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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.4 by elmex, Thu Mar 16 01:26:09 2006 UTC vs.
Revision 1.18 by elmex, Mon Aug 14 01:15:12 2006 UTC

108 editor CDATA #IMPLIED 108 editor CDATA #IMPLIED
109 value CDATA #IMPLIED 109 value CDATA #IMPLIED
110 length CDATA #IMPLIED 110 length CDATA #IMPLIED
111 true CDATA #IMPLIED 111 true CDATA #IMPLIED
112 false CDATA #IMPLIED> 112 false CDATA #IMPLIED>
113
114 <!ENTITY move_on "
115 <attribute arch='move_on' editor='movement type' type='bitmask_movement_type'>
116 Which movement types automatically (as opposed to manually) activate this object.
117 </attribute>
118 ">
119 <!ENTITY move_off "
120 <attribute arch='move_off' editor='movement type' type='bitmask_movement_type'>
121 Which movement types deactivate this object (e.g. button).
122 </attribute>
123 ">
124 <!ENTITY move_type "
125 <attribute arch='move_type' editor='movement type' type='bitmask_movement_type'>
126 Determines which kinds of movement this object can use (e.g. for monsters)
127 or grants (e.g. for amulets).
128 </attribute>
129 ">
130 <!ENTITY movement_types_terrain "
131 <attribute arch='move_block' editor='blocked movement' type='bitmask_movement_type'>
132 Objects using these movement types cannot move over this space.
133 </attribute>
134 <attribute arch='move_allow' editor='allowed movement' type='bitmask_movement_type'>
135 Objects using these movement types are allowed to move over this space. Takes
136 precedence over 'blocked movements'.
137 </attribute>
138 <attribute arch='move_slow' editor='slowed movement' type='bitmask_movement_type'>
139 The types of movement that should by slowed down by the 'slow movement penalty'.
140 </attribute>
141 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'>
142 If &lt;slow movement&gt; is set to a value greater zero, all
143 creatures matching 'slow move' will be slower than normal on this spot.
144
145 &lt;slow movement&gt; 1 - rough terrain
146 &lt;slow movement&gt; 2 - very rough terrain
147 ...
148 &lt;slow movement&gt; 5 - default for deep swamp
149 ...
150 &lt;slow movement&gt; 7 - spider web (sticky as hell)
151 </attribute>
152 ">
153 <!ENTITY speed_left "
154 <attribute arch='speed_left' editor='speed left' type='float'>
155 The speed left to the object. On every tick, if this value is higher
156 than 0, the object acts/triggers/moves etc. and the value gets
157 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
158 every tick.
159 </attribute>
160 ">
161 <!ENTITY activate_on "
162 <attribute arch='activate_on_push' editor='Activate on push' type='bool'>
163 Whether the teleporter should only be activated on push.
164 </attribute>
165 <attribute arch='activate_on_release' editor='Activate on release' type='bool'>
166 Whether the teleporter should only be activated on release.
167 </attribute>
168 ">
113]> 169]>
114 170
115<types> 171<types>
116 172
117<!--###################### bitmask definitions ######################--> 173<!--###################### bitmask definitions ######################-->
150 <entry bit="4" name="Wood" /> 206 <entry bit="4" name="Wood" />
151 <entry bit="5" name="Organics" /> 207 <entry bit="5" name="Organics" />
152 <entry bit="6" name="Stone" /> 208 <entry bit="6" name="Stone" />
153 <entry bit="7" name="Cloth" /> 209 <entry bit="7" name="Cloth" />
154 <entry bit="8" name="Adamantite" /> 210 <entry bit="8" name="Adamantite" />
211 <entry bit="9" name="Liquid" />
212 <entry bit="10" name="Soft Metal" />
213 <entry bit="11" name="Bone" />
214 <entry bit="12" name="Ice" />
215 <entry bit="13" name="(supress name on display)" />
216
155</bitmask> 217</bitmask>
156 218
157<bitmask name="spellpath"> 219<bitmask name="spellpath">
158 <entry bit="0" name="Protection" /> 220 <entry bit="0" name="Protection" />
159 <entry bit="1" name="Fire" /> 221 <entry bit="1" name="Fire" />
190 <entry bit="2" name="Food" /> 252 <entry bit="2" name="Food" />
191 <entry bit="3" name="Weapons" /> 253 <entry bit="3" name="Weapons" />
192 <entry bit="4" name="Armour" /> 254 <entry bit="4" name="Armour" />
193 <entry bit="5" name="Inverse" /> 255 <entry bit="5" name="Inverse" />
194 <entry bit="6" name="All" /> 256 <entry bit="6" name="All" />
257</bitmask>
258
259<bitmask name="movement_type">
260 <entry bit="0" name="Walk" />
261 <entry bit="1" name="Fly Low" />
262 <entry bit="2" name="Fly High" />
263 <entry bit="3" name="Swim" />
264 <entry bit="4" name="Boat" />
265 <entry bit="16" name="Other" />
195</bitmask> 266</bitmask>
196 267
197<!--###################### list definitions ######################--> 268<!--###################### list definitions ######################-->
198 269
199<list name="direction"> 270<list name="direction">
337 <entry value="9" name="throw" /> 408 <entry value="9" name="throw" />
338 <entry value="10" name="trigger" /> 409 <entry value="10" name="trigger" />
339 <entry value="11" name="close" /> 410 <entry value="11" name="close" />
340 <entry value="12" name="timer" /> 411 <entry value="12" name="timer" />
341 <entry value="28" name="move" /> 412 <entry value="28" name="move" />
413 <entry value="41" name="drop_on" />
414</list>
415
416<list name="attack_movement_bits_0_3">
417 <entry value="0" name="default" />
418 <entry value="1" name="attack from distance" />
419 <entry value="2" name="run away" />
420 <entry value="3" name="hit and run" />
421 <entry value="4" name="wait, then hit, then move" />
422 <entry value="5" name="rush blindly" />
423 <entry value="6" name="always run" />
424 <entry value="7" name="attack from distance if hit" />
425 <entry value="8" name="do not approach" />
426</list>
427
428<list name="attack_movement_bits_4_7">
429 <entry value="0" name="none" />
430 <entry value="16" name="pet" />
431 <entry value="32" name="small circle" />
432 <entry value="48" name="large circle" />
433 <entry value="64" name="small horizontal" />
434 <entry value="80" name="large horizontal" />
435 <entry value="96" name="random direction" />
436 <entry value="112" name="random movement" />
437 <entry value="128" name="small vertical" />
438 <entry value="144" name="large vertical" />
342</list> 439</list>
343 440
344<!--###################### default attributes ######################--> 441<!--###################### default attributes ######################-->
345 442
346<!-- 443<!--
373 zero weight are not pickable for players. Still, set the "non-pickable"-flag 470 zero weight are not pickable for players. Still, set the "non-pickable"-flag
374 for explicitly non-pickable objects (hey, this is opensource.. you 471 for explicitly non-pickable objects (hey, this is opensource.. you
375 never know ;) ). 472 never know ;) ).
376 </attribute> 473 </attribute>
377 <attribute arch="value" editor="value" type="int"> 474 <attribute arch="value" editor="value" type="int">
378 Adds a certain value to the object: It will be worth that many times the 475 Determines the value of the object, in units of silver coins (one
379 default value from it's archetype (E.g. "value = 3" means three times 476 platinum coin == 50 silver coins). Value for buying/selling will be
380 worth the default value). Value for buying/selling will be
381 further modified by various factors. Hence, testing values in-game is 477 further modified by various factors. Hence, testing values in-game is
382 usually inevitable. 478 usually inevitable.
383 </attribute> 479 </attribute>
384 <attribute arch="glow_radius" editor="glow radius" type="int"> 480 <attribute arch="glow_radius" editor="glow radius" type="int">
385 If &lt;glow radius&gt; is set to a value greater zero, the object 481 If &lt;glow radius&gt; is set to a value greater zero, the object
452 the fallback for all types which don't match any other defined types. 548 the fallback for all types which don't match any other defined types.
