1 | <?xml version="1.0" standalone="no" ?> |
1 | <?xml version="1.0" standalone="no" ?> |
2 | <!-- |
2 | <!-- |
3 | ###################################################################### |
3 | ###################################################################### |
4 | # types.xml - This is the definitions-file for all the different # |
4 | # types.xml - This is the definitions-file for all the different # |
5 | # Crossfire object types and their attributes. # |
5 | # Deliantra object types and their attributes. # |
6 | # # |
6 | # # |
7 | # The server code of the Crossfire game is always changing and # |
7 | # The server code of the Deliantra game is always changing and # |
8 | # evolving. From time to time, object-attributes change in purpose, # |
8 | # evolving. From time to time, object-attributes change in purpose, # |
9 | # or new ones are created. # |
9 | # or new ones are created. # |
10 | # Therefore, it is important that an Editor is flexible and # |
10 | # Therefore, it is important that an Editor is flexible and # |
11 | # easy to "upgrade" to handle such new features. That's why the # |
11 | # easy to "upgrade" to handle such new features. That's why the # |
12 | # CFJavaEditor reads the type-definitions from this xml file. # |
12 | # CFJavaEditor reads the type-definitions from this xml file. # |
13 | # # |
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14 | # If you encounter bugs, typos or missing entries in the LATEST # |
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15 | # VERSION of this file - Don't hesitate to improve it, contact me # |
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16 | # and eventually send the improved file to me: <red.blaze@gmx.net>. # |
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17 | # I will put it into the "official version" of the CFJavaEditor # |
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18 | # and all fellow Crossfire-Map-Makers can benefit from your work! # |
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19 | # # |
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20 | # IMPORTANT: Make a backup copy of this file before you start # |
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21 | # to modify it! # |
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22 | # # |
13 | # # |
23 | # New types must be inserted maintaining the alphabetical order. # |
14 | # New types must be inserted maintaining the alphabetical order. # |
24 | # # |
15 | # # |
25 | # about the 'type' elements: # |
16 | # about the 'type' elements: # |
26 | # # |
17 | # # |
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110 | length CDATA #IMPLIED |
101 | length CDATA #IMPLIED |
111 | true CDATA #IMPLIED |
102 | true CDATA #IMPLIED |
112 | false CDATA #IMPLIED> |
103 | false CDATA #IMPLIED> |
113 | |
104 | |
114 | <!ENTITY move_on " |
105 | <!ENTITY move_on " |
115 | <attribute arch='move_on' editor='movement type' type='bitmask_movement_type'> |
106 | <attribute arch='move_on' editor='movement type' type='movement_type'> |
116 | Which movement types automatically (as opposed to manually) activate this object. |
107 | Which movement types automatically (as opposed to manually) activate this object. |
117 | </attribute> |
108 | </attribute> |
118 | "> |
109 | "> |
119 | <!ENTITY move_off " |
110 | <!ENTITY move_off " |
120 | <attribute arch='move_off' editor='movement type' type='bitmask_movement_type'> |
111 | <attribute arch='move_off' editor='movement type' type='movement_type'> |
121 | Which movement types deactivate this object (e.g. button). |
112 | Which movement types deactivate this object (e.g. button). |
122 | </attribute> |
113 | </attribute> |
123 | "> |
114 | "> |
124 | <!ENTITY move_type " |
115 | <!ENTITY move_type " |
125 | <attribute arch='move_type' editor='movement type' type='bitmask_movement_type'> |
116 | <attribute arch='move_type' editor='movement type' type='movement_type'> |
126 | Determines which kinds of movement this object can use (e.g. for monsters) |
117 | Determines which kinds of movement this object can use (e.g. for monsters) |
127 | or grants (e.g. for amulets). |
118 | or grants (e.g. for amulets). |
128 | </attribute> |
119 | </attribute> |
129 | "> |
120 | "> |
130 | <!ENTITY movement_types_terrain " |
121 | <!ENTITY movement_types_terrain " |
131 | <attribute arch='move_block' editor='blocked movement' type='bitmask_movement_type'> |
122 | <attribute arch='move_block' editor='blocked movement' type='movement_type'> |
132 | Objects using these movement types cannot move over this space. |
123 | Objects using these movement types cannot move over this space. |
133 | </attribute> |
124 | </attribute> |
134 | <attribute arch='move_allow' editor='allowed movement' type='bitmask_movement_type'> |
125 | <attribute arch='move_allow' editor='allowed movement' type='movement_type'> |
135 | Objects using these movement types are allowed to move over this space. Takes |
126 | Objects using these movement types are allowed to move over this space. Takes |
136 | precedence over 'blocked movements'. |
127 | precedence over 'blocked movements'. |
137 | </attribute> |
128 | </attribute> |
138 | <attribute arch='move_slow' editor='slowed movement' type='bitmask_movement_type'> |
129 | <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'. |
130 | The types of movement that should by slowed down by the 'slow movement penalty'. |
140 | </attribute> |
131 | </attribute> |
141 | <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> |
132 | <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> |
142 | If <slow movement> is set to a value greater zero, all |
133 | If <slow movement> is set to a value greater zero, all |
143 | creatures matching 'slow move' will be slower than normal on this spot. |
134 | creatures matching 'slow move' will be slower than normal on this spot. |
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156 | than 0, the object acts/triggers/moves etc. and the value gets |
147 | than 0, the object acts/triggers/moves etc. and the value gets |
157 | decremented by 1. Otherwise, it is incremented by <speed> on |
148 | decremented by 1. Otherwise, it is incremented by <speed> on |
158 | every tick. |
149 | every tick. |
159 | </attribute> |
150 | </attribute> |
160 | "> |
151 | "> |
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152 | <!ENTITY activate_on " |
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153 | <attribute arch='activate_on_push' editor='Activate on push' type='bool'> |
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154 | Whether the teleporter should only be activated on push. |
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155 | </attribute> |
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156 | <attribute arch='activate_on_release' editor='Activate on release' type='bool'> |
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157 | Whether the teleporter should only be activated on release. |
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158 | </attribute> |
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159 | "> |
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160 | |
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161 | <!ENTITY resistances_flesh_desc " |
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162 | Resistances on flesh items make them more durable against spellcraft |
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163 | of the appropriate kind. It also allows dragon players to eventually gain |
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164 | resistance by eating it. Usually resistance should only be set for flesh |
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165 | items in a monster's inventory. |
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166 | "> |
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167 | |
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168 | <!ENTITY resistances_flesh_section " |
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169 | <section name='resistance'> |
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170 | <attribute arch='resist_physical' editor='resist physical %' length='15' type='int'> |
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171 | &resistances_flesh_desc; |
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172 | </attribute> |
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173 | <attribute arch='resist_magic' editor='resist magic %' length='15' type='int'> |
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174 | &resistances_flesh_desc; |
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175 | </attribute> |
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176 | <attribute arch='resist_fire' editor='resist fire %' length='15' type='int'> |
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177 | &resistances_flesh_desc; |
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178 | </attribute> |
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179 | <attribute arch='resist_electricity' editor='resist electricity %' length='15' type='int'> |
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180 | &resistances_flesh_desc; |
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181 | </attribute> |
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182 | <attribute arch='resist_cold' editor='resist cold %' length='15' type='int'> |
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183 | &resistances_flesh_desc; |
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184 | </attribute> |
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185 | <attribute arch='resist_confusion' editor='resist confusion %' length='15' type='int'> |
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186 | &resistances_flesh_desc; |
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187 | </attribute> |
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188 | <attribute arch='resist_acid' editor='resist acid %' length='15' type='int'> |
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189 | &resistances_flesh_desc; |
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190 | </attribute> |
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191 | <attribute arch='resist_drain' editor='resist draining %' length='15' type='int'> |
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192 | &resistances_flesh_desc; |
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193 | </attribute> |
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194 | <attribute arch='resist_weaponmagic' editor='resist weaponmagic %' length='15' type='int'> |
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195 | &resistances_flesh_desc; |
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196 | </attribute> |
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197 | <attribute arch='resist_ghosthit' editor='resist ghosthit %' length='15' type='int'> |
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198 | &resistances_flesh_desc; |
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199 | </attribute> |
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200 | <attribute arch='resist_poison' editor='resist poison %' length='15' type='int'> |
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201 | &resistances_flesh_desc; |
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202 | </attribute> |
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203 | <attribute arch='resist_slow' editor='resist slow %' length='15' type='int'> |
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204 | &resistances_flesh_desc; |
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205 | </attribute> |
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206 | <attribute arch='resist_paralyze' editor='resist paralyze %' length='15' type='int'> |
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207 | &resistances_flesh_desc; |
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208 | </attribute> |
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209 | <attribute arch='resist_fear' editor='resist fear %' length='15' type='int'> |
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210 | &resistances_flesh_desc; |
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211 | </attribute> |
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212 | <attribute arch='resist_deplete' editor='resist depletion %' length='15' type='int'> |
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213 | &resistances_flesh_desc; |
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214 | </attribute> |
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215 | <attribute arch='resist_death' editor='resist death-attack %' length='15' type='int'> |
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216 | &resistances_flesh_desc; |
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217 | </attribute> |
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218 | <attribute arch='resist_chaos' editor='resist chaos %' length='15' type='int'> |
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219 | &resistances_flesh_desc; |
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220 | </attribute> |
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221 | <attribute arch='resist_blind' editor='resist blinding %' length='15' type='int'> |
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222 | &resistances_flesh_desc; |
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223 | </attribute> |
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224 | </section> |
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225 | "> |
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226 | |
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227 | <!ENTITY resistances_basic " |
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228 | <section name='resistance'> |
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229 | <attribute arch='resist_physical' editor='resist physical %' length='15' type='int'/> |
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230 | <attribute arch='resist_magic' editor='resist magic %' length='15' type='int'/> |
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231 | <attribute arch='resist_fire' editor='resist fire %' length='15' type='int'/> |
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232 | <attribute arch='resist_electricity' editor='resist electricity %' length='15' type='int'/> |
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233 | <attribute arch='resist_cold' editor='resist cold %' length='15' type='int'/> |
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234 | <attribute arch='resist_confusion' editor='resist confusion %' length='15' type='int'/> |
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235 | <attribute arch='resist_acid' editor='resist acid %' length='15' type='int'/> |
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236 | <attribute arch='resist_drain' editor='resist draining %' length='15' type='int'/> |
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237 | <attribute arch='resist_weaponmagic' editor='resist weaponmagic %' length='15' type='int'/> |
