… | |
… | |
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='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='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='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='movement_type'> |
|
|
132 | Objects using these movement types cannot move over this space. |
|
|
133 | </attribute> |
|
|
134 | <attribute arch='move_allow' editor='allowed movement' type='movement_type'> |
|
|
135 | Objects using these movement types are allowed to move over this space. Takes |
|
|
136 | precedence over 'blocked movements'. |
|
|
137 | </attribute> |
|
|
138 | <attribute arch='move_slow' editor='slowed movement' type='movement_type'> |
|
|
139 | The types of movement that should by slowed down by the 'slow movement penalty'. |
|
|
140 | </attribute> |
|
|
141 | <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> |
|
|
142 | If <slow movement> is set to a value greater zero, all |
|
|
143 | creatures matching 'slow move' will be slower than normal on this spot. |
|
|
144 | |
|
|
145 | <slow movement> 1 - rough terrain |
|
|
146 | <slow movement> 2 - very rough terrain |
|
|
147 | ... |
|
|
148 | <slow movement> 5 - default for deep swamp |
|
|
149 | ... |
|
|
150 | <slow movement> 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 <speed> on |
|
|
158 | every tick. |
|
|
159 | </attribute> |
|
|
160 | "> |
|
|
161 | <!ENTITY activate_on " |
|
|
162 | <attribute arch='activate_on_push' editor='Activate on push' type='bool'> |
|
|
163 | Whether the teleporter should only be activated on push. |
|
|
164 | </attribute> |
|
|
165 | <attribute arch='activate_on_release' editor='Activate on release' type='bool'> |
|
|
166 | Whether the teleporter should only be activated on release. |
|
|
167 | </attribute> |
|
|
168 | "> |
113 | ]> |
169 | ]> |
114 | |
170 | |
115 | <types> |
171 | <types> |
116 | |
172 | |
117 | <!--###################### bitmask definitions ######################--> |
173 | <!--###################### bitmask definitions ######################--> |
… | |
… | |
150 | <entry bit="4" name="Wood" /> |
206 | <entry bit="4" name="Wood" /> |
151 | <entry bit="5" name="Organics" /> |
207 | <entry bit="5" name="Organics" /> |
152 | <entry bit="6" name="Stone" /> |
208 | <entry bit="6" name="Stone" /> |
153 | <entry bit="7" name="Cloth" /> |
209 | <entry bit="7" name="Cloth" /> |
154 | <entry bit="8" name="Adamantite" /> |
210 | <entry bit="8" name="Adamantite" /> |
|
|
211 | <entry bit="9" name="Liquid" /> |
|
|
212 | <entry bit="10" name="Soft Metal" /> |
|
|
213 | <entry bit="11" name="Bone" /> |
|
|
214 | <entry bit="12" name="Ice" /> |
|
|
215 | <entry bit="13" name="(supress name on display)" /> |
|
|
216 | |
155 | </bitmask> |
217 | </bitmask> |
156 | |
218 | |
157 | <bitmask name="spellpath"> |
219 | <bitmask name="spellpath"> |
158 | <entry bit="0" name="Protection" /> |
220 | <entry bit="0" name="Protection" /> |
159 | <entry bit="1" name="Fire" /> |
221 | <entry bit="1" name="Fire" /> |
… | |
… | |
190 | <entry bit="2" name="Food" /> |
252 | <entry bit="2" name="Food" /> |
191 | <entry bit="3" name="Weapons" /> |
253 | <entry bit="3" name="Weapons" /> |
192 | <entry bit="4" name="Armour" /> |
254 | <entry bit="4" name="Armour" /> |
193 | <entry bit="5" name="Inverse" /> |
255 | <entry bit="5" name="Inverse" /> |
194 | <entry bit="6" name="All" /> |
256 | <entry bit="6" name="All" /> |
|
|
257 | </bitmask> |
|
|
258 | |
|
|
259 | <bitmask name="movement_type"> |
|
|
260 | <entry bit="0" name="Walk" /> |
|
|
261 | <entry bit="1" name="Fly Low" /> |
|
|
262 | <entry bit="2" name="Fly High" /> |
|
|
263 | <entry bit="3" name="Swim" /> |
|
|
264 | <entry bit="4" name="Boat" /> |
|
|
265 | <entry bit="16" name="Other" /> |
195 | </bitmask> |
266 | </bitmask> |
196 | |
267 | |
197 | <!--###################### list definitions ######################--> |
268 | <!--###################### list definitions ######################--> |
198 | |
269 | |
199 | <list name="direction"> |
270 | <list name="direction"> |
… | |
… | |
322 | <entry value="45" name="disease" /> |
393 | <entry value="45" name="disease" /> |
323 | <entry value="46" name="aura" /> |
394 | <entry value="46" name="aura" /> |
324 | <entry value="47" name="town portal" /> |
395 | <entry value="47" name="town portal" /> |
325 | </list> |
396 | </list> |
326 | |
397 | |
|
|
398 | <list name="event_type"> |
|
|
399 | <entry value="0" name="none" /> |
|
|
400 | <entry value="1" name="apply" /> |
|
|
401 | <entry value="2" name="attack" /> |
|
|
402 | <entry value="3" name="death" /> |
|
|
403 | <entry value="4" name="drop" /> |
|
|
404 | <entry value="5" name="pickup" /> |
|
|
405 | <entry value="6" name="say" /> |
|
|
406 | <entry value="7" name="stop" /> |
|
|
407 | <entry value="8" name="time" /> |
|
|
408 | <entry value="9" name="throw" /> |
|
|
409 | <entry value="10" name="trigger" /> |
|
|
410 | <entry value="11" name="close" /> |
|
|
411 | <entry value="12" name="timer" /> |
|
|
412 | <entry value="28" name="move" /> |
|
|
413 | <entry value="41" name="drop_on" /> |
|
|
414 | </list> |
|
|
415 | |
|
|
416 | <list name="attack_movement_bits_0_3"> |
|
|
417 | <entry value="0" name="default" /> |
|
|
418 | <entry value="1" name="attack from distance" /> |
|
|
419 | <entry value="2" name="run away" /> |
|
|
420 | <entry value="3" name="hit and run" /> |
|
|
421 | <entry value="4" name="wait, then hit, then move" /> |
|
|
422 | <entry value="5" name="rush blindly" /> |
|
|
423 | <entry value="6" name="always run" /> |
|
|
424 | <entry value="7" name="attack from distance if hit" /> |
|
|
425 | <entry value="8" name="do not approach" /> |
|
|
426 | </list> |
|
|
427 | |
|
|
428 | <list name="attack_movement_bits_4_7"> |
|
|
429 | <entry value="0" name="none" /> |
|
|
430 | <entry value="16" name="pet" /> |
|
|
431 | <entry value="32" name="small circle" /> |
|
|
432 | <entry value="48" name="large circle" /> |
|
|
433 | <entry value="64" name="small horizontal" /> |
|
|
434 | <entry value="80" name="large horizontal" /> |
|
|
435 | <entry value="96" name="random direction" /> |
|
|
436 | <entry value="112" name="random movement" /> |
|
|
437 | <entry value="128" name="small vertical" /> |
|
|
438 | <entry value="144" name="large vertical" /> |
|
|
439 | </list> |
|
|
440 | |
327 | <!--###################### default attributes ######################--> |
441 | <!--###################### default attributes ######################--> |
328 | |
442 | |
329 | <!-- |
443 | <!-- |
330 | The attributes of the default_type get added to all other types by default. |
444 | 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 |
445 | 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 |
470 | zero weight are not pickable for players. Still, set the "non-pickable"-flag |
357 | for explicitly non-pickable objects (hey, this is opensource.. you |
471 | for explicitly non-pickable objects (hey, this is opensource.. you |
358 | never know ;) ). |
472 | never know ;) ). |
359 | </attribute> |
473 | </attribute> |
360 | <attribute arch="value" editor="value" type="int"> |
474 | <attribute arch="value" editor="value" type="int"> |
361 | Adds a certain value to the object: It will be worth that many times the |
475 | 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 |
476 | 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 |
477 | further modified by various factors. Hence, testing values in-game is |
365 | usually inevitable. |
478 | usually inevitable. |
366 | </attribute> |
479 | </attribute> |
367 | <attribute arch="glow_radius" editor="glow radius" type="int"> |
480 | <attribute arch="glow_radius" editor="glow radius" type="int"> |
368 | If <glow radius> is set to a value greater zero, the object |
481 | If <glow radius> is set to a value greater zero, the object |
… | |
… | |
392 | </attribute> |
505 | </attribute> |
393 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
506 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
394 | An <unpaid> item cannot be used unless a player carried it over |
507 | An <unpaid> item cannot be used unless a player carried it over |
395 | a shop mat, paying the demanded price. Setting this flag makes sense |
508 | a shop mat, paying the demanded price. Setting this flag makes sense |
396 | only for pickable items inside shops. |
509 | only for pickable items inside shops. |
|
|
510 | </attribute> |
|
|
511 | <attribute arch="sound" editor="sound" type="string"> |
|
|
512 | The sound this objects makes on a map. Enter either a sound alias from |
|
|
513 | arch/res/sound.conf.res or a path. If you enter <path> in this |
|
|
514 | field it will point to sound/<path>.ext |
|
|
515 | </attribute> |
|
|
516 | <attribute arch="sound_destroy" editor="destroy sound" type="string"> |
|
|
517 | The sound this objects makes when it is destroyed. Enter either a sound alias from |
|
|
518 | arch/res/sound.conf.res or a path. If you enter <path> in this |
|
|
519 | field it will point to sound/<path>.ext |
397 | </attribute> |
520 | </attribute> |
398 | </default_type> |
521 | </default_type> |
399 | |
522 | |
400 | <!-- This ignorelist is for all system objects which are non pickable |
523 | <!-- This ignorelist is for all system objects which are non pickable |
401 | and invisible. They don't interact with players at all. --> |
524 | and invisible. They don't interact with players at all. --> |
… | |
… | |
435 | the fallback for all types which don't match any other defined types. |
558 | 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 |
559 | The required attribute "misc x" prevents that it gets confused with |
437 | other types like "monster & npc" which also have type number 0. --> |
560 | other types like "monster & npc" which also have type number 0. --> |
438 | <attribute arch="misc" value="x" /> |
561 | <attribute arch="misc" value="x" /> |
439 | </required> |
562 | </required> |
440 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
563 | &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"> |
564 | <attribute arch="cursed" editor="cursed" type="bool"> |
444 | Curses can have various effects: On equipment and food, |
565 | Curses can have various effects: On equipment and food, |
445 | they generally harm the player in some way. |
566 | they generally harm the player in some way. |
446 | </attribute> |
567 | </attribute> |
447 | <attribute arch="damned" editor="damned" type="bool"> |
568 | <attribute arch="damned" editor="damned" type="bool"> |
… | |
… | |
536 | then either a spell is casted (on the player) or a connector is |