453 The required attribute "misc x" prevents that it gets confused with 549 The required attribute "misc x" prevents that it gets confused with
454 other types like "monster & npc" which also have type number 0. --> 550 other types like "monster & npc" which also have type number 0. -->
455 <attribute arch="misc" value="x" /> 551 <attribute arch="misc" value="x" />
456 </required> 552 </required>
457 <attribute arch="no_pass" editor="blocking passage" type="bool"> 553 &movement_types_terrain;
458 If set, the object cannot be passed by players nor monsters.
459 </attribute>
460 <attribute arch="cursed" editor="cursed" type="bool"> 554 <attribute arch="cursed" editor="cursed" type="bool">
461 Curses can have various effects: On equipment and food, 555 Curses can have various effects: On equipment and food,
462 they generally harm the player in some way. 556 they generally harm the player in some way.
463 </attribute> 557 </attribute>
464 <attribute arch="damned" editor="damned" type="bool"> 558 <attribute arch="damned" editor="damned" type="bool">
553 then either a spell is casted (on the player) or a connector is 647 then either a spell is casted (on the player) or a connector is
554 triggered. If the latter is the case, the altar works only once. 648 triggered. If the latter is the case, the altar works only once.
555 Either way, the sacrificed item disappears. ]]> 649 Either way, the sacrificed item disappears. ]]>
556 </description> 650 </description>
557 <attribute arch="no_pick" value="1" type="fixed" /> 651 <attribute arch="no_pick" value="1" type="fixed" />
558 <attribute arch="walk_on" value="1" type="fixed" /> 652 &move_on;
559 <attribute arch="slaying" editor="match item name" type="string"> 653 <attribute arch="slaying" editor="match item name" type="string">
560 This string specifies the item that must be put on the altar to 654 This string specifies the item that must be put on the altar to
561 activate it. It can either be the name of an archetype, or directly 655 activate it. It can either be the name of an archetype, or directly
562 the name of an object. Yet, titles are not recognized by altars. 656 the name of an object. Yet, titles are not recognized by altars.
563 Remember to put a note somewhere, telling the player what he is 657 Remember to put a note somewhere, telling the player what he is
654 will push the connected value TWICE per sacrifice: First by 748 will push the connected value TWICE per sacrifice: First by
655 dropping sacrifice, second by reset. This mode is typically 749 dropping sacrifice, second by reset. This mode is typically
656 used for altars being connected to gates, resulting in the 750 used for altars being connected to gates, resulting in the
657 gate being opened and closed again. 751 gate being opened and closed again.
658 </attribute> 752 </attribute>
659 <attribute arch="walk_on" value="1" type="fixed"> 753 &move_on;
660 </attribute>
661 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 754 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
662 This text will be displayed to the player 755 This text will be displayed to the player
663 in the exact moment when the altar is activated. 756 in the exact moment when the altar is activated.
664 </attribute> 757 </attribute>
665</type> 758</type>
922 projectiles (e.g. arrows, bolts, boulders) will 1015 projectiles (e.g. arrows, bolts, boulders) will
923 bounce off him. This works only about 90% of all 1016 bounce off him. This works only about 90% of all
924 times, to avoid players being completely immune to 1017 times, to avoid players being completely immune to
925 certain types of attacks. 1018 certain types of attacks.
926 </attribute> 1019 </attribute>
927 <attribute arch="flying" editor="levitate" type="bool"> 1020 &move_type;
928 As soon as the player applies a piece of equipment with
929 &lt;levitate&gt; set, the player will start to float in the air.
930 </attribute>
931 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath"> 1021 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
932 Click on the &lt;attuned paths&gt; button to select spellpaths. 1022 Click on the &lt;attuned paths&gt; button to select spellpaths.
933 The player will get attuned to the specified spellpaths 1023 The player will get attuned to the specified spellpaths
934 while wearing this item. 1024 while wearing this item.
935 </attribute> 1025 </attribute>
1010 is taken, lost or destroyed - it's gone for good. 1100 is taken, lost or destroyed - it's gone for good.
1011 </attribute> 1101 </attribute>
1012 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text"> 1102 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1013 This is the text that appears "written" in the book. 1103 This is the text that appears "written" in the book.
1014 </attribute> 1104 </attribute>
1105 <attribute arch="slaying" editor="key string" type="string">
1106 This is the key string of the book. The key string is checked by an inventory checker.
1107 (This is used eg. for the gate/port passes in scorn)
1108 </attribute>
1015</type> 1109</type>
1016 1110
1017<!--####################################################################--> 1111<!--####################################################################-->
1018<type number="99" name="Boots"> 1112<type number="99" name="Boots">
1019 <import_type name="Amulet" /> 1113 <import_type name="Amulet" />
1098 When a predefined amount of weigh is placed on a button, the 1192 When a predefined amount of weigh is placed on a button, the
1099 &lt;connection&gt; value is triggered. In most cases this happens when a 1193 &lt;connection&gt; value is triggered. In most cases this happens when a
1100 player or monster steps on it. When the button is "released", the 1194 player or monster steps on it. When the button is "released", the
1101 &lt;connection&gt; value get's triggered a second time. ]]> 1195 &lt;connection&gt; value get's triggered a second time. ]]>
1102 </description> 1196 </description>
1103 <attribute arch="walk_on" value="1" type="fixed" /> 1197 &move_on;
1104 <attribute arch="walk_off" value="1" type="fixed" /> 1198 &move_off;
1105 <attribute arch="no_pick" value="1" type="fixed" /> 1199 <attribute arch="no_pick" value="1" type="fixed" />
1106 <attribute arch="weight" editor="press weight" type="int"> 1200 <attribute arch="weight" editor="press weight" type="int">
1107 The button is pressed (triggered), as soon as 1201 The button is pressed (triggered), as soon as
1108 &lt;press weigh&gt; gram are placed ontop of it. 1202 &lt;press weigh&gt; gram are placed ontop of it.
1109 </attribute> 1203 </attribute>
1352 </attribute> 1446 </attribute>
1353 <attribute arch="connected" editor="connection" type="int"> 1447 <attribute arch="connected" editor="connection" type="int">
1354 Whenever the connection value is activated, 1448 Whenever the connection value is activated,
1355 the creator gets triggered. 1449 the creator gets triggered.
1356 </attribute> 1450 </attribute>
1451 &activate_on;
1357 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1452 <attribute arch="lifesave" editor="infinit uses" type="bool">
1358 If &lt;infinit uses&gt; is set, the creator will work 1453 If &lt;infinit uses&gt; is set, the creator will work
1359 infinitely, regardless of the value in &lt;number of uses&gt;. 1454 infinitely, regardless of the value in &lt;number of uses&gt;.
1360 </attribute> 1455 </attribute>
1361 <attribute arch="hp" editor="number of uses" type="int"> 1456 <attribute arch="hp" editor="number of uses" type="int">
1406 </attribute> 1501 </attribute>
1407 <attribute arch="speed" editor="detection speed" type="float"> 1502 <attribute arch="speed" editor="detection speed" type="float">
1408 This value defines the time between two detector-checks. 1503 This value defines the time between two detector-checks.
1409 If you want the detector to behave almost like pedestals/buttons, 1504 If you want the detector to behave almost like pedestals/buttons,
1410 set speed rather high, like &lt;detection speed&gt; 1.0. 1505 set speed rather high, like &lt;detection speed&gt; 1.0.
1506 </attribute>
1507 &speed_left;
1508 <attribute arch="speed_left" editor="speed left" type="float">
1509 The speed left. This value is incremented by &lt;speed&gt; on every tick.
1510 If it is larger than 0, the detector checks, and the speed is decremented
1511 by 1.
1411 </attribute> 1512 </attribute>
1412</type> 1513</type>
1413 1514
1414<!--####################################################################--> 1515<!--####################################################################-->
1415<type number="112" name="Director"> 1516<type number="112" name="Director">
1438 <attribute arch="sp" editor="direction" type="list_direction"> 1539 <attribute arch="sp" editor="direction" type="list_direction">
1439 Projectiles will leave the director flying in the selected &lt;direction&gt;. 1540 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1440 A director with direction &lt;none&gt; simply stops projectiles. 1541 A director with direction &lt;none&gt; simply stops projectiles.
1441 (The latter works out a bit strange for some spells). 1542 (The latter works out a bit strange for some spells).
