1 | <?xml version="1.0" standalone="no" ?> |
1 | <?xml version="1.0" standalone="no" ?> |
2 | <!-- |
2 | <!-- |
3 | ###################################################################### |
3 | ###################################################################### |
4 | # types.xml - This is the definitions-file for all the different # |
4 | # types.xml - This is the definitions-file for all the different # |
5 | # Crossfire object types and their attributes. # |
5 | # Deliantra object types and their attributes. # |
6 | # # |
6 | # # |
7 | # The server code of the Crossfire game is always changing and # |
7 | # The server code of the Deliantra game is always changing and # |
8 | # evolving. From time to time, object-attributes change in purpose, # |
8 | # evolving. From time to time, object-attributes change in purpose, # |
9 | # or new ones are created. # |
9 | # or new ones are created. # |
10 | # Therefore, it is important that an Editor is flexible and # |
10 | # Therefore, it is important that an Editor is flexible and # |
11 | # easy to "upgrade" to handle such new features. That's why the # |
11 | # easy to "upgrade" to handle such new features. That's why the # |
12 | # CFJavaEditor reads the type-definitions from this xml file. # |
12 | # CFJavaEditor reads the type-definitions from this xml file. # |
13 | # # |
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14 | # If you encounter bugs, typos or missing entries in the LATEST # |
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15 | # VERSION of this file - Don't hesitate to improve it, contact me # |
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16 | # and eventually send the improved file to me: <red.blaze@gmx.net>. # |
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17 | # I will put it into the "official version" of the CFJavaEditor # |
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18 | # and all fellow Crossfire-Map-Makers can benefit from your work! # |
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19 | # # |
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20 | # IMPORTANT: Make a backup copy of this file before you start # |
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21 | # to modify it! # |
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22 | # # |
13 | # # |
23 | # New types must be inserted maintaining the alphabetical order. # |
14 | # New types must be inserted maintaining the alphabetical order. # |
24 | # # |
15 | # # |
25 | # about the 'type' elements: # |
16 | # about the 'type' elements: # |
26 | # # |
17 | # # |
… | |
… | |
31 | # </required> # |
22 | # </required> # |
32 | # <ignore> # |
23 | # <ignore> # |
33 | # list of attributes not to import from default_type # |
24 | # list of attributes not to import from default_type # |
34 | # </ignore> # |
25 | # </ignore> # |
35 | # <description><![CDATA[ # |
26 | # <description><![CDATA[ # |
36 | # Description of this type. ]]> # |
27 | # Description of this type.]]> # |
37 | # </description> # |
28 | # </description> # |
38 | # <use><![CDATA[ # |
29 | # <use><![CDATA[ # |
39 | # How to use this type. ]]> # |
30 | # How to use this type.]]> # |
40 | # </use> # |
31 | # </use> # |
41 | # ... attributes ... # |
32 | # ... attributes ... # |
42 | # </type> # |
33 | # </type> # |
43 | # # |
34 | # # |
44 | # about the 'attribute' type: <attribute ... type="XXX" > # |
35 | # about the 'attribute' type: <attribute ... type="XXX" > # |
… | |
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110 | length CDATA #IMPLIED |
101 | length CDATA #IMPLIED |
111 | true CDATA #IMPLIED |
102 | true CDATA #IMPLIED |
112 | false CDATA #IMPLIED> |
103 | false CDATA #IMPLIED> |
113 | |
104 | |
114 | <!ENTITY move_on " |
105 | <!ENTITY move_on " |
115 | <attribute arch='move_on' editor='movement type' type='bitmask_movement_type'> |
106 | <attribute arch='move_on' editor='movement type' type='movement_type'> |
116 | Which movement types automatically (as opposed to manually) activate this object. |
107 | Which movement types automatically (as opposed to manually) activate this object. |
117 | </attribute> |
108 | </attribute> |
118 | "> |
109 | "> |
119 | <!ENTITY move_off " |
110 | <!ENTITY move_off " |
120 | <attribute arch='move_off' editor='movement type' type='bitmask_movement_type'> |
111 | <attribute arch='move_off' editor='movement type' type='movement_type'> |
121 | Which movement types deactivate this object (e.g. button). |
112 | Which movement types deactivate this object (e.g. button). |
122 | </attribute> |
113 | </attribute> |
123 | "> |
114 | "> |
124 | <!ENTITY move_type " |
115 | <!ENTITY move_type " |
125 | <attribute arch='move_type' editor='movement type' type='bitmask_movement_type'> |
116 | <attribute arch='move_type' editor='movement type' type='movement_type'> |
126 | Determines which kinds of movement this object can use (e.g. for monsters) |
117 | Determines which kinds of movement this object can use (e.g. for monsters) |
127 | or grants (e.g. for amulets). |
118 | or grants (e.g. for amulets). |
128 | </attribute> |
119 | </attribute> |
129 | "> |
120 | "> |
130 | <!ENTITY movement_types_terrain " |
121 | <!ENTITY movement_types_terrain " |
131 | <attribute arch='move_block' editor='blocked movement' type='bitmask_movement_type'> |
122 | <attribute arch='move_block' editor='blocked movement' type='movement_type'> |
