 The &lt;key string&gt; in the door must be identical with the 2582 The &lt;key string&gt; in the door must be identical with the
2522 &lt;key string&gt; in the special key, then the door is unlocked. 2583 &lt;key string&gt; in the special key, then the door is unlocked.
2523 It is VERY important to set the &lt;key string&gt; to something that 2584 It is VERY important to set the &lt;key string&gt; to something that
2635 The &lt;casting speed&gt; defines the spellcasting speed of the wall. 2696 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2636 You can fine-tune how long the duration between two casts shall 2697 You can fine-tune how long the duration between two casts shall
2637 be. If you want to create a wall that can be activated (cast per 2698 be. If you want to create a wall that can be activated (cast per
2638 trigger) via connected lever/button/etc, you must set "speed 0". 2699 trigger) via connected lever/button/etc, you must set "speed 0".
2639 </attribute> 2700 </attribute>
2701 &speed_left;
2640 <attribute arch="sp" editor="direction" type="list_direction"> 2702 <attribute arch="sp" editor="direction" type="list_direction">
2641 The magic wall will cast it's spells always in the specified 2703 The magic wall will cast it's spells always in the specified
2642 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will 2704 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2643 always fire in a random direction. 2705 always fire in a random direction.
2644 </attribute> 2706 </attribute>
2645 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2707 &movement_types_terrain;
2646 If set, the object cannot be passed by players nor monsters.
2647 </attribute>
2648<section name="destroyable"> 2708<section name="destroyable">
2649 <attribute arch="alive" editor="is destroyable" type="bool"> 2709 <attribute arch="alive" editor="is destroyable" type="bool">
2650 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually) 2710 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2651 destroyed by the player. If disabled, all other attributes on 2711 destroyed by the player. If disabled, all other attributes on
2652 this tab, as well as resistances, are meaningless. 2712 this tab, as well as resistances, are meaningless.
2750 The &lt;marking speed&gt; defines how quickly it will mark something 2810 The &lt;marking speed&gt; defines how quickly it will mark something
2751 standing on the marker. Set this value rather high to make 2811 standing on the marker. Set this value rather high to make
2752 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0 2812 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2753 should do fine. 2813 should do fine.
2754 </attribute> 2814 </attribute>
2815 &speed_left;
2755 <attribute arch="food" editor="mark duration" type="int"> 2816 <attribute arch="food" editor="mark duration" type="int">
2756 This value defines the duration of the force it inserts. 2817 This value defines the duration of the force it inserts.
2757 If nonzero, the duration of the player's mark is finite: 2818 If nonzero, the duration of the player's mark is finite:
2758 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset 2819 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2759 means the mark will stay on the player forever. 2820 means the mark will stay on the player forever.
2864 <attribute arch="level" editor="level" type="int"> 2925 <attribute arch="level" editor="level" type="int">
2865 A monster's &lt;level&gt; is the most important attribute. 2926 A monster's &lt;level&gt; is the most important attribute.
2866 &lt;level&gt; affects the power of a monster in various ways. 2927 &lt;level&gt; affects the power of a monster in various ways.
2867 </attribute> 2928 </attribute>
2868 <attribute arch="race" editor="race" type="string"> 2929 <attribute arch="race" editor="race" type="string">
2869 Every monster should have a race set to cathegorize it. 2930 Every monster should have a race set to categorize it.
2870 The monster's &lt;race&gt; can have different effects: 2931 The monster's &lt;race&gt; can have different effects:
2871 Slaying weapons inflict tripple damage against enemy races 2932 Slaying weapons inflict tripple damage against enemy races
2872 and holy word kills only enemy races of the god. 2933 and holy word kills only enemy races of the god.
2873 </attribute> 2934 </attribute>
2874 <attribute arch="exp" editor="experience" type="int"> 2935 <attribute arch="exp" editor="experience" type="int">
2875 When a player kills this monster, he will get exactly this 2936 When a player kills this monster, he will get exactly this
2876 amount of &lt;experience&gt;. The experience will flow into 2937 amount of &lt;experience&gt;. The experience will flow into
2877 the skill-cathegory the player used for the kill. 2938 the skill-category the player used for the kill.
