… | |
… | |
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 <slow movement> is set to a value greater zero, all |
|
|
143 | creatures matching 'slow move' will be slower than normal on this spot. |
|
|
144 | |
|
|
145 | <slow movement> 1 - rough terrain |
|
|
146 | <slow movement> 2 - very rough terrain |
|
|
147 | ... |
|
|
148 | <slow movement> 5 - default for deep swamp |
|
|
149 | ... |
|
|
150 | <slow movement> 7 - spider web (sticky as hell) |
|
|
151 | </attribute> |
|
|
152 | "> |
|
|
153 | <!ENTITY speed_left " |
|
|
154 | <attribute arch='speed_left' editor='speed left' type='float'> |
|
|
155 | The speed left to the object. On every tick, if this value is higher |
|
|
156 | than 0, the object acts/triggers/moves etc. and the value gets |
|
|
157 | decremented by 1. Otherwise, it is incremented by <speed> on |
|
|
158 | every tick. |
|
|
159 | </attribute> |
|
|
160 | "> |
|
|
161 | <!ENTITY activate_on " |
|
|
162 | <attribute arch='activate_on_push' editor='Activate on push' type='bool'> |
|
|
163 | Whether the teleporter should only be activated on push. |
|
|
164 | </attribute> |
|
|
165 | <attribute arch='activate_on_release' editor='Activate on release' type='bool'> |
|
|
166 | Whether the teleporter should only be activated on release. |
|
|
167 | </attribute> |
|
|
168 | "> |
113 | ]> |
169 | ]> |
114 | |
170 | |
115 | <types> |
171 | <types> |
116 | |
172 | |
117 | <!--###################### bitmask definitions ######################--> |
173 | <!--###################### bitmask definitions ######################--> |
… | |
… | |
150 | <entry bit="4" name="Wood" /> |
206 | <entry bit="4" name="Wood" /> |
151 | <entry bit="5" name="Organics" /> |
207 | <entry bit="5" name="Organics" /> |
152 | <entry bit="6" name="Stone" /> |
208 | <entry bit="6" name="Stone" /> |
153 | <entry bit="7" name="Cloth" /> |
209 | <entry bit="7" name="Cloth" /> |
154 | <entry bit="8" name="Adamantite" /> |
210 | <entry bit="8" name="Adamantite" /> |
|
|
211 | <entry bit="9" name="Liquid" /> |
|
|
212 | <entry bit="10" name="Soft Metal" /> |
|
|
213 | <entry bit="11" name="Bone" /> |
|
|
214 | <entry bit="12" name="Ice" /> |
|
|
215 | <entry bit="13" name="(supress name on display)" /> |
|
|
216 | |
155 | </bitmask> |
217 | </bitmask> |
156 | |
218 | |
157 | <bitmask name="spellpath"> |
219 | <bitmask name="spellpath"> |
158 | <entry bit="0" name="Protection" /> |
220 | <entry bit="0" name="Protection" /> |
159 | <entry bit="1" name="Fire" /> |
221 | <entry bit="1" name="Fire" /> |
… | |
… | |
190 | <entry bit="2" name="Food" /> |
252 | <entry bit="2" name="Food" /> |
191 | <entry bit="3" name="Weapons" /> |
253 | <entry bit="3" name="Weapons" /> |
192 | <entry bit="4" name="Armour" /> |
254 | <entry bit="4" name="Armour" /> |
193 | <entry bit="5" name="Inverse" /> |
255 | <entry bit="5" name="Inverse" /> |
194 | <entry bit="6" name="All" /> |
256 | <entry bit="6" name="All" /> |
|
|
257 | </bitmask> |
|
|
258 | |
|
|
259 | <bitmask name="movement_type"> |
|
|
260 | <entry bit="0" name="Walk" /> |
|
|
261 | <entry bit="1" name="Fly Low" /> |
|
|
262 | <entry bit="2" name="Fly High" /> |
|
|
263 | <entry bit="3" name="Swim" /> |
|
|
264 | <entry bit="4" name="Boat" /> |
|
|
265 | <entry bit="16" name="Other" /> |
195 | </bitmask> |
266 | </bitmask> |
196 | |
267 | |
197 | <!--###################### list definitions ######################--> |
268 | <!--###################### list definitions ######################--> |
198 | |
269 | |
199 | <list name="direction"> |
270 | <list name="direction"> |
… | |
… | |
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 <glow radius> is set to a value greater zero, the object |
481 | If <glow radius> 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 | <levitate> 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 <attuned paths> button to select spellpaths. |
1022 | Click on the <attuned paths> 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 | <connection> value is triggered. In most cases this happens when a |
1193 | <connection> 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 | <connection> value get's triggered a second time. ]]> |
1195 | <connection> 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 | <press weigh> gram are placed ontop of it. |
1202 | <press weigh> 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 <infinit uses> is set, the creator will work |
1453 | If <infinit uses> is set, the creator will work |
1359 | infinitely, regardless of the value in <number of uses>. |
1454 | infinitely, regardless of the value in <number of uses>. |
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 <detection speed> 1.0. |
1505 | set speed rather high, like <detection speed> 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 <speed> 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 <direction>. |
1540 | Projectiles will leave the director flying in the selected <direction>. |
1440 | A director with direction <none> simply stops projectiles. |