1442 </attribute> 1543 </attribute>
1443 <attribute arch="walk_on" value="1" type="fixed" /> 1544 &move_on;
1444 <attribute arch="fly_on" value="1" type="fixed" />
1445</type> 1545</type>
1446 1546
1447<!--####################################################################--> 1547<!--####################################################################-->
1448<type number="158" name="Disease"> 1548<type number="158" name="Disease">
1449 <ignore> 1549 <ignore>
1517 </attribute> 1617 </attribute>
1518 <attribute arch="speed" editor="moving speed" type="float"> 1618 <attribute arch="speed" editor="moving speed" type="float">
1519 The &lt;speed&gt; of the disease determines how fast the disease will 1619 The &lt;speed&gt; of the disease determines how fast the disease will
1520 "move", thus how fast the symptoms strike the host. 1620 "move", thus how fast the symptoms strike the host.
1521 </attribute> 1621 </attribute>
1622 &speed_left;
1522</section> 1623</section>
1523<section name="symptoms"> 1624<section name="symptoms">
1524 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 1625 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1525 The disease will attack the host with the given &lt;attacktype&gt;. 1626 The disease will attack the host with the given &lt;attacktype&gt;.
1526 Godpower attacktype is commonly used for "unresistable" diseases. 1627 Godpower attacktype is commonly used for "unresistable" diseases.
1616 defeated, horizontally and vertically adjacent doors are automatically 1717 defeated, horizontally and vertically adjacent doors are automatically
1617 removed. ]]> 1718 removed. ]]>
1618 </description> 1719 </description>
1619 <attribute arch="no_pick" value="1" type="fixed" /> 1720 <attribute arch="no_pick" value="1" type="fixed" />
1620 <attribute arch="alive" value="1" type="fixed" /> 1721 <attribute arch="alive" value="1" type="fixed" />
1621 <attribute arch="no_pass" editor="blocking passage" type="bool"> 1722 &movement_types_terrain;
1622 If set, a player must defeat the door to enter.
1623 </attribute>
1624 <attribute arch="hp" editor="hitpoints" type="int"> 1723 <attribute arch="hp" editor="hitpoints" type="int">
1625 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken. 1724 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1626 </attribute> 1725 </attribute>
1627 <attribute arch="ac" editor="armour class" type="int"> 1726 <attribute arch="ac" editor="armour class" type="int">
1628 Doors of high &lt;armour class&gt; are less likely to get hit. 1727 Doors of high &lt;armour class&gt; are less likely to get hit.
1660 loose the input matches the chance to earn winnings.<br> 1759 loose the input matches the chance to earn winnings.<br>
1661 A duplicator with &lt;multiply factor&gt; 3 for example should have a 1760 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1662 loosing rate of 2/3 = 67%. ]]> 1761 loosing rate of 2/3 = 67%. ]]>
1663 </use> 1762 </use>
1664 <attribute arch="other_arch" editor="target arch" type="string"> 1763 <attribute arch="other_arch" editor="target arch" type="string">
1665 Only objects of matching archtype, lying ontop of the dublicator will be 1764 Only objects of matching archtype, lying ontop of the duplicator will be
1666 dublicated, multiplied or removed. All other objects will be ignored. 1765 duplicated, multiplied or removed. All other objects will be ignored.
1667 </attribute> 1766 </attribute>
1668 <attribute arch="level" editor="multiply factor" type="int"> 1767 <attribute arch="level" editor="multiply factor" type="int">
1669 The number of items in the target pile will be multiplied by the 1768 The number of items in the target pile will be multiplied by the
1670 &lt;multiply factor&gt;. If it is set to zero, all target objects 1769 &lt;multiply factor&gt;. If it is set to zero, all target objects
1671 will be destroyed. 1770 will be destroyed.
1673 <attribute arch="connected" editor="connection" type="int"> 1772 <attribute arch="connected" editor="connection" type="int">
1674 An activator (lever, altar, button, etc) with matching connection value 1773 An activator (lever, altar, button, etc) with matching connection value
1675 is able to trigger this duplicator. Be very careful that players cannot 1774 is able to trigger this duplicator. Be very careful that players cannot
1676 abuse it to create endless amounts of money or other valuable stuff! 1775 abuse it to create endless amounts of money or other valuable stuff!
1677 </attribute> 1776 </attribute>
1777 &activate_on;
1678</type> 1778</type>
1679 1779
1680<!--####################################################################--> 1780<!--####################################################################-->
1681<type number="66" name="Exit"> 1781<type number="66" name="Exit">
1682 <ignore> 1782 <ignore>
1722 If both are set to zero, the player will be transferred to the "default 1822 If both are set to zero, the player will be transferred to the "default
1723 enter location" of the destined map. The latter can be set in the map- 1823 enter location" of the destined map. The latter can be set in the map-
1724 properties as "Enter X/Y". Though, please DO NOT use that. 1824 properties as "Enter X/Y". Though, please DO NOT use that.
1725 It turned out to be a source for numerous map-bugs. 1825 It turned out to be a source for numerous map-bugs.
1726 </attribute> 1826 </attribute>
1727 <attribute arch="walk_on" editor="apply by walking" type="bool"> 1827 &move_on;
1728 If set, the player will apply the exit by just walking into it. This must
1729 be set for the invisible exits for example. If unset, the player has
1730 to step onto the exit and press 'a' to get transferred.
1731 </attribute>
1732 <attribute arch="fly_on" editor="apply by flying" type="bool">
1733 If set, the player will apply the exit by "flying into it". Flying means
1734 the player is levitating. E.g. wearing levitation boots.
1735 </attribute>
1736 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text"> 1828 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1737 If set, this message will be displayed to the player when he applies the exit. 1829 If set, this message will be displayed to the player when he applies the exit.
1738 This is quite useful to throw in some "role-play feeling": "As you enter the 1830 This is quite useful to throw in some "role-play feeling": "As you enter the
1739 dark cave you hear the sound of rustling dragonscales...". Well, my english 1831 dark cave you hear the sound of rustling dragonscales...". Well, my english
1740 is poor, but you get the point. =) 1832 is poor, but you get the point. =)
1757 <description><![CDATA[ 1849 <description><![CDATA[
1758 Just like with food, the player can fill his stomache and gain a 1850 Just like with food, the player can fill his stomache and gain a
1759 little health by eating flesh-objects. <br> 1851 little health by eating flesh-objects. <br>
1760 For dragon players, flesh plays a very special role though: If the 1852 For dragon players, flesh plays a very special role though: If the
1761 flesh has resistances set, a dragon player has a chance to gain resistance in 1853 flesh has resistances set, a dragon player has a chance to gain resistance in
1762 those cathegories. The only constraint to this process is the &lt;flesh level&gt;. 1854 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1763 Don't forget that flesh items with resistances have to be balanced 1855 Don't forget that flesh items with resistances have to be balanced
1764 according to map/monster difficulty. ]]> 1856 according to map/monster difficulty. ]]>
1765 </description> 1857 </description>
1766 <use><![CDATA[ 1858 <use><![CDATA[
1767 For dragon players, flesh items can be highly valuable. Note that many 1859 For dragon players, flesh items can be highly valuable. Note that many
1918 Floor is a very basic thing whithout too much 2010 Floor is a very basic thing whithout too much
1919 functionality. It's a floor - you stand on it. ]]> 2011 functionality. It's a floor - you stand on it. ]]>
1920 </description> 2012 </description>
1921 <attribute arch="is_floor" value="1" type="fixed" /> 2013 <attribute arch="is_floor" value="1" type="fixed" />
1922 <attribute arch="no_pick" value="1" type="fixed" /> 2014 <attribute arch="no_pick" value="1" type="fixed" />
1923 <attribute arch="no_pass" editor="blocking passage" type="bool">
1924 If set, the object cannot be passed by players nor monsters.
1925 </attribute>
1926<section name="terrain"> 2015<section name="terrain">
1927 <attribute arch="slow_move" editor="slow movement" type="int"> 2016 &movement_types_terrain;
1928 If &lt;slow movement&gt; is set to a value greater zero, all
1929 creatures moving over this spot will be slower than normal.
1930
1931 &lt;slow movement&gt; 1 - rough terrain
1932 &lt;slow movement&gt; 2 - very rough terrain
1933 ...
1934 &lt;slow movement&gt; 7 - spider web (sticky as hell)
1935 </attribute>
1936 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2017 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1937 This flag indicates this spot contains wood or high grass. 2018 This flag indicates this spot contains wood or high grass.