132 | Objects using these movement types cannot move over this space. |
123 | Objects using these movement types cannot move over this space. |
133 | </attribute> |
124 | </attribute> |
134 | <attribute arch='move_allow' editor='allowed movement' type='bitmask_movement_type'> |
125 | <attribute arch='move_allow' editor='allowed movement' type='movement_type'> |
135 | Objects using these movement types are allowed to move over this space. Takes |
126 | Objects using these movement types are allowed to move over this space. Takes |
136 | precedence over 'blocked movements'. |
127 | precedence over 'blocked movements'. |
137 | </attribute> |
128 | </attribute> |
138 | <attribute arch='move_slow' editor='slowed movement' type='bitmask_movement_type'> |
129 | <attribute arch='move_slow' editor='slowed movement' type='movement_type'> |
139 | The types of movement that should by slowed down by the 'slow movement penalty'. |
130 | The types of movement that should by slowed down by the 'slow movement penalty'. |
140 | </attribute> |
131 | </attribute> |
141 | <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> |
132 | <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> |
142 | If <slow movement> is set to a value greater zero, all |
133 | If <slow movement> is set to a value greater zero, all |
143 | creatures matching 'slow move' will be slower than normal on this spot. |
134 | creatures matching 'slow move' will be slower than normal on this spot. |
… | |
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157 | decremented by 1. Otherwise, it is incremented by <speed> on |
148 | decremented by 1. Otherwise, it is incremented by <speed> on |
158 | every tick. |
149 | every tick. |
159 | </attribute> |
150 | </attribute> |
160 | "> |
151 | "> |
161 | <!ENTITY activate_on " |
152 | <!ENTITY activate_on " |
162 | <attribute arch='activate_on_push' editor='Activate on push' type='bool'> |
153 | <attribute arch='activate_on_push' editor='activate on push' type='bool'> |
163 | Whether the teleporter should only be activated on push. |
154 | Whether the teleporter should only be activated on push. |
164 | </attribute> |
155 | </attribute> |
165 | <attribute arch='activate_on_release' editor='Activate on release' type='bool'> |
156 | <attribute arch='activate_on_release' editor='activate on release' type='bool'> |
166 | Whether the teleporter should only be activated on release. |
157 | Whether the teleporter should only be activated on release. |
167 | </attribute> |
158 | </attribute> |
168 | "> |
159 | "> |
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160 | |
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161 | <!ENTITY resistances_flesh_desc " |
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162 | Resistances on flesh items make them more durable against spellcraft |
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163 | of the appropriate kind. It also allows dragon players to eventually gain |
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164 | resistance by eating it. Usually resistance should only be set for flesh |
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165 | items in a monster's inventory. |
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166 | "> |
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167 | |
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168 | <!ENTITY resistances_flesh_section " |
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169 | <section name='resistance'> |
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170 | <attribute arch='resist_physical' editor='resist physical %' length='15' type='int'> |
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171 | &resistances_flesh_desc; |
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172 | </attribute> |
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173 | <attribute arch='resist_magic' editor='resist magic %' length='15' type='int'> |
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174 | &resistances_flesh_desc; |
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175 | </attribute> |
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176 | <attribute arch='resist_fire' editor='resist fire %' length='15' type='int'> |
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177 | &resistances_flesh_desc; |
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178 | </attribute> |
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179 | <attribute arch='resist_electricity' editor='resist electricity %' length='15' type='int'> |
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180 | &resistances_flesh_desc; |
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181 | </attribute> |
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182 | <attribute arch='resist_cold' editor='resist cold %' length='15' type='int'> |
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183 | &resistances_flesh_desc; |
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184 | </attribute> |
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185 | <attribute arch='resist_confusion' editor='resist confusion %' length='15' type='int'> |
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186 | &resistances_flesh_desc; |
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187 | </attribute> |
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188 | <attribute arch='resist_acid' editor='resist acid %' length='15' type='int'> |