2878 2939
2879 If you create special monsters of tweaked strenght/abilities, 2940 If you create special monsters of tweaked strenght/abilities,
2880 always make sure that the &lt;experience&gt; is set to a 2941 always make sure that the &lt;experience&gt; is set to a
2881 reasonable value. Compare with existing arches to get a feeling 2942 reasonable value. Compare with existing arches to get a feeling
2882 what reasonable means. Keep in mind that spellcasting monsters 2943 what reasonable means. Keep in mind that spellcasting monsters
2884 </attribute> 2945 </attribute>
2885 <attribute arch="speed" editor="speed" type="float"> 2946 <attribute arch="speed" editor="speed" type="float">
2886 The &lt;speed&gt; determines how fast a monster will both move 2947 The &lt;speed&gt; determines how fast a monster will both move
2887 and fight. High &lt;speed&gt; makes a monster considerably stronger. 2948 and fight. High &lt;speed&gt; makes a monster considerably stronger.
2888 </attribute> 2949 </attribute>
2950 &speed_left;
2889 <attribute arch="other_arch" editor="breed monster" type="string"> 2951 <attribute arch="other_arch" editor="breed monster" type="string">
2890 This only takes effect if &lt;multiply&gt; is enabled. The monster will 2952 This only takes effect if &lt;multiply&gt; is enabled. The monster will
2891 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt; 2953 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2892 can be set to any valid arch-name of a monster. Multipart monster 2954 can be set to any valid arch-name of a monster. Multipart monster
2893 should not be used. 2955 should not be used.
2904 In this case, the &lt;breed monster&gt; value is never used and can be forgotten. 2966 In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2905 Each time the monster need to generate an object, it will be 2967 Each time the monster need to generate an object, it will be
2906 a randomly chosen item from the inventory. When generator is destroyed, 2968 a randomly chosen item from the inventory. When generator is destroyed,
2907 inventory is destroyed. 2969 inventory is destroyed.
2908 </attribute> 2970 </attribute>
2909 <attribute arch="flying" editor="flying" type="bool"> 2971 &move_type;
2910 Flying monsters won't get slowed down in rough terrain
2911 and they won't be affected by movers.
2912 </attribute>
2913 <attribute arch="undead" editor="undead" type="bool"> 2972 <attribute arch="undead" editor="undead" type="bool">
2914 Several spells only affect undead monsters: 2973 Several spells only affect undead monsters:
2915 turn undead, banish undead, holy word, etc. 2974 turn undead, banish undead, holy word, etc.
2916 </attribute> 2975 </attribute>
2917 <attribute arch="carrying" editor="carries weight" type="int"> 2976 <attribute arch="carrying" editor="carries weight" type="int">
3129 the creature wakes up. This is done as a square, for reasons of speed. 3188 the creature wakes up. This is done as a square, for reasons of speed.
3130 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the 3189 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3131 11x11 square of the monster will wake the monster up. If the player 3190 11x11 square of the monster will wake the monster up. If the player
3132 has stealth, the size of this square is reduced in half plus 1. 3191 has stealth, the size of this square is reduced in half plus 1.
3133 </attribute> 3192 </attribute>
3134 <attribute arch="attack_movement" editor="attack movement" type="int"> 3193 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3194 If this is set to default, the standard mode of movement will be used.
3195 </attribute>
3196 <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3197 This movement is not in effect when the monster has an enemy and should
3198 only be used for non agressive monsters.
3135 </attribute> 3199 </attribute>
3136 <attribute arch="run_away" editor="run at % health" type="int"> 3200 <attribute arch="run_away" editor="run at % health" type="int">
3137 This is a percentage value in the range 0-100. 3201 This is a percentage value in the range 0-100.
3138 When the monster's health points drop below this percentage 3202 When the monster's health points drop below this percentage
3139 (relative to max health), it attempts to run away from the 3203 (relative to max health), it attempts to run away from the
3320 </attribute> 3384 </attribute>
3321 <attribute arch="speed" editor="movement speed" type="float"> 3385 <attribute arch="speed" editor="movement speed" type="float">
3322 The movement speed value determines how fast a chain of 3386 The movement speed value determines how fast a chain of
3323 these movers will push a player along (default is -0.2). 3387 these movers will push a player along (default is -0.2).
3324 </attribute> 3388 </attribute>
3389 &speed_left;
3325 <attribute arch="sp" editor="direction" type="list_direction"> 3390 <attribute arch="sp" editor="direction" type="list_direction">
3326 The mover will push creatures in the specified &lt;direction&gt;. 3391 The mover will push creatures in the specified &lt;direction&gt;.