657 | 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. |
658 | triggered. If the latter is the case, the altar works only once. |
538 | Either way, the sacrificed item disappears. ]]> |
659 | Either way, the sacrificed item disappears. ]]> |
539 | </description> |
660 | </description> |
540 | <attribute arch="no_pick" value="1" type="fixed" /> |
661 | <attribute arch="no_pick" value="1" type="fixed" /> |
541 | <attribute arch="walk_on" value="1" type="fixed" /> |
662 | &move_on; |
542 | <attribute arch="slaying" editor="match item name" type="string"> |
663 | <attribute arch="slaying" editor="match item name" type="string"> |
543 | This string specifies the item that must be put on the altar to |
664 | 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 |
665 | 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. |
666 | 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 |
667 | Remember to put a note somewhere, telling the player what he is |
… | |
… | |
637 | will push the connected value TWICE per sacrifice: First by |
758 | will push the connected value TWICE per sacrifice: First by |
638 | dropping sacrifice, second by reset. This mode is typically |
759 | dropping sacrifice, second by reset. This mode is typically |
639 | used for altars being connected to gates, resulting in the |
760 | used for altars being connected to gates, resulting in the |
640 | gate being opened and closed again. |
761 | gate being opened and closed again. |
641 | </attribute> |
762 | </attribute> |
642 | <attribute arch="walk_on" value="1" type="fixed"> |
763 | &move_on; |
643 | </attribute> |
|
|
644 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
764 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
645 | This text will be displayed to the player |
765 | This text will be displayed to the player |
646 | in the exact moment when the altar is activated. |
766 | in the exact moment when the altar is activated. |
647 | </attribute> |
767 | </attribute> |
648 | </type> |
768 | </type> |
… | |
… | |
905 | projectiles (e.g. arrows, bolts, boulders) will |
1025 | projectiles (e.g. arrows, bolts, boulders) will |
906 | bounce off him. This works only about 90% of all |
1026 | bounce off him. This works only about 90% of all |
907 | times, to avoid players being completely immune to |
1027 | times, to avoid players being completely immune to |
908 | certain types of attacks. |
1028 | certain types of attacks. |
909 | </attribute> |
1029 | </attribute> |
910 | <attribute arch="flying" editor="levitate" type="bool"> |
1030 | &move_type; |
911 | As soon as the player applies a piece of equipment with |
|
|
912 | <levitate> set, the player will start to float in the air. |
|
|
913 | </attribute> |
|
|
914 | <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath"> |
1031 | <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath"> |
915 | Click on the <attuned paths> button to select spellpaths. |
1032 | Click on the <attuned paths> button to select spellpaths. |
916 | The player will get attuned to the specified spellpaths |
1033 | The player will get attuned to the specified spellpaths |
917 | while wearing this item. |
1034 | while wearing this item. |
918 | </attribute> |
1035 | </attribute> |
… | |
… | |
969 | get teleported after they died on this battleground. |
1086 | get teleported after they died on this battleground. |
970 | </attribute> |
1087 | </attribute> |
971 | </type> |
1088 | </type> |
972 | |
1089 | |
973 | <!--####################################################################--> |
1090 | <!--####################################################################--> |
|
|
1091 | <type number="165" name="Safe ground (CF+)"> |
|
|
1092 | <ignore> |
|
|
1093 | <ignore_list name="non_pickable" /> |
|
|
1094 | </ignore> |
|
|
1095 | <description><![CDATA[ |
|
|
1096 | Safe ground is a special object that prevents any effects that might |
|
|
1097 | be harmful for the map, other players or items on the map. |
|
|
1098 | It blocks all magic and prayers, usage of alchemy, prevents potions |
|
|
1099 | from being used and blocks bombs from exploding. Note that altars that |
|
|
1100 | do cast spells still work. |
|
|
1101 | (This is a Crossfire+ feature, and might not work elsewhere) |
|
|
1102 | ]]> |
|
|
1103 | </description> |
|
|
1104 | <use><![CDATA[ |
|
|
1105 | Safe ground can be used to prevents any means of burning |
|
|
1106 | or destroying the items in a shop. Put this object below all floor tiles |
|
|
1107 | in your map and your shop will be safe. It's generally useful for making |
|
|
1108 | areas where really no kind of spell should be invoked by a player. |
|
|
1109 | ]]> |
|
|
1110 | </use> |
|
|
1111 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
1112 | </type> |
|
|
1113 | |
|
|
1114 | <!--####################################################################--> |
974 | <type number="8" name="Book"> |
1115 | <type number="8" name="Book"> |
975 | <description><![CDATA[ |
1116 | <description><![CDATA[ |
976 | Applying a book, the containing message is displayed to the player. ]]> |
1117 | Applying a book, the containing message is displayed to the player. ]]> |
977 | </description> |
1118 | </description> |
978 | <attribute arch="level" editor="literacy level" type="int"> |
1119 | <attribute arch="level" editor="literacy level" type="int"> |
… | |
… | |
993 | is taken, lost or destroyed - it's gone for good. |
1134 | is taken, lost or destroyed - it's gone for good. |
994 | </attribute> |
1135 | </attribute> |
995 | <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text"> |
1136 | <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text"> |
996 | This is the text that appears "written" in the book. |
1137 | This is the text that appears "written" in the book. |
997 | </attribute> |
1138 | </attribute> |
|
|
1139 | <attribute arch="slaying" editor="key string" type="string"> |
|
|
1140 | This is the key string of the book. The key string is checked by an inventory checker. |
|
|
1141 | (This is used eg. for the gate/port passes in scorn) |
|
|
1142 | </attribute> |
998 | </type> |
1143 | </type> |
999 | |
1144 | |
1000 | <!--####################################################################--> |
1145 | <!--####################################################################--> |
1001 | <type number="99" name="Boots"> |
1146 | <type number="99" name="Boots"> |
1002 | <import_type name="Amulet" /> |
1147 | <import_type name="Amulet" /> |
… | |
… | |
1081 | When a predefined amount of weigh is placed on a button, the |
1226 | When a predefined amount of weigh is placed on a button, the |
1082 | <connection> value is triggered. In most cases this happens when a |
1227 | <connection> value is triggered. In most cases this happens when a |
1083 | player or monster steps on it. When the button is "released", the |
1228 | player or monster steps on it. When the button is "released", the |
1084 | <connection> value get's triggered a second time. ]]> |
1229 | <connection> value get's triggered a second time. ]]> |
1085 | </description> |
1230 | </description> |
1086 | <attribute arch="walk_on" value="1" type="fixed" /> |
1231 | &move_on; |
1087 | <attribute arch="walk_off" value="1" type="fixed" /> |
1232 | &move_off; |
1088 | <attribute arch="no_pick" value="1" type="fixed" /> |
1233 | <attribute arch="no_pick" value="1" type="fixed" /> |
1089 | <attribute arch="weight" editor="press weight" type="int"> |
1234 | <attribute arch="weight" editor="press weight" type="int"> |
1090 | The button is pressed (triggered), as soon as |
1235 | The button is pressed (triggered), as soon as |
1091 | <press weigh> gram are placed ontop of it. |
1236 | <press weigh> gram are placed ontop of it. |
1092 | </attribute> |
1237 | </attribute> |
… | |
… | |
1317 | <ignore_list name="system_object" /> |
1462 | <ignore_list name="system_object" /> |
1318 | </ignore> |
1463 | </ignore> |
1319 | <description><![CDATA[ |
1464 | <description><![CDATA[ |
1320 | A creator is an object which creates another object when it |
1465 | A creator is an object which creates another object when it |
1321 | is triggered. The child object can be anything. Creators are |
1466 | is triggered. The child object can be anything. Creators are |
1322 | VERY useful for all kinds of map-mechanisms. ]]> |
1467 | VERY useful for all kinds of map-mechanisms. They can even |
|
|
1468 | periodically create things. ]]> |
1323 | </description> |
1469 | </description> |
1324 | <use><![CDATA[ |
1470 | <use><![CDATA[ |
1325 | Don't hesitate to hide your creators under the floor. |
1471 | Don't hesitate to hide your creators under the floor. |
1326 | The created items will still always appear ontop of the floor. ]]> |
1472 | The created items will still always appear ontop of the floor. ]]> |
1327 | </use> |
1473 | </use> |
… | |
… | |
1335 | </attribute> |
1481 | </attribute> |
1336 | <attribute arch="connected" editor="connection" type="int"> |
1482 | <attribute arch="connected" editor="connection" type="int"> |
1337 | Whenever the connection value is activated, |
1483 | Whenever the connection value is activated, |
1338 | the creator gets triggered. |
1484 | the creator gets triggered. |
1339 | </attribute> |
1485 | </attribute> |
|
|
1486 | &activate_on; |
1340 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1487 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1341 | If <infinit uses> is set, the creator will work |
1488 | If <infinit uses> is set, the creator will work |
1342 | infinitely, regardless of the value in <number of uses>. |
1489 | infinitely, regardless of the value in <number of uses>. |
|
|
1490 | </attribute> |
|
|
1491 | <attribute arch="speed" editor="speed" type="float"> |
|
|
1492 | When this field is set the creator will periodically create stuff |
|
|
1493 | (and will still do so when the connection is triggered). |
|
|
1494 | A value of 1 means roughly 8 times a second. |
1343 | </attribute> |
1495 | </attribute> |
1344 | <attribute arch="hp" editor="number of uses" type="int"> |
1496 | <attribute arch="hp" editor="number of uses" type="int"> |
1345 | The creator can be triggered <number of uses> times, thus |
1497 | The creator can be triggered <number of uses> times, thus |
1346 | creating that many objects, before it dissappears. |
1498 | creating that many objects, before it dissappears. |
1347 | Default is <number of uses> 1 (-> one-time usage). |
1499 | Default is <number of uses> 1 (-> one-time usage). |
… | |