1938 Players with activated woodsman skill can move faster here. 2019 Players with activated woodsman skill can move faster here.
1939 </attribute> 2020 </attribute>
1940 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2021 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
1973 with monsters on them. Nowadays this feature is disabled - 2054 with monsters on them. Nowadays this feature is disabled -
1974 Hence encounter floor is not different from normal floor. ]]> 2055 Hence encounter floor is not different from normal floor. ]]>
1975 </description> 2056 </description>
1976 <attribute arch="is_floor" value="1" type="fixed" /> 2057 <attribute arch="is_floor" value="1" type="fixed" />
1977 <attribute arch="no_pick" value="1" type="fixed" /> 2058 <attribute arch="no_pick" value="1" type="fixed" />
1978 <attribute arch="no_pass" editor="blocking passage" type="bool">
1979 If set, the object cannot be passed by players nor monsters.
1980 </attribute>
1981<section name="terrain"> 2059<section name="terrain">
1982 <attribute arch="slow_move" editor="slow movement" type="int"> 2060 &movement_types_terrain;
1983 If &lt;slow movement&gt; is set to a value greater zero, all
1984 creatures moving over this spot will be slower than normal.
1985
1986 &lt;slow movement&gt; 1 - rough terrain
1987 &lt;slow movement&gt; 2 - very rough terrain
1988 ...
1989 &lt;slow movement&gt; 7 - spider web (sticky as hell)
1990 </attribute>
1991 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2061 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1992 This flag indicates this spot contains wood or high grass. 2062 This flag indicates this spot contains wood or high grass.
1993 Players with activated woodsman skill can move faster here. 2063 Players with activated woodsman skill can move faster here.
1994 </attribute> 2064 </attribute>
1995 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2065 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2047 Use gates to divide your maps into seperated areas. After solving 2117 Use gates to divide your maps into seperated areas. After solving
2048 area A, the player gains access to area B, and so on. Make your 2118 area A, the player gains access to area B, and so on. Make your
2049 maps more complex than "one-way". ]]> 2119 maps more complex than "one-way". ]]>
2050 </use> 2120 </use>
2051 <attribute arch="no_pick" value="1" type="fixed" /> 2121 <attribute arch="no_pick" value="1" type="fixed" />
2122 <attribute arch="speed" value="1" type="float">
2123 The speed of the gate affects how fast it is closing/opening.
2124 </attribute>
2052 <attribute arch="connected" editor="connection" type="int"> 2125 <attribute arch="connected" editor="connection" type="int">
2053 Whenever the inventory checker is triggered, all objects with identical 2126 Whenever the inventory checker is triggered, all objects with identical
2054 &lt;connection&gt; value get activated. This only makes sense together with 2127 &lt;connection&gt; value get activated. This only makes sense together with
2055 &lt;blocking passage&gt; disabled. 2128 &lt;blocking passage&gt; disabled.
2056 </attribute> 2129 </attribute>
2058 The &lt;position state&gt; defines the position of the gate: 2131 The &lt;position state&gt; defines the position of the gate:
2059 Zero means completely open/down, the "number of animation-steps" (usually 2132 Zero means completely open/down, the "number of animation-steps" (usually
2060 about 6 or 7) means completely closed/up state. I suggest you don't 2133 about 6 or 7) means completely closed/up state. I suggest you don't
2061 mess with this value - Leave the default in place. 2134 mess with this value - Leave the default in place.
2062 </attribute> 2135 </attribute>
2063 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2136 &movement_types_terrain;
2064 For open gates, &lt;blocking passage&gt; should be unset.
2065 For closed gates it must be set.
2066 </attribute>
2067 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2137 <attribute arch="no_magic" editor="restrict spells" type="bool">
2068 Restricting the use of spells to pass this gate. This has 2138 Restricting the use of spells to pass this gate. This has
2069 an effect only if &lt;block view&gt; is disabled. 2139 an effect only if &lt;block view&gt; is disabled.
2070 </attribute> 2140 </attribute>
2071 <attribute arch="damned" editor="restrict prayers" type="bool"> 2141 <attribute arch="damned" editor="restrict prayers" type="bool">
2179 You can use that to safely chase off too-weak players, or just 2249 You can use that to safely chase off too-weak players, or just
2180 to have something different. ]]> 2250 to have something different. ]]>
2181 </use> 2251 </use>
2182 <attribute arch="is_floor" value="1" type="fixed" /> 2252 <attribute arch="is_floor" value="1" type="fixed" />
2183 <attribute arch="lifesave" value="1" type="fixed" /> 2253 <attribute arch="lifesave" value="1" type="fixed" />
2184 <attribute arch="walk_on" value="1" type="fixed" /> 2254 &move_on;
2185 <attribute arch="no_pick" value="1" type="fixed" /> 2255 <attribute arch="no_pick" value="1" type="fixed" />
2186 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 2256 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2187 This attribute specifys the attacktypes that this floor uses to 2257 This attribute specifys the attacktypes that this floor uses to
2188 damage it's victims. Attacktypes are: physical, fire, cold.. etc. 2258 damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2189 If you want a real tough hazard floor, add more than just one attacktype. 2259 If you want a real tough hazard floor, add more than just one attacktype.
2204 I guess this value is supposed to work similar to monster levels. 2274 I guess this value is supposed to work similar to monster levels.
2205 But in fact, it does not seem to have an effect. Set any non-zero 2275 But in fact, it does not seem to have an effect. Set any non-zero
2206 value to be on the safe side. 2276 value to be on the safe side.
2207 </attribute> 2277 </attribute>
2208<section name="terrain"> 2278<section name="terrain">
2209 <attribute arch="slow_move" editor="slow movement" type="int"> 2279 &movement_types_terrain;
2210 If &lt;slow movement&gt; is set to a value greater zero, all
2211 creatures moving over this spot will be slower than normal.
2212
2213 &lt;slow movement&gt; 1 - rough terrain
2214 &lt;slow movement&gt; 2 - very rough terrain
2215 ...
2216 &lt;slow movement&gt; 7 - spider web (sticky as hell)
2217 </attribute>
2218 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2280 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2219 This flag indicates this spot contains wood or high grass. 2281 This flag indicates this spot contains wood or high grass.
2220 Players with activated woodsman skill can move faster here. 2282 Players with activated woodsman skill can move faster here.
2221 </attribute> 2283 </attribute>
2222 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2284 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2285 <attribute arch="level" editor="reconsecrate level" type="int"> 2347 <attribute arch="level" editor="reconsecrate level" type="int">
2286 To re-consecrate an altar, the player's wisdom level must be as 2348 To re-consecrate an altar, the player's wisdom level must be as
2287 high or higher than this value. In that way, some altars can not 2349 high or higher than this value. In that way, some altars can not
2288 be re-consecrated, while other altars, like those in dungeons, could be. 2350 be re-consecrated, while other altars, like those in dungeons, could be.
2289 2351
2290 Altars located in temples should have at least &lt;reconsecrate level&gt; 100. 2352 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2291 Some characters might need those altars, they would be very unhappy to 2353 Some characters might need those altars, they would be very unhappy to
2292 see them re-consecrated to another cult. 2354 see them re-consecrated to another cult.
2293 </attribute> 2355 </attribute>
2294</type> 2356</type>
2295 2357
2388 either if that object is present or missing (-&gt; "last_sp") when a 2450 either if that object is present or missing (-&gt; "last_sp") when a
2389 player walks over the inv. checker. A valid option is to remove the 2451 player walks over the inv. checker. A valid option is to remove the
2390 matching object (usually not recommended, see "last_heal"). 2452 matching object (usually not recommended, see "last_heal").
2391 <br><br> 2453 <br><br>
2392 Alternatively, you can set your inv. checker to block all players 2454 Alternatively, you can set your inv. checker to block all players
2393 that do/don't carry the matching object (-&gt; "no_pass"). 2455 that do/don't carry the matching object.