3327 A mover with direction set to &lt;none&gt; will spin clockwise, 3392 A mover with direction set to &lt;none&gt; will spin clockwise,
3328 thus pushing creatures in unpredictable directions. 3393 thus pushing creatures in unpredictable directions.
3329 </attribute> 3394 </attribute>
3349 activates creators, creating (per default: monster-only) movers 3414 activates creators, creating (per default: monster-only) movers
3350 under the NPC's feet. The NPC starts "walking" on a predefined 3415 under the NPC's feet. The NPC starts "walking" on a predefined
3351 route! Note that it's useful to set this NPC immune to everything, 3416 route! Note that it's useful to set this NPC immune to everything,
3352 preventing the player to push the NPC off his trace. 3417 preventing the player to push the NPC off his trace.
3353 </attribute> 3418 </attribute>
3354 <attribute arch="walk_on" editor="move walking creatures" type="bool"> 3419 <attribute arch="move_on" editor="movement type" type="movement_type">
3355 This should always be set. 3420 Which movement types activate the mover.
3356 </attribute>
3357 <attribute arch="fly_on" editor="move flying creatures" type="bool">
3358 Move flying creatures enabled means all flying (living)
3359 objects will get moved too. If disabled, only walking
3360 (non-flying) creatures will get moved.
3361 </attribute> 3421 </attribute>
3362</section> 3422</section>
3363</type> 3423</type>
3364 3424
3365<!--####################################################################--> 3425<!--####################################################################-->
3393 </attribute> 3453 </attribute>
3394 <attribute arch="connected" editor="connection" type="int"> 3454 <attribute arch="connected" editor="connection" type="int">
3395 When the pedestal is triggered, all objects with the same 3455 When the pedestal is triggered, all objects with the same
3396 connection value get activated. 3456 connection value get activated.
3397 </attribute> 3457 </attribute>
3398 <attribute arch="walk_on" value="1" type="fixed" /> 3458 &move_on;
3399 <attribute arch="walk_off" value="1" type="fixed" />
3400</type> 3459</type>
3401 3460
3402<!--####################################################################--> 3461<!--####################################################################-->
3403<type number="94" name="Pit"> 3462<type number="94" name="Pit">
3404 <ignore> 3463 <ignore>
3440 The &lt;position state&gt; defines the position of the gate: 3499 The &lt;position state&gt; defines the position of the gate:
3441 Zero means completely open/down, the "number of animation-steps" (usually 3500 Zero means completely open/down, the "number of animation-steps" (usually
3442 about 6 or 7) means completely closed/up state. I suggest you don't 3501 about 6 or 7) means completely closed/up state. I suggest you don't
3443 mess with this value - Leave the default in place. 3502 mess with this value - Leave the default in place.
3444 </attribute> 3503 </attribute>
3445 <attribute arch="walk_on" editor="swallow walking" type="bool"> 3504 &move_on;
3446 If set, all walking creatures will fall into the pit.
3447 This does NOT need to be set for closed pits!
3448 </attribute>
3449 <attribute arch="fly_on" editor="swallow flying" type="bool">
3450 If set, all flying creatures will fall into the pit as well.
3451 This is not the behaviour expected from a pit, and it should
3452 only be used for map-mechanisms (e.g. for transporting flying
3453 monsters).
3454 An interesting side-effect: If this flag is enabled, spell
3455 effects like fire/snow also make their way through the pit.
3456 </attribute>
3457</type> 3505</type>
3458 3506
3459<!--####################################################################--> 3507<!--####################################################################-->
3460<type number="7" name="Poison Food"> 3508<type number="7" name="Poison Food">
3461 <description><![CDATA[ 3509 <description><![CDATA[
3809 <use><![CDATA[ 3857 <use><![CDATA[
3810 Avoid monsters stepping on your runes. For example, summoning runes 3858 Avoid monsters stepping on your runes. For example, summoning runes
3811 together with spellcasting- and attack-runes is usually a bad idea. ]]> 3859 together with spellcasting- and attack-runes is usually a bad idea. ]]>
3812 </use> 3860 </use>
3813 <attribute arch="no_pick" value="1" type="fixed" /> 3861 <attribute arch="no_pick" value="1" type="fixed" />
3814 <attribute arch="walk_on" value="1" type="fixed" /> 3862 &move_on;
3815 <attribute arch="level" editor="rune level" type="int"> 3863 <attribute arch="level" editor="rune level" type="int">
3816 This value sets the level the rune will cast the spell it contains at, 3864 This value sets the level the rune will cast the spell it contains at,
3817 if applicable. A level 99 rune casts a very, very mean spell of whatever. 3865 if applicable. A level 99 rune casts a very, very mean spell of whatever.