… | |
1389 | </attribute> |
1541 | </attribute> |
1390 | <attribute arch="speed" editor="detection speed" type="float"> |
1542 | <attribute arch="speed" editor="detection speed" type="float"> |
1391 | This value defines the time between two detector-checks. |
1543 | This value defines the time between two detector-checks. |
1392 | If you want the detector to behave almost like pedestals/buttons, |
1544 | If you want the detector to behave almost like pedestals/buttons, |
1393 | set speed rather high, like <detection speed> 1.0. |
1545 | set speed rather high, like <detection speed> 1.0. |
|
|
1546 | </attribute> |
|
|
1547 | &speed_left; |
|
|
1548 | <attribute arch="speed_left" editor="speed left" type="float"> |
|
|
1549 | The speed left. This value is incremented by <speed> on every tick. |
|
|
1550 | If it is larger than 0, the detector checks, and the speed is decremented |
|
|
1551 | by 1. |
1394 | </attribute> |
1552 | </attribute> |
1395 | </type> |
1553 | </type> |
1396 | |
1554 | |
1397 | <!--####################################################################--> |
1555 | <!--####################################################################--> |
1398 | <type number="112" name="Director"> |
1556 | <type number="112" name="Director"> |
… | |
… | |
1421 | <attribute arch="sp" editor="direction" type="list_direction"> |
1579 | <attribute arch="sp" editor="direction" type="list_direction"> |
1422 | Projectiles will leave the director flying in the selected <direction>. |
1580 | Projectiles will leave the director flying in the selected <direction>. |
1423 | A director with direction <none> simply stops projectiles. |
1581 | A director with direction <none> simply stops projectiles. |
1424 | (The latter works out a bit strange for some spells). |
1582 | (The latter works out a bit strange for some spells). |
1425 | </attribute> |
1583 | </attribute> |
1426 | <attribute arch="walk_on" value="1" type="fixed" /> |
1584 | &move_on; |
1427 | <attribute arch="fly_on" value="1" type="fixed" /> |
|
|
1428 | </type> |
1585 | </type> |
1429 | |
1586 | |
1430 | <!--####################################################################--> |
1587 | <!--####################################################################--> |
1431 | <type number="158" name="Disease"> |
1588 | <type number="158" name="Disease"> |
1432 | <ignore> |
1589 | <ignore> |
… | |
… | |
1500 | </attribute> |
1657 | </attribute> |
1501 | <attribute arch="speed" editor="moving speed" type="float"> |
1658 | <attribute arch="speed" editor="moving speed" type="float"> |
1502 | The <speed> of the disease determines how fast the disease will |
1659 | The <speed> of the disease determines how fast the disease will |
1503 | "move", thus how fast the symptoms strike the host. |
1660 | "move", thus how fast the symptoms strike the host. |
1504 | </attribute> |
1661 | </attribute> |
|
|
1662 | &speed_left; |
1505 | </section> |
1663 | </section> |
1506 | <section name="symptoms"> |
1664 | <section name="symptoms"> |
1507 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
1665 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
1508 | The disease will attack the host with the given <attacktype>. |
1666 | The disease will attack the host with the given <attacktype>. |
1509 | Godpower attacktype is commonly used for "unresistable" diseases. |
1667 | Godpower attacktype is commonly used for "unresistable" diseases. |
… | |
… | |
1599 | defeated, horizontally and vertically adjacent doors are automatically |
1757 | defeated, horizontally and vertically adjacent doors are automatically |
1600 | removed. ]]> |
1758 | removed. ]]> |
1601 | </description> |
1759 | </description> |
1602 | <attribute arch="no_pick" value="1" type="fixed" /> |
1760 | <attribute arch="no_pick" value="1" type="fixed" /> |
1603 | <attribute arch="alive" value="1" type="fixed" /> |
1761 | <attribute arch="alive" value="1" type="fixed" /> |
1604 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
1762 | &movement_types_terrain; |
1605 | If set, a player must defeat the door to enter. |
|
|
1606 | </attribute> |
|
|
1607 | <attribute arch="hp" editor="hitpoints" type="int"> |
1763 | <attribute arch="hp" editor="hitpoints" type="int"> |
1608 | The more <hitpoints> the door has, the longer it takes to be broken. |
1764 | The more <hitpoints> the door has, the longer it takes to be broken. |
1609 | </attribute> |
1765 | </attribute> |
1610 | <attribute arch="ac" editor="armour class" type="int"> |
1766 | <attribute arch="ac" editor="armour class" type="int"> |
1611 | Doors of high <armour class> are less likely to get hit. |
1767 | Doors of high <armour class> are less likely to get hit. |
… | |
… | |
1616 | This string defines the object that will be created when the door was |
1772 | This string defines the object that will be created when the door was |
1617 | defeated. |
1773 | defeated. |
1618 | </attribute> |
1774 | </attribute> |
1619 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
1775 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
1620 | This entry determines what kind of traps will appear in the door. |
1776 | This entry determines what kind of traps will appear in the door. |
|
|
1777 | </attribute> |
|
|
1778 | <attribute arch="treasure_env" editor="treasure in env" type="bool"> |
|
|
1779 | Set this flag to move treasure items created into the environment (map) |
|
|
1780 | instead of putting them into the object. |
1621 | </attribute> |
1781 | </attribute> |
1622 | </type> |
1782 | </type> |
1623 | |
1783 | |
1624 | <!--####################################################################--> |
1784 | <!--####################################################################--> |
1625 | <type number="83" name="Duplicator"> |
1785 | <type number="83" name="Duplicator"> |
… | |
… | |
1643 | loose the input matches the chance to earn winnings.<br> |
1803 | loose the input matches the chance to earn winnings.<br> |
1644 | A duplicator with <multiply factor> 3 for example should have a |
1804 | A duplicator with <multiply factor> 3 for example should have a |
1645 | loosing rate of 2/3 = 67%. ]]> |
1805 | loosing rate of 2/3 = 67%. ]]> |
1646 | </use> |
1806 | </use> |
1647 | <attribute arch="other_arch" editor="target arch" type="string"> |
1807 | <attribute arch="other_arch" editor="target arch" type="string"> |
1648 | Only objects of matching archtype, lying ontop of the dublicator will be |
1808 | Only objects of matching archtype, lying ontop of the duplicator will be |
1649 | dublicated, multiplied or removed. All other objects will be ignored. |
1809 | duplicated, multiplied or removed. All other objects will be ignored. |
1650 | </attribute> |
1810 | </attribute> |
1651 | <attribute arch="level" editor="multiply factor" type="int"> |
1811 | <attribute arch="level" editor="multiply factor" type="int"> |
1652 | The number of items in the target pile will be multiplied by the |
1812 | The number of items in the target pile will be multiplied by the |
1653 | <multiply factor>. If it is set to zero, all target objects |
1813 | <multiply factor>. If it is set to zero, all target objects |
1654 | will be destroyed. |
1814 | will be destroyed. |
… | |
… | |
1656 | <attribute arch="connected" editor="connection" type="int"> |
1816 | <attribute arch="connected" editor="connection" type="int"> |
1657 | An activator (lever, altar, button, etc) with matching connection value |
1817 | An activator (lever, altar, button, etc) with matching connection value |
1658 | is able to trigger this duplicator. Be very careful that players cannot |
1818 | is able to trigger this duplicator. Be very careful that players cannot |
1659 | abuse it to create endless amounts of money or other valuable stuff! |
1819 | abuse it to create endless amounts of money or other valuable stuff! |
1660 | </attribute> |
1820 | </attribute> |
|
|
1821 | &activate_on; |
1661 | </type> |
1822 | </type> |
1662 | |
1823 | |
1663 | <!--####################################################################--> |
1824 | <!--####################################################################--> |
1664 | <type number="66" name="Exit"> |
1825 | <type number="66" name="Exit"> |
1665 | <ignore> |
1826 | <ignore> |
… | |
… | |
1705 | If both are set to zero, the player will be transferred to the "default |
1866 | 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- |
1867 | 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. |
1868 | properties as "Enter X/Y". Though, please DO NOT use that. |
1708 | It turned out to be a source for numerous map-bugs. |
1869 | It turned out to be a source for numerous map-bugs. |
1709 | </attribute> |
1870 | </attribute> |
1710 | <attribute arch="walk_on" editor="apply by walking" type="bool"> |
1871 | &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"> |
1872 | <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. |
1873 | 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 |
1874 | 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 |
1875 | dark cave you hear the sound of rustling dragonscales...". Well, my english |
1723 | is poor, but you get the point. =) |
1876 | is poor, but you get the point. =) |
1724 | </attribute> |
1877 | </attribute> |
1725 | <attribute arch="unique" editor="unique destination" type="bool"> |
1878 | <attribute arch="damned" editor="set savebed" type="bool"> |
1726 | This flag defines the destined map as "personal unique map". If set, |
1879 | If set, then players using this exit will have their savebed position |
1727 | there will be a seperate version of that map for every player out there. |
1880 | set to the destination of the exit when passing through. |
1728 | This feature is used for the permanent apartments |
|
|
1729 | (in Scorn/Nuernberg/Caterham...). It should not be used for anything else |
|
|
1730 | than apartments, since Crossfire is a *multi*player game. In such a permanent |
|
|
1731 | apartment don't forget to set the unique-flag for all floor tiles too |
|
|
1732 | (see floors). |
|
|
1733 | An exit pointing outside of a personal unique map must have the |
|
|
1734 | "unique destination"-flag unset. |
|
|
1735 | </attribute> |
1881 | </attribute> |
1736 | </type> |
1882 | </type> |
1737 | |
1883 | |
1738 | <!--####################################################################--> |
1884 | <!--####################################################################--> |
1739 | <type number="72" name="Flesh"> |
1885 | <type number="72" name="Flesh"> |
1740 | <description><![CDATA[ |