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189 | &resistances_flesh_desc; |
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190 | </attribute> |
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191 | <attribute arch='resist_drain' editor='resist draining %' length='15' type='int'> |
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192 | &resistances_flesh_desc; |
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193 | </attribute> |
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194 | <attribute arch='resist_weaponmagic' editor='resist weaponmagic %' length='15' type='int'> |
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195 | &resistances_flesh_desc; |
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196 | </attribute> |
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197 | <attribute arch='resist_ghosthit' editor='resist ghosthit %' length='15' type='int'> |
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198 | &resistances_flesh_desc; |
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199 | </attribute> |
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200 | <attribute arch='resist_poison' editor='resist poison %' length='15' type='int'> |
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201 | &resistances_flesh_desc; |
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202 | </attribute> |
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203 | <attribute arch='resist_slow' editor='resist slow %' length='15' type='int'> |
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204 | &resistances_flesh_desc; |
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205 | </attribute> |
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206 | <attribute arch='resist_paralyze' editor='resist paralyze %' length='15' type='int'> |
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207 | &resistances_flesh_desc; |
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208 | </attribute> |
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209 | <attribute arch='resist_fear' editor='resist fear %' length='15' type='int'> |
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210 | &resistances_flesh_desc; |
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211 | </attribute> |
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212 | <attribute arch='resist_deplete' editor='resist depletion %' length='15' type='int'> |
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213 | &resistances_flesh_desc; |
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214 | </attribute> |
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215 | <attribute arch='resist_death' editor='resist death-attack %' length='15' type='int'> |
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216 | &resistances_flesh_desc; |
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217 | </attribute> |
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218 | <attribute arch='resist_chaos' editor='resist chaos %' length='15' type='int'> |
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219 | &resistances_flesh_desc; |
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220 | </attribute> |
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221 | <attribute arch='resist_blind' editor='resist blinding %' length='15' type='int'> |
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222 | &resistances_flesh_desc; |
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223 | </attribute> |
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224 | </section> |
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225 | "> |
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226 | |
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227 | <!ENTITY resistances_basic " |
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228 | <section name='resistance'> |
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229 | <attribute arch='resist_physical' editor='resist physical %' length='15' type='int'/> |
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230 | <attribute arch='resist_magic' editor='resist magic %' length='15' type='int'/> |
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231 | <attribute arch='resist_fire' editor='resist fire %' length='15' type='int'/> |
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232 | <attribute arch='resist_electricity' editor='resist electricity %' length='15' type='int'/> |
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233 | <attribute arch='resist_cold' editor='resist cold %' length='15' type='int'/> |
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234 | <attribute arch='resist_confusion' editor='resist confusion %' length='15' type='int'/> |
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235 | <attribute arch='resist_acid' editor='resist acid %' length='15' type='int'/> |
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236 | <attribute arch='resist_drain' editor='resist draining %' length='15' type='int'/> |
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237 | <attribute arch='resist_weaponmagic' editor='resist weaponmagic %' length='15' type='int'/> |
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238 | <attribute arch='resist_ghosthit' editor='resist ghosthit %' length='15' type='int'/> |
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239 | <attribute arch='resist_poison' editor='resist poison %' length='15' type='int'/> |