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238 | <attribute arch='resist_ghosthit' editor='resist ghosthit %' length='15' type='int'/> |
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239 | <attribute arch='resist_poison' editor='resist poison %' length='15' type='int'/> |
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240 | <attribute arch='resist_slow' editor='resist slow %' length='15' type='int'/> |
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241 | <attribute arch='resist_paralyze' editor='resist paralyze %' length='15' type='int'/> |
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242 | <attribute arch='resist_fear' editor='resist fear %' length='15' type='int'/> |
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243 | <attribute arch='resist_deplete' editor='resist depletion %' length='15' type='int'/> |
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244 | <attribute arch='resist_death' editor='resist death-attack %' length='15' type='int'/> |
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245 | <attribute arch='resist_chaos' editor='resist chaos %' length='15' type='int'/> |
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246 | <attribute arch='resist_blind' editor='resist blinding %' length='15' type='int'/> |
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247 | <attribute arch='resist_holyword' editor='resist holy power %' length='15' type='int'/> |
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248 | <attribute arch='resist_godpower' editor='resist godpower %' length='15' type='int'/> |
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249 | </section> |
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250 | "> |
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251 | |
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252 | <!ENTITY player_stat_desc " |
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253 | The player's strentgh will rise/fall by the given value for permanent |
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254 | (of course there is an upper limit). Generally there shouldn't be stat |
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255 | potions granting more than one stat. Cursed potions will subtract the |
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256 | stats if positive. |
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257 | "> |
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258 | |
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259 | <!ENTITY player_res_desc " |
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260 | The player's resistance to physical will rise by this value in percent |
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261 | (range -100 till +100). The effect is only temporare, and it does NOT |
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262 | add on the values from the player's equipment. |
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263 | Cursed potions will make negative resistance.. very nasty in combat! |
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264 | "> |
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265 | |
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266 | <!ENTITY player_stat_resist_sections " |
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267 | <section name='stats'> |
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268 | <attribute arch='Str' editor='strength' type='int'> |
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269 | &player_stat_desc; |
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270 | </attribute> |
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271 | <attribute arch='Dex' editor='dexterity' type='int'> |
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272 | &player_stat_desc; |
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273 | </attribute> |
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274 | <attribute arch='Con' editor='constitution' type='int'> |
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275 | &player_stat_desc; |
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276 | </attribute> |
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277 | <attribute arch='Int' editor='intelligence' type='int'> |
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278 | &player_stat_desc; |
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279 | </attribute> |
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280 | <attribute arch='Pow' editor='power' type='int'> |
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281 | &player_stat_desc; |
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282 | </attribute> |
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283 | <attribute arch='Wis' editor='wisdom' type='int'> |
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284 | &player_stat_desc; |
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285 | </attribute> |
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286 | <attribute arch='Cha' editor='charisma' type='int'> |
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287 | &player_stat_desc; |
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288 | </attribute> |
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289 | </section> |
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290 | <section name='resistance'> |
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291 | <attribute arch='resist_physical' editor='resist physical %' length='15' type='int'> |
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292 | &player_res_desc; |
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293 | </attribute> |
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294 | <attribute arch='resist_magic' editor='resist magic %' length='15' type='int'> |
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295 | &player_res_desc; |
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296 | </attribute> |
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297 | <attribute arch='resist_fire' editor='resist fire %' length='15' type='int'> |
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298 | &player_res_desc; |
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299 | </attribute> |
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300 | <attribute arch='resist_electricity' editor='resist electricity %' length='15' type='int'> |
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301 | &player_res_desc; |
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302 | </attribute> |
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303 | <attribute arch='resist_cold' editor='resist cold %' length='15' type='int'> |
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304 | &player_res_desc; |
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305 | </attribute> |
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306 | <attribute arch='resist_acid' editor='resist acid %' length='15' type='int'> |
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307 | &player_res_desc; |
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308 | </attribute> |
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309 | <attribute arch='resist_confusion' editor='resist confusion %' length='15' type='int'> |
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310 | &player_res_desc; |
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311 | </attribute> |
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312 | <attribute arch='resist_weaponmagic' editor='resist weaponmagic %' length='15' type='int'> |
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313 | &player_res_desc; |
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314 | </attribute> |
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315 | <attribute arch='resist_ghosthit' editor='resist ghosthit %' length='15' type='int'> |
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316 | &player_res_desc; |
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317 | </attribute> |
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318 | <attribute arch='resist_slow' editor='resist slow %' length='15' type='int'> |
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319 | &player_res_desc; |
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320 | </attribute> |
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321 | <attribute arch='resist_fear' editor='resist fear %' length='15' type='int'> |
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322 | &player_res_desc; |
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323 | </attribute> |
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324 | <attribute arch='resist_death' editor='resist death-attack %' length='15' type='int'> |
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325 | &player_res_desc; |
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326 | </attribute> |
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327 | <attribute arch='resist_chaos' editor='resist chaos %' length='15' type='int'> |
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328 | &player_res_desc; |
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329 | </attribute> |
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330 | <attribute arch='resist_blind' editor='resist blinding %' length='15' type='int'> |
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331 | &player_res_desc; |
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332 | </attribute> |
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333 | <attribute arch='resist_holyword' editor='resist holy power %' length='15' type='int'> |
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334 | &player_res_desc; |
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335 | </attribute> |
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336 | <attribute arch='resist_godpower' editor='resist godpower %' length='15' type='int'> |
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337 | &player_res_desc; |
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338 | </attribute> |
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339 | <attribute arch='resist_paralyze' editor='resist paralyze %' length='15' type='int'> |
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340 | &player_res_desc; |
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341 | </attribute> |
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342 | <attribute arch='resist_drain' editor='resist draining %' length='15' type='int'> |
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343 | &player_res_desc; |
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344 | </attribute> |
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345 | <attribute arch='resist_deplete' editor='resist depletion %' length='15' type='int'> |
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346 | &player_res_desc; |
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347 | </attribute> |
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348 | <attribute arch='resist_poison' editor='resist poison %' length='15' type='int'> |
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349 | &player_res_desc; |
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350 | </attribute> |
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351 | </section> |
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352 | "> |
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353 | |
161 | ]> |
354 | ]> |
162 | |
355 | |
163 | <types> |
356 | <types> |
164 | |
357 | |
165 | <!--###################### bitmask definitions ######################--> |
358 | <!--###################### bitmask definitions ######################--> |
… | |
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400 | <entry value="9" name="throw" /> |
593 | <entry value="9" name="throw" /> |
401 | <entry value="10" name="trigger" /> |
594 | <entry value="10" name="trigger" /> |
402 | <entry value="11" name="close" /> |
595 | <entry value="11" name="close" /> |
403 | <entry value="12" name="timer" /> |
596 | <entry value="12" name="timer" /> |
404 | <entry value="28" name="move" /> |
597 | <entry value="28" name="move" /> |
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598 | <entry value="41" name="drop_on" /> |
405 | </list> |
599 | </list> |
406 | |
600 | |
407 | <list name="attack_movement_bits_0_3"> |
601 | <list name="attack_movement_bits_0_3"> |
408 | <entry value="0" name="default" /> |
602 | <entry value="0" name="default" /> |
409 | <entry value="1" name="attack from distance" /> |
603 | <entry value="1" name="attack from distance" /> |
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447 | <attribute arch="title" editor="title" type="string"> |
641 | <attribute arch="title" editor="title" type="string"> |
448 | This is the object's title. Once an object is identified the title is |
642 | This is the object's title. Once an object is identified the title is |
449 | attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. |
643 | attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. |
450 | </attribute> |
644 | </attribute> |
451 | <attribute arch="face" editor="image" type="string"> |
645 | <attribute arch="face" editor="image" type="string"> |
452 | The image-name defines what image is displayed for this object in-game. |
646 | The image-name defines what image is displayed for this object in-game. Take care if the archetype of the |
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647 | object has an animation! See also the 'animation' attribute. |
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648 | </attribute> |
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649 | <attribute arch="animation" editor="animation" type="string"> |
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650 | The animation-name of the object. If you assign custom faces and the archetype |
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651 | defines an animation you can disable the animation of an archetype by setting this |
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652 | field to NONE. |
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653 | </attribute> |
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654 | <attribute arch="tag" editor="tag" type="string"> |
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655 | You can tag objects with an identifier. Tagged objects can be found quickly |
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656 | from their tag, which makes them useful to tag exits and refer to those by |
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657 | their name. |
453 | </attribute> |
658 | </attribute> |
454 | <attribute arch="nrof" editor="number" type="int"> |
659 | <attribute arch="nrof" editor="number" type="int"> |
455 | This value determines the number of objects in one stack (for example: |
660 | This value determines the number of objects in one stack (for example: |
456 | 100 goldcoins => "number = 100"). You should set this at least to one, for |
661 | 100 goldcoins => "number = 100"). You should set this at least to one, for |
457 | any pickable object - otherwise it won't be mergeable into a stack. |
662 | any pickable object - otherwise it won't be mergeable into a stack. |