1886 | <description><![CDATA[ |
1741 | Just like with food, the player can fill his stomache and gain a |
1887 | Just like with food, the player can fill his stomache and gain a |
1742 | little health by eating flesh-objects. <br> |
1888 | little health by eating flesh-objects. <br> |
1743 | For dragon players, flesh plays a very special role though: If the |
1889 | 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 |
1890 | 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 <flesh level>. |
1891 | those categories. The only constraint to this process is the <flesh level>. |
1746 | Don't forget that flesh items with resistances have to be balanced |
1892 | Don't forget that flesh items with resistances have to be balanced |
1747 | according to map/monster difficulty. ]]> |
1893 | according to map/monster difficulty. ]]> |
1748 | </description> |
1894 | </description> |
1749 | <use><![CDATA[ |
1895 | <use><![CDATA[ |
1750 | For dragon players, flesh items can be highly valuable. Note that many |
1896 | For dragon players, flesh items can be highly valuable. Note that many |
… | |
… | |
1901 | Floor is a very basic thing whithout too much |
2047 | Floor is a very basic thing whithout too much |
1902 | functionality. It's a floor - you stand on it. ]]> |
2048 | functionality. It's a floor - you stand on it. ]]> |
1903 | </description> |
2049 | </description> |
1904 | <attribute arch="is_floor" value="1" type="fixed" /> |
2050 | <attribute arch="is_floor" value="1" type="fixed" /> |
1905 | <attribute arch="no_pick" value="1" type="fixed" /> |
2051 | <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"> |
2052 | <section name="terrain"> |
1910 | <attribute arch="slow_move" editor="slow movement" type="int"> |
2053 | &movement_types_terrain; |
1911 | If <slow movement> is set to a value greater zero, all |
|
|
1912 | creatures moving over this spot will be slower than normal. |
|
|
1913 | |
|
|
1914 | <slow movement> 1 - rough terrain |
|
|
1915 | <slow movement> 2 - very rough terrain |
|
|
1916 | ... |
|
|
1917 | <slow movement> 7 - spider web (sticky as hell) |
|
|
1918 | </attribute> |
|
|
1919 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
2054 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
1920 | This flag indicates this spot contains wood or high grass. |
2055 | This flag indicates this spot contains wood or high grass. |
1921 | Players with activated woodsman skill can move faster here. |
2056 | Players with activated woodsman skill can move faster here. |
1922 | </attribute> |
2057 | </attribute> |
1923 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
2058 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
… | |
… | |
1956 | with monsters on them. Nowadays this feature is disabled - |
2091 | with monsters on them. Nowadays this feature is disabled - |
1957 | Hence encounter floor is not different from normal floor. ]]> |
2092 | Hence encounter floor is not different from normal floor. ]]> |
1958 | </description> |
2093 | </description> |
1959 | <attribute arch="is_floor" value="1" type="fixed" /> |
2094 | <attribute arch="is_floor" value="1" type="fixed" /> |
1960 | <attribute arch="no_pick" value="1" type="fixed" /> |
2095 | <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"> |
2096 | <section name="terrain"> |
1965 | <attribute arch="slow_move" editor="slow movement" type="int"> |
2097 | &movement_types_terrain; |
1966 | If <slow movement> is set to a value greater zero, all |
|
|
1967 | creatures moving over this spot will be slower than normal. |
|
|
1968 | |
|
|
1969 | <slow movement> 1 - rough terrain |
|
|
1970 | <slow movement> 2 - very rough terrain |
|
|
1971 | ... |
|
|
1972 | <slow movement> 7 - spider web (sticky as hell) |
|
|
1973 | </attribute> |
|
|
1974 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
2098 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
1975 | This flag indicates this spot contains wood or high grass. |
2099 | This flag indicates this spot contains wood or high grass. |
1976 | Players with activated woodsman skill can move faster here. |
2100 | Players with activated woodsman skill can move faster here. |
1977 | </attribute> |
2101 | </attribute> |
1978 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
2102 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
… | |
… | |
2030 | Use gates to divide your maps into seperated areas. After solving |
2154 | Use gates to divide your maps into seperated areas. After solving |
2031 | area A, the player gains access to area B, and so on. Make your |
2155 | area A, the player gains access to area B, and so on. Make your |
2032 | maps more complex than "one-way". ]]> |
2156 | maps more complex than "one-way". ]]> |
2033 | </use> |
2157 | </use> |
2034 | <attribute arch="no_pick" value="1" type="fixed" /> |
2158 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
2159 | <attribute arch="speed" value="1" type="float"> |
|
|
2160 | The speed of the gate affects how fast it is closing/opening. |
|
|
2161 | </attribute> |
2035 | <attribute arch="connected" editor="connection" type="int"> |
2162 | <attribute arch="connected" editor="connection" type="int"> |
2036 | Whenever the inventory checker is triggered, all objects with identical |
2163 | Whenever the inventory checker is triggered, all objects with identical |
2037 | <connection> value get activated. This only makes sense together with |
2164 | <connection> value get activated. This only makes sense together with |
2038 | <blocking passage> disabled. |
2165 | <blocking passage> disabled. |
2039 | </attribute> |
2166 | </attribute> |
… | |
… | |
2041 | The <position state> defines the position of the gate: |
2168 | The <position state> defines the position of the gate: |
2042 | Zero means completely open/down, the "number of animation-steps" (usually |
2169 | 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 |
2170 | about 6 or 7) means completely closed/up state. I suggest you don't |
2044 | mess with this value - Leave the default in place. |
2171 | mess with this value - Leave the default in place. |
2045 | </attribute> |
2172 | </attribute> |
2046 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
2173 | &movement_types_terrain; |
2047 | For open gates, <blocking passage> should be unset. |
|
|
2048 | For closed gates it must be set. |
|
|
2049 | </attribute> |
|
|
2050 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2174 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2051 | Restricting the use of spells to pass this gate. This has |
2175 | Restricting the use of spells to pass this gate. This has |
2052 | an effect only if <block view> is disabled. |
2176 | an effect only if <block view> is disabled. |
2053 | </attribute> |
2177 | </attribute> |
2054 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
2178 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
… | |
… | |
2162 | You can use that to safely chase off too-weak players, or just |
2286 | You can use that to safely chase off too-weak players, or just |
2163 | to have something different. ]]> |
2287 | to have something different. ]]> |
2164 | </use> |
2288 | </use> |
2165 | <attribute arch="is_floor" value="1" type="fixed" /> |
2289 | <attribute arch="is_floor" value="1" type="fixed" /> |
2166 | <attribute arch="lifesave" value="1" type="fixed" /> |
2290 | <attribute arch="lifesave" value="1" type="fixed" /> |
2167 | <attribute arch="walk_on" value="1" type="fixed" /> |
2291 | &move_on; |
2168 | <attribute arch="no_pick" value="1" type="fixed" /> |
2292 | <attribute arch="no_pick" value="1" type="fixed" /> |
2169 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2293 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2170 | This attribute specifys the attacktypes that this floor uses to |
2294 | This attribute specifys the attacktypes that this floor uses to |
2171 | damage it's victims. Attacktypes are: physical, fire, cold.. etc. |
2295 | 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. |
2296 | 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. |
2311 | 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 |
2312 | But in fact, it does not seem to have an effect. Set any non-zero |
2189 | value to be on the safe side. |
2313 | value to be on the safe side. |
2190 | </attribute> |
2314 | </attribute> |
2191 | <section name="terrain"> |
2315 | <section name="terrain"> |
2192 | <attribute arch="slow_move" editor="slow movement" type="int"> |
2316 | &movement_types_terrain; |
2193 | If <slow movement> is set to a value greater zero, all |
|
|
2194 | creatures moving over this spot will be slower than normal. |
|
|
2195 | |
|
|
2196 | <slow movement> 1 - rough terrain |
|
|
2197 | <slow movement> 2 - very rough terrain |
|
|
2198 | ... |
|
|
2199 | <slow movement> 7 - spider web (sticky as hell) |
|
|
2200 | </attribute> |
|
|
2201 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
2317 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
2202 | This flag indicates this spot contains wood or high grass. |
2318 | This flag indicates this spot contains wood or high grass. |
2203 | Players with activated woodsman skill can move faster here. |
2319 | Players with activated woodsman skill can move faster here. |
2204 | </attribute> |
2320 | </attribute> |
2205 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
2321 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
… | |
… | |
2268 | <attribute arch="level" editor="reconsecrate level" type="int"> |
2384 | <attribute arch="level" editor="reconsecrate level" type="int"> |
2269 | To re-consecrate an altar, the player's wisdom level must be as |
2385 | To re-consecrate an altar, the player's wisdom level must be as |
2270 | high or higher than this value. In that way, some altars can not |
2386 | high or higher than this value. In that way, some altars can not |
2271 | be re-consecrated, while other altars, like those in dungeons, could be. |
2387 | be re-consecrated, while other altars, like those in dungeons, could be. |
2272 | |
2388 | |
2273 | Altars located in temples should have at least <reconsecrate level> 100. |
2389 | Altars located in temples should have at least <reconsecrate level> 120. |
2274 | Some characters might need those altars, they would be very unhappy to |
2390 | Some characters might need those altars, they would be very unhappy to |
2275 | see them re-consecrated to another cult. |
2391 | see them re-consecrated to another cult. |
2276 | </attribute> |
2392 | </attribute> |
2277 | </type> |