2394 <br><br> 2456 <br><br>
2395 As you can see, inv. checkers are quite powerful, holding a 2457 As you can see, inv. checkers are quite powerful, holding a
2396 great variety of possibilities. ]]> 2458 great variety of possibilities. ]]>
2397 </description> 2459 </description>
2398 <use><![CDATA[ 2460 <use><![CDATA[
2430 <attribute arch="connected" editor="connection" type="int"> 2492 <attribute arch="connected" editor="connection" type="int">
2431 Whenever the inventory checker is triggered, all objects with identical 2493 Whenever the inventory checker is triggered, all objects with identical
2432 &lt;connection&gt; value get activated. This only makes sense together with 2494 &lt;connection&gt; value get activated. This only makes sense together with
2433 &lt;blocking passage&gt; disabled. 2495 &lt;blocking passage&gt; disabled.
2434 </attribute> 2496 </attribute>
2435 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2497 &movement_types_terrain;
2436 If set, only players meeting the match criteria can pass
2437 through that space. If unset (default), the inventory
2438 checker acts like a trigger/button.
2439 </attribute>
2440 <attribute arch="last_heal" editor="remove match" type="bool"> 2498 <attribute arch="last_heal" editor="remove match" type="bool">
2441 &lt;remove match&gt; means remove object if found. Setting this is usually not 2499 &lt;remove match&gt; means remove object if found. Setting this is usually not
2442 recommended because inv. checkers are in general invisible. So, unlike 2500 recommended because inv. checkers are in general invisible. So, unlike
2443 for altars/ locked doors, the player won't expect to lose an object when 2501 for altars/ locked doors, the player won't expect to lose an object when
2444 walking over that square. And he doesn't even get a message either. 2502 walking over that square. And he doesn't even get a message either.
2530 "magic force". A good example is the map "Lake_Country/ebony/masterlev". 2588 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2531 There you have magic forces (door objects) put under certain artifact 2589 There you have magic forces (door objects) put under certain artifact
2532 items. To get your hands on the artifacts, you need to bring up the 2590 items. To get your hands on the artifacts, you need to bring up the
2533 appropriate quest items (key objects). ]]> 2591 appropriate quest items (key objects). ]]>
2534 </use> 2592 </use>
2535 <attribute arch="no_pass" value="1" type="fixed" /> 2593 <attribute arch="move_type" value="0" type="fixed" />
2536 <attribute arch="no_pick" value="1" type="fixed" /> 2594 <attribute arch="no_pick" value="1" type="fixed" />
2537 <attribute arch="slaying" editor="key string" type="string"> 2595 <attribute arch="slaying" editor="key string" type="string">
2538 The &lt;key string&gt; in the door must be identical with the 2596 The &lt;key string&gt; in the door must be identical with the
2539 &lt;key string&gt; in the special key, then the door is unlocked. 2597 &lt;key string&gt; in the special key, then the door is unlocked.
2540 It is VERY important to set the &lt;key string&gt; to something that 2598 It is VERY important to set the &lt;key string&gt; to something that
2646 <attribute arch="connected" editor="connection" type="int"> 2704 <attribute arch="connected" editor="connection" type="int">
2647 Every time the &lt;connection&gt; value is triggered, the wall will cast 2705 Every time the &lt;connection&gt; value is triggered, the wall will cast
2648 it's spell. You should set &lt;casting speed&gt; to zero, or this won't 2706 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2649 have much visible effect. 2707 have much visible effect.
2650 </attribute> 2708 </attribute>
2709 &activate_on;
2651 <attribute arch="speed" editor="casting speed" type="float"> 2710 <attribute arch="speed" editor="casting speed" type="float">
2652 The &lt;casting speed&gt; defines the spellcasting speed of the wall. 2711 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2653 You can fine-tune how long the duration between two casts shall 2712 You can fine-tune how long the duration between two casts shall
2654 be. If you want to create a wall that can be activated (cast per 2713 be. If you want to create a wall that can be activated (cast per
2655 trigger) via connected lever/button/etc, you must set "speed 0". 2714 trigger) via connected lever/button/etc, you must set "speed 0".
2656 </attribute> 2715 </attribute>
2716 &speed_left;
2657 <attribute arch="sp" editor="direction" type="list_direction"> 2717 <attribute arch="sp" editor="direction" type="list_direction">
2658 The magic wall will cast it's spells always in the specified 2718 The magic wall will cast it's spells always in the specified
2659 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will 2719 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2660 always fire in a random direction. 2720 always fire in a random direction.
2661 </attribute> 2721 </attribute>
2662 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2722 &movement_types_terrain;
2663 If set, the object cannot be passed by players nor monsters.
2664 </attribute>
2665<section name="destroyable"> 2723<section name="destroyable">
2666 <attribute arch="alive" editor="is destroyable" type="bool"> 2724 <attribute arch="alive" editor="is destroyable" type="bool">
2667 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually) 2725 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2668 destroyed by the player. If disabled, all other attributes on 2726 destroyed by the player. If disabled, all other attributes on
2669 this tab, as well as resistances, are meaningless. 2727 this tab, as well as resistances, are meaningless.
2767 The &lt;marking speed&gt; defines how quickly it will mark something 2825 The &lt;marking speed&gt; defines how quickly it will mark something
2768 standing on the marker. Set this value rather high to make 2826 standing on the marker. Set this value rather high to make
2769 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0 2827 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2770 should do fine. 2828 should do fine.
2771 </attribute> 2829 </attribute>
2830 &speed_left;
2772 <attribute arch="food" editor="mark duration" type="int"> 2831 <attribute arch="food" editor="mark duration" type="int">
2773 This value defines the duration of the force it inserts. 2832 This value defines the duration of the force it inserts.
2774 If nonzero, the duration of the player's mark is finite: 2833 If nonzero, the duration of the player's mark is finite:
2775 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset 2834 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2776 means the mark will stay on the player forever. 2835 means the mark will stay on the player forever.
2881 <attribute arch="level" editor="level" type="int"> 2940 <attribute arch="level" editor="level" type="int">
2882 A monster's &lt;level&gt; is the most important attribute. 2941 A monster's &lt;level&gt; is the most important attribute.
2883 &lt;level&gt; affects the power of a monster in various ways. 2942 &lt;level&gt; affects the power of a monster in various ways.
2884 </attribute> 2943 </attribute>
2885 <attribute arch="race" editor="race" type="string"> 2944 <attribute arch="race" editor="race" type="string">
2886 Every monster should have a race set to cathegorize it. 2945 Every monster should have a race set to categorize it.
2887 The monster's &lt;race&gt; can have different effects: 2946 The monster's &lt;race&gt; can have different effects:
2888 Slaying weapons inflict tripple damage against enemy races 2947 Slaying weapons inflict tripple damage against enemy races
2889 and holy word kills only enemy races of the god. 2948 and holy word kills only enemy races of the god.
2890 </attribute> 2949 </attribute>
2891 <attribute arch="exp" editor="experience" type="int"> 2950 <attribute arch="exp" editor="experience" type="int">
2892 When a player kills this monster, he will get exactly this 2951 When a player kills this monster, he will get exactly this
2893 amount of &lt;experience&gt;. The experience will flow into 2952 amount of &lt;experience&gt;. The experience will flow into
2894 the skill-cathegory the player used for the kill. 2953 the skill-category the player used for the kill.
2895 2954
2896 If you create special monsters of tweaked strenght/abilities, 2955 If you create special monsters of tweaked strenght/abilities,
2897 always make sure that the &lt;experience&gt; is set to a 2956 always make sure that the &lt;experience&gt; is set to a
2898 reasonable value. Compare with existing arches to get a feeling 2957 reasonable value. Compare with existing arches to get a feeling
2899 what reasonable means. Keep in mind that spellcasting monsters 2958 what reasonable means. Keep in mind that spellcasting monsters
2901 </attribute> 2960 </attribute>
2902 <attribute arch="speed" editor="speed" type="float"> 2961 <attribute arch="speed" editor="speed" type="float">
2903 The &lt;speed&gt; determines how fast a monster will both move 2962 The &lt;speed&gt; determines how fast a monster will both move
2904 and fight. High &lt;speed&gt; makes a monster considerably stronger. 2963 and fight. High &lt;speed&gt; makes a monster considerably stronger.
2905 </attribute> 2964 </attribute>
2965 &speed_left;
2906 <attribute arch="other_arch" editor="breed monster" type="string"> 2966 <attribute arch="other_arch" editor="breed monster" type="string">
2907 This only takes effect if &lt;multiply&gt; is enabled. The monster will 2967 This only takes effect if &lt;multiply&gt; is enabled. The monster will
2908 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt; 2968 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2909 can be set to any valid arch-name of a monster. Multipart monster 2969 can be set to any valid arch-name of a monster. Multipart monster
2910 should not be used. 2970 should not be used.