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240 | <attribute arch='resist_slow' editor='resist slow %' length='15' type='int'/> |
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241 | <attribute arch='resist_paralyze' editor='resist paralyze %' length='15' type='int'/> |
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242 | <attribute arch='resist_fear' editor='resist fear %' length='15' type='int'/> |
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243 | <attribute arch='resist_deplete' editor='resist depletion %' length='15' type='int'/> |
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244 | <attribute arch='resist_death' editor='resist death-attack %' length='15' type='int'/> |
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245 | <attribute arch='resist_chaos' editor='resist chaos %' length='15' type='int'/> |
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246 | <attribute arch='resist_blind' editor='resist blinding %' length='15' type='int'/> |
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247 | <attribute arch='resist_holyword' editor='resist holy power %' length='15' type='int'/> |
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248 | <attribute arch='resist_godpower' editor='resist godpower %' length='15' type='int'/> |
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249 | </section> |
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250 | "> |
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251 | |
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252 | <!ENTITY player_stat_desc " |
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253 | The player's strentgh will rise/fall by the given value for permanent |
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254 | (of course there is an upper limit). Generally there shouldn't be stat |
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255 | potions granting more than one stat. Cursed potions will subtract the |
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256 | stats if positive. |
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257 | "> |
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258 | |
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259 | <!ENTITY player_res_desc " |
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260 | The player's resistance to physical will rise by this value in percent |
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261 | (range -100 till +100). The effect is only temporare, and it does NOT |
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262 | add on the values from the player's equipment. |
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263 | Cursed potions will make negative resistance.. very nasty in combat! |
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264 | "> |
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265 | |
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266 | <!ENTITY player_stat_resist_sections " |
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267 | <section name='stats'> |
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268 | <attribute arch='Str' editor='strength' type='int'> |
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269 | &player_stat_desc; |
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270 | </attribute> |
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271 | <attribute arch='Dex' editor='dexterity' type='int'> |
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272 | &player_stat_desc; |
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273 | </attribute> |
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274 | <attribute arch='Con' editor='constitution' type='int'> |
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275 | &player_stat_desc; |
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276 | </attribute> |
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277 | <attribute arch='Int' editor='intelligence' type='int'> |
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278 | &player_stat_desc; |
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279 | </attribute> |
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280 | <attribute arch='Pow' editor='power' type='int'> |
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281 | &player_stat_desc; |
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282 | </attribute> |
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283 | <attribute arch='Wis' editor='wisdom' type='int'> |
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284 | &player_stat_desc; |
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285 | </attribute> |
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286 | <attribute arch='Cha' editor='charisma' type='int'> |
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287 | &player_stat_desc; |
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288 | </attribute> |
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289 | </section> |
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290 | <section name='resistance'> |
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291 | <attribute arch='resist_physical' editor='resist physical %' length='15' type='int'> |
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292 | &player_res_desc; |