1541 | A director with direction <none> 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 <speed> of the disease determines how fast the disease will |
1619 | The <speed> 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 <attacktype>. |
1626 | The disease will attack the host with the given <attacktype>. |
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 <hitpoints> the door has, the longer it takes to be broken. |
1724 | The more <hitpoints> 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 <armour class> are less likely to get hit. |
1727 | Doors of high <armour class> 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 <multiply factor> 3 for example should have a |
1760 | A duplicator with <multiply factor> 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 | <multiply factor>. If it is set to zero, all target objects |
1769 | <multiply factor>. 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 <flesh level>. |
1854 | those categories. The only constraint to this process is the <flesh level>. |
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 <slow movement> is set to a value greater zero, all |
|
|
1929 | creatures moving over this spot will be slower than normal. |
|
|
1930 | |
|
|
1931 | <slow movement> 1 - rough terrain |
|
|
1932 | <slow movement> 2 - very rough terrain |
|
|
1933 | ... |
|
|
1934 | <slow movement> 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 <slow movement> is set to a value greater zero, all |
|
|
1984 | creatures moving over this spot will be slower than normal. |
|
|
1985 | |
|
|
1986 | <slow movement> 1 - rough terrain |
|
|
1987 | <slow movement> 2 - very rough terrain |
|
|
1988 | ... |
|
|
1989 | <slow movement> 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 | <connection> value get activated. This only makes sense together with |
2127 | <connection> value get activated. This only makes sense together with |
2055 | <blocking passage> disabled. |
2128 | <blocking passage> disabled. |
2056 | </attribute> |
2129 | </attribute> |
… | |
… | |
2058 | The <position state> defines the position of the gate: |
2131 | The <position state> 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, <blocking passage> 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 <block view> is disabled. |
2139 | an effect only if <block view> 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 <slow movement> is set to a value greater zero, all |
|
|
2211 | creatures moving over this spot will be slower than normal. |
|
|
2212 | |
|
|
2213 | <slow movement> 1 - rough terrain |
|
|
2214 | <slow movement> 2 - very rough terrain |
|
|
2215 | ... |
|
|
2216 | <slow movement> 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 <reconsecrate level> 100. |
2352 | Altars located in temples should have at least <reconsecrate level> 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 (-> "last_sp") when a |
2450 | either if that object is present or missing (-> "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 (-> "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 | <connection> value get activated. This only makes sense together with |
2494 | <connection> value get activated. This only makes sense together with |
2433 | <blocking passage> disabled. |
2495 | <blocking passage> 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 | <remove match> means remove object if found. Setting this is usually not |
2499 | <remove match> 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 <key string> in the door must be identical with the |
2596 | The <key string> in the door must be identical with the |
2539 | <key string> in the special key, then the door is unlocked. |
2597 | <key string> in the special key, then the door is unlocked. |
2540 | It is VERY important to set the <key string> to something that |
2598 | It is VERY important to set the <key string> to something that |
… | |
… | |
2646 | <attribute arch="connected" editor="connection" type="int"> |
2704 | <attribute arch="connected" editor="connection" type="int"> |
2647 | Every time the <connection> value is triggered, the wall will cast |
2705 | Every time the <connection> value is triggered, the wall will cast |
2648 | it's spell. You should set <casting speed> to zero, or this won't |
2706 | it's spell. You should set <casting speed> 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 <casting speed> defines the spellcasting speed of the wall. |
2711 | The <casting speed> 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 | <direction>. A magic wall with direction set to <none> will |
2719 | <direction>. A magic wall with direction set to <none> 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 <is destroyable> enabled can be attacked and (eventually) |
2725 | Walls with <is destroyable> 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 <marking speed> defines how quickly it will mark something |
2825 | The <marking speed> 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 <marking speed> 1.0 |
2827 | sure the player really gets his mark. I think <marking speed> 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. <mark duration> zero/unset |