2393 | </type> |
2278 | |
2394 | |
… | |
… | |
2371 | either if that object is present or missing (-> "last_sp") when a |
2487 | either if that object is present or missing (-> "last_sp") when a |
2372 | player walks over the inv. checker. A valid option is to remove the |
2488 | player walks over the inv. checker. A valid option is to remove the |
2373 | matching object (usually not recommended, see "last_heal"). |
2489 | matching object (usually not recommended, see "last_heal"). |
2374 | <br><br> |
2490 | <br><br> |
2375 | Alternatively, you can set your inv. checker to block all players |
2491 | Alternatively, you can set your inv. checker to block all players |
2376 | that do/don't carry the matching object (-> "no_pass"). |
2492 | that do/don't carry the matching object. |
2377 | <br><br> |
2493 | <br><br> |
2378 | As you can see, inv. checkers are quite powerful, holding a |
2494 | As you can see, inv. checkers are quite powerful, holding a |
2379 | great variety of possibilities. ]]> |
2495 | great variety of possibilities. ]]> |
2380 | </description> |
2496 | </description> |
2381 | <use><![CDATA[ |
2497 | <use><![CDATA[ |
… | |
… | |
2413 | <attribute arch="connected" editor="connection" type="int"> |
2529 | <attribute arch="connected" editor="connection" type="int"> |
2414 | Whenever the inventory checker is triggered, all objects with identical |
2530 | Whenever the inventory checker is triggered, all objects with identical |
2415 | <connection> value get activated. This only makes sense together with |
2531 | <connection> value get activated. This only makes sense together with |
2416 | <blocking passage> disabled. |
2532 | <blocking passage> disabled. |
2417 | </attribute> |
2533 | </attribute> |
2418 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
2534 | &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"> |
2535 | <attribute arch="last_heal" editor="remove match" type="bool"> |
2424 | <remove match> means remove object if found. Setting this is usually not |
2536 | <remove match> means remove object if found. Setting this is usually not |
2425 | recommended because inv. checkers are in general invisible. So, unlike |
2537 | 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 |
2538 | 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. |
2539 | 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". |
2625 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2514 | There you have magic forces (door objects) put under certain artifact |
2626 | 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 |
2627 | items. To get your hands on the artifacts, you need to bring up the |
2516 | appropriate quest items (key objects). ]]> |
2628 | appropriate quest items (key objects). ]]> |
2517 | </use> |
2629 | </use> |
2518 | <attribute arch="no_pass" value="1" type="fixed" /> |
2630 | <attribute arch="move_type" value="0" type="fixed" /> |
2519 | <attribute arch="no_pick" value="1" type="fixed" /> |
2631 | <attribute arch="no_pick" value="1" type="fixed" /> |
2520 | <attribute arch="slaying" editor="key string" type="string"> |
2632 | <attribute arch="slaying" editor="key string" type="string"> |
2521 | The <key string> in the door must be identical with the |
2633 | The <key string> in the door must be identical with the |
2522 | <key string> in the special key, then the door is unlocked. |
2634 | <key string> in the special key, then the door is unlocked. |
2523 | It is VERY important to set the <key string> to something that |
2635 | It is VERY important to set the <key string> to something that |
… | |
… | |
2629 | <attribute arch="connected" editor="connection" type="int"> |
2741 | <attribute arch="connected" editor="connection" type="int"> |
2630 | Every time the <connection> value is triggered, the wall will cast |
2742 | Every time the <connection> value is triggered, the wall will cast |
2631 | it's spell. You should set <casting speed> to zero, or this won't |
2743 | it's spell. You should set <casting speed> to zero, or this won't |
2632 | have much visible effect. |
2744 | have much visible effect. |
2633 | </attribute> |
2745 | </attribute> |
|
|
2746 | &activate_on; |
2634 | <attribute arch="speed" editor="casting speed" type="float"> |
2747 | <attribute arch="speed" editor="casting speed" type="float"> |
2635 | The <casting speed> defines the spellcasting speed of the wall. |
2748 | The <casting speed> defines the spellcasting speed of the wall. |
2636 | You can fine-tune how long the duration between two casts shall |
2749 | 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 |
2750 | 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". |
2751 | trigger) via connected lever/button/etc, you must set "speed 0". |
2639 | </attribute> |
2752 | </attribute> |
|
|
2753 | &speed_left; |
2640 | <attribute arch="sp" editor="direction" type="list_direction"> |
2754 | <attribute arch="sp" editor="direction" type="list_direction"> |
2641 | The magic wall will cast it's spells always in the specified |
2755 | The magic wall will cast it's spells always in the specified |
2642 | <direction>. A magic wall with direction set to <none> will |
2756 | <direction>. A magic wall with direction set to <none> will |
2643 | always fire in a random direction. |
2757 | always fire in a random direction. |
2644 | </attribute> |
2758 | </attribute> |
2645 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
2759 | &movement_types_terrain; |
2646 | If set, the object cannot be passed by players nor monsters. |
|
|
2647 | </attribute> |
|
|
2648 | <section name="destroyable"> |
2760 | <section name="destroyable"> |
2649 | <attribute arch="alive" editor="is destroyable" type="bool"> |
2761 | <attribute arch="alive" editor="is destroyable" type="bool"> |
2650 | Walls with <is destroyable> enabled can be attacked and (eventually) |
2762 | Walls with <is destroyable> enabled can be attacked and (eventually) |
2651 | destroyed by the player. If disabled, all other attributes on |
2763 | destroyed by the player. If disabled, all other attributes on |
2652 | this tab, as well as resistances, are meaningless. |
2764 | this tab, as well as resistances, are meaningless. |
… | |
… | |
2750 | The <marking speed> defines how quickly it will mark something |
2862 | The <marking speed> defines how quickly it will mark something |
2751 | standing on the marker. Set this value rather high to make |
2863 | standing on the marker. Set this value rather high to make |
2752 | sure the player really gets his mark. I think <marking speed> 1.0 |
2864 | sure the player really gets his mark. I think <marking speed> 1.0 |
2753 | should do fine. |
2865 | should do fine. |
2754 | </attribute> |
2866 | </attribute> |
|
|
2867 | &speed_left; |
2755 | <attribute arch="food" editor="mark duration" type="int"> |
2868 | <attribute arch="food" editor="mark duration" type="int"> |
2756 | This value defines the duration of the force it inserts. |
2869 | This value defines the duration of the force it inserts. |
2757 | If nonzero, the duration of the player's mark is finite: |
2870 | If nonzero, the duration of the player's mark is finite: |
2758 | about 1 food per 10 seconds. <mark duration> zero/unset |
2871 | about 1 food per 10 seconds. <mark duration> zero/unset |
2759 | means the mark will stay on the player forever. |
2872 | means the mark will stay on the player forever. |
… | |
… | |
2859 | |
2972 | |
2860 | Note that you can always put items into the monster's |
2973 | Note that you can always put items into the monster's |
2861 | inventory. Those will drop-at-kill just like the stuff |
2974 | inventory. Those will drop-at-kill just like the stuff |
2862 | from the <treasurelist>. |
2975 | from the <treasurelist>. |
2863 | </attribute> |
2976 | </attribute> |
|
|
2977 | <attribute arch="treasure_env" editor="treasure in env" type="bool"> |
|
|
2978 | Set this flag to move treasure items created into the environment (map) |
|
|
2979 | instead of putting them into the object. |
|
|
2980 | </attribute> |
2864 | <attribute arch="level" editor="level" type="int"> |
2981 | <attribute arch="level" editor="level" type="int"> |
2865 | A monster's <level> is the most important attribute. |
2982 | A monster's <level> is the most important attribute. |
2866 | <level> affects the power of a monster in various ways. |
2983 | <level> affects the power of a monster in various ways. |
2867 | </attribute> |
2984 | </attribute> |
2868 | <attribute arch="race" editor="race" type="string"> |
2985 | <attribute arch="race" editor="race" type="string"> |
2869 | Every monster should have a race set to cathegorize it. |
2986 | Every monster should have a race set to categorize it. |
2870 | The monster's <race> can have different effects: |
2987 | The monster's <race> can have different effects: |
2871 | Slaying weapons inflict tripple damage against enemy races |
2988 | Slaying weapons inflict tripple damage against enemy races |
2872 | and holy word kills only enemy races of the god. |
2989 | and holy word kills only enemy races of the god. |
2873 | </attribute> |
2990 | </attribute> |
2874 | <attribute arch="exp" editor="experience" type="int"> |
2991 | <attribute arch="exp" editor="experience" type="int"> |
2875 | When a player kills this monster, he will get exactly this |
2992 | When a player kills this monster, he will get exactly this |
2876 | amount of <experience>. The experience will flow into |
2993 | amount of <experience>. The experience will flow into |
2877 | the skill-cathegory the player used for the kill. |
2994 | the skill-category the player used for the kill. |
2878 | |
2995 | |
2879 | If you create special monsters of tweaked strenght/abilities, |
2996 | If you create special monsters of tweaked strenght/abilities, |
2880 | always make sure that the <experience> is set to a |
2997 | always make sure that the <experience> is set to a |
2881 | reasonable value. Compare with existing arches to get a feeling |
2998 | reasonable value. Compare with existing arches to get a feeling |
2882 | what reasonable means. Keep in mind that spellcasting monsters |
2999 | what reasonable means. Keep in mind that spellcasting monsters |
… | |
… | |
2884 | </attribute> |
3001 | </attribute> |
2885 | <attribute arch="speed" editor="speed" type="float"> |
3002 | <attribute arch="speed" editor="speed" type="float"> |
2886 | The <speed> determines how fast a monster will both move |
3003 | The <speed> determines how fast a monster will both move |
2887 | and fight. High <speed> makes a monster considerably stronger. |