2921 In this case, the &lt;breed monster&gt; value is never used and can be forgotten. 2981 In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2922 Each time the monster need to generate an object, it will be 2982 Each time the monster need to generate an object, it will be
2923 a randomly chosen item from the inventory. When generator is destroyed, 2983 a randomly chosen item from the inventory. When generator is destroyed,
2924 inventory is destroyed. 2984 inventory is destroyed.
2925 </attribute> 2985 </attribute>
2926 <attribute arch="flying" editor="flying" type="bool"> 2986 &move_type;
2927 Flying monsters won't get slowed down in rough terrain
2928 and they won't be affected by movers.
2929 </attribute>
2930 <attribute arch="undead" editor="undead" type="bool"> 2987 <attribute arch="undead" editor="undead" type="bool">
2931 Several spells only affect undead monsters: 2988 Several spells only affect undead monsters:
2932 turn undead, banish undead, holy word, etc. 2989 turn undead, banish undead, holy word, etc.
2933 </attribute> 2990 </attribute>
2934 <attribute arch="carrying" editor="carries weight" type="int"> 2991 <attribute arch="carrying" editor="carries weight" type="int">
3146 the creature wakes up. This is done as a square, for reasons of speed. 3203 the creature wakes up. This is done as a square, for reasons of speed.
3147 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the 3204 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3148 11x11 square of the monster will wake the monster up. If the player 3205 11x11 square of the monster will wake the monster up. If the player
3149 has stealth, the size of this square is reduced in half plus 1. 3206 has stealth, the size of this square is reduced in half plus 1.
3150 </attribute> 3207 </attribute>
3151 <attribute arch="attack_movement" editor="attack movement" type="int"> 3208 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3209 If this is set to default, the standard mode of movement will be used.
3210 </attribute>
3211 <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3212 This movement is not in effect when the monster has an enemy and should
3213 only be used for non agressive monsters.
3152 </attribute> 3214 </attribute>
3153 <attribute arch="run_away" editor="run at % health" type="int"> 3215 <attribute arch="run_away" editor="run at % health" type="int">
3154 This is a percentage value in the range 0-100. 3216 This is a percentage value in the range 0-100.
3155 When the monster's health points drop below this percentage 3217 When the monster's health points drop below this percentage
3156 (relative to max health), it attempts to run away from the 3218 (relative to max health), it attempts to run away from the
3337 </attribute> 3399 </attribute>
3338 <attribute arch="speed" editor="movement speed" type="float"> 3400 <attribute arch="speed" editor="movement speed" type="float">
3339 The movement speed value determines how fast a chain of 3401 The movement speed value determines how fast a chain of
3340 these movers will push a player along (default is -0.2). 3402 these movers will push a player along (default is -0.2).
3341 </attribute> 3403 </attribute>
3404 &speed_left;
3342 <attribute arch="sp" editor="direction" type="list_direction"> 3405 <attribute arch="sp" editor="direction" type="list_direction">
3343 The mover will push creatures in the specified &lt;direction&gt;. 3406 The mover will push creatures in the specified &lt;direction&gt;.
3344 A mover with direction set to &lt;none&gt; will spin clockwise, 3407 A mover with direction set to &lt;none&gt; will spin clockwise,
3345 thus pushing creatures in unpredictable directions. 3408 thus pushing creatures in unpredictable directions.
3346 </attribute> 3409 </attribute>
3366 activates creators, creating (per default: monster-only) movers 3429 activates creators, creating (per default: monster-only) movers
3367 under the NPC's feet. The NPC starts "walking" on a predefined 3430 under the NPC's feet. The NPC starts "walking" on a predefined
3368 route! Note that it's useful to set this NPC immune to everything, 3431 route! Note that it's useful to set this NPC immune to everything,
3369 preventing the player to push the NPC off his trace. 3432 preventing the player to push the NPC off his trace.
3370 </attribute> 3433 </attribute>
3371 <attribute arch="walk_on" editor="move walking creatures" type="bool"> 3434 <attribute arch="move_on" editor="movement type" type="movement_type">
3372 This should always be set. 3435 Which movement types activate the mover.
3373 </attribute>
3374 <attribute arch="fly_on" editor="move flying creatures" type="bool">
3375 Move flying creatures enabled means all flying (living)
3376 objects will get moved too. If disabled, only walking
3377 (non-flying) creatures will get moved.
3378 </attribute> 3436 </attribute>
3379</section> 3437</section>
3380</type> 3438</type>
3381 3439
3382<!--####################################################################--> 3440<!--####################################################################-->
3410 </attribute> 3468 </attribute>
3411 <attribute arch="connected" editor="connection" type="int"> 3469 <attribute arch="connected" editor="connection" type="int">
3412 When the pedestal is triggered, all objects with the same 3470 When the pedestal is triggered, all objects with the same
3413 connection value get activated. 3471 connection value get activated.
3414 </attribute> 3472 </attribute>
3415 <attribute arch="walk_on" value="1" type="fixed" /> 3473 &move_on;
3416 <attribute arch="walk_off" value="1" type="fixed" />
3417</type> 3474</type>
3418 3475
3419<!--####################################################################--> 3476<!--####################################################################-->
3420<type number="94" name="Pit"> 3477<type number="94" name="Pit">
3421 <ignore> 3478 <ignore>
3439 <attribute arch="no_pick" value="1" type="fixed" /> 3496 <attribute arch="no_pick" value="1" type="fixed" />
3440 <attribute arch="connected" editor="connection" type="int"> 3497 <attribute arch="connected" editor="connection" type="int">
3441 When a &lt;connection&gt; value is set, the pit can be opened/closed 3498 When a &lt;connection&gt; value is set, the pit can be opened/closed
3442 by activating the connection. 3499 by activating the connection.
3443 </attribute> 3500 </attribute>
3501 &activate_on;
3444 <attribute arch="hp" editor="destination X" type="int"> 3502 <attribute arch="hp" editor="destination X" type="int">
3445 The pit will transport creatures (and items) randomly into a two-square 3503 The pit will transport creatures (and items) randomly into a two-square
3446 radius of the destination coordinates. 3504 radius of the destination coordinates.
3447 If the destination square becomes blocked, the pit will act like 3505 If the destination square becomes blocked, the pit will act like
3448 being filled up and not work anymore! 3506 being filled up and not work anymore!
3457 The &lt;position state&gt; defines the position of the gate: 3515 The &lt;position state&gt; defines the position of the gate:
3458 Zero means completely open/down, the "number of animation-steps" (usually 3516 Zero means completely open/down, the "number of animation-steps" (usually
3459 about 6 or 7) means completely closed/up state. I suggest you don't 3517 about 6 or 7) means completely closed/up state. I suggest you don't
3460 mess with this value - Leave the default in place. 3518 mess with this value - Leave the default in place.
3461 </attribute> 3519 </attribute>
3462 <attribute arch="walk_on" editor="swallow walking" type="bool"> 3520 &move_on;
3463 If set, all walking creatures will fall into the pit.
3464 This does NOT need to be set for closed pits!
3465 </attribute>
3466 <attribute arch="fly_on" editor="swallow flying" type="bool">
3467 If set, all flying creatures will fall into the pit as well.
3468 This is not the behaviour expected from a pit, and it should
3469 only be used for map-mechanisms (e.g. for transporting flying
3470 monsters).
3471 An interesting side-effect: If this flag is enabled, spell
3472 effects like fire/snow also make their way through the pit.