3818 (&lt;rune level&gt; 0 runes won't detonate at all!) 3866 (&lt;rune level&gt; 0 runes won't detonate at all!)
3819 3867
4161 <use><![CDATA[ 4209 <use><![CDATA[
4162 As stated above, always place TWO shop mats into your shop. 4210 As stated above, always place TWO shop mats into your shop.
4163 Not more and not less than that. ]]> 4211 Not more and not less than that. ]]>
4164 </use> 4212 </use>
4165 <attribute arch="no_pick" value="1" type="fixed" /> 4213 <attribute arch="no_pick" value="1" type="fixed" />
4166 <attribute arch="walk_on" editor="apply by walking" type="bool"> 4214 &move_on;
4167 If set, the player can enter/leave the
4168 shop by just walking into the shop mat.
4169 </attribute>
4170 <attribute arch="fly_on" editor="apply by flying" type="bool">
4171 If set, the player can enter/leave the
4172 shop by "flying" into the shop mat.
4173 </attribute>
4174</type> 4215</type>
4175 4216
4176<!--####################################################################--> 4217<!--####################################################################-->
4177<type number="98" name="Sign &amp; MagicMouth"> 4218<type number="98" name="Sign &amp; MagicMouth">
4178 <ignore> 4219 <ignore>
4195 the connection is triggered. This should be used in combination with 4236 the connection is triggered. This should be used in combination with
4196 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4237 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4197 If activating your magic_mouth this way, the message will not only be 4238 If activating your magic_mouth this way, the message will not only be
4198 printed to one player, but all players on the current map. 4239 printed to one player, but all players on the current map.
4199 </attribute> 4240 </attribute>
4200 <attribute arch="walk_on" editor="activate by walking" type="bool"> 4241 &move_on;
4201 If set, the player gets the message when walking ontop of the object.
4202 "invisible 1" should be set in this case. This is the typical configuration
4203 for a "magic_mouth": The player walks through a dungeon and suddenly he
4204 gets a message. Use this to create some roleplay atmosphere, and to inform
4205 the player about possible dangers or secrets.
4206 </attribute>
4207 <attribute arch="fly_on" editor="activate by flying" type="bool">
4208 If set, the player gets the message when flying (=levitating) ontop
4209 of the object. Usually this should be set together with walk_on.
4210 </attribute>
4211 <attribute arch="food" editor="counter" type="int"> 4242 <attribute arch="food" editor="counter" type="int">
4212 If a counter-value is set (greater zero), the sign/magic_mouth can be applied 4243 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4213 (printing the message) only that many times. For signs this really shouldn't 4244 (printing the message) only that many times. For signs this really shouldn't
4214 be used, while for magic_mouths it is extremely helpful. 4245 be used, while for magic_mouths it is extremely helpful.
4215 Monsters walking over the magic_mouth do not decrease the counter. 4246 Monsters walking over the magic_mouth do not decrease the counter.
4476 45 degrees per &lt;direction number&gt;. Negative values spin clockwise, 4507 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4477 positive values counter clockwise. 4508 positive values counter clockwise.
4478 4509
4479 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise. 4510 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4480 </attribute> 4511 </attribute>
4481 <attribute arch="walk_on" value="1" type="fixed" /> 4512 &move_on;
4482 <attribute arch="fly_on" value="1" type="fixed" />
4483</type> 4513</type>
4484 4514
4485<!--####################################################################--> 4515<!--####################################################################-->
4486<type number="138" name="Swamp"> 4516<type number="138" name="Swamp">
4487 <ignore> 4517 <ignore>
4493 he will start to sink in and eventually drown and die. 4523 he will start to sink in and eventually drown and die.