3004 | and fight. High <speed> makes a monster considerably stronger. |
2888 | </attribute> |
3005 | </attribute> |
|
|
3006 | &speed_left; |
2889 | <attribute arch="other_arch" editor="breed monster" type="string"> |
3007 | <attribute arch="other_arch" editor="breed monster" type="string"> |
2890 | This only takes effect if <multiply> is enabled. The monster will |
3008 | This only takes effect if <multiply> is enabled. The monster will |
2891 | create a <breed monster> every once in a while. <breed monster> |
3009 | create a <breed monster> every once in a while. <breed monster> |
2892 | can be set to any valid arch-name of a monster. Multipart monster |
3010 | can be set to any valid arch-name of a monster. Multipart monster |
2893 | should not be used. |
3011 | should not be used. |
… | |
… | |
2904 | In this case, the <breed monster> value is never used and can be forgotten. |
3022 | In this case, the <breed monster> value is never used and can be forgotten. |
2905 | Each time the monster need to generate an object, it will be |
3023 | Each time the monster need to generate an object, it will be |
2906 | a randomly chosen item from the inventory. When generator is destroyed, |
3024 | a randomly chosen item from the inventory. When generator is destroyed, |
2907 | inventory is destroyed. |
3025 | inventory is destroyed. |
2908 | </attribute> |
3026 | </attribute> |
2909 | <attribute arch="flying" editor="flying" type="bool"> |
3027 | &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"> |
3028 | <attribute arch="undead" editor="undead" type="bool"> |
2914 | Several spells only affect undead monsters: |
3029 | Several spells only affect undead monsters: |
2915 | turn undead, banish undead, holy word, etc. |
3030 | turn undead, banish undead, holy word, etc. |
2916 | </attribute> |
3031 | </attribute> |
2917 | <attribute arch="carrying" editor="carries weight" type="int"> |
3032 | <attribute arch="carrying" editor="carries weight" type="int"> |
2918 | If a monster has something in the inventory, this |
3033 | If a monster has something in the inventory, this |
2919 | value can be set to reflect the slowdown due to |
3034 | value can be set to reflect the slowdown due to |
2920 | the carried weight. |
3035 | the carried weight. |
|
|
3036 | </attribute> |
|
|
3037 | <attribute arch="precious" editor="precious" type="bool"> |
|
|
3038 | Set this flag to indicate that this monster is precious, i.e. |
|
|
3039 | it should not be lightly destroyed. This is most useful on pets and |
|
|
3040 | keeps the server from destroying them on destroy_pets/monster floors |
|
|
3041 | and will try to save them when the player logs out. |
2921 | </attribute> |
3042 | </attribute> |
2922 | |
3043 | |
2923 | <section name="melee"> |
3044 | <section name="melee"> |
2924 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3045 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2925 | This number is a bitmask, specifying the monster's attacktypes |
3046 | This number is a bitmask, specifying the monster's attacktypes |
… | |
… | |
3129 | the creature wakes up. This is done as a square, for reasons of speed. |
3250 | the creature wakes up. This is done as a square, for reasons of speed. |
3130 | Thus, if the <sensing range> is 11, any player that moves within the |
3251 | Thus, if the <sensing range> is 11, any player that moves within the |
3131 | 11x11 square of the monster will wake the monster up. If the player |
3252 | 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. |
3253 | has stealth, the size of this square is reduced in half plus 1. |
3133 | </attribute> |
3254 | </attribute> |
3134 | <attribute arch="attack_movement" editor="attack movement" type="int"> |
3255 | <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3"> |
|
|
3256 | If this is set to default, the standard mode of movement will be used. |
|
|
3257 | </attribute> |
|
|
3258 | <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7"> |
|
|
3259 | This movement is not in effect when the monster has an enemy and should |
|
|
3260 | only be used for non agressive monsters. |
3135 | </attribute> |
3261 | </attribute> |
3136 | <attribute arch="run_away" editor="run at % health" type="int"> |
3262 | <attribute arch="run_away" editor="run at % health" type="int"> |
3137 | This is a percentage value in the range 0-100. |
3263 | This is a percentage value in the range 0-100. |
3138 | When the monster's health points drop below this percentage |
3264 | When the monster's health points drop below this percentage |
3139 | (relative to max health), it attempts to run away from the |
3265 | (relative to max health), it attempts to run away from the |
… | |
… | |
3197 | <attribute arch="name_pl" /> |
3323 | <attribute arch="name_pl" /> |
3198 | <attribute arch="nrof" /> |
3324 | <attribute arch="nrof" /> |
3199 | <attribute arch="value" /> |
3325 | <attribute arch="value" /> |
3200 | <attribute arch="unpaid" /> |
3326 | <attribute arch="unpaid" /> |
3201 | </ignore> |
3327 | </ignore> |
3202 | <description><![CDATA[ |
3328 | <description> |
3203 | A grimreaper is a monster that vanishes after it did some number of |
3329 | A grimreaper is a monster that vanishes after it did some number of |
3204 | draining attacks. ]]> <!-- XXX: is this ok? --> |
3330 | draining attacks. |
3205 | </description> |
3331 | </description> |
3206 | <section name="grimreaper"> |
3332 | <section name="grimreaper"> |
3207 | <attribute arch="value" editor="attacks" type="int"> |
3333 | <attribute arch="value" editor="attacks" type="int"> |
3208 | The object vanishes after this number of draining attacks. |
3334 | The object vanishes after this number of draining attacks. |
3209 | </attribute> |
3335 | </attribute> |
… | |
… | |
3320 | </attribute> |
3446 | </attribute> |
3321 | <attribute arch="speed" editor="movement speed" type="float"> |
3447 | <attribute arch="speed" editor="movement speed" type="float"> |
3322 | The movement speed value determines how fast a chain of |
3448 | The movement speed value determines how fast a chain of |
3323 | these movers will push a player along (default is -0.2). |
3449 | these movers will push a player along (default is -0.2). |
3324 | </attribute> |
3450 | </attribute> |
|
|
3451 | &speed_left; |
3325 | <attribute arch="sp" editor="direction" type="list_direction"> |
3452 | <attribute arch="sp" editor="direction" type="list_direction"> |
3326 | The mover will push creatures in the specified <direction>. |
3453 | The mover will push creatures in the specified <direction>. |
3327 | A mover with direction set to <none> will spin clockwise, |
3454 | A mover with direction set to <none> will spin clockwise, |
3328 | thus pushing creatures in unpredictable directions. |
3455 | thus pushing creatures in unpredictable directions. |
3329 | </attribute> |
3456 | </attribute> |
… | |
… | |
3349 | activates creators, creating (per default: monster-only) movers |
3476 | activates creators, creating (per default: monster-only) movers |
3350 | under the NPC's feet. The NPC starts "walking" on a predefined |
3477 | 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, |
3478 | route! Note that it's useful to set this NPC immune to everything, |
3352 | preventing the player to push the NPC off his trace. |
3479 | preventing the player to push the NPC off his trace. |
3353 | </attribute> |
3480 | </attribute> |
3354 | <attribute arch="walk_on" editor="move walking creatures" type="bool"> |
3481 | <attribute arch="move_on" editor="movement type" type="movement_type"> |
3355 | This should always be set. |
3482 | 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> |
3483 | </attribute> |
3362 | </section> |
3484 | </section> |
3363 | </type> |
3485 | </type> |
3364 | |
3486 | |
3365 | <!--####################################################################--> |
3487 | <!--####################################################################--> |
… | |
… | |
3393 | </attribute> |
3515 | </attribute> |
3394 | <attribute arch="connected" editor="connection" type="int"> |
3516 | <attribute arch="connected" editor="connection" type="int"> |
3395 | When the pedestal is triggered, all objects with the same |
3517 | When the pedestal is triggered, all objects with the same |
3396 | connection value get activated. |
3518 | connection value get activated. |
3397 | </attribute> |
3519 | </attribute> |
3398 | <attribute arch="walk_on" value="1" type="fixed" /> |
3520 | &move_on; |
3399 | <attribute arch="walk_off" value="1" type="fixed" /> |
|
|
3400 | </type> |
3521 | </type> |
3401 | |
3522 | |
3402 | <!--####################################################################--> |
3523 | <!--####################################################################--> |
3403 | <type number="94" name="Pit"> |
3524 | <type number="94" name="Pit"> |
3404 | <ignore> |
3525 | <ignore> |
… | |
… | |
3422 | <attribute arch="no_pick" value="1" type="fixed" /> |
3543 | <attribute arch="no_pick" value="1" type="fixed" /> |
3423 | <attribute arch="connected" editor="connection" type="int"> |
3544 | <attribute arch="connected" editor="connection" type="int"> |
3424 | When a <connection> value is set, the pit can be opened/closed |
3545 | When a <connection> value is set, the pit can be opened/closed |
3425 | by activating the connection. |
3546 | by activating the connection. |
3426 | </attribute> |
3547 | </attribute> |
|
|
3548 | &activate_on; |
3427 | <attribute arch="hp" editor="destination X" type="int"> |
3549 | <attribute arch="hp" editor="destination X" type="int"> |
3428 | The pit will transport creatures (and items) randomly into a two-square |
3550 | The pit will transport creatures (and items) randomly into a two-square |
3429 | radius of the destination coordinates. |
3551 | radius of the destination coordinates. |
3430 | If the destination square becomes blocked, the pit will act like |
3552 | If the destination square becomes blocked, the pit will act like |
3431 | being filled up and not work anymore! |
3553 | being filled up and not work anymore! |
… | |
… | |
3440 | The <position state> defines the position of the gate: |
3562 | The <position state> defines the position of the gate: |
3441 | Zero means completely open/down, the "number of animation-steps" (usually |
3563 | 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 |
3564 | about 6 or 7) means completely closed/up state. I suggest you don't |
3443 | mess with this value - Leave the default in place. |
