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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.3 by root, Mon Mar 13 04:38:47 2006 UTC vs.
Revision 1.28 by root, Sun Aug 19 09:18:41 2007 UTC

108 editor CDATA #IMPLIED 108 editor CDATA #IMPLIED
109 value CDATA #IMPLIED 109 value CDATA #IMPLIED
110 length CDATA #IMPLIED 110 length CDATA #IMPLIED
111 true CDATA #IMPLIED 111 true CDATA #IMPLIED
112 false CDATA #IMPLIED> 112 false CDATA #IMPLIED>
113
114 <!ENTITY move_on "
115 <attribute arch='move_on' editor='movement type' type='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 &lt;slow movement&gt; is set to a value greater zero, all
143 creatures matching 'slow move' will be slower than normal on this spot.
144
145 &lt;slow movement&gt; 1 - rough terrain
146 &lt;slow movement&gt; 2 - very rough terrain
147 ...
148 &lt;slow movement&gt; 5 - default for deep swamp
149 ...
150 &lt;slow movement&gt; 7 - spider web (sticky as hell)
151 </attribute>
152 ">
153 <!ENTITY speed_left "
154 <attribute arch='speed_left' editor='speed left' type='float'>
155 The speed left to the object. On every tick, if this value is higher
156 than 0, the object acts/triggers/moves etc. and the value gets
157 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
158 every tick.
159 </attribute>
160 ">
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 &lt;glow radius&gt; is set to a value greater zero, the object 481 If &lt;glow radius&gt; 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 &lt;unpaid&gt; item cannot be used unless a player carried it over 507 An &lt;unpaid&gt; 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 &lt;path&gt; in this
514 field it will point to sound/&lt;path&gt;.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 &lt;path&gt; in this
519 field it will point to sound/&lt;path&gt;.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 &lt;levitate&gt; set, the player will start to float in the air.
913 </attribute>
914 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath"> 1031 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
915 Click on the &lt;attuned paths&gt; button to select spellpaths. 1032 Click on the &lt;attuned paths&gt; 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 &lt;connection&gt; value is triggered. In most cases this happens when a 1227 &lt;connection&gt; value is triggered. In most cases this happens when a
1083 player or monster steps on it. When the button is "released", the 1228 player or monster steps on it. When the button is "released", the
1084 &lt;connection&gt; value get's triggered a second time. ]]> 1229 &lt;connection&gt; 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 &lt;press weigh&gt; gram are placed ontop of it. 1236 &lt;press weigh&gt; 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 &lt;infinit uses&gt; is set, the creator will work 1488 If &lt;infinit uses&gt; is set, the creator will work
1342 infinitely, regardless of the value in &lt;number of uses&gt;. 1489 infinitely, regardless of the value in &lt;number of uses&gt;.
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 &lt;number of uses&gt; times, thus 1497 The creator can be triggered &lt;number of uses&gt; times, thus
1346 creating that many objects, before it dissappears. 1498 creating that many objects, before it dissappears.
1347 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage). 1499 Default is &lt;number of uses&gt; 1 (-&gt; 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 &lt;detection speed&gt; 1.0. 1545 set speed rather high, like &lt;detection speed&gt; 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 &lt;speed&gt; 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 &lt;direction&gt;. 1580 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1423 A director with direction &lt;none&gt; simply stops projectiles. 1581 A director with direction &lt;none&gt; 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 &lt;speed&gt; of the disease determines how fast the disease will 1659 The &lt;speed&gt; 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 &lt;attacktype&gt;. 1666 The disease will attack the host with the given &lt;attacktype&gt;.
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 &lt;hitpoints&gt; the door has, the longer it takes to be broken. 1764 The more &lt;hitpoints&gt; 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 &lt;armour class&gt; are less likely to get hit. 1767 Doors of high &lt;armour class&gt; 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 &lt;multiply factor&gt; 3 for example should have a 1804 A duplicator with &lt;multiply factor&gt; 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 &lt;multiply factor&gt;. If it is set to zero, all target objects 1813 &lt;multiply factor&gt;. 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 &lt;flesh level&gt;. 1891 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1746 Don't forget that flesh items with resistances have to be balanced 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 &lt;slow movement&gt; is set to a value greater zero, all
1912 creatures moving over this spot will be slower than normal.