… | |
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496 | </attribute> |
701 | </attribute> |
497 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
702 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
498 | An <unpaid> item cannot be used unless a player carried it over |
703 | An <unpaid> item cannot be used unless a player carried it over |
499 | a shop mat, paying the demanded price. Setting this flag makes sense |
704 | a shop mat, paying the demanded price. Setting this flag makes sense |
500 | only for pickable items inside shops. |
705 | only for pickable items inside shops. |
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706 | </attribute> |
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707 | <attribute arch="sound" editor="sound" type="string"> |
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708 | The sound this objects makes on a map. Enter either a sound alias from |
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709 | arch/res/sound.conf.res or a path. If you enter <path> in this |
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710 | field it will point to sound/<path>.ext |
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711 | </attribute> |
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712 | <attribute arch="sound_destroy" editor="destroy sound" type="string"> |
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713 | The sound this objects makes when it is destroyed. Enter either a sound alias from |
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714 | arch/res/sound.conf.res or a path. If you enter <path> in this |
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715 | field it will point to sound/<path>.ext |
501 | </attribute> |
716 | </attribute> |
502 | </default_type> |
717 | </default_type> |
503 | |
718 | |
504 | <!-- This ignorelist is for all system objects which are non pickable |
719 | <!-- This ignorelist is for all system objects which are non pickable |
505 | and invisible. They don't interact with players at all. --> |
720 | and invisible. They don't interact with players at all. --> |
… | |
… | |
643 | &move_on; |
858 | &move_on; |
644 | <attribute arch="slaying" editor="match item name" type="string"> |
859 | <attribute arch="slaying" editor="match item name" type="string"> |
645 | This string specifies the item that must be put on the altar to |
860 | This string specifies the item that must be put on the altar to |
646 | activate it. It can either be the name of an archetype, or directly |
861 | activate it. It can either be the name of an archetype, or directly |
647 | the name of an object. Yet, titles are not recognized by altars. |
862 | the name of an object. Yet, titles are not recognized by altars. |
648 | Remember to put a note somewhere, telling the player what he is |
863 | If you want the player to have to drop a specific amount of money use "money". |
649 | expected to drop on the altar. (Often this is put in the altar's |
864 | See also the "drop amount" attribute. |
650 | name: E.g. "drop 100 platinums") |
|
|
651 | </attribute> |
865 | </attribute> |
652 | <attribute arch="food" editor="drop amount" type="int"> |
866 | <attribute arch="food" editor="drop amount" type="int"> |
653 | The drop amount specifies the amount of items (specified |
867 | The drop amount specifies the amount of items (specified |
654 | in <match item name>) that must be dropped to activate the altar. |
868 | in <match item name>) that must be dropped to activate the altar. |
655 | |
869 | |
… | |
… | |
699 | <attribute arch="no_pick" value="1" type="fixed" /> |
913 | <attribute arch="no_pick" value="1" type="fixed" /> |
700 | <attribute arch="slaying" editor="match item name" type="string"> |
914 | <attribute arch="slaying" editor="match item name" type="string"> |
701 | This string specifies the item that must be put on the altar to |
915 | This string specifies the item that must be put on the altar to |
702 | activate it. It can either be the name of an archetype, or directly |
916 | activate it. It can either be the name of an archetype, or directly |
703 | the name of an object. Yet, titles are not recognized by altars. |
917 | the name of an object. Yet, titles are not recognized by altars. |
704 | Remember to put a note somewhere, telling the player what he is |
918 | If you want the player to have to drop a specific amount of money use "money". |
705 | expected to drop on the altar. (Often this is put in the altar's |
919 | See also the "drop amount" attribute. |
706 | name: E.g. "drop 100 platinums") |
|
|
707 | </attribute> |
920 | </attribute> |
708 | <attribute arch="food" editor="drop amount" type="int"> |
921 | <attribute arch="food" editor="drop amount" type="int"> |
709 | The drop amount specifies the amount of items (specified |
922 | The drop amount specifies the amount of items (specified |
710 | in <match item name>) that must be dropped to activate the altar. |
923 | in <match item name>) that must be dropped to activate the altar. |
711 | |
924 | |
… | |
… | |
746 | This text will be displayed to the player |
959 | This text will be displayed to the player |
747 | in the exact moment when the altar is activated. |
960 | in the exact moment when the altar is activated. |
748 | </attribute> |
961 | </attribute> |
749 | </type> |
962 | </type> |
750 | |
963 | |
|
|
964 | <!--####################################################################--> |
|
|
965 | <type number="74" name="Skill Tool"> |
|
|
966 | <description><![CDATA[ |
|
|
967 | Wearing a skill tool will give the player the ability to use a skill. |
|
|
968 | ]]> |
|
|
969 | </description> |
|
|
970 | <use><![CDATA[ |
|
|
971 | Feel free to assign resistancies and stats to a skill tools or change |
|
|
972 | the skill that is given. |
|
|
973 | ]]> |
|
|
974 | </use> |
|
|
975 | <attribute arch="skill" editor="skill name" type="string"> |
|
|
976 | This field describes which skill the player will be able to use wearing this item. |
|
|
977 | </attribute> |
|
|
978 | &player_stat_resist_sections; |
|
|
979 | </type> |
751 | <!--####################################################################--> |
980 | <!--####################################################################--> |
752 | <type number="39" name="Amulet"> |
981 | <type number="39" name="Amulet"> |
753 | <description><![CDATA[ |
982 | <description><![CDATA[ |
754 | Wearing an amulet, the object's stats will directly be inherited to |
983 | Wearing an amulet, the object's stats will directly be inherited to |
755 | the player. Amulets are usually meant for protection and defense. ]]> |
984 | the player. Amulets are usually meant for protection and defense. ]]> |
… | |
… | |
775 | amount of <item power>, depending on their own level. This is the |
1004 | amount of <item power>, depending on their own level. This is the |
776 | only way to prevent low level players to wear "undeserved" equipment |
1005 | only way to prevent low level players to wear "undeserved" equipment |
777 | (like gifts from other players or cheated items). |
1006 | (like gifts from other players or cheated items). |
778 | |
1007 | |
779 | It is very important to adjust the <item power> value carefully |
1008 | It is very important to adjust the <item power> value carefully |
780 | for every artifact you create! If zero/unset, the CF server will |
1009 | for every artifact you create! If zero/unset, the Deliantra server will |
781 | calculate a provisional value at runtime, but this is never |
1010 | calculate a provisional value at runtime, but this is never |
782 | going to be an accurate measurement of <item power>. |
1011 | going to be an accurate measurement of <item power>. |
783 | </attribute> |
1012 | </attribute> |
784 | <attribute arch="damned" editor="damnation" type="bool"> |
1013 | <attribute arch="damned" editor="damnation" type="bool"> |
785 | A damned piece of equipment cannot be unwielded unless the curse |
1014 | A damned piece of equipment cannot be unwielded unless the curse |
… | |
… | |
811 | you want the monster to use/wear the item - you must set |
1040 | you want the monster to use/wear the item - you must set |
812 | <is applied>. |
1041 | <is applied>. |
813 | Enabling this flag doesn't make any sense if the item |
1042 | Enabling this flag doesn't make any sense if the item |
814 | is NOT in a monster's inventory. |
1043 | is NOT in a monster's inventory. |
815 | </attribute> |
1044 | </attribute> |
816 | <section name="resistance"> |
1045 | &player_stat_resist_sections; |
817 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
818 | This adds physical resistance to the item (= armour value). The number is |
|
|
819 | a percent-value in the range 0-100. Treat this with CARE. Look at other maps |
|
|
820 | and what they require to do for getting this-and-that artifact. |
|
|
821 | </attribute> |
|
|
822 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
823 | This adds magic resistance to the item. The number is a percent-value in |
|
|
824 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
825 | require to do for getting this-and-that artifact. |
|
|
826 | </attribute> |
|
|
827 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
828 | This adds fire resistance to the item. The number is a percent-value in |
|
|
829 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
830 | require to do for getting this-and-that artifact. |
|
|
831 | </attribute> |
|
|
832 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
833 | This adds electricity resistance to the item. The number is a percent-value in |
|
|
834 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
835 | require to do for getting this-and-that artifact. |
|
|
836 | </attribute> |
|
|
837 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
838 | This adds fire resistance to the item. The number is a percent-value in |
|
|
839 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
840 | require to do for getting this-and-that artifact. |
|
|
841 | </attribute> |
|
|
842 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
843 | This adds confusion resistance to the item. The number is a percent-value in |
|
|
844 | the range 0-100. Confusion resistance is not very effective |
|
|
845 | unless the value comes close to 100 (= perfect immunity). |
|
|
846 | </attribute> |
|
|
847 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
848 | This adds acid resistance to the item. The number is a percent-value in |
|
|
849 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
850 | require to do for getting this-and-that artifact. |
|
|
851 | </attribute> |
|
|
852 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
853 | This adds draining resistance to the item. The number is a percent-value |
|
|
854 | in the range 0-100. Draining resistance is little effective |
|
|
855 | unless the value is 100 (= perfect immunity). |
|
|
856 | </attribute> |
|
|
857 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
858 | This adds weaponmagic resistance to the item. The number is a percent-value in |
|
|
859 | the range 0-100. Weaponmagic resistance generally should not exist on |
|
|
860 | equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) |
|
|
861 | are not meant to be easily resisted. |
|
|
862 | </attribute> |
|
|
863 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
864 | This adds ghosthit resistance to the item. The number is a percent-value |
|
|
865 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
866 | require to do for getting this-and-that artifact. |
|
|
867 | </attribute> |
|
|
868 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
869 | This adds poison resistance to the item. The number is a percent-value in |
|
|
870 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
871 | require to do for getting this-and-that artifact. |
|
|
872 | </attribute> |
|
|
873 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
874 | This adds fear resistance to the item. The number is a percent-value in |
|
|
875 | the range 0-100. Resistance to fear is pretty useless. |
|
|
876 | </attribute> |
|
|
877 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
878 | This adds paralyze resistance to the item. The number is a percent-value in |
|
|
879 | the range 0-100. Paralyze resistance is little effective |
|
|
880 | unless the value is 100 (= perfect immunity). |
|
|
881 | </attribute> |
|
|
882 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
883 | This adds fear resistance to the item. The number is a percent-value in |
|
|
884 | the range 0-100. Resistance to fear is pretty useless. |
|
|
885 | </attribute> |
|
|
886 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
887 | This adds depletion resistance to the item. The number is a percent-value |
|
|
888 | in the range 0-100. Depletion resistance is little effective |
|
|
889 | unless the value is 100 (= perfect immunity). |
|
|
890 | </attribute> |
|
|
891 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
892 | This adds death-attack resistance to the item. The number is a |
|
|
893 | percent-value in the range 0-100. Death-attack resistance is little |
|
|
894 | effective unless the value is 100 (= perfect immunity). |
|
|
895 | Generally, resistance to death-attack is not supposed to be |
|
|
896 | available to players! |
|
|
897 | </attribute> |
|
|
898 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
899 | This adds chaos resistance to the item. The number is a percent-value in |
|
|
900 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
901 | require to do for getting this-and-that artifact. |
|
|
902 | Note that chaos is not a stand-alone attacktype. Chaos "contains" a |
|
|
903 | combination of other attacktypes. |
|
|
904 | </attribute> |
|
|
905 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
906 | This adds blinding resistance to the item. The number is a percent-value |
|
|
907 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
908 | require to do for getting this-and-that artifact. |
|
|
909 | </attribute> |
|
|
910 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
911 | This adds holy power resistance to the item. The number is a percent-value |
|
|
912 | in the range 0-100. Holy power is the attacktype that holyword-type spells |
|
|
913 | use to hurt undead creatures. This kind of resistance is only reasonable |
|
|
914 | for undead players (wraith or devourer cult). |
|
|
915 | Generally, resistance to holy word should not be available for players. |
|
|
916 | </attribute> |
|
|
917 | </section> |
|
|
918 | <section name="stats"> |
|
|
919 | <attribute arch="Str" editor="strength" type="int"> |
|
|
920 | The player's strentgh will rise/fall by the given value |
|
|
921 | while wearing this piece of equipment. |
|
|
922 | </attribute> |
|
|
923 | <attribute arch="Dex" editor="dexterity" type="int"> |
|
|
924 | The player's dexterity will rise/fall by the given value |
|
|
925 | while wearing this piece of equipment. |
|
|
926 | </attribute> |
|
|
927 | <attribute arch="Con" editor="constitution" type="int"> |
|
|
928 | The player's constitution will rise/fall by the given value |
|
|
929 | while wearing this piece of equipment. |
|
|