3565 | mess with this value - Leave the default in place. |
3444 | </attribute> |
3566 | </attribute> |
3445 | <attribute arch="walk_on" editor="swallow walking" type="bool"> |
3567 | &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> |
3568 | </type> |
3458 | |
3569 | |
3459 | <!--####################################################################--> |
3570 | <!--####################################################################--> |
3460 | <type number="7" name="Poison Food"> |
3571 | <type number="7" name="Poison Food"> |
3461 | <description><![CDATA[ |
3572 | <description><![CDATA[ |
… | |
… | |
3809 | <use><![CDATA[ |
3920 | <use><![CDATA[ |
3810 | Avoid monsters stepping on your runes. For example, summoning runes |
3921 | Avoid monsters stepping on your runes. For example, summoning runes |
3811 | together with spellcasting- and attack-runes is usually a bad idea. ]]> |
3922 | together with spellcasting- and attack-runes is usually a bad idea. ]]> |
3812 | </use> |
3923 | </use> |
3813 | <attribute arch="no_pick" value="1" type="fixed" /> |
3924 | <attribute arch="no_pick" value="1" type="fixed" /> |
3814 | <attribute arch="walk_on" value="1" type="fixed" /> |
3925 | &move_on; |
3815 | <attribute arch="level" editor="rune level" type="int"> |
3926 | <attribute arch="level" editor="rune level" type="int"> |
3816 | This value sets the level the rune will cast the spell it contains at, |
3927 | 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. |
3928 | if applicable. A level 99 rune casts a very, very mean spell of whatever. |
3818 | (<rune level> 0 runes won't detonate at all!) |
3929 | (<rune level> 0 runes won't detonate at all!) |
3819 | |
3930 | |
… | |
… | |
3958 | </type> |
4069 | </type> |
3959 | |
4070 | |
3960 | <!--####################################################################--> |
4071 | <!--####################################################################--> |
3961 | <type number="14" name="Shooting Weapon"> |
4072 | <type number="14" name="Shooting Weapon"> |
3962 | <description><![CDATA[ |
4073 | <description><![CDATA[ |
3963 | Schooting weapons like bows/crossbows are used to shoot projectiles |
4074 | Shooting weapons like bows/crossbows are used to shoot projectiles |
3964 | (arrows/bolts). Shooting weapons and normal (melee) weapons can be |
4075 | (arrows/bolts). Shooting weapons and normal (melee) weapons can be |
3965 | wielded both at the same time. Like with any other equipment, |
4076 | wielded both at the same time. Like with any other equipment, |
3966 | stats/bonuses from shooting weapons are directly inherited to the player. |
4077 | stats/bonuses from shooting weapons are directly inherited to the player. |
3967 | <br><br> |
4078 | <br><br> |
3968 | It's very easy to add new pairs of weapons & projectiles. |
4079 | It's very easy to add new pairs of weapons & projectiles. |
… | |
… | |
3970 | weapon and projectile. ]]> |
4081 | weapon and projectile. ]]> |
3971 | </description> |
4082 | </description> |
3972 | <use><![CDATA[ |
4083 | <use><![CDATA[ |
3973 | Shooting weapons should not add bonuses in general. There's already |
4084 | Shooting weapons should not add bonuses in general. There's already |
3974 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
4085 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
3975 | Schooting weapons should especially not add bonuses to the player |
4086 | Shooting weapons should especially not add bonuses to the player |
3976 | that have nothing to do with schooting. A Wisdom bonus on a bow |
4087 | that have nothing to do with schooting. A Wisdom bonus on a bow |
3977 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
4088 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
3978 | - still crap. ]]> |
4089 | - still crap. ]]> |
3979 | </use> |
4090 | </use> |
3980 | <attribute arch="race" editor="ammunition class" type="string"> |
4091 | <attribute arch="race" editor="ammunition class" type="string"> |
… | |
… | |
4161 | <use><![CDATA[ |
4272 | <use><![CDATA[ |
4162 | As stated above, always place TWO shop mats into your shop. |
4273 | As stated above, always place TWO shop mats into your shop. |
4163 | Not more and not less than that. ]]> |
4274 | Not more and not less than that. ]]> |
4164 | </use> |
4275 | </use> |
4165 | <attribute arch="no_pick" value="1" type="fixed" /> |
4276 | <attribute arch="no_pick" value="1" type="fixed" /> |
4166 | <attribute arch="walk_on" editor="apply by walking" type="bool"> |
4277 | &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> |
4278 | </type> |
4175 | |
4279 | |
4176 | <!--####################################################################--> |
4280 | <!--####################################################################--> |
4177 | <type number="98" name="Sign & MagicMouth"> |
4281 | <type number="98" name="Sign & MagicMouth"> |
4178 | <ignore> |
4282 | <ignore> |
… | |
… | |
4195 | the connection is triggered. This should be used in combination with |
4299 | the connection is triggered. This should be used in combination with |
4196 | <invisible> enabled and <activate by walking/flying> disabled. |
4300 | <invisible> enabled and <activate by walking/flying> disabled. |
4197 | If activating your magic_mouth this way, the message will not only be |
4301 | 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. |
4302 | printed to one player, but all players on the current map. |
4199 | </attribute> |
4303 | </attribute> |
4200 | <attribute arch="walk_on" editor="activate by walking" type="bool"> |
4304 | &activate_on; |
4201 | If set, the player gets the message when walking ontop of the object. |
4305 | &move_on; |
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"> |
4306 | <attribute arch="food" editor="counter" type="int"> |
4212 | If a counter-value is set (greater zero), the sign/magic_mouth can be applied |
4307 | 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 |
4308 | (printing the message) only that many times. For signs this really shouldn't |
4214 | be used, while for magic_mouths it is extremely helpful. |
4309 | be used, while for magic_mouths it is extremely helpful. |
4215 | Monsters walking over the magic_mouth do not decrease the counter. |
4310 | Monsters walking over the magic_mouth do not decrease the counter. |
… | |
… | |
4221 | second time would be silly. <counter> 1 does a perfect job in such cases. |
4316 | second time would be silly. <counter> 1 does a perfect job in such cases. |
4222 | Otherwise set <counter> zero/unset for infinite use (that is the default). |
4317 | Otherwise set <counter> zero/unset for infinite use (that is the default). |
4223 | </attribute> |
4318 | </attribute> |
4224 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
4319 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
4225 | This text will be displayed to the player. |
4320 | This text will be displayed to the player. |
|
|
4321 | </attribute> |
|
|
4322 | </type> |
|
|
4323 | |
|
|
4324 | <type number="150" name="Shop Inventory"> |
|
|
4325 | <ignore> |
|
|
4326 | <ignore_list name="non_pickable" /> |
|
|
4327 | </ignore> |
|
|
4328 | <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]> |
|
|
4329 | </description> |
|
|
4330 | <use><![CDATA[Use these signs to present the player a list of the items in the shop]]> |
|
|
4331 | </use> |
|
|
4332 | <attribute arch="shop_coords" editor="shop rectangle" type="string"> |
|
|
4333 | The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on |
|
|
4334 | the map that will be searched for unpaid items. |
4226 | </attribute> |
4335 | </attribute> |
4227 | </type> |
4336 | </type> |
4228 | |
4337 | |
4229 | <!--####################################################################--> |
4338 | <!--####################################################################--> |
4230 | <type number="43" name="Skill"> |
4339 | <type number="43" name="Skill"> |
… | |
… | |
4476 | 45 degrees per <direction number>. Negative values spin clockwise, |
4585 | 45 degrees per <direction number>. Negative values spin clockwise, |
4477 | positive values counter clockwise. |
4586 | positive values counter clockwise. |
4478 | |
4587 | |
4479 | Example: <direction number> -2 means spin 90 degrees clockwise. |
4588 | Example: <direction number> -2 means spin 90 degrees clockwise. |
4480 | </attribute> |
4589 | </attribute> |
4481 | <attribute arch="walk_on" value="1" type="fixed" /> |
4590 | &move_on; |
4482 | <attribute arch="fly_on" value="1" type="fixed" /> |
|
|
4483 | </type> |
4591 | </type> |
4484 | |
4592 | |
4485 | <!--####################################################################--> |
4593 | <!--####################################################################--> |
4486 | <type number="138" name="Swamp"> |
4594 | <type number="138" name="Swamp"> |
4487 | <ignore> |
4595 | <ignore> |
… | |
… | |
4493 | he will start to sink in and eventually drown and die. |
4601 | he will start to sink in and eventually drown and die. |
4494 | Items dropped on the swamp sink in and dissapear. |
4602 | Items dropped on the swamp sink in and dissapear. |
4495 | Players with knowledge of the woodsman skill are a lot less likely |
4603 | Players with knowledge of the woodsman skill are a lot less likely |
4496 | to die in the swamp. ]]> |
4604 | to die in the swamp. ]]> |
4497 | </description> |
4605 | </description> |
4498 | <attribute arch="walk_on" value="1" type="fixed" /> |
|
|
4499 | <attribute arch="is_floor" value="1" type="fixed" /> |
4606 | <attribute arch="is_floor" value="1" type="fixed" /> |
4500 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4607 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4501 | <attribute arch="speed" editor="drowning speed" type="float"> |
4608 | <attribute arch="speed" editor="drowning speed" type="float"> |
4502 | The higher the <drowning speed>, the faster will players and items |
4609 | The higher the <drowning speed>, the faster will players and items |
4503 | sink into the swamp. Swamp with very high <drowning speed> can be a nasty |
4610 | sink into the swamp. Swamp with very high <drowning speed> can be a nasty |
4504 | and unexpected death-trap. Players should get a warning before such areas. |
4611 | and unexpected death-trap. Players should get a warning before such areas. |
4505 | </attribute> |
4612 | </attribute> |
4506 | <attribute arch="slow_move" editor="slow movement" type="int"> |
4613 | &speed_left; |
4507 | If <slow movement> is set to a value greater zero, all |
4614 | &move_on; |
4508 | creatures moving over this spot will be slower than normal. |