2834 | about 1 food per 10 seconds. <mark duration> 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 <level> is the most important attribute. |
2941 | A monster's <level> is the most important attribute. |
2883 | <level> affects the power of a monster in various ways. |
2942 | <level> 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 <race> can have different effects: |
2946 | The monster's <race> 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 <experience>. The experience will flow into |
2952 | amount of <experience>. 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 <experience> is set to a |
2956 | always make sure that the <experience> 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 <speed> determines how fast a monster will both move |
2962 | The <speed> determines how fast a monster will both move |
2904 | and fight. High <speed> makes a monster considerably stronger. |
2963 | and fight. High <speed> 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 <multiply> is enabled. The monster will |
2967 | This only takes effect if <multiply> is enabled. The monster will |
2908 | create a <breed monster> every once in a while. <breed monster> |
2968 | create a <breed monster> every once in a while. <breed monster> |
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 <breed monster> value is never used and can be forgotten. |
2981 | In this case, the <breed monster> 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 <sensing range> is 11, any player that moves within the |
3204 | Thus, if the <sensing range> 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 <direction>. |
3406 | The mover will push creatures in the specified <direction>. |
3344 | A mover with direction set to <none> will spin clockwise, |
3407 | A mover with direction set to <none> 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 <connection> value is set, the pit can be opened/closed |
3498 | When a <connection> 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 <position state> defines the position of the gate: |
3515 | The <position state> 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 | (<rune level> 0 runes won't detonate at all!) |
3882 | (<rune level> 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 & projectiles. |
4032 | It's very easy to add new pairs of weapons & 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 & MagicMouth"> |
4234 | <type number="98" name="Sign & 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 | <invisible> enabled and <activate by walking/flying> disabled. |
4253 | <invisible> enabled and <activate by walking/flying> 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 <direction number>. Negative values spin clockwise, |
4524 | 45 degrees per <direction number>. Negative values spin clockwise, |
4494 | positive values counter clockwise. |
4525 | positive values counter clockwise. |
4495 | |
4526 | |
4496 | Example: <direction number> -2 means spin 90 degrees clockwise. |
4527 | Example: <direction number> -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 <drowning speed>, the faster will players and items |
4548 | The higher the <drowning speed>, the faster will players and items |
4520 | sink into the swamp. Swamp with very high <drowning speed> can be a nasty |
4549 | sink into the swamp. Swamp with very high <drowning speed> 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 <slow movement> 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 | <slow movement> 1 - rough terrain |
|
|
4528 | <slow movement> 2 - very rough terrain |
|
|
4529 | ... |
|
|
4530 | <slow movement> 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 | <activation speed> must be zero. |
4637 | <activation speed> 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 <activation speed> is nonzero, the teleporter will |
4641 | If the <activation speed> 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 <activation speed> 0.1. |
4645 | Default in the teleporter arch is <activation speed> 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 <activation speed> to zero! |
4648 | button/handle/magic_ear/etc, you must set <activation speed> 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 | <connection> value get activated. This only makes sense together with |
4675 | <connection> value get activated. This only makes sense together with |
4651 | <blocking passage> disabled. If unset, the gate opens automatically |
4676 | <blocking passage> 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 <position state> defines the position of the gate: |
4681 | The <position state> 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, <blocking passage> 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 <block view> is disabled. |
4689 | an effect only if <block view> 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 |
4701 | off your lightning wall and pit trap is usually a bad idea. ]]> |
4724 | off 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> |