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293 | </attribute> |
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294 | <attribute arch='resist_magic' editor='resist magic %' length='15' type='int'> |
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295 | &player_res_desc; |
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296 | </attribute> |
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297 | <attribute arch='resist_fire' editor='resist fire %' length='15' type='int'> |
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298 | &player_res_desc; |
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299 | </attribute> |
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300 | <attribute arch='resist_electricity' editor='resist electricity %' length='15' type='int'> |
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301 | &player_res_desc; |
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302 | </attribute> |
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303 | <attribute arch='resist_cold' editor='resist cold %' length='15' type='int'> |
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304 | &player_res_desc; |
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305 | </attribute> |
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306 | <attribute arch='resist_acid' editor='resist acid %' length='15' type='int'> |
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307 | &player_res_desc; |
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308 | </attribute> |
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309 | <attribute arch='resist_confusion' editor='resist confusion %' length='15' type='int'> |
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310 | &player_res_desc; |
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311 | </attribute> |
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312 | <attribute arch='resist_weaponmagic' editor='resist weaponmagic %' length='15' type='int'> |
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313 | &player_res_desc; |
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314 | </attribute> |
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315 | <attribute arch='resist_ghosthit' editor='resist ghosthit %' length='15' type='int'> |
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316 | &player_res_desc; |
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317 | </attribute> |
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318 | <attribute arch='resist_slow' editor='resist slow %' length='15' type='int'> |
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319 | &player_res_desc; |
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320 | </attribute> |
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321 | <attribute arch='resist_fear' editor='resist fear %' length='15' type='int'> |
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322 | &player_res_desc; |
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323 | </attribute> |
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324 | <attribute arch='resist_death' editor='resist death-attack %' length='15' type='int'> |
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325 | &player_res_desc; |
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326 | </attribute> |
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327 | <attribute arch='resist_chaos' editor='resist chaos %' length='15' type='int'> |
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328 | &player_res_desc; |
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329 | </attribute> |
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330 | <attribute arch='resist_blind' editor='resist blinding %' length='15' type='int'> |
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331 | &player_res_desc; |
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332 | </attribute> |
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333 | <attribute arch='resist_holyword' editor='resist holy power %' length='15' type='int'> |
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334 | &player_res_desc; |
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335 | </attribute> |
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336 | <attribute arch='resist_godpower' editor='resist godpower %' length='15' type='int'> |
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337 | &player_res_desc; |
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338 | </attribute> |
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339 | <attribute arch='resist_paralyze' editor='resist paralyze %' length='15' type='int'> |
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340 | &player_res_desc; |
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341 | </attribute> |
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342 | <attribute arch='resist_drain' editor='resist draining %' length='15' type='int'> |
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343 | &player_res_desc; |
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344 | </attribute> |
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345 | <attribute arch='resist_deplete' editor='resist depletion %' length='15' type='int'> |
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346 | &player_res_desc; |
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347 | </attribute> |