4494 Items dropped on the swamp sink in and dissapear. 4524 Items dropped on the swamp sink in and dissapear.
4495 Players with knowledge of the woodsman skill are a lot less likely 4525 Players with knowledge of the woodsman skill are a lot less likely
4496 to die in the swamp. ]]> 4526 to die in the swamp. ]]>
4497 </description> 4527 </description>
4498 <attribute arch="walk_on" value="1" type="fixed" />
4499 <attribute arch="is_floor" value="1" type="fixed" /> 4528 <attribute arch="is_floor" value="1" type="fixed" />
4500 <attribute arch="is_wooded" value="1" type="fixed" /> 4529 <attribute arch="is_wooded" value="1" type="fixed" />
4501 <attribute arch="speed" editor="drowning speed" type="float"> 4530 <attribute arch="speed" editor="drowning speed" type="float">
4502 The higher the &lt;drowning speed&gt;, the faster will players and items 4531 The higher the &lt;drowning speed&gt;, the faster will players and items
4503 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty 4532 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4504 and unexpected death-trap. Players should get a warning before such areas. 4533 and unexpected death-trap. Players should get a warning before such areas.
4505 </attribute> 4534 </attribute>
4506 <attribute arch="slow_move" editor="slow movement" type="int"> 4535 &speed_left;
4507 If &lt;slow movement&gt; is set to a value greater zero, all 4536 &move_on;
4508 creatures moving over this spot will be slower than normal. 4537 &movement_types_terrain;
4509
4510 &lt;slow movement&gt; 1 - rough terrain
4511 &lt;slow movement&gt; 2 - very rough terrain
4512 ...
4513 &lt;slow movement&gt; 5 - default for deep swamp
4514 </attribute>
4515 <attribute arch="no_magic" editor="no spells" type="bool"> 4538 <attribute arch="no_magic" editor="no spells" type="bool">
4516 If enabled, it is impossible for players to use (wizard-) 4539 If enabled, it is impossible for players to use (wizard-)
4517 spells on that spot. 4540 spells on that spot.
4518 </attribute> 4541 </attribute>
4519 <attribute arch="damned" editor="no prayers" type="bool"> 4542 <attribute arch="damned" editor="no prayers" type="bool">
4604 Default in the teleporter arch is &lt;activation speed&gt; 0.1. 4627 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4605 4628
4606 VERY IMPORTANT: If you want to have your teleporter activated via 4629 VERY IMPORTANT: If you want to have your teleporter activated via
4607 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero! 4630 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4608 </attribute> 4631 </attribute>
4632 &speed_left;
4609</type> 4633</type>
4610 4634
4611<!--####################################################################--> 4635<!--####################################################################-->
4612<type number="26" name="Timed Gate"> 4636<type number="26" name="Timed Gate">
4613 <ignore> 4637 <ignore>
4638 The &lt;position state&gt; defines the position of the gate: 4662 The &lt;position state&gt; defines the position of the gate:
4639 Zero means completely open/down, the "number of animation-steps" (usually 4663 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 4664 about 6 or 7) means completely closed/up state. I suggest you don't
4641 mess with this value - Leave the default in place. 4665 mess with this value - Leave the default in place.
4642 </attribute> 4666 </attribute>
4643 <attribute arch="no_pass" editor="blocking passage" type="bool"> 4667 &movement_types_terrain;
4644 For open gates, &lt;blocking passage&gt; should be unset.
4645 For closed gates it must be set.
4646 </attribute>
4647 <attribute arch="no_magic" editor="restrict spells" type="bool"> 4668 <attribute arch="no_magic" editor="restrict spells" type="bool">
4648 Restricting the use of spells to pass this gate. This has 4669 Restricting the use of spells to pass this gate. This has
4649 an effect only if &lt;block view&gt; is disabled. 4670 an effect only if &lt;block view&gt; is disabled.