930 | </attribute> |
|
|
931 | <attribute arch="Int" editor="intelligence" type="int"> |
|
|
932 | The player's intelligence will rise/fall by the given value |
|
|
933 | while wearing this piece of equipment. |
|
|
934 | </attribute> |
|
|
935 | <attribute arch="Pow" editor="power" type="int"> |
|
|
936 | The player's power will rise/fall by the given value |
|
|
937 | while wearing this piece of equipment. |
|
|
938 | </attribute> |
|
|
939 | <attribute arch="Wis" editor="wisdom" type="int"> |
|
|
940 | The player's wisdom will rise/fall by the given value while |
|
|
941 | wearing this piece of equipment. |
|
|
942 | </attribute> |
|
|
943 | <attribute arch="Cha" editor="charisma" type="int"> |
|
|
944 | The player's charisma will rise/fall by the given value |
|
|
945 | while wearing this piece of equipment. |
|
|
946 | </attribute> |
|
|
947 | </section> |
|
|
948 | <section name="misc"> |
1046 | <section name="misc"> |
949 | <attribute arch="luck" editor="luck bonus" type="int"> |
1047 | <attribute arch="luck" editor="luck bonus" type="int"> |
950 | With positive luck bonus, the player is more likely to |
1048 | With positive luck bonus, the player is more likely to |
951 | succeed in all sorts of things (spellcasting, praying,...). |
1049 | succeed in all sorts of things (spellcasting, praying,...). |
952 | Unless the <luck bonus> is very high, the effect will be |
1050 | Unless the <luck bonus> is very high, the effect will be |
… | |
… | |
1067 | get teleported after they died on this battleground. |
1165 | get teleported after they died on this battleground. |
1068 | </attribute> |
1166 | </attribute> |
1069 | </type> |
1167 | </type> |
1070 | |
1168 | |
1071 | <!--####################################################################--> |
1169 | <!--####################################################################--> |
|
|
1170 | <type number="165" name="Safe ground"> |
|
|
1171 | <ignore> |
|
|
1172 | <ignore_list name="non_pickable" /> |
|
|
1173 | </ignore> |
|
|
1174 | <description><![CDATA[ |
|
|
1175 | Safe ground is a special object that prevents any effects that might |
|
|
1176 | be harmful for the map, other players or items on the map. |
|
|
1177 | It blocks all magic and prayers, usage of alchemy, prevents potions |
|
|
1178 | from being used and blocks bombs from exploding. Note that altars that |
|
|
1179 | do cast spells still work. |
|
|
1180 | ]]> |
|
|
1181 | </description> |
|
|
1182 | <use><![CDATA[ |
|
|
1183 | Safe ground can be used to prevents any means of burning |
|
|
1184 | or destroying the items in a shop. Put this object below all floor tiles |
|
|
1185 | in your map and your shop will be safe. It's generally useful for making |
|
|
1186 | areas where really no kind of spell should be invoked by a player. |
|
|
1187 | ]]> |
|
|
1188 | </use> |
|
|
1189 | &movement_types_terrain; |
|
|
1190 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
1191 | </type> |
|
|
1192 | |
|
|
1193 | <!--####################################################################--> |
1072 | <type number="8" name="Book"> |
1194 | <type number="8" name="Book"> |
1073 | <description><![CDATA[ |
1195 | <description><![CDATA[ |
1074 | Applying a book, the containing message is displayed to the player. ]]> |
1196 | Applying a book, the containing message is displayed to the player. ]]> |
1075 | </description> |
1197 | </description> |
1076 | <attribute arch="level" editor="literacy level" type="int"> |
1198 | <attribute arch="level" editor="literacy level" type="int"> |
… | |
… | |
1419 | <ignore_list name="system_object" /> |
1541 | <ignore_list name="system_object" /> |
1420 | </ignore> |
1542 | </ignore> |
1421 | <description><![CDATA[ |
1543 | <description><![CDATA[ |
1422 | A creator is an object which creates another object when it |
1544 | A creator is an object which creates another object when it |
1423 | is triggered. The child object can be anything. Creators are |
1545 | is triggered. The child object can be anything. Creators are |
1424 | VERY useful for all kinds of map-mechanisms. ]]> |
1546 | VERY useful for all kinds of map-mechanisms. They can even |
|
|
1547 | periodically create things. ]]> |
1425 | </description> |
1548 | </description> |
1426 | <use><![CDATA[ |
1549 | <use><![CDATA[ |
1427 | Don't hesitate to hide your creators under the floor. |
1550 | Don't hesitate to hide your creators under the floor. |
1428 | The created items will still always appear ontop of the floor. ]]> |
1551 | The created items will still always appear ontop of the floor. ]]> |
1429 | </use> |
1552 | </use> |
… | |
… | |
1437 | </attribute> |
1560 | </attribute> |
1438 | <attribute arch="connected" editor="connection" type="int"> |
1561 | <attribute arch="connected" editor="connection" type="int"> |
1439 | Whenever the connection value is activated, |
1562 | Whenever the connection value is activated, |
1440 | the creator gets triggered. |
1563 | the creator gets triggered. |
1441 | </attribute> |
1564 | </attribute> |
|
|
1565 | &activate_on; |
1442 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1566 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1443 | If <infinit uses> is set, the creator will work |
1567 | If <infinit uses> is set, the creator will work |
1444 | infinitely, regardless of the value in <number of uses>. |
1568 | infinitely, regardless of the value in <number of uses>. |
|
|
1569 | </attribute> |
|
|
1570 | <attribute arch="speed" editor="speed" type="float"> |
|
|
1571 | When this field is set the creator will periodically create stuff |
|
|
1572 | (and will still do so when the connection is triggered). |
|
|
1573 | A value of 1 means roughly 8 times a second. |
1445 | </attribute> |
1574 | </attribute> |
1446 | <attribute arch="hp" editor="number of uses" type="int"> |
1575 | <attribute arch="hp" editor="number of uses" type="int"> |
1447 | The creator can be triggered <number of uses> times, thus |
1576 | The creator can be triggered <number of uses> times, thus |
1448 | creating that many objects, before it dissappears. |
1577 | creating that many objects, before it dissappears. |
1449 | Default is <number of uses> 1 (-> one-time usage). |
1578 | Default is <number of uses> 1 (-> one-time usage). |
… | |
… | |
1538 | <type number="158" name="Disease"> |
1667 | <type number="158" name="Disease"> |
1539 | <ignore> |
1668 | <ignore> |
1540 | <ignore_list name="system_object" /> |
1669 | <ignore_list name="system_object" /> |
1541 | </ignore> |
1670 | </ignore> |
1542 | <description><![CDATA[ |
1671 | <description><![CDATA[ |
1543 | Diseases are an intersting form of spellcraft in Crossfire. |
1672 | Diseases are an intersting form of spellcraft in Deliantra. |
1544 | Once casted, they can spread out and infect creatures in a large |
1673 | Once casted, they can spread out and infect creatures in a large |
1545 | area. Being infected can have various effects, from amusing farts |
1674 | area. Being infected can have various effects, from amusing farts |
1546 | to horrible damage - almost everything is possible. ]]> |
1675 | to horrible damage - almost everything is possible. ]]> |
1547 | </description> |
1676 | </description> |
1548 | <use><![CDATA[ |
1677 | <use><![CDATA[ |
… | |
… | |
1722 | This string defines the object that will be created when the door was |
1851 | This string defines the object that will be created when the door was |
1723 | defeated. |
1852 | defeated. |
1724 | </attribute> |
1853 | </attribute> |
1725 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
1854 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
1726 | This entry determines what kind of traps will appear in the door. |
1855 | This entry determines what kind of traps will appear in the door. |
|
|
1856 | </attribute> |
|
|
1857 | <attribute arch="treasure_env" editor="treasure in env" type="bool"> |
|
|
1858 | Set this flag to move treasure items created into the environment (map) |
|
|
1859 | instead of putting them into the object. |
1727 | </attribute> |
1860 | </attribute> |
1728 | </type> |
1861 | </type> |
1729 | |
1862 | |
1730 | <!--####################################################################--> |
1863 | <!--####################################################################--> |
1731 | <type number="83" name="Duplicator"> |
1864 | <type number="83" name="Duplicator"> |
… | |
… | |
1749 | loose the input matches the chance to earn winnings.<br> |
1882 | loose the input matches the chance to earn winnings.<br> |
1750 | A duplicator with <multiply factor> 3 for example should have a |
1883 | A duplicator with <multiply factor> 3 for example should have a |
1751 | loosing rate of 2/3 = 67%. ]]> |
1884 | loosing rate of 2/3 = 67%. ]]> |
1752 | </use> |
1885 | </use> |
1753 | <attribute arch="other_arch" editor="target arch" type="string"> |
1886 | <attribute arch="other_arch" editor="target arch" type="string"> |
1754 | Only objects of matching archtype, lying ontop of the dublicator will be |
1887 | Only objects of matching archtype, lying ontop of the duplicator will be |
1755 | dublicated, multiplied or removed. All other objects will be ignored. |
1888 | duplicated, multiplied or removed. All other objects will be ignored. |
1756 | </attribute> |
1889 | </attribute> |
1757 | <attribute arch="level" editor="multiply factor" type="int"> |
1890 | <attribute arch="level" editor="multiply factor" type="int"> |
1758 | The number of items in the target pile will be multiplied by the |
1891 | The number of items in the target pile will be multiplied by the |
1759 | <multiply factor>. If it is set to zero, all target objects |
1892 | <multiply factor>. If it is set to zero, all target objects |
1760 | will be destroyed. |
1893 | will be destroyed. |
… | |
… | |
1762 | <attribute arch="connected" editor="connection" type="int"> |
1895 | <attribute arch="connected" editor="connection" type="int"> |
1763 | An activator (lever, altar, button, etc) with matching connection value |
1896 | An activator (lever, altar, button, etc) with matching connection value |
1764 | is able to trigger this duplicator. Be very careful that players cannot |
1897 | is able to trigger this duplicator. Be very careful that players cannot |
1765 | abuse it to create endless amounts of money or other valuable stuff! |
1898 | abuse it to create endless amounts of money or other valuable stuff! |
1766 | </attribute> |
1899 | </attribute> |
|
|
1900 | &activate_on; |
1767 | </type> |
1901 | </type> |
1768 | |
1902 | |
1769 | <!--####################################################################--> |
1903 | <!--####################################################################--> |
1770 | <type number="66" name="Exit"> |
1904 | <type number="66" name="Exit"> |
1771 | <ignore> |
1905 | <ignore> |
… | |
… | |
1818 | If set, this message will be displayed to the player when he applies the exit. |
1952 | If set, this message will be displayed to the player when he applies the exit. |
1819 | This is quite useful to throw in some "role-play feeling": "As you enter the |
1953 | This is quite useful to throw in some "role-play feeling": "As you enter the |
1820 | dark cave you hear the sound of rustling dragonscales...". Well, my english |
1954 | dark cave you hear the sound of rustling dragonscales...". Well, my english |
1821 | is poor, but you get the point. =) |
1955 | is poor, but you get the point. =) |
1822 | </attribute> |
1956 | </attribute> |
1823 | <attribute arch="unique" editor="unique destination" type="bool"> |
1957 | <attribute arch="damned" editor="set savebed" type="bool"> |
1824 | This flag defines the destined map as "personal unique map". If set, |
1958 | If set, then players using this exit will have their savebed position |
1825 | there will be a seperate version of that map for every player out there. |
1959 | set to the destination of the exit when passing through. |
1826 | This feature is used for the permanent apartments |
|
|
1827 | (in Scorn/Nuernberg/Caterham...). It should not be used for anything else |
|
|
1828 | than apartments, since Crossfire is a *multi*player game. In such a permanent |
|
|
1829 | apartment don't forget to set the unique-flag for all floor tiles too |
|
|
1830 | (see floors). |
|
|
1831 | An exit pointing outside of a personal unique map must have the |
|
|
1832 | "unique destination"-flag unset. |
|
|
1833 | </attribute> |
1960 | </attribute> |
1834 | </type> |
1961 | </type> |
1835 | |
1962 | |
1836 | <!--####################################################################--> |
1963 | <!--####################################################################--> |
1837 | <type number="72" name="Flesh"> |
1964 | <type number="72" name="Flesh"> |
… | |
… | |
1869 | </attribute> |
1996 | </attribute> |
1870 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
1997 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
1871 | A godgiven item vanishes as soon as the player |
1998 | A godgiven item vanishes as soon as the player |
1872 | drops it to the ground. |
1999 | drops it to the ground. |
1873 | </attribute> |
2000 | </attribute> |
1874 | <section name="resistance"> |
2001 | &resistances_flesh_section; |
1875 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
1876 | Resistances on flesh items make them more durable against spellcraft |
|
|
1877 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1878 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1879 | items in a monster's inventory. |
|
|
1880 | </attribute> |
|
|
1881 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
1882 | Resistances on flesh items make them more durable against spellcraft |
|
|
1883 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1884 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1885 | items in a monster's inventory. |
|
|
1886 | </attribute> |
|
|
1887 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
1888 | Resistances on flesh items make them more durable against spellcraft |
|
|
1889 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1890 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1891 | items in a monster's inventory. |
|
|
1892 | </attribute> |
|
|
1893 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
1894 | Resistances on flesh items make them more durable against spellcraft |
|
|
1895 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1896 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1897 | items in a monster's inventory. |
|
|
1898 | </attribute> |
|
|
1899 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
1900 | Resistances on flesh items make them more durable against spellcraft |
|
|
1901 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1902 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1903 | items in a monster's inventory. |
|
|
1904 | </attribute> |
|
|
1905 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
1906 | Resistances on flesh items make them more durable against spellcraft |
|
|
1907 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1908 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1909 | items in a monster's inventory. |
|
|
1910 | </attribute> |
|
|
1911 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
1912 | Resistances on flesh items make them more durable against spellcraft |