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348 | <attribute arch='resist_poison' editor='resist poison %' length='15' type='int'> |
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349 | &player_res_desc; |
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350 | </attribute> |
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351 | </section> |
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352 | "> |
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353 | |
169 | ]> |
354 | ]> |
170 | |
355 | |
171 | <types> |
356 | <types> |
172 | |
357 | |
173 | <!--###################### bitmask definitions ######################--> |
358 | <!--###################### bitmask definitions ######################--> |
… | |
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456 | <attribute arch="title" editor="title" type="string"> |
641 | <attribute arch="title" editor="title" type="string"> |
457 | This is the object's title. Once an object is identified the title is |
642 | This is the object's title. Once an object is identified the title is |
458 | attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. |
643 | attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. |
459 | </attribute> |
644 | </attribute> |
460 | <attribute arch="face" editor="image" type="string"> |
645 | <attribute arch="face" editor="image" type="string"> |
461 | The image-name defines what image is displayed for this object in-game. |
646 | The image-name defines what image is displayed for this object in-game. Take care if the archetype of the |
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647 | object has an animation! See also the 'animation' attribute. |
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648 | </attribute> |
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649 | <attribute arch="animation" editor="animation" type="string"> |
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650 | The animation-name of the object. If you assign custom faces and the archetype |
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651 | defines an animation you can disable the animation of an archetype by setting this |
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652 | field to NONE. |
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653 | </attribute> |
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654 | <attribute arch="tag" editor="tag" type="string"> |
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655 | You can tag objects with an identifier. Tagged objects can be found quickly |
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656 | from their tag, which makes them useful to tag exits and refer to those by |
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657 | their name. |
462 | </attribute> |
658 | </attribute> |
463 | <attribute arch="nrof" editor="number" type="int"> |
659 | <attribute arch="nrof" editor="number" type="int"> |
464 | This value determines the number of objects in one stack (for example: |
660 | This value determines the number of objects in one stack (for example: |
465 | 100 goldcoins => "number = 100"). You should set this at least to one, for |
661 | 100 goldcoins => "number = 100"). You should set this at least to one, for |
466 | any pickable object - otherwise it won't be mergeable into a stack. |
662 | any pickable object - otherwise it won't be mergeable into a stack. |
… | |
… | |
505 | </attribute> |
701 | </attribute> |
506 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
702 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
507 | An <unpaid> item cannot be used unless a player carried it over |
703 | An <unpaid> item cannot be used unless a player carried it over |
508 | a shop mat, paying the demanded price. Setting this flag makes sense |
704 | a shop mat, paying the demanded price. Setting this flag makes sense |
509 | only for pickable items inside shops. |
705 | only for pickable items inside shops. |
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706 | </attribute> |
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707 | <attribute arch="sound" editor="sound" type="string"> |
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708 | The sound this objects makes on a map. Enter either a sound alias from |
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709 | arch/res/sound.conf.res or a path. If you enter <path> in this |
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710 | field it will point to sound/<path>.ext |
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711 | </attribute> |
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712 | <attribute arch="sound_destroy" editor="destroy sound" type="string"> |
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713 | The sound this objects makes when it is destroyed. Enter either a sound alias from |
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714 | arch/res/sound.conf.res or a path. If you enter <path> in this |
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715 | field it will point to sound/<path>.ext |
510 | </attribute> |
716 | </attribute> |
511 | </default_type> |
717 | </default_type> |
512 | |
718 | |
513 | <!-- This ignorelist is for all system objects which are non pickable |
719 | <!-- This ignorelist is for all system objects which are non pickable |
514 | and invisible. They don't interact with players at all. --> |