1913
1914 &lt;slow movement&gt; 1 - rough terrain
1915 &lt;slow movement&gt; 2 - very rough terrain
1916 ...
1917 &lt;slow movement&gt; 7 - spider web (sticky as hell)
1918 </attribute>
1919 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 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 &lt;slow movement&gt; is set to a value greater zero, all
1967 creatures moving over this spot will be slower than normal.
1968
1969 &lt;slow movement&gt; 1 - rough terrain
1970 &lt;slow movement&gt; 2 - very rough terrain
1971 ...
1972 &lt;slow movement&gt; 7 - spider web (sticky as hell)
1973 </attribute>
1974 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 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 &lt;connection&gt; value get activated. This only makes sense together with 2164 &lt;connection&gt; value get activated. This only makes sense together with
2038 &lt;blocking passage&gt; disabled. 2165 &lt;blocking passage&gt; disabled.
2039 </attribute> 2166 </attribute>
2041 The &lt;position state&gt; defines the position of the gate: 2168 The &lt;position state&gt; 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, &lt;blocking passage&gt; should be unset.
2048 For closed gates it must be set.
2049 </attribute>
2050 <attribute arch="no_magic" editor="restrict spells" type="bool"> 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 &lt;block view&gt; is disabled. 2176 an effect only if &lt;block view&gt; 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 &lt;slow movement&gt; is set to a value greater zero, all
2194 creatures moving over this spot will be slower than normal.
2195
2196 &lt;slow movement&gt; 1 - rough terrain
2197 &lt;slow movement&gt; 2 - very rough terrain
2198 ...
2199 &lt;slow movement&gt; 7 - spider web (sticky as hell)
2200 </attribute>
2201 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 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 &lt;reconsecrate level&gt; 100. 2389 Altars located in temples should have at least &lt;reconsecrate level&gt; 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 (-&gt; "last_sp") when a 2487 either if that object is present or missing (-&gt; "last_sp") when a
2372 player walks over the inv. checker. A valid option is to remove the 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 (-&gt; "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 &lt;connection&gt; value get activated. This only makes sense together with 2531 &lt;connection&gt; value get activated. This only makes sense together with
2416 &lt;blocking passage&gt; disabled. 2532 &lt;blocking passage&gt; 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 &lt;remove match&gt; means remove object if found. Setting this is usually not 2536 &lt;remove match&gt; means remove object if found. Setting this is usually not
2425 recommended because inv. checkers are in general invisible. So, unlike 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 &lt;key string&gt; in the door must be identical with the 2633 The &lt;key string&gt; in the door must be identical with the
2522 &lt;key string&gt; in the special key, then the door is unlocked. 2634 &lt;key string&gt; in the special key, then the door is unlocked.
2523 It is VERY important to set the &lt;key string&gt; to something that 2635 It is VERY important to set the &lt;key string&gt; to something that
2629 <attribute arch="connected" editor="connection" type="int"> 2741 <attribute arch="connected" editor="connection" type="int">
2630 Every time the &lt;connection&gt; value is triggered, the wall will cast 2742 Every time the &lt;connection&gt; value is triggered, the wall will cast
2631 it's spell. You should set &lt;casting speed&gt; to zero, or this won't 2743 it's spell. You should set &lt;casting speed&gt; 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 &lt;casting speed&gt; defines the spellcasting speed of the wall. 2748 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2636 You can fine-tune how long the duration between two casts shall 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 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will 2756 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; 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 &lt;is destroyable&gt; enabled can be attacked and (eventually) 2762 Walls with &lt;is destroyable&gt; 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 &lt;marking speed&gt; defines how quickly it will mark something 2862 The &lt;marking speed&gt; 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 &lt;marking speed&gt; 1.0 2864 sure the player really gets his mark. I think &lt;marking speed&gt; 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. &lt;mark duration&gt; zero/unset 2871 about 1 food per 10 seconds. &lt;mark duration&gt; 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 &lt;treasurelist&gt;. 2975 from the &lt;treasurelist&gt;.