|
|
1913 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1914 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1915 | items in a monster's inventory. |
|
|
1916 | </attribute> |
|
|
1917 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
1918 | Resistances on flesh items make them more durable against spellcraft |
|
|
1919 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1920 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1921 | items in a monster's inventory. |
|
|
1922 | </attribute> |
|
|
1923 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
1924 | Resistances on flesh items make them more durable against spellcraft |
|
|
1925 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1926 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1927 | items in a monster's inventory. |
|
|
1928 | </attribute> |
|
|
1929 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
1930 | Resistances on flesh items make them more durable against spellcraft |
|
|
1931 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1932 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1933 | items in a monster's inventory. |
|
|
1934 | </attribute> |
|
|
1935 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
1936 | Resistances on flesh items make them more durable against spellcraft |
|
|
1937 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1938 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1939 | items in a monster's inventory. |
|
|
1940 | </attribute> |
|
|
1941 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
1942 | Resistances on flesh items make them more durable against spellcraft |
|
|
1943 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1944 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1945 | items in a monster's inventory. |
|
|
1946 | </attribute> |
|
|
1947 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
1948 | Resistances on flesh items make them more durable against spellcraft |
|
|
1949 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1950 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1951 | items in a monster's inventory. |
|
|
1952 | </attribute> |
|
|
1953 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
1954 | Resistances on flesh items make them more durable against spellcraft |
|
|
1955 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1956 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1957 | items in a monster's inventory. |
|
|
1958 | </attribute> |
|
|
1959 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
1960 | Resistances on flesh items make them more durable against spellcraft |
|
|
1961 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1962 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1963 | items in a monster's inventory. |
|
|
1964 | </attribute> |
|
|
1965 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
1966 | RResistances on flesh items make them more durable against spellcraft |
|
|
1967 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1968 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1969 | items in a monster's inventory. |
|
|
1970 | </attribute> |
|
|
1971 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
1972 | Resistances on flesh items make them more durable against spellcraft |
|
|
1973 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1974 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1975 | items in a monster's inventory. |
|
|
1976 | </attribute> |
|
|
1977 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
1978 | Resistances on flesh items make them more durable against spellcraft |
|
|
1979 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1980 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1981 | items in a monster's inventory. |
|
|
1982 | </attribute> |
|
|
1983 | </section> |
|
|
1984 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2002 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1985 | This text may describe the item. |
2003 | This text may describe the item. |
1986 | </attribute> |
2004 | </attribute> |
1987 | </type> |
2005 | </type> |
1988 | |
2006 | |
… | |
… | |
2094 | <type number="91" name="Gate"> |
2112 | <type number="91" name="Gate"> |
2095 | <ignore> |
2113 | <ignore> |
2096 | <ignore_list name="non_pickable" /> |
2114 | <ignore_list name="non_pickable" /> |
2097 | </ignore> |
2115 | </ignore> |
2098 | <description><![CDATA[ |
2116 | <description><![CDATA[ |
2099 | Gates play an important role in Crossfire. Gates can be opened |
2117 | Gates play an important role in Deliantra. Gates can be opened |
2100 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2118 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2101 | or carrying special key-objects (-> inventory checker). |
2119 | or carrying special key-objects (-> inventory checker). |
2102 | Unlike locked doors, gates can get shut again after a player has |
2120 | Unlike locked doors, gates can get shut again after a player has |
2103 | passed, which makes them more practical in many cases. ]]> |
2121 | passed, which makes them more practical in many cases. ]]> |
2104 | </description> |
2122 | </description> |
… | |
… | |
2106 | Use gates to divide your maps into seperated areas. After solving |
2124 | Use gates to divide your maps into seperated areas. After solving |
2107 | area A, the player gains access to area B, and so on. Make your |
2125 | area A, the player gains access to area B, and so on. Make your |
2108 | maps more complex than "one-way". ]]> |
2126 | maps more complex than "one-way". ]]> |
2109 | </use> |
2127 | </use> |
2110 | <attribute arch="no_pick" value="1" type="fixed" /> |
2128 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
2129 | <attribute arch="speed" value="1" type="float"> |
|
|
2130 | The speed of the gate affects how fast it is closing/opening. |
|
|
2131 | </attribute> |
2111 | <attribute arch="connected" editor="connection" type="int"> |
2132 | <attribute arch="connected" editor="connection" type="int"> |
2112 | Whenever the inventory checker is triggered, all objects with identical |
2133 | Whenever the inventory checker is triggered, all objects with identical |
2113 | <connection> value get activated. This only makes sense together with |
2134 | <connection> value get activated. This only makes sense together with |
2114 | <blocking passage> disabled. |
2135 | <blocking passage> disabled. |
2115 | </attribute> |
2136 | </attribute> |
… | |
… | |
2333 | <attribute arch="level" editor="reconsecrate level" type="int"> |
2354 | <attribute arch="level" editor="reconsecrate level" type="int"> |
2334 | To re-consecrate an altar, the player's wisdom level must be as |
2355 | To re-consecrate an altar, the player's wisdom level must be as |
2335 | high or higher than this value. In that way, some altars can not |
2356 | high or higher than this value. In that way, some altars can not |
2336 | be re-consecrated, while other altars, like those in dungeons, could be. |
2357 | be re-consecrated, while other altars, like those in dungeons, could be. |
2337 | |
2358 | |
2338 | Altars located in temples should have at least <reconsecrate level> 100. |
2359 | Altars located in temples should have at least <reconsecrate level> 120. |
2339 | Some characters might need those altars, they would be very unhappy to |
2360 | Some characters might need those altars, they would be very unhappy to |
2340 | see them re-consecrated to another cult. |
2361 | see them re-consecrated to another cult. |
2341 | </attribute> |
2362 | </attribute> |
2342 | </type> |
2363 | </type> |
2343 | |
2364 | |
… | |
… | |
2395 | alchemical receipes. By themselves, they have no special |
2416 | alchemical receipes. By themselves, they have no special |
2396 | functionalities. ]]> |
2417 | functionalities. ]]> |
2397 | </description> |
2418 | </description> |
2398 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2419 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2399 | </attribute> |
2420 | </attribute> |
2400 | <section name="resistance"> |
2421 | &resistances_basic; |
2401 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
2402 | </attribute> |
|
|
2403 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
2404 | </attribute> |
|
|
2405 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
2406 | </attribute> |
|
|
2407 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
2408 | </attribute> |
|
|
2409 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
2410 | </attribute> |
|
|
2411 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
2412 | </attribute> |
|
|
2413 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
2414 | </attribute> |
|
|
2415 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
2416 | </attribute> |
|
|
2417 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
2418 | </attribute> |
|
|
2419 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
2420 | </attribute> |
|
|
2421 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
2422 | </attribute> |
|
|
2423 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
2424 | </attribute> |
|
|
2425 | </section> |
|
|
2426 | </type> |
2422 | </type> |
2427 | |
2423 | |
2428 | <!--####################################################################--> |
2424 | <!--####################################################################--> |
2429 | <type number="64" name="Inventory Checker"> |
2425 | <type number="64" name="Inventory Checker"> |
2430 | <ignore> |
2426 | <ignore> |
… | |
… | |
2580 | <attribute arch="no_pick" value="1" type="fixed" /> |
2576 | <attribute arch="no_pick" value="1" type="fixed" /> |
2581 | <attribute arch="slaying" editor="key string" type="string"> |
2577 | <attribute arch="slaying" editor="key string" type="string"> |
2582 | The <key string> in the door must be identical with the |
2578 | The <key string> in the door must be identical with the |
2583 | <key string> in the special key, then the door is unlocked. |
2579 | <key string> in the special key, then the door is unlocked. |
2584 | It is VERY important to set the <key string> to something that |
2580 | It is VERY important to set the <key string> to something that |
2585 | is unique among the CF mapset. |
2581 | is unique among the Deliantra mapset. |
2586 | |
2582 | |
2587 | DONT EVER USE the default string "set_individual_value". |
2583 | DONT EVER USE the default string "set_individual_value". |
2588 | </attribute> |
2584 | </attribute> |
2589 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2585 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2590 | Restricting the use of spells to pass this door. |
2586 | Restricting the use of spells to pass this door. |
… | |
… | |
2690 | <attribute arch="connected" editor="connection" type="int"> |
2686 | <attribute arch="connected" editor="connection" type="int"> |
2691 | Every time the <connection> value is triggered, the wall will cast |
2687 | Every time the <connection> value is triggered, the wall will cast |
2692 | it's spell. You should set <casting speed> to zero, or this won't |
2688 | it's spell. You should set <casting speed> to zero, or this won't |
2693 | have much visible effect. |
2689 | have much visible effect. |
2694 | </attribute> |
2690 | </attribute> |
|
|
2691 | &activate_on; |
2695 | <attribute arch="speed" editor="casting speed" type="float"> |
2692 | <attribute arch="speed" editor="casting speed" type="float"> |
2696 | The <casting speed> defines the spellcasting speed of the wall. |
2693 | The <casting speed> defines the spellcasting speed of the wall. |
2697 | You can fine-tune how long the duration between two casts shall |
2694 | You can fine-tune how long the duration between two casts shall |
2698 | be. If you want to create a wall that can be activated (cast per |
2695 | be. If you want to create a wall that can be activated (cast per |
2699 | trigger) via connected lever/button/etc, you must set "speed 0". |
2696 | trigger) via connected lever/button/etc, you must set "speed 0". |
… | |
… | |
2723 | A magic wall of high <armour class> is less likely to get hit from |
2720 | A magic wall of high <armour class> is less likely to get hit from |
2724 | an opponent. <armour class> can be considered the "counterpiece" |
2721 | an opponent. <armour class> can be considered the "counterpiece" |
2725 | to <weapon class>. |
2722 | to <weapon class>. |
2726 | </attribute> |
2723 | </attribute> |
2727 | </section> |
2724 | </section> |
2728 | <section name="resistance"> |
2725 | &resistances_basic; |
2729 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
2730 | </attribute> |
|
|
2731 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
2732 | </attribute> |
|
|
2733 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
2734 | </attribute> |
|
|
2735 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
2736 | </attribute> |
|
|
2737 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
2738 | </attribute> |
|
|
2739 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
2740 | </attribute> |
|
|
2741 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
2742 | </attribute> |
|
|
2743 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
2744 | </attribute> |
|
|
2745 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
2746 | </attribute> |
|
|
2747 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
2748 | </attribute> |
|
|
2749 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
2750 | </attribute> |
|
|
2751 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
2752 | </attribute> |
|
|
2753 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
2754 | </attribute> |
|
|
2755 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
2756 | </attribute> |
|
|
2757 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
2758 | </attribute> |
|
|
2759 | <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int"> |
|
|
2760 | </attribute> |
|
|
2761 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
2762 | </attribute> |
|
|
2763 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
2764 | </attribute> |
|
|
2765 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
2766 | </attribute> |
|
|
2767 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
2768 | </attribute> |
|
|
2769 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
|
|
2770 | </attribute> |
|
|
2771 | </section> |
|
|
2772 | </type> |
2726 | </type> |
2773 | |
2727 | |
2774 | <!--####################################################################--> |
2728 | <!--####################################################################--> |
2775 | <type number="55" name="Marker"> |
2729 | <type number="55" name="Marker"> |
2776 | <ignore> |
2730 | <ignore> |
… | |
… | |
2920 | |
2874 | |
2921 | Note that you can always put items into the monster's |
2875 | Note that you can always put items into the monster's |
2922 | inventory. Those will drop-at-kill just like the stuff |
2876 | inventory. Those will drop-at-kill just like the stuff |
2923 | from the <treasurelist>. |
2877 | from the <treasurelist>. |
2924 | </attribute> |
2878 | </attribute> |
|
|
2879 | <attribute arch="treasure_env" editor="treasure in env" type="bool"> |
|
|
2880 | Set this flag to move treasure items created into the environment (map) |