3473 </attribute>
3474</type> 3521</type>
3475 3522
3476<!--####################################################################--> 3523<!--####################################################################-->
3477<type number="7" name="Poison Food"> 3524<type number="7" name="Poison Food">
3478 <description><![CDATA[ 3525 <description><![CDATA[
3826 <use><![CDATA[ 3873 <use><![CDATA[
3827 Avoid monsters stepping on your runes. For example, summoning runes 3874 Avoid monsters stepping on your runes. For example, summoning runes
3828 together with spellcasting- and attack-runes is usually a bad idea. ]]> 3875 together with spellcasting- and attack-runes is usually a bad idea. ]]>
3829 </use> 3876 </use>
3830 <attribute arch="no_pick" value="1" type="fixed" /> 3877 <attribute arch="no_pick" value="1" type="fixed" />
3831 <attribute arch="walk_on" value="1" type="fixed" /> 3878 &move_on;
3832 <attribute arch="level" editor="rune level" type="int"> 3879 <attribute arch="level" editor="rune level" type="int">
3833 This value sets the level the rune will cast the spell it contains at, 3880 This value sets the level the rune will cast the spell it contains at,
3834 if applicable. A level 99 rune casts a very, very mean spell of whatever. 3881 if applicable. A level 99 rune casts a very, very mean spell of whatever.
3835 (&lt;rune level&gt; 0 runes won't detonate at all!) 3882 (&lt;rune level&gt; 0 runes won't detonate at all!)
3836 3883
3975</type> 4022</type>
3976 4023
3977<!--####################################################################--> 4024<!--####################################################################-->
3978<type number="14" name="Shooting Weapon"> 4025<type number="14" name="Shooting Weapon">
3979 <description><![CDATA[ 4026 <description><![CDATA[
3980 Schooting weapons like bows/crossbows are used to shoot projectiles 4027 Shooting weapons like bows/crossbows are used to shoot projectiles
3981 (arrows/bolts). Shooting weapons and normal (melee) weapons can be 4028 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3982 wielded both at the same time. Like with any other equipment, 4029 wielded both at the same time. Like with any other equipment,
3983 stats/bonuses from shooting weapons are directly inherited to the player. 4030 stats/bonuses from shooting weapons are directly inherited to the player.
3984 <br><br> 4031 <br><br>
3985 It's very easy to add new pairs of weapons &amp; projectiles. 4032 It's very easy to add new pairs of weapons &amp; projectiles.
3987 weapon and projectile. ]]> 4034 weapon and projectile. ]]>
3988 </description> 4035 </description>
3989 <use><![CDATA[ 4036 <use><![CDATA[
3990 Shooting weapons should not add bonuses in general. There's already 4037 Shooting weapons should not add bonuses in general. There's already
3991 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. 4038 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3992 Schooting weapons should especially not add bonuses to the player 4039 Shooting weapons should especially not add bonuses to the player
3993 that have nothing to do with schooting. A Wisdom bonus on a bow 4040 that have nothing to do with schooting. A Wisdom bonus on a bow
3994 is crap for example! A name like "Longbow of great Wisdom" doesn't help 4041 is crap for example! A name like "Longbow of great Wisdom" doesn't help
3995 - still crap. ]]> 4042 - still crap. ]]>
3996 </use> 4043 </use>
3997 <attribute arch="race" editor="ammunition class" type="string"> 4044 <attribute arch="race" editor="ammunition class" type="string">
4178 <use><![CDATA[ 4225 <use><![CDATA[
4179 As stated above, always place TWO shop mats into your shop. 4226 As stated above, always place TWO shop mats into your shop.
4180 Not more and not less than that. ]]> 4227 Not more and not less than that. ]]>
4181 </use> 4228 </use>
4182 <attribute arch="no_pick" value="1" type="fixed" /> 4229 <attribute arch="no_pick" value="1" type="fixed" />
4183 <attribute arch="walk_on" editor="apply by walking" type="bool"> 4230 &move_on;
4184 If set, the player can enter/leave the
4185 shop by just walking into the shop mat.
4186 </attribute>
4187 <attribute arch="fly_on" editor="apply by flying" type="bool">
4188 If set, the player can enter/leave the
4189 shop by "flying" into the shop mat.
4190 </attribute>
4191</type> 4231</type>
4192 4232
4193<!--####################################################################--> 4233<!--####################################################################-->
4194<type number="98" name="Sign &amp; MagicMouth"> 4234<type number="98" name="Sign &amp; MagicMouth">
4195 <ignore> 4235 <ignore>
4212 the connection is triggered. This should be used in combination with 4252 the connection is triggered. This should be used in combination with
4213 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4253 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4214 If activating your magic_mouth this way, the message will not only be 4254 If activating your magic_mouth this way, the message will not only be
4215 printed to one player, but all players on the current map. 4255 printed to one player, but all players on the current map.
4216 </attribute> 4256 </attribute>
4217 <attribute arch="walk_on" editor="activate by walking" type="bool"> 4257 &activate_on;
4218 If set, the player gets the message when walking ontop of the object. 4258 &move_on;
4219 "invisible 1" should be set in this case. This is the typical configuration
4220 for a "magic_mouth": The player walks through a dungeon and suddenly he
4221 gets a message. Use this to create some roleplay atmosphere, and to inform
4222 the player about possible dangers or secrets.
4223 </attribute>
4224 <attribute arch="fly_on" editor="activate by flying" type="bool">
4225 If set, the player gets the message when flying (=levitating) ontop
4226 of the object. Usually this should be set together with walk_on.
4227 </attribute>
4228 <attribute arch="food" editor="counter" type="int"> 4259 <attribute arch="food" editor="counter" type="int">
4229 If a counter-value is set (greater zero), the sign/magic_mouth can be applied 4260 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4230 (printing the message) only that many times. For signs this really shouldn't 4261 (printing the message) only that many times. For signs this really shouldn't
4231 be used, while for magic_mouths it is extremely helpful. 4262 be used, while for magic_mouths it is extremely helpful.
4232 Monsters walking over the magic_mouth do not decrease the counter. 4263 Monsters walking over the magic_mouth do not decrease the counter.
4493 45 degrees per &lt;direction number&gt;. Negative values spin clockwise, 4524 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4494 positive values counter clockwise. 4525 positive values counter clockwise.
4495 4526
4496 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise. 4527 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4497 </attribute> 4528 </attribute>
4498 <attribute arch="walk_on" value="1" type="fixed" /> 4529 &move_on;
4499 <attribute arch="fly_on" value="1" type="fixed" />
4500</type> 4530</type>
4501 4531
4502<!--####################################################################--> 4532<!--####################################################################-->
4503<type number="138" name="Swamp"> 4533<type number="138" name="Swamp">
4504 <ignore> 4534 <ignore>
4510 he will start to sink in and eventually drown and die. 4540 he will start to sink in and eventually drown and die.
4511 Items dropped on the swamp sink in and dissapear. 4541 Items dropped on the swamp sink in and dissapear.
4512 Players with knowledge of the woodsman skill are a lot less likely 4542 Players with knowledge of the woodsman skill are a lot less likely
4513 to die in the swamp. ]]> 4543 to die in the swamp. ]]>
4514 </description> 4544 </description>
4515 <attribute arch="walk_on" value="1" type="fixed" />
4516 <attribute arch="is_floor" value="1" type="fixed" /> 4545 <attribute arch="is_floor" value="1" type="fixed" />
4517 <attribute arch="is_wooded" value="1" type="fixed" /> 4546 <attribute arch="is_wooded" value="1" type="fixed" />
4518 <attribute arch="speed" editor="drowning speed" type="float"> 4547 <attribute arch="speed" editor="drowning speed" type="float">
4519 The higher the &lt;drowning speed&gt;, the faster will players and items 4548 The higher the &lt;drowning speed&gt;, the faster will players and items
4520 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty 4549 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4521 and unexpected death-trap. Players should get a warning before such areas. 4550 and unexpected death-trap. Players should get a warning before such areas.
4522 </attribute> 4551 </attribute>
4523 <attribute arch="slow_move" editor="slow movement" type="int"> 4552 &speed_left;
4524 If &lt;slow movement&gt; is set to a value greater zero, all 4553 &move_on;
4525 creatures moving over this spot will be slower than normal. 4554 &movement_types_terrain;
4526
4527 &lt;slow movement&gt; 1 - rough terrain
4528 &lt;slow movement&gt; 2 - very rough terrain
4529 ...
4530 &lt;slow movement&gt; 5 - default for deep swamp
4531 </attribute>
4532 <attribute arch="no_magic" editor="no spells" type="bool"> 4555 <attribute arch="no_magic" editor="no spells" type="bool">
4533 If enabled, it is impossible for players to use (wizard-) 4556 If enabled, it is impossible for players to use (wizard-)
4534 spells on that spot. 4557 spells on that spot.