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 &lt;level&gt; is the most important attribute. 2982 A monster's &lt;level&gt; is the most important attribute.
2866 &lt;level&gt; affects the power of a monster in various ways. 2983 &lt;level&gt; 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 &lt;race&gt; can have different effects: 2987 The monster's &lt;race&gt; 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 &lt;experience&gt;. The experience will flow into 2993 amount of &lt;experience&gt;. 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 &lt;experience&gt; is set to a 2997 always make sure that the &lt;experience&gt; 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 &lt;speed&gt; determines how fast a monster will both move 3003 The &lt;speed&gt; determines how fast a monster will both move
2887 and fight. High &lt;speed&gt; makes a monster considerably stronger. 3004 and fight. High &lt;speed&gt; 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 &lt;multiply&gt; is enabled. The monster will 3008 This only takes effect if &lt;multiply&gt; is enabled. The monster will
2891 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt; 3009 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2892 can be set to any valid arch-name of a monster. Multipart monster 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 &lt;breed monster&gt; value is never used and can be forgotten. 3022 In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2905 Each time the monster need to generate an object, it will be 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 &lt;sensing range&gt; is 11, any player that moves within the 3251 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3131 11x11 square of the monster will wake the monster up. If the player 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 &lt;direction&gt;. 3453 The mover will push creatures in the specified &lt;direction&gt;.
3327 A mover with direction set to &lt;none&gt; will spin clockwise, 3454 A mover with direction set to &lt;none&gt; 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 &lt;connection&gt; value is set, the pit can be opened/closed 3545 When a &lt;connection&gt; 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 &lt;position state&gt; defines the position of the gate: 3562 The &lt;position state&gt; 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 (&lt;rune level&gt; 0 runes won't detonate at all!) 3929 (&lt;rune level&gt; 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 &amp; projectiles. 4079 It's very easy to add new pairs of weapons &amp; 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 &amp; MagicMouth"> 4281<type number="98" name="Sign &amp; 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 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4300 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4197 If activating your magic_mouth this way, the message will not only be 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. &lt;counter&gt; 1 does a perfect job in such cases. 4316 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4222 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default). 4317 Otherwise set &lt;counter&gt; 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 &lt;direction number&gt;. Negative values spin clockwise, 4585 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4477 positive values counter clockwise. 4586 positive values counter clockwise.
4478 4587
4479 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise. 4588 Example: &lt;direction number&gt; -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 &lt;drowning speed&gt;, the faster will players and items 4609 The higher the &lt;drowning speed&gt;, the faster will players and items
4503 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty 4610 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4504 and unexpected death-trap. Players should get a warning before such areas. 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 &lt;slow movement&gt; 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 &lt;slow movement&gt; 1 - rough terrain
4511 &lt;slow movement&gt; 2 - very rough terrain
4512 ...
4513 &lt;slow movement&gt; 5 - default for deep swamp
4514 </attribute>
4515 <attribute arch="no_magic" editor="no spells" type="bool"> 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 &lt;activation speed&gt; must be zero. 4698 &lt;activation speed&gt; 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 &lt;activation speed&gt; is nonzero, the teleporter will 4702 If the &lt;activation speed&gt; 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 &lt;activation speed&gt; 0.1. 4706 Default in the teleporter arch is &lt;activation speed&gt; 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 &lt;activation speed&gt; to zero! 4709 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; 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 &lt;connection&gt; value get activated. This only makes sense together with 4736 &lt;connection&gt; value get activated. This only makes sense together with
4634 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically 4737 &lt;blocking passage&gt; 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 &lt;position state&gt; defines the position of the gate: 4742 The &lt;position state&gt; 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, &lt;blocking passage&gt; should be unset.
4645 For closed gates it must be set.
4646 </attribute>
4647 <attribute arch="no_magic" editor="restrict spells" type="bool"> 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 &lt;block view&gt; is disabled. 4750 an effect only if &lt;block view&gt; 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
4684off 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>

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