|
|
2881 | instead of putting them into the object. |
|
|
2882 | </attribute> |
2925 | <attribute arch="level" editor="level" type="int"> |
2883 | <attribute arch="level" editor="level" type="int"> |
2926 | A monster's <level> is the most important attribute. |
2884 | A monster's <level> is the most important attribute. |
2927 | <level> affects the power of a monster in various ways. |
2885 | <level> affects the power of a monster in various ways. |
2928 | </attribute> |
2886 | </attribute> |
2929 | <attribute arch="race" editor="race" type="string"> |
2887 | <attribute arch="race" editor="race" type="string"> |
… | |
… | |
2975 | </attribute> |
2933 | </attribute> |
2976 | <attribute arch="carrying" editor="carries weight" type="int"> |
2934 | <attribute arch="carrying" editor="carries weight" type="int"> |
2977 | If a monster has something in the inventory, this |
2935 | If a monster has something in the inventory, this |
2978 | value can be set to reflect the slowdown due to |
2936 | value can be set to reflect the slowdown due to |
2979 | the carried weight. |
2937 | the carried weight. |
|
|
2938 | </attribute> |
|
|
2939 | <attribute arch="precious" editor="precious" type="bool"> |
|
|
2940 | Set this flag to indicate that this monster is precious, i.e. |
|
|
2941 | it should not be lightly destroyed. This is most useful on pets and |
|
|
2942 | keeps the server from destroying them on destroy_pets/monster floors |
|
|
2943 | and will try to save them when the player logs out. |
2980 | </attribute> |
2944 | </attribute> |
2981 | |
2945 | |
2982 | <section name="melee"> |
2946 | <section name="melee"> |
2983 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2947 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2984 | This number is a bitmask, specifying the monster's attacktypes |
2948 | This number is a bitmask, specifying the monster's attacktypes |
… | |
… | |
3156 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3120 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3157 | Monsters which <stand still> won't move to leave their position. |
3121 | Monsters which <stand still> won't move to leave their position. |
3158 | When agressive, they will attack all enemies who get close to |
3122 | When agressive, they will attack all enemies who get close to |
3159 | them. This behaviour is commonly known from castle guards. |
3123 | them. This behaviour is commonly known from castle guards. |
3160 | |
3124 | |
3161 | In older versions of Crossfire it was possible to eventually |
3125 | In older versions of Deliantra it was possible to eventually |
3162 | push a <stand still>-monster out of position by force. |
3126 | push a <stand still>-monster out of position by force. |
3163 | I believe this is no longer possible. Neverthless, you should |
3127 | I believe this is no longer possible. Neverthless, you should |
3164 | still be cautious when lining up <stand still>-monster in order |
3128 | still be cautious when lining up <stand still>-monster in order |
3165 | to "defend" something: Such monsters are rather easy to kill. |
3129 | to "defend" something: Such monsters are rather easy to kill. |
3166 | It's good for low level maps, but not much more. |
3130 | It's good for low level maps, but not much more. |
… | |
… | |
3202 | When the monster's health points drop below this percentage |
3166 | When the monster's health points drop below this percentage |
3203 | (relative to max health), it attempts to run away from the |
3167 | (relative to max health), it attempts to run away from the |
3204 | attacker. |
3168 | attacker. |
3205 | </attribute> |
3169 | </attribute> |
3206 | </section> |
3170 | </section> |
3207 | |
3171 | &resistances_basic; |
3208 | <section name="resistance"> |
|
|
3209 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
3210 | </attribute> |
|
|
3211 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
3212 | </attribute> |
|
|
3213 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
3214 | </attribute> |
|
|
3215 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
3216 | </attribute> |
|
|
3217 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
3218 | </attribute> |
|
|
3219 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
3220 | </attribute> |
|
|
3221 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
3222 | </attribute> |
|
|
3223 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
3224 | </attribute> |
|
|
3225 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
3226 | </attribute> |
|
|
3227 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
3228 | </attribute> |
|
|
3229 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
3230 | </attribute> |
|
|
3231 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
3232 | </attribute> |
|
|
3233 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
3234 | </attribute> |
|
|
3235 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
3236 | </attribute> |
|
|
3237 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
3238 | </attribute> |
|
|
3239 | <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int"> |
|
|
3240 | </attribute> |
|
|
3241 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
3242 | </attribute> |
|
|
3243 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
3244 | </attribute> |
|
|
3245 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
3246 | </attribute> |
|
|
3247 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
3248 | </attribute> |
|
|
3249 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
|
|
3250 | </attribute> |
|
|
3251 | </section> |
|
|
3252 | <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> |
3172 | <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> |
3253 | </attribute> |
3173 | </attribute> |
3254 | </type> |
3174 | </type> |
3255 | |
3175 | |
3256 | <!--####################################################################--> |
3176 | <!--####################################################################--> |
… | |
… | |
3261 | <attribute arch="name_pl" /> |
3181 | <attribute arch="name_pl" /> |
3262 | <attribute arch="nrof" /> |
3182 | <attribute arch="nrof" /> |
3263 | <attribute arch="value" /> |
3183 | <attribute arch="value" /> |
3264 | <attribute arch="unpaid" /> |
3184 | <attribute arch="unpaid" /> |
3265 | </ignore> |
3185 | </ignore> |
3266 | <description><![CDATA[ |
3186 | <description> |
3267 | A grimreaper is a monster that vanishes after it did some number of |
3187 | A grimreaper is a monster that vanishes after it did some number of |
3268 | draining attacks. ]]> <!-- XXX: is this ok? --> |
3188 | draining attacks. |
3269 | </description> |
3189 | </description> |
3270 | <section name="grimreaper"> |
3190 | <section name="grimreaper"> |
3271 | <attribute arch="value" editor="attacks" type="int"> |
3191 | <attribute arch="value" editor="attacks" type="int"> |
3272 | The object vanishes after this number of draining attacks. |
3192 | The object vanishes after this number of draining attacks. |
3273 | </attribute> |
3193 | </attribute> |
… | |
… | |
3481 | <attribute arch="no_pick" value="1" type="fixed" /> |
3401 | <attribute arch="no_pick" value="1" type="fixed" /> |
3482 | <attribute arch="connected" editor="connection" type="int"> |
3402 | <attribute arch="connected" editor="connection" type="int"> |
3483 | When a <connection> value is set, the pit can be opened/closed |
3403 | When a <connection> value is set, the pit can be opened/closed |
3484 | by activating the connection. |
3404 | by activating the connection. |
3485 | </attribute> |
3405 | </attribute> |
|
|
3406 | &activate_on; |
3486 | <attribute arch="hp" editor="destination X" type="int"> |
3407 | <attribute arch="hp" editor="destination X" type="int"> |
3487 | The pit will transport creatures (and items) randomly into a two-square |
3408 | The pit will transport creatures (and items) randomly into a two-square |
3488 | radius of the destination coordinates. |
3409 | radius of the destination coordinates. |
3489 | If the destination square becomes blocked, the pit will act like |
3410 | If the destination square becomes blocked, the pit will act like |
3490 | being filled up and not work anymore! |
3411 | being filled up and not work anymore! |
… | |
… | |
3500 | Zero means completely open/down, the "number of animation-steps" (usually |
3421 | Zero means completely open/down, the "number of animation-steps" (usually |
3501 | about 6 or 7) means completely closed/up state. I suggest you don't |
3422 | about 6 or 7) means completely closed/up state. I suggest you don't |
3502 | mess with this value - Leave the default in place. |
3423 | mess with this value - Leave the default in place. |
3503 | </attribute> |
3424 | </attribute> |
3504 | &move_on; |
3425 | &move_on; |
|
|
3426 | <attribute arch="speed" editor="activation speed" type="float"> |
|
|
3427 | If the <activation speed> is nonzero, the pit will |
|
|
3428 | automatically be activated in regular time-intervals. Hence, the |
|
|
3429 | player can just step on it and gets teleported sooner or later. |
|
|
3430 | The duration between two activates depends on the given value. |
|
|
3431 | Default in the pit arch is <activation speed> 0, i.e. disabled. |
|
|
3432 | |
|
|
3433 | VERY IMPORTANT: If you want to have your pit activated via |
|
|
3434 | button/handle/magic_ear/etc, you must set <activation speed> to zero! |
|
|
3435 | </attribute> |
|
|
3436 | &speed_left; |
3505 | </type> |
3437 | </type> |
3506 | |
3438 | |
3507 | <!--####################################################################--> |
3439 | <!--####################################################################--> |
3508 | <type number="7" name="Poison Food"> |
3440 | <type number="7" name="Poison Food"> |
3509 | <description><![CDATA[ |
3441 | <description><![CDATA[ |
… | |
… | |
3545 | </attribute> |
3477 | </attribute> |
3546 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
3478 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
3547 | A godgiven item vanishes as soon as the player |
3479 | A godgiven item vanishes as soon as the player |
3548 | drops it to the ground. |
3480 | drops it to the ground. |
3549 | </attribute> |
3481 | </attribute> |
3550 | <section name="stats"> |
3482 | &player_stat_resist_sections; |
3551 | <attribute arch="Str" editor="strength" type="int"> |
|
|
3552 | The player's strentgh will rise/fall by the given value for permanent |
|
|
3553 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3554 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3555 | stats if positive. |
|
|
3556 | </attribute> |
|
|
3557 | <attribute arch="Dex" editor="dexterity" type="int"> |
|
|
3558 | The player's dexterity will rise/fall by the given value for permanent |
|
|
3559 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3560 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3561 | stats if positive. |
|
|
3562 | </attribute> |
|
|
3563 | <attribute arch="Con" editor="constitution" type="int"> |
|
|
3564 | The player's constitution will rise/fall by the given value for permanent |
|
|
3565 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3566 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3567 | stats if positive. |
|
|
3568 | </attribute> |
|
|
3569 | <attribute arch="Int" editor="intelligence" type="int"> |
|
|
3570 | The player's intelligence will rise/fall by the given value for permanent |
|
|
3571 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3572 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3573 | stats if positive. |
|
|
3574 | </attribute> |
|
|
3575 | <attribute arch="Pow" editor="power" type="int"> |
|
|
3576 | The player's power will rise/fall by the given value for permanent |
|
|
3577 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3578 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3579 | stats if positive. |
|
|
3580 | </attribute> |
|
|
3581 | <attribute arch="Wis" editor="wisdom" type="int"> |
|
|
3582 | The player's wisdom will rise/fall by the given value for permanent |
|
|
3583 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3584 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3585 | stats if positive. |
|
|
3586 | </attribute> |
|
|
3587 | <attribute arch="Cha" editor="charisma" type="int"> |
|
|
3588 | The player's charisma will rise/fall by the given value for permanent |
|
|
3589 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3590 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3591 | stats if positive. |
|
|
3592 | </attribute> |
|
|
3593 | </section> |
|
|
3594 | <section name="resistance"> |
|
|
3595 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
3596 | The player's resistance to physical will rise by this value in percent |
|
|
3597 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3598 | add on the values from the player's equipment. |
|
|
3599 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3600 | </attribute> |
|
|
3601 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
3602 | The player's resistance to magic will rise by this value in percent |
|
|
3603 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3604 | add on the values from the player's equipment. |
|
|
3605 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3606 | </attribute> |
|
|
3607 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
3608 | The player's resistance to fire will rise by this value in percent |
|
|
3609 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3610 | add on the values from the player's equipment. |
|
|
3611 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3612 | </attribute> |
|
|
3613 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
3614 | The player's resistance to electricity will rise by this value in percent |
|
|
3615 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3616 | add on the values from the player's equipment. |
|
|
3617 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3618 | </attribute> |
|
|
3619 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
3620 | The player's resistance to cold will rise by this value in percent |
|
|
3621 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3622 | add on the values from the player's equipment. |
|
|
3623 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3624 | </attribute> |
|
|
3625 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
3626 | The player's resistance to acid will rise by this value in percent |
|
|
3627 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3628 | add on the values from the player's equipment. |
|
|
3629 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3630 | </attribute> |
|
|
3631 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
3632 | The player's resistance to confusion will rise by this value in percent |
|
|
3633 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3634 | add on the values from the player's equipment. |
|
|
3635 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3636 | </attribute> |
|
|
3637 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
3638 | The player's resistance to weaponmagic will rise by this value in percent |
|
|
3639 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3640 | add on the values from the player's equipment. |