4615 | &movement_types_terrain; |
4509 | |
|
|
4510 | <slow movement> 1 - rough terrain |
|
|
4511 | <slow movement> 2 - very rough terrain |
|
|
4512 | ... |
|
|
4513 | <slow movement> 5 - default for deep swamp |
|
|
4514 | </attribute> |
|
|
4515 | <attribute arch="no_magic" editor="no spells" type="bool"> |
4616 | <attribute arch="no_magic" editor="no spells" type="bool"> |
4516 | If enabled, it is impossible for players to use (wizard-) |
4617 | If enabled, it is impossible for players to use (wizard-) |
4517 | spells on that spot. |
4618 | spells on that spot. |
4518 | </attribute> |
4619 | </attribute> |
4519 | <attribute arch="damned" editor="no prayers" type="bool"> |
4620 | <attribute arch="damned" editor="no prayers" type="bool"> |
… | |
… | |
4594 | <attribute arch="connected" editor="connection" type="int"> |
4695 | <attribute arch="connected" editor="connection" type="int"> |
4595 | If a connection value is set, the teleporter will be activated |
4696 | If a connection value is set, the teleporter will be activated |
4596 | whenever the connection is triggered. To use this properly, |
4697 | whenever the connection is triggered. To use this properly, |
4597 | <activation speed> must be zero. |
4698 | <activation speed> must be zero. |
4598 | </attribute> |
4699 | </attribute> |
|
|
4700 | &activate_on; |
4599 | <attribute arch="speed" editor="activation speed" type="float"> |
4701 | <attribute arch="speed" editor="activation speed" type="float"> |
4600 | If the <activation speed> is nonzero, the teleporter will |
4702 | If the <activation speed> is nonzero, the teleporter will |
4601 | automatically be activated in regular time-intervals. Hence, the |
4703 | automatically be activated in regular time-intervals. Hence, the |
4602 | player can just step on it and gets teleported sooner or later. |
4704 | player can just step on it and gets teleported sooner or later. |
4603 | The duration between two activates depends on the given value. |
4705 | The duration between two activates depends on the given value. |
4604 | Default in the teleporter arch is <activation speed> 0.1. |
4706 | Default in the teleporter arch is <activation speed> 0.1. |
4605 | |
4707 | |
4606 | VERY IMPORTANT: If you want to have your teleporter activated via |
4708 | VERY IMPORTANT: If you want to have your teleporter activated via |
4607 | button/handle/magic_ear/etc, you must set <activation speed> to zero! |
4709 | button/handle/magic_ear/etc, you must set <activation speed> to zero! |
4608 | </attribute> |
4710 | </attribute> |
|
|
4711 | &speed_left; |
4609 | </type> |
4712 | </type> |
4610 | |
4713 | |
4611 | <!--####################################################################--> |
4714 | <!--####################################################################--> |
4612 | <type number="26" name="Timed Gate"> |
4715 | <type number="26" name="Timed Gate"> |
4613 | <ignore> |
4716 | <ignore> |
… | |
… | |
4632 | Whenever the inventory checker is triggered, all objects with identical |
4735 | Whenever the inventory checker is triggered, all objects with identical |
4633 | <connection> value get activated. This only makes sense together with |
4736 | <connection> value get activated. This only makes sense together with |
4634 | <blocking passage> disabled. If unset, the gate opens automatically |
4737 | <blocking passage> disabled. If unset, the gate opens automatically |
4635 | after some time. |
4738 | after some time. |
4636 | </attribute> |
4739 | </attribute> |
|
|
4740 | &activate_on; |
4637 | <attribute arch="wc" editor="position state" type="int"> |
4741 | <attribute arch="wc" editor="position state" type="int"> |
4638 | The <position state> defines the position of the gate: |
4742 | The <position state> defines the position of the gate: |
4639 | Zero means completely open/down, the "number of animation-steps" (usually |
4743 | 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 |
4744 | about 6 or 7) means completely closed/up state. I suggest you don't |
4641 | mess with this value - Leave the default in place. |
4745 | mess with this value - Leave the default in place. |
4642 | </attribute> |
4746 | </attribute> |
4643 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
4747 | &movement_types_terrain; |
4644 | For open gates, <blocking passage> should be unset. |
|
|
4645 | For closed gates it must be set. |
|
|
4646 | </attribute> |
|
|
4647 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
4748 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
4648 | Restricting the use of spells to pass this gate. This has |
4749 | Restricting the use of spells to pass this gate. This has |
4649 | an effect only if <block view> is disabled. |
4750 | an effect only if <block view> is disabled. |
4650 | </attribute> |
4751 | </attribute> |
4651 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
4752 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
… | |
… | |
4675 | and generally have either a physical attack or trigger a reaction. |
4776 | and generally have either a physical attack or trigger a reaction. |
4676 | <br><br> |
4777 | <br><br> |
4677 | Traps hit any monster or person who steps on them for 'dam' damage in |
4778 | Traps hit any monster or person who steps on them for 'dam' damage in |
4678 | 'attacktype' attacktype and/or trigger a reaction. |
4779 | 'attacktype' attacktype and/or trigger a reaction. |
4679 | <br><br> |
4780 | <br><br> |
4680 | Many traps are already defined in the archetypes. ]]> |
4781 | Many traps are already defined in the archetypes.]]> |
4681 | </description> |
4782 | </description> |
4682 | <use><![CDATA[ |
4783 | <use><![CDATA[ |
4683 | Avoid monsters stepping on your traps. For example, a party of orcs setting |
4784 | Avoid monsters stepping on your traps. For example, a party of orcs setting |
4684 | off your lightning wall and pit trap is usually a bad idea. ]]> |
4785 | off your lightning wall and pit trap is usually a bad idea.]]> |
4685 | </use> |
4786 | </use> |
4686 | <attribute arch="no_pick" value="1" type="fixed" /> |
4787 | <attribute arch="no_pick" value="1" type="fixed" /> |
4687 | <attribute arch="walk_on" value="1" type="fixed" /> |
4788 | &move_on; |
4688 | <attribute arch="level" editor="trap level" type="int"> |
4789 | <attribute arch="level" editor="trap level" type="int"> |
4689 | Level effects how easily a trap may be found and disarmed, and |
4790 | 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 |
4791 | 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 |
4792 | traps can be quite a cheap source of experience! So either make them |
4692 | tough, or keep the level low. |
4793 | tough, or keep the level low. |
… | |
… | |
4735 | Trapdoors should be used in the same fashion as pits: |
4836 | Trapdoors should be used in the same fashion as pits: |
4736 | They should always drop the victims to some kind of lower level. They |
4837 | 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. ]]> |
4838 | are not supposed to be used to randomly interconnect maps like teleporters. ]]> |
4738 | </use> |
4839 | </use> |
4739 | <attribute arch="no_pick" value="1" type="fixed" /> |
4840 | <attribute arch="no_pick" value="1" type="fixed" /> |
4740 | <attribute arch="walk_on" value="1" type="fixed" /> |
4841 | &move_on; |
4741 | <attribute arch="weight" editor="hold weight" type="int"> |
4842 | <attribute arch="weight" editor="hold weight" type="int"> |
4742 | This value defines how much weight the trapdoor can hold. |
4843 | This value defines how much weight the trapdoor can hold. |
4743 | Once items or creatures are gathered on the trapdoor, with |
4844 | Once items or creatures are gathered on the trapdoor, with |
4744 | a total weight surpassing this value, then the trapdoor will |
4845 | a total weight surpassing this value, then the trapdoor will |
4745 | open and things start falling through. |
4846 | open and things start falling through. |
… | |
… | |
4881 | <attribute arch="unpaid" /> |
4982 | <attribute arch="unpaid" /> |
4882 | </ignore> |
4983 | </ignore> |
4883 | <description><![CDATA[ |
4984 | <description><![CDATA[ |
4884 | Walls usually block passage and sight. ]]> |
4985 | Walls usually block passage and sight. ]]> |
4885 | </description> |
4986 | </description> |
4886 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
4987 | &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"> |
4988 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4890 | If set, the object is able to "roll", so it can be pushed around. |
4989 | If set, the object is able to "roll", so it can be pushed around. |
4891 | This setting is used for boulders and barrels. |
4990 | This setting is used for boulders and barrels. |
4892 | </attribute> |
4991 | </attribute> |
4893 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
4992 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
… | |
… | |
5356 | This text describes the weapons's "story". Every decent artifact weapon |
5455 | This text describes the weapons's "story". Every decent artifact weapon |
5357 | should have such a description. |
5456 | should have such a description. |
5358 | </attribute> |
5457 | </attribute> |
5359 | </type> |
5458 | </type> |
5360 | |
5459 | |
|
|
5460 | <type number="116" name="Event Connector"> |
|
|
5461 | <description><![CDATA[ |
|
|
5462 | Event connectors link specific events that happen to objects to |
|
|
5463 | a crossfire plug-in. ]]> |
|
|
5464 | </description> |
|
|
5465 | <attribute arch="subtype" editor="event type" type="list_event_type"> |
|
|
5466 | The type of event that triggers a notify to the plug-in. |
|
|
5467 | </attribute> |
|
|
5468 | <attribute arch="title" editor="plug-in" type="string"> |
|
|
5469 | The name of the plug-in that should be notified of the event, e.g. "cfpython" |
|
|
5470 | for python and "perl" for the Crossfire-Perl plug-in. |
|
|
5471 | </attribute> |
|
|
5472 | <attribute arch="slaying" editor="extension" type="string"> |
|
|
5473 | The name of the extension to invoke (for python, this is the path to a script, |
|
|
5474 | for perl this is the name of a extension package without the ".ext" extension. |
|
|
5475 | </attribute> |
|
|
5476 | <attribute arch="name" editor="options" type="string"> |
|
|
5477 | A string that is passed unaltered to the extension above. Often used to pass |
|
|
5478 | options to the extension that alter its behaviour. |
|
|
5479 | </attribute> |
|
|
5480 | </type> |
|
|
5481 | |
5361 | </types> |
5482 | </types> |