720 | and invisible. They don't interact with players at all. --> |
… | |
… | |
585 | <br><br> |
791 | <br><br> |
586 | A particularly nice feature of abilities is that they can hold two |
792 | A particularly nice feature of abilities is that they can hold two |
587 | spells: One for short range- and one for long range use. |
793 | spells: One for short range- and one for long range use. |
588 | \n\n |
794 | \n\n |
589 | You should know that spellcasting monsters receive abilities via |
795 | You should know that spellcasting monsters receive abilities via |
590 | <treasurelist>. ]]> |
796 | <treasurelist>.]]> |
591 | </description> |
797 | </description> |
592 | <use><![CDATA[ |
798 | <use><![CDATA[ |
593 | If you want to create "customized" spellcasting monsters, you |
799 | If you want to create "customized" spellcasting monsters, you |
594 | should use abilities (rather than spellbooks/wands or something). |
800 | should use abilities (rather than spellbooks/wands or something). |
595 | The long/short-range spell feature can make boss-monsters more |
801 | The long/short-range spell feature can make boss-monsters more |
… | |
… | |
597 | <br><br> |
803 | <br><br> |
598 | You should keep in mind that magic abilities allow players |
804 | You should keep in mind that magic abilities allow players |
599 | to get better resistance. You can turn off the magic part to |
805 | to get better resistance. You can turn off the magic part to |
600 | make the spells more dangerous. However, this really shouldn't |
806 | make the spells more dangerous. However, this really shouldn't |
601 | be neccessary unless you work on very high level maps. |
807 | be neccessary unless you work on very high level maps. |
602 | And what fun is a magic resistance cloak when it has no effect? ]]> |
808 | And what fun is a magic resistance cloak when it has no effect?]]> |
603 | </use> |
809 | </use> |
604 | <attribute arch="invisible" value="1" type="fixed" /> |
810 | <attribute arch="invisible" value="1" type="fixed" /> |
605 | <attribute arch="no_drop" value="1" type="fixed" /> |
811 | <attribute arch="no_drop" value="1" type="fixed" /> |
606 | <attribute arch="sp" editor="short range spell" type="spell"> |
812 | <attribute arch="sp" editor="short range spell" type="spell"> |
607 | The monster will use the specified <short range spell> |
813 | The monster will use the specified <short range spell> |
… | |
… | |
644 | </ignore> |
850 | </ignore> |
645 | <description><![CDATA[ |
851 | <description><![CDATA[ |
646 | When a player puts a defined number of certain items on the altar, |
852 | When a player puts a defined number of certain items on the altar, |
647 | then either a spell is casted (on the player) or a connector is |
853 | then either a spell is casted (on the player) or a connector is |
648 | triggered. If the latter is the case, the altar works only once. |
854 | triggered. If the latter is the case, the altar works only once. |
649 | Either way, the sacrificed item disappears. ]]> |
855 | Either way, the sacrificed item disappears.]]> |
650 | </description> |
856 | </description> |
651 | <attribute arch="no_pick" value="1" type="fixed" /> |
857 | <attribute arch="no_pick" value="1" type="fixed" /> |
652 | &move_on; |
858 | &move_on; |
653 | <attribute arch="slaying" editor="match item name" type="string"> |
859 | <attribute arch="slaying" editor="match item name" type="string"> |
654 | This string specifies the item that must be put on the altar to |
860 | This string specifies the item that must be put on the altar to |
655 | activate it. It can either be the name of an archetype, or directly |
861 | activate it. It can either be the name of an archetype, or directly |
656 | the name of an object. Yet, titles are not recognized by altars. |
862 | the name of an object. Yet, titles are not recognized by altars. |
657 | Remember to put a note somewhere, telling the player what he is |
863 | If you want the player to have to drop a specific amount of money use "money". |
658 | expected to drop on the altar. (Often this is put in the altar's |
864 | See also the "drop amount" attribute. |
659 | name: E.g. "drop 100 platinums") |
|
|
660 | </attribute> |
865 | </attribute> |
661 | <attribute arch="food" editor="drop amount" type="int"> |
866 | <attribute arch="food" editor="drop amount" type="int"> |
662 | The drop amount specifies the amount of items (specified |
867 | The drop amount specifies the amount of items (specified |
663 | in <match item name>) that must be dropped to activate the altar. |
868 | in <match item name>) that must be dropped to activate the altar. |
664 | |
869 | |
… | |
… | |
690 | <ignore_list name="non_pickable" /> |
895 | <ignore_list name="non_pickable" /> |
691 | </ignore> |
896 | </ignore> |
692 | <description><![CDATA[ |
897 | <description><![CDATA[ |
693 | Altar_triggers work pretty much like normal altars |
898 | Altar_triggers work pretty much like normal altars |
694 | (drop sacrifice -> connection activated), except for the fact that |
899 | (drop sacrifice -> connection activated), except for the fact that |
695 | they reset after usage. Hence, altar_triggers can be used infinitely. ]]> |
900 | they reset after usage. Hence, altar_triggers can be used infinitely.]]> |
696 | </description> |
901 | </description> |
697 | <use><![CDATA[ |
902 | <use><![CDATA[ |
698 | Altar_triggers are very useful if you want to charge a price for... |