|
|
3641 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3642 | </attribute> |
|
|
3643 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
3644 | The player's resistance to paralyze will rise by this value in percent |
|
|
3645 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3646 | add on the values from the player's equipment. |
|
|
3647 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3648 | </attribute> |
|
|
3649 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
3650 | The player's resistance to draining will rise by this value in percent |
|
|
3651 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3652 | add on the values from the player's equipment. |
|
|
3653 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3654 | </attribute> |
|
|
3655 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
3656 | The player's resistance to depletion will rise by this value in percent |
|
|
3657 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3658 | add on the values from the player's equipment. |
|
|
3659 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3660 | </attribute> |
|
|
3661 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
3662 | The player's resistance to poison will rise by this value in percent |
|
|
3663 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3664 | add on the values from the player's equipment. |
|
|
3665 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3666 | </attribute> |
|
|
3667 | </section> |
|
|
3668 | </type> |
3483 | </type> |
3669 | |
3484 | |
3670 | <!--####################################################################--> |
3485 | <!--####################################################################--> |
3671 | <type number="156" name="Power Crystal"> |
3486 | <type number="156" name="Power Crystal"> |
3672 | <description><![CDATA[ |
3487 | <description><![CDATA[ |
… | |
… | |
3941 | It is absolutely neccessary that a place with savebeds is 100% secure. |
3756 | It is absolutely neccessary that a place with savebeds is 100% secure. |
3942 | That means: |
3757 | That means: |
3943 | <UL> |
3758 | <UL> |
3944 | <LI> Monsters must not be able to reach the savebeds under any circumstances! |
3759 | <LI> Monsters must not be able to reach the savebeds under any circumstances! |
3945 | <LI> If there are NPCs around, make sure they have the friendly-flag set. |
3760 | <LI> If there are NPCs around, make sure they have the friendly-flag set. |
3946 | <LI> Insert a relyable exit! Make sure there is no possibility that |
3761 | <LI> Insert a reliable exit! Make sure there is no possibility that |
3947 | players get trapped in a savebed location. |
3762 | players get trapped in a savebed location. |
3948 | <LI> If possible, mark the whole site as no-spell area (Insert this |
3763 | <LI> If possible, mark the whole site as no-spell area (Insert this |
3949 | arch called "dungeon_magic" everywhere). This is not required, |
3764 | arch called "dungeon_magic" everywhere). This is not required, |
3950 | but it makes the place much more safe. |
3765 | but it makes the place much more safe. |
3951 | </UL> ]]> |
3766 | </UL> ]]> |
… | |
… | |
4006 | </type> |
3821 | </type> |
4007 | |
3822 | |
4008 | <!--####################################################################--> |
3823 | <!--####################################################################--> |
4009 | <type number="14" name="Shooting Weapon"> |
3824 | <type number="14" name="Shooting Weapon"> |
4010 | <description><![CDATA[ |
3825 | <description><![CDATA[ |
4011 | Schooting weapons like bows/crossbows are used to shoot projectiles |
3826 | Shooting weapons like bows/crossbows are used to shoot projectiles |
4012 | (arrows/bolts). Shooting weapons and normal (melee) weapons can be |
3827 | (arrows/bolts). Shooting weapons and normal (melee) weapons can be |
4013 | wielded both at the same time. Like with any other equipment, |
3828 | wielded both at the same time. Like with any other equipment, |
4014 | stats/bonuses from shooting weapons are directly inherited to the player. |
3829 | stats/bonuses from shooting weapons are directly inherited to the player. |
4015 | <br><br> |
3830 | <br><br> |
4016 | It's very easy to add new pairs of weapons & projectiles. |
3831 | It's very easy to add new pairs of weapons & projectiles. |
… | |
… | |
4018 | weapon and projectile. ]]> |
3833 | weapon and projectile. ]]> |
4019 | </description> |
3834 | </description> |
4020 | <use><![CDATA[ |
3835 | <use><![CDATA[ |
4021 | Shooting weapons should not add bonuses in general. There's already |
3836 | Shooting weapons should not add bonuses in general. There's already |
4022 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
3837 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
4023 | Schooting weapons should especially not add bonuses to the player |
3838 | Shooting weapons should especially not add bonuses to the player |
4024 | that have nothing to do with schooting. A Wisdom bonus on a bow |
3839 | that have nothing to do with schooting. A Wisdom bonus on a bow |
4025 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
3840 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
4026 | - still crap. ]]> |
3841 | - still crap. ]]> |
4027 | </use> |
3842 | </use> |
4028 | <attribute arch="race" editor="ammunition class" type="string"> |
3843 | <attribute arch="race" editor="ammunition class" type="string"> |
… | |
… | |
4060 | amount of <item power>, depending on their own level. This is the |
3875 | amount of <item power>, depending on their own level. This is the |
4061 | only way to prevent low level players to wear "undeserved" equipment |
3876 | only way to prevent low level players to wear "undeserved" equipment |
4062 | (like gifts from other players or cheated items). |
3877 | (like gifts from other players or cheated items). |
4063 | |
3878 | |
4064 | It is very important to adjust the <item power> value carefully |
3879 | It is very important to adjust the <item power> value carefully |
4065 | for every artifact you create! If zero/unset, the CF server will |
3880 | for every artifact you create! If zero/unset, the Deliantra server will |
4066 | calculate a provisional value at runtime, but this is never |
3881 | calculate a provisional value at runtime, but this is never |
4067 | going to be an accurate measurement of <item power>. |
3882 | going to be an accurate measurement of <item power>. |
4068 | </attribute> |
3883 | </attribute> |
4069 | <attribute arch="no_strength" editor="ignore strength" type="bool"> |
3884 | <attribute arch="no_strength" editor="ignore strength" type="bool"> |
4070 | Usually the player's strentgh takes effect on the damage |
3885 | Usually the player's strentgh takes effect on the damage |
… | |
… | |
4236 | the connection is triggered. This should be used in combination with |
4051 | the connection is triggered. This should be used in combination with |
4237 | <invisible> enabled and <activate by walking/flying> disabled. |
4052 | <invisible> enabled and <activate by walking/flying> disabled. |
4238 | If activating your magic_mouth this way, the message will not only be |
4053 | If activating your magic_mouth this way, the message will not only be |
4239 | printed to one player, but all players on the current map. |
4054 | printed to one player, but all players on the current map. |
4240 | </attribute> |
4055 | </attribute> |
|
|
4056 | &activate_on; |
4241 | &move_on; |
4057 | &move_on; |
4242 | <attribute arch="food" editor="counter" type="int"> |
4058 | <attribute arch="food" editor="counter" type="int"> |
4243 | If a counter-value is set (greater zero), the sign/magic_mouth can be applied |
4059 | If a counter-value is set (greater zero), the sign/magic_mouth can be applied |
4244 | (printing the message) only that many times. For signs this really shouldn't |
4060 | (printing the message) only that many times. For signs this really shouldn't |
4245 | be used, while for magic_mouths it is extremely helpful. |
4061 | be used, while for magic_mouths it is extremely helpful. |
… | |
… | |
4252 | second time would be silly. <counter> 1 does a perfect job in such cases. |
4068 | second time would be silly. <counter> 1 does a perfect job in such cases. |
4253 | Otherwise set <counter> zero/unset for infinite use (that is the default). |
4069 | Otherwise set <counter> zero/unset for infinite use (that is the default). |
4254 | </attribute> |
4070 | </attribute> |
4255 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
4071 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
4256 | This text will be displayed to the player. |
4072 | This text will be displayed to the player. |
|
|
4073 | </attribute> |
|
|
4074 | </type> |
|
|
4075 | |
|
|
4076 | <type number="150" name="Shop Inventory"> |
|
|
4077 | <ignore> |
|
|
4078 | <ignore_list name="non_pickable" /> |
|
|
4079 | </ignore> |
|
|
4080 | <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]> |
|
|
4081 | </description> |
|
|
4082 | <use><![CDATA[Use these signs to present the player a list of the items in the shop]]> |
|
|
4083 | </use> |
|
|
4084 | <attribute arch="shop_coords" editor="shop rectangle" type="string"> |
|
|
4085 | The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on |
|
|
4086 | the map that will be searched for unpaid items. |
4257 | </attribute> |
4087 | </attribute> |
4258 | </type> |
4088 | </type> |
4259 | |
4089 | |
4260 | <!--####################################################################--> |
4090 | <!--####################################################################--> |
4261 | <type number="43" name="Skill"> |
4091 | <type number="43" name="Skill"> |
… | |
… | |
4298 | expmul is 1, the player will get 500 added to that skill as well as |
4128 | expmul is 1, the player will get 500 added to that skill as well as |
4299 | 500 to their total. |
4129 | 500 to their total. |
4300 | </attribute> |
4130 | </attribute> |
4301 | <attribute arch="subtype" editor="skill type" type="list_skill_type"> |
4131 | <attribute arch="subtype" editor="skill type" type="list_skill_type"> |
4302 | The <skill type> defines the base functionality of the skill. |
4132 | The <skill type> defines the base functionality of the skill. |
4303 | Skill types are hardcoded in the Crossfire server. It isn't hard to |
4133 | Skill types are hardcoded in the Deliantra server. It isn't hard to |
4304 | create new skill types, but it requires a bit of server-coding. |
4134 | create new skill types, but it requires a bit of server-coding. |
4305 | </attribute> |
4135 | </attribute> |
4306 | <attribute arch="level" editor="level" type="int"> |
4136 | <attribute arch="level" editor="level" type="int"> |
4307 | </attribute> |
4137 | </attribute> |
4308 | <attribute arch="exp" editor="experience" type="int"> |
4138 | <attribute arch="exp" editor="experience" type="int"> |
… | |
… | |
4617 | <attribute arch="connected" editor="connection" type="int"> |
4447 | <attribute arch="connected" editor="connection" type="int"> |
4618 | If a connection value is set, the teleporter will be activated |
4448 | If a connection value is set, the teleporter will be activated |
4619 | whenever the connection is triggered. To use this properly, |
4449 | whenever the connection is triggered. To use this properly, |
4620 | <activation speed> must be zero. |
4450 | <activation speed> must be zero. |
4621 | </attribute> |
4451 | </attribute> |
|
|
4452 | &activate_on; |
4622 | <attribute arch="speed" editor="activation speed" type="float"> |
4453 | <attribute arch="speed" editor="activation speed" type="float"> |
4623 | If the <activation speed> is nonzero, the teleporter will |
4454 | If the <activation speed> is nonzero, the teleporter will |
4624 | automatically be activated in regular time-intervals. Hence, the |
4455 | automatically be activated in regular time-intervals. Hence, the |
4625 | player can just step on it and gets teleported sooner or later. |
4456 | player can just step on it and gets teleported sooner or later. |
4626 | The duration between two activates depends on the given value. |
4457 | The duration between two activates depends on the given value. |
… | |
… | |
4636 | <type number="26" name="Timed Gate"> |
4467 | <type number="26" name="Timed Gate"> |
4637 | <ignore> |
4468 | <ignore> |
4638 | <ignore_list name="non_pickable" /> |
4469 | <ignore_list name="non_pickable" /> |
4639 | </ignore> |
4470 | </ignore> |
4640 | <description><![CDATA[ |
4471 | <description><![CDATA[ |
4641 | Gates play an important role in Crossfire. Gates can be opened |
4472 | Gates play an important role in Deliantra. Gates can be opened |
4642 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
4473 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
4643 | or carrying special key-objects (-> inventory checker). |
4474 | or carrying special key-objects (-> inventory checker). |
4644 | Unlike locked doors, gates can get shut again after a player has |
4475 | Unlike locked doors, gates can get shut again after a player has |
4645 | passed, which makes them more practical in many cases. Unlike normal |
4476 | passed, which makes them more practical in many cases. Unlike normal |
4646 | gates, timed gates open when triggered but automatically close again |
4477 | gates, timed gates open when triggered but automatically close again |
… | |
… | |
4656 | Whenever the inventory checker is triggered, all objects with identical |
4487 | Whenever the inventory checker is triggered, all objects with identical |
4657 | <connection> value get activated. This only makes sense together with |
4488 | <connection> value get activated. This only makes sense together with |
4658 | <blocking passage> disabled. If unset, the gate opens automatically |
4489 | <blocking passage> disabled. If unset, the gate opens automatically |
4659 | after some time. |
4490 | after some time. |
4660 | </attribute> |
4491 | </attribute> |
|
|
4492 | &activate_on; |
4661 | <attribute arch="wc" editor="position state" type="int"> |
4493 | <attribute arch="wc" editor="position state" type="int"> |
4662 | The <position state> defines the position of the gate: |
4494 | The <position state> defines the position of the gate: |
4663 | Zero means completely open/down, the "number of animation-steps" (usually |
4495 | Zero means completely open/down, the "number of animation-steps" (usually |
4664 | about 6 or 7) means completely closed/up state. I suggest you don't |
4496 | about 6 or 7) means completely closed/up state. I suggest you don't |
4665 | mess with this value - Leave the default in place. |
4497 | mess with this value - Leave the default in place. |
… | |
… | |
4696 | and generally have either a physical attack or trigger a reaction. |
4528 | and generally have either a physical attack or trigger a reaction. |
4697 | <br><br> |
4529 | <br><br> |
4698 | Traps hit any monster or person who steps on them for 'dam' damage in |
4530 | Traps hit any monster or person who steps on them for 'dam' damage in |
4699 | 'attacktype' attacktype and/or trigger a reaction. |
4531 | 'attacktype' attacktype and/or trigger a reaction. |
4700 | <br><br> |
4532 | <br><br> |
4701 | Many traps are already defined in the archetypes. ]]> |