4535 </attribute> 4558 </attribute>
4536 <attribute arch="damned" editor="no prayers" type="bool"> 4559 <attribute arch="damned" editor="no prayers" type="bool">
4611 <attribute arch="connected" editor="connection" type="int"> 4634 <attribute arch="connected" editor="connection" type="int">
4612 If a connection value is set, the teleporter will be activated 4635 If a connection value is set, the teleporter will be activated
4613 whenever the connection is triggered. To use this properly, 4636 whenever the connection is triggered. To use this properly,
4614 &lt;activation speed&gt; must be zero. 4637 &lt;activation speed&gt; must be zero.
4615 </attribute> 4638 </attribute>
4639 &activate_on;
4616 <attribute arch="speed" editor="activation speed" type="float"> 4640 <attribute arch="speed" editor="activation speed" type="float">
4617 If the &lt;activation speed&gt; is nonzero, the teleporter will 4641 If the &lt;activation speed&gt; is nonzero, the teleporter will
4618 automatically be activated in regular time-intervals. Hence, the 4642 automatically be activated in regular time-intervals. Hence, the
4619 player can just step on it and gets teleported sooner or later. 4643 player can just step on it and gets teleported sooner or later.
4620 The duration between two activates depends on the given value. 4644 The duration between two activates depends on the given value.
4621 Default in the teleporter arch is &lt;activation speed&gt; 0.1. 4645 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4622 4646
4623 VERY IMPORTANT: If you want to have your teleporter activated via 4647 VERY IMPORTANT: If you want to have your teleporter activated via
4624 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero! 4648 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4625 </attribute> 4649 </attribute>
4650 &speed_left;
4626</type> 4651</type>
4627 4652
4628<!--####################################################################--> 4653<!--####################################################################-->
4629<type number="26" name="Timed Gate"> 4654<type number="26" name="Timed Gate">
4630 <ignore> 4655 <ignore>
4649 Whenever the inventory checker is triggered, all objects with identical 4674 Whenever the inventory checker is triggered, all objects with identical
4650 &lt;connection&gt; value get activated. This only makes sense together with 4675 &lt;connection&gt; value get activated. This only makes sense together with
4651 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically 4676 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4652 after some time. 4677 after some time.
4653 </attribute> 4678 </attribute>
4679 &activate_on;
4654 <attribute arch="wc" editor="position state" type="int"> 4680 <attribute arch="wc" editor="position state" type="int">
4655 The &lt;position state&gt; defines the position of the gate: 4681 The &lt;position state&gt; defines the position of the gate:
4656 Zero means completely open/down, the "number of animation-steps" (usually 4682 Zero means completely open/down, the "number of animation-steps" (usually
4657 about 6 or 7) means completely closed/up state. I suggest you don't 4683 about 6 or 7) means completely closed/up state. I suggest you don't
4658 mess with this value - Leave the default in place. 4684 mess with this value - Leave the default in place.
4659 </attribute> 4685 </attribute>
4660 <attribute arch="no_pass" editor="blocking passage" type="bool"> 4686 &movement_types_terrain;
4661 For open gates, &lt;blocking passage&gt; should be unset.
4662 For closed gates it must be set.
4663 </attribute>
4664 <attribute arch="no_magic" editor="restrict spells" type="bool"> 4687 <attribute arch="no_magic" editor="restrict spells" type="bool">
4665 Restricting the use of spells to pass this gate. This has 4688 Restricting the use of spells to pass this gate. This has
4666 an effect only if &lt;block view&gt; is disabled. 4689 an effect only if &lt;block view&gt; is disabled.
4667 </attribute> 4690 </attribute>
4668 <attribute arch="damned" editor="restrict prayers" type="bool"> 4691 <attribute arch="damned" editor="restrict prayers" type="bool">
4699 <use><![CDATA[ 4722 <use><![CDATA[
4700 Avoid monsters stepping on your traps. For example, a party of orcs setting 4723 Avoid monsters stepping on your traps. For example, a party of orcs setting
4701off your lightning wall and pit trap is usually a bad idea. ]]> 4724off your lightning wall and pit trap is usually a bad idea. ]]>
4702 </use> 4725 </use>
4703 <attribute arch="no_pick" value="1" type="fixed" /> 4726 <attribute arch="no_pick" value="1" type="fixed" />
4704 <attribute arch="walk_on" value="1" type="fixed" /> 4727 &move_on;
4705 <attribute arch="level" editor="trap level" type="int"> 4728 <attribute arch="level" editor="trap level" type="int">
4706 Level effects how easily a trap may be found and disarmed, and 4729 Level effects how easily a trap may be found and disarmed, and
4707 how much experience the player gets for doing so. Beware: High level 4730 how much experience the player gets for doing so. Beware: High level
4708 traps can be quite a cheap source of experience! So either make them 4731 traps can be quite a cheap source of experience! So either make them
4709 tough, or keep the level low. 4732 tough, or keep the level low.
4752 Trapdoors should be used in the same fashion as pits: 4775 Trapdoors should be used in the same fashion as pits:
4753 They should always drop the victims to some kind of lower level. They 4776 They should always drop the victims to some kind of lower level. They
4754 are not supposed to be used to randomly interconnect maps like teleporters. ]]> 4777 are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4755 </use> 4778 </use>
4756 <attribute arch="no_pick" value="1" type="fixed" /> 4779 <attribute arch="no_pick" value="1" type="fixed" />
4757 <attribute arch="walk_on" value="1" type="fixed" /> 4780 &move_on;
4758 <attribute arch="weight" editor="hold weight" type="int"> 4781 <attribute arch="weight" editor="hold weight" type="int">
4759 This value defines how much weight the trapdoor can hold. 4782 This value defines how much weight the trapdoor can hold.
4760 Once items or creatures are gathered on the trapdoor, with 4783 Once items or creatures are gathered on the trapdoor, with
4761 a total weight surpassing this value, then the trapdoor will 4784 a total weight surpassing this value, then the trapdoor will
4762 open and things start falling through. 4785 open and things start falling through.
4898 <attribute arch="unpaid" /> 4921 <attribute arch="unpaid" />
4899 </ignore> 4922 </ignore>
4900 <description><![CDATA[ 4923 <description><![CDATA[
4901 Walls usually block passage and sight. ]]> 4924 Walls usually block passage and sight. ]]>
4902 </description> 4925 </description>
4903 <attribute arch="no_pass" editor="blocking passage" type="bool"> 4926 &movement_types_terrain;
4904 If set, the object cannot be passed by players nor monsters.
4905 </attribute>
4906 <attribute arch="can_roll" editor="moveable" type="bool"> 4927 <attribute arch="can_roll" editor="moveable" type="bool">
4907 If set, the object is able to "roll", so it can be pushed around. 4928 If set, the object is able to "roll", so it can be pushed around.
4908 This setting is used for boulders and barrels. 4929 This setting is used for boulders and barrels.
4909 </attribute> 4930 </attribute>
4910 <attribute arch="no_magic" editor="restrict spells" type="bool"> 4931 <attribute arch="no_magic" editor="restrict spells" type="bool">
5373 This text describes the weapons's "story". Every decent artifact weapon 5394 This text describes the weapons's "story". Every decent artifact weapon
5374 should have such a description. 5395 should have such a description.
5375 </attribute> 5396 </attribute>
5376</type> 5397</type>
5377 5398
5399<type number="116" name="Event Connector">
5400 <description><![CDATA[
5401 Event connectors link specific events that happen to objects to
5402 a crossfire plug-in. ]]>
5403 </description>
5404 <attribute arch="subtype" editor="event type" type="list_event_type">
5405 The type of event that triggers a notify to the plug-in.
5406 </attribute>
5407 <attribute arch="title" editor="plug-in" type="string">
5408 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5409 for python and "perl" for the Crossfire-Perl plug-in.
5410 </attribute>
5411 <attribute arch="slaying" editor="extension" type="string">
5412 The name of the extension to invoke (for python, this is the path to a script,
5413 for perl this is the name of a extension package without the ".ext" extension.
5414 </attribute>
5415 <attribute arch="name" editor="options" type="string">
5416 A string that is passed unaltered to the extension above. Often used to pass
5417 options to the extension that alter its behaviour.
5418 </attribute>
5419</type>
5420
5378</types> 5421</types>

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