4650 </attribute> 4671 </attribute>
4651 <attribute arch="damned" editor="restrict prayers" type="bool"> 4672 <attribute arch="damned" editor="restrict prayers" type="bool">
4682 <use><![CDATA[ 4703 <use><![CDATA[
4683 Avoid monsters stepping on your traps. For example, a party of orcs setting 4704 Avoid monsters stepping on your traps. For example, a party of orcs setting
4684off your lightning wall and pit trap is usually a bad idea. ]]> 4705off your lightning wall and pit trap is usually a bad idea. ]]>
4685 </use> 4706 </use>
4686 <attribute arch="no_pick" value="1" type="fixed" /> 4707 <attribute arch="no_pick" value="1" type="fixed" />
4687 <attribute arch="walk_on" value="1" type="fixed" /> 4708 &move_on;
4688 <attribute arch="level" editor="trap level" type="int"> 4709 <attribute arch="level" editor="trap level" type="int">
4689 Level effects how easily a trap may be found and disarmed, and 4710 Level effects how easily a trap may be found and disarmed, and
4690 how much experience the player gets for doing so. Beware: High level 4711 how much experience the player gets for doing so. Beware: High level
4691 traps can be quite a cheap source of experience! So either make them 4712 traps can be quite a cheap source of experience! So either make them
4692 tough, or keep the level low. 4713 tough, or keep the level low.
4735 Trapdoors should be used in the same fashion as pits: 4756 Trapdoors should be used in the same fashion as pits:
4736 They should always drop the victims to some kind of lower level. They 4757 They should always drop the victims to some kind of lower level. They
4737 are not supposed to be used to randomly interconnect maps like teleporters. ]]> 4758 are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4738 </use> 4759 </use>
4739 <attribute arch="no_pick" value="1" type="fixed" /> 4760 <attribute arch="no_pick" value="1" type="fixed" />
4740 <attribute arch="walk_on" value="1" type="fixed" /> 4761 &move_on;
4741 <attribute arch="weight" editor="hold weight" type="int"> 4762 <attribute arch="weight" editor="hold weight" type="int">
4742 This value defines how much weight the trapdoor can hold. 4763 This value defines how much weight the trapdoor can hold.
4743 Once items or creatures are gathered on the trapdoor, with 4764 Once items or creatures are gathered on the trapdoor, with
4744 a total weight surpassing this value, then the trapdoor will 4765 a total weight surpassing this value, then the trapdoor will
4745 open and things start falling through. 4766 open and things start falling through.
4881 <attribute arch="unpaid" /> 4902 <attribute arch="unpaid" />
4882 </ignore> 4903 </ignore>
4883 <description><![CDATA[ 4904 <description><![CDATA[
4884 Walls usually block passage and sight. ]]> 4905 Walls usually block passage and sight. ]]>
4885 </description> 4906 </description>
4886 <attribute arch="no_pass" editor="blocking passage" type="bool"> 4907 &movement_types_terrain;
4887 If set, the object cannot be passed by players nor monsters.
4888 </attribute>
4889 <attribute arch="can_roll" editor="moveable" type="bool"> 4908 <attribute arch="can_roll" editor="moveable" type="bool">
4890 If set, the object is able to "roll", so it can be pushed around. 4909 If set, the object is able to "roll", so it can be pushed around.
4891 This setting is used for boulders and barrels. 4910 This setting is used for boulders and barrels.
4892 </attribute> 4911 </attribute>
4893 <attribute arch="no_magic" editor="restrict spells" type="bool"> 4912 <attribute arch="no_magic" editor="restrict spells" type="bool">
5356 This text describes the weapons's "story". Every decent artifact weapon 5375 This text describes the weapons's "story". Every decent artifact weapon
5357 should have such a description. 5376 should have such a description.
5358 </attribute> 5377 </attribute>
5359</type> 5378</type>
5360 5379
5380<type number="116" name="Event Connector">
5381 <description><![CDATA[
5382 Event connectors link specific events that happen to objects to
5383 a crossfire plug-in. ]]>
5384 </description>
5385 <attribute arch="subtype" editor="event type" type="list_event_type">
5386 The type of event that triggers a notify to the plug-in.
5387 </attribute>
5388 <attribute arch="title" editor="plug-in" type="string">
5389 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5390 for python and "perl" for the Crossfire-Perl plug-in.
5391 </attribute>
5392 <attribute arch="slaying" editor="extension" type="string">
5393 The name of the extension to invoke (for python, this is the path to a script,
5394 for perl this is the name of a extension package without the ".ext" extension.
5395 </attribute>
5396 <attribute arch="name" editor="options" type="string">
5397 A string that is passed unaltered to the extension above. Often used to pass
5398 options to the extension that alter its behaviour.
5399 </attribute>
5400</type>
5401
5361</types> 5402</types>

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