4533 | Many traps are already defined in the archetypes.]]> |
4702 | </description> |
4534 | </description> |
4703 | <use><![CDATA[ |
4535 | <use><![CDATA[ |
4704 | Avoid monsters stepping on your traps. For example, a party of orcs setting |
4536 | Avoid monsters stepping on your traps. For example, a party of orcs setting |
4705 | off your lightning wall and pit trap is usually a bad idea. ]]> |
4537 | off your lightning wall and pit trap is usually a bad idea.]]> |
4706 | </use> |
4538 | </use> |
4707 | <attribute arch="no_pick" value="1" type="fixed" /> |
4539 | <attribute arch="no_pick" value="1" type="fixed" /> |
4708 | &move_on; |
4540 | &move_on; |
4709 | <attribute arch="level" editor="trap level" type="int"> |
4541 | <attribute arch="level" editor="trap level" type="int"> |
4710 | Level effects how easily a trap may be found and disarmed, and |
4542 | Level effects how easily a trap may be found and disarmed, and |
… | |
… | |
5007 | </attribute> |
4839 | </attribute> |
5008 | <attribute arch="ac" editor="armour class" type="int"> |
4840 | <attribute arch="ac" editor="armour class" type="int"> |
5009 | Weak walls of high <armour class> are less likely to get hit. |
4841 | Weak walls of high <armour class> are less likely to get hit. |
5010 | <armour class> can be considered the "counterpiece" to <weapon class>. |
4842 | <armour class> can be considered the "counterpiece" to <weapon class>. |
5011 | </attribute> |
4843 | </attribute> |
5012 | <section name="resistance"> |
4844 | &resistances_basic; |
5013 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
5014 | </attribute> |
|
|
5015 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
5016 | </attribute> |
|
|
5017 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
5018 | </attribute> |
|
|
5019 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
5020 | </attribute> |
|
|
5021 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
5022 | </attribute> |
|
|
5023 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
5024 | </attribute> |
|
|
5025 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
5026 | </attribute> |
|
|
5027 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
5028 | </attribute> |
|
|
5029 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
5030 | </attribute> |
|
|
5031 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
5032 | </attribute> |
|
|
5033 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
5034 | </attribute> |
|
|
5035 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
5036 | </attribute> |
|
|
5037 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
5038 | </attribute> |
|
|
5039 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
5040 | </attribute> |
|
|
5041 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
5042 | </attribute> |
|
|
5043 | <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int"> |
|
|
5044 | </attribute> |
|
|
5045 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
5046 | </attribute> |
|
|
5047 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
5048 | </attribute> |
|
|
5049 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
5050 | </attribute> |
|
|
5051 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
5052 | </attribute> |
|
|
5053 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
|
|
5054 | </attribute> |
|
|
5055 | </section> |
|
|
5056 | </type> |
4845 | </type> |
5057 | |
4846 | |
5058 | <!--####################################################################--> |
4847 | <!--####################################################################--> |
5059 | <type number="15" name="Weapon"> |
4848 | <type number="15" name="Weapon"> |
5060 | <description><![CDATA[ |
4849 | <description><![CDATA[ |
… | |
… | |
5128 | amount of <item power>, depending on their own level. This is the |
4917 | amount of <item power>, depending on their own level. This is the |
5129 | only way to prevent low level players to wear "undeserved" equipment |
4918 | only way to prevent low level players to wear "undeserved" equipment |
5130 | (like gifts from other players or cheated items). |
4919 | (like gifts from other players or cheated items). |
5131 | |
4920 | |
5132 | It is very important to adjust the <item power> value carefully |
4921 | It is very important to adjust the <item power> value carefully |
5133 | for every artifact you create! If zero/unset, the CF server will |
4922 | for every artifact you create! If zero/unset, the Deliantra server will |
5134 | calculate a provisional value at runtime, but this is never |
4923 | calculate a provisional value at runtime, but this is never |
5135 | going to be an accurate measurement of <item power>. |
4924 | going to be an accurate measurement of <item power>. |
5136 | </attribute> |
4925 | </attribute> |
5137 | <attribute arch="damned" editor="damnation" type="bool"> |
4926 | <attribute arch="damned" editor="damnation" type="bool"> |
5138 | A damned weapon cannot be unwielded unless |
4927 | A damned weapon cannot be unwielded unless |
… | |
… | |
5158 | </attribute> |
4947 | </attribute> |
5159 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
4948 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
5160 | A godgiven item vanishes as soon as the player |
4949 | A godgiven item vanishes as soon as the player |
5161 | drops it to the ground. |
4950 | drops it to the ground. |
5162 | </attribute> |
4951 | </attribute> |
5163 | <section name="resistance"> |
4952 | &player_stat_resist_sections; |
5164 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
5165 | This adds physical resistance to the weapon (= armour value). The number is |
|
|
5166 | a percent-value in the range 0-100. Treat this with CARE. Look at other maps |
|
|
5167 | and what they require to do for getting this-and-that artifact. |
|
|
5168 | </attribute> |
|
|
5169 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
5170 | This adds magic resistance to the weapon. The number is a percent-value in |
|
|
5171 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5172 | require to do for getting this-and-that artifact. |
|
|
5173 | </attribute> |
|
|
5174 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
5175 | This adds fire resistance to the weapon. The number is a percent-value in |
|
|
5176 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5177 | require to do for getting this-and-that artifact. |
|
|
5178 | </attribute> |
|
|
5179 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
5180 | This adds electricity resistance to the weapon. The number is a percent-value in |
|
|
5181 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5182 | require to do for getting this-and-that artifact. |
|
|
5183 | </attribute> |
|
|
5184 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
5185 | This adds fire resistance to the weapon. The number is a percent-value in |
|
|
5186 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5187 | require to do for getting this-and-that artifact. |
|
|
5188 | </attribute> |
|
|
5189 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
5190 | This adds confusion resistance to the weapon. The number is a percent-value in |
|
|
5191 | the range 0-100. Confusion resistance is not very effective |
|
|
5192 | unless the value comes close to 100 (= perfect immunity). |
|
|
5193 | </attribute> |
|
|
5194 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
5195 | This adds acid resistance to the weapon. The number is a percent-value in |
|
|
5196 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5197 | require to do for getting this-and-that artifact. |
|
|
5198 | </attribute> |
|
|
5199 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
5200 | This adds draining resistance to the weapon. The number is a percent-value |
|
|
5201 | in the range 0-100. Draining resistance is little effective |
|
|
5202 | unless the value is 100 (= perfect immunity). |
|
|
5203 | </attribute> |
|
|
5204 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
5205 | This adds weaponmagic resistance to the weapon. The number is a percent-value in |
|
|
5206 | the range 0-100. Weaponmagic resistance generally should not exist on |
|
|
5207 | equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) |
|
|
5208 | are not meant to be easily resisted. |
|
|
5209 | </attribute> |
|
|
5210 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
5211 | This adds ghosthit resistance to the weapon. The number is a percent-value |
|
|
5212 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5213 | require to do for getting this-and-that artifact. |
|
|
5214 | </attribute> |
|
|
5215 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
5216 | This adds poison resistance to the weapon. The number is a percent-value in |
|
|
5217 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5218 | require to do for getting this-and-that artifact. |
|
|
5219 | </attribute> |
|
|
5220 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
5221 | This adds fear resistance to the weapon. The number is a percent-value in |
|
|
5222 | the range 0-100. Resistance to fear is pretty useless. |
|
|
5223 | </attribute> |
|
|
5224 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
5225 | This adds paralyze resistance to the weapon. The number is a percent-value in |
|
|
5226 | the range 0-100. Paralyze resistance is little effective |
|
|
5227 | unless the value is 100 (= perfect immunity). |
|
|
5228 | </attribute> |
|
|
5229 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
5230 | This adds fear resistance to the weapon. The number is a percent-value in |
|
|
5231 | the range 0-100. Resistance to fear is pretty useless. |
|
|
5232 | </attribute> |
|
|
5233 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
5234 | This adds depletion resistance to the weapon. The number is a percent-value |
|
|
5235 | in the range 0-100. Depletion resistance is little effective |
|
|
5236 | unless the value is 100 (= perfect immunity). |
|
|
5237 | </attribute> |
|
|
5238 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
5239 | This adds death-attack resistance to the weapon. The number is a |
|
|
5240 | percent-value in the range 0-100. Death-attack resistance is little |
|
|
5241 | effective unless the value is 100 (= perfect immunity). |
|
|
5242 | Generally, resistance to death-attack is not supposed to be |
|
|
5243 | available to players! |
|
|
5244 | </attribute> |
|
|
5245 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
5246 | This adds chaos resistance to the weapon. The number is a percent-value in |
|
|
5247 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5248 | require to do for getting this-and-that artifact. |
|
|
5249 | Note that chaos is not a stand-alone attacktype. Chaos "contains" a |
|
|
5250 | combination of other attacktypes. |
|
|
5251 | </attribute> |
|
|
5252 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
5253 | This adds blinding resistance to the weapon. The number is a percent-value |
|
|
5254 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5255 | require to do for getting this-and-that artifact. |
|
|
5256 | </attribute> |
|
|
5257 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
5258 | This adds holy power resistance to the weapon. The number is a percent-value |
|
|
5259 | in the range 0-100. Holy power is the attacktype that holyword-type spells |
|
|
5260 | use to hurt undead creatures. This kind of resistance is only reasonable |
|
|
5261 | for undead players (wraith or devourer cult). |
|
|
5262 | Generally, resistance to holy word should not be available for players. |
|
|
5263 | </attribute> |
|
|
5264 | </section> |
|
|
5265 | <section name="stats"> |
|
|
5266 | <attribute arch="Str" editor="strength" type="int"> |
|
|
5267 | The player's strentgh will rise/fall by the given value |
|
|
5268 | while wearing this weapon. |
|
|
5269 | </attribute> |
|
|
5270 | <attribute arch="Dex" editor="dexterity" type="int"> |
|
|
5271 | The player's dexterity will rise/fall by the given value |
|
|
5272 | while wearing this weapon. |
|
|
5273 | </attribute> |
|
|
5274 | <attribute arch="Con" editor="constitution" type="int"> |
|
|
5275 | The player's constitution will rise/fall by the given value |
|
|
5276 | while wearing this weapon. |
|
|
5277 | </attribute> |
|
|
5278 | <attribute arch="Int" editor="intelligence" type="int"> |
|
|
5279 | The player's intelligence will rise/fall by the given value |
|
|
5280 | while wearing this weapon. |
|
|
5281 | </attribute> |
|
|
5282 | <attribute arch="Pow" editor="power" type="int"> |
|
|
5283 | The player's power will rise/fall by the given value |
|
|
5284 | while wearing this weapon. |
|
|
5285 | </attribute> |
|
|
5286 | <attribute arch="Wis" editor="wisdom" type="int"> |
|
|
5287 | The player's wisdom will rise/fall by the given value while |
|
|
5288 | wearing this weapon. |
|
|
5289 | </attribute> |
|
|
5290 | <attribute arch="Cha" editor="charisma" type="int"> |
|
|
5291 | The player's charisma will rise/fall by the given value |
|
|
5292 | while wearing this weapon. |
|
|
5293 | </attribute> |
|
|
5294 | </section> |
|
|
5295 | <section name="misc"> |
4953 | <section name="misc"> |
5296 | <attribute arch="luck" editor="luck bonus" type="int"> |
4954 | <attribute arch="luck" editor="luck bonus" type="int"> |
5297 | With positive luck bonus, the player is more likely to |
4955 | With positive luck bonus, the player is more likely to |
5298 | succeed in all sorts of things (spellcasting, praying,...). |
4956 | succeed in all sorts of things (spellcasting, praying,...). |
5299 | Unless the <luck bonus> is very high, the effect will be |
4957 | Unless the <luck bonus> is very high, the effect will be |
… | |
… | |
5378 | </type> |
5036 | </type> |
5379 | |
5037 | |
5380 | <type number="116" name="Event Connector"> |
5038 | <type number="116" name="Event Connector"> |
5381 | <description><![CDATA[ |
5039 | <description><![CDATA[ |
5382 | Event connectors link specific events that happen to objects to |
5040 | Event connectors link specific events that happen to objects to |
5383 | a crossfire plug-in. ]]> |
5041 | a crossfire plug-in. They are not used at all in Deliantra ]]> |
5384 | </description> |
5042 | </description> |
5385 | <attribute arch="subtype" editor="event type" type="list_event_type"> |
|
|
5386 | The type of event that triggers a notify to the plug-in. |
|
|
5387 | </attribute> |
|
|
5388 | <attribute arch="title" editor="plug-in" type="string"> |
|
|
5389 | The name of the plug-in that should be notified of the event, e.g. "cfpython" |
|
|
5390 | for python and "perl" for the Crossfire-Perl plug-in. |
|
|
5391 | </attribute> |
|
|
5392 | <attribute arch="slaying" editor="extension" type="string"> |
|
|
5393 | The name of the extension to invoke (for python, this is the path to a script, |
|
|
5394 | for perl this is the name of a extension package without the ".ext" extension. |
|
|
5395 | </attribute> |
|
|
5396 | <attribute arch="name" editor="options" type="string"> |
|
|
5397 | A string that is passed unaltered to the extension above. Often used to pass |
|
|
5398 | options to the extension that alter its behaviour. |
|
|
5399 | </attribute> |
|
|
5400 | </type> |
5043 | </type> |
5401 | |
5044 | |
5402 | </types> |
5045 | </types> |