903 | Altar_triggers are very useful if you want to charge a price for... |
699 | <UL> |
904 | <UL> |
700 | <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. |
905 | <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. |
701 | <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. |
906 | <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. |
702 | <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. |
907 | <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. |
703 | </UL> |
908 | </UL> |
704 | The big advantage over normal altars is the infinite usability |
909 | The big advantage over normal altars is the infinite usability |
705 | of altar_triggers! If there are ten players on one server, they're |
910 | of altar_triggers! If there are ten players on one server, they're |
706 | quite grateful if things work more than once. =) ]]> |
911 | quite grateful if things work more than once. =)]]> |
707 | </use> |
912 | </use> |
708 | <attribute arch="no_pick" value="1" type="fixed" /> |
913 | <attribute arch="no_pick" value="1" type="fixed" /> |
709 | <attribute arch="slaying" editor="match item name" type="string"> |
914 | <attribute arch="slaying" editor="match item name" type="string"> |
710 | This string specifies the item that must be put on the altar to |
915 | This string specifies the item that must be put on the altar to |
711 | activate it. It can either be the name of an archetype, or directly |
916 | activate it. It can either be the name of an archetype, or directly |
712 | the name of an object. Yet, titles are not recognized by altars. |
917 | the name of an object. Yet, titles are not recognized by altars. |
713 | Remember to put a note somewhere, telling the player what he is |
918 | If you want the player to have to drop a specific amount of money use "money". |
714 | expected to drop on the altar. (Often this is put in the altar's |
919 | See also the "drop amount" attribute. |
715 | name: E.g. "drop 100 platinums") |
|
|
716 | </attribute> |
920 | </attribute> |
717 | <attribute arch="food" editor="drop amount" type="int"> |
921 | <attribute arch="food" editor="drop amount" type="int"> |
718 | The drop amount specifies the amount of items (specified |
922 | The drop amount specifies the amount of items (specified |
719 | in <match item name>) that must be dropped to activate the altar. |
923 | in <match item name>) that must be dropped to activate the altar. |
720 | |
924 | |
… | |
… | |
756 | in the exact moment when the altar is activated. |
960 | in the exact moment when the altar is activated. |
757 | </attribute> |
961 | </attribute> |
758 | </type> |
962 | </type> |
759 | |
963 | |
760 | <!--####################################################################--> |
964 | <!--####################################################################--> |
|
|
965 | <type number="74" name="Skill Tool"> |
|
|
966 | <description><![CDATA[ |
|
|
967 | Wearing a skill tool will give the player the ability to use a skill. |
|
|
968 | ]]> |
|
|
969 | </description> |
|
|
970 | <use><![CDATA[ |
|
|
971 | Feel free to assign resistancies and stats to a skill tools or change |
|
|
972 | the skill that is given. |
|
|
973 | ]]> |
|
|
974 | </use> |
|
|
975 | <attribute arch="skill" editor="skill name" type="string"> |
|
|
976 | This field describes which skill the player will be able to use wearing this item. |
|
|
977 | </attribute> |
|
|
978 | &player_stat_resist_sections; |
|
|
979 | </type> |
|
|
980 | <!--####################################################################--> |
761 | <type number="39" name="Amulet"> |
981 | <type number="39" name="Amulet"> |
762 | <description><![CDATA[ |
982 | <description><![CDATA[ |
763 | Wearing an amulet, the object's stats will directly be inherited to |
983 | Wearing an amulet, the object's stats will directly be inherited to |
764 | the player. Amulets are usually meant for protection and defense. ]]> |
984 | the player. Amulets are usually meant for protection and defense.]]> |
765 | </description> |
985 | </description> |
766 | <use><![CDATA[ |
986 | <use><![CDATA[ |
767 | Feel free to create your own special artifacts. However, it is very |
987 | Feel free to create your own special artifacts. However, it is very |
768 | important that you keep your artifact in balance with existing maps. ]]> |
988 | important that you keep your artifact in balance with existing maps.]]> |
769 | </use> |
989 | </use> |
770 | <attribute arch="ac" editor="armour class" type="int"> |
990 | <attribute arch="ac" editor="armour class" type="int"> |
771 | This value defines the amount of armour-class bonus for wearing |
991 | This value defines the amount of armour-class bonus for wearing |
772 | this item. <Armour class> lessens the chance of being hit. Lower |
992 | this item. <Armour class> lessens the chance of being hit. Lower |
773 | values are better. It should usually be set only for armour-like equipment. |
993 | values are better. It should usually be set only for armour-like equipment. |
… | |
… | |
784 | amount of <item power>, depending on their own level. This is the |
1004 | amount of <item power>, depending on their own level. This is the |
785 | only way to prevent low level players to wear "undeserved" equipment |
1005 | only way to prevent low level players to wear "undeserved" equipment |
786 | (like gifts from other players or cheated items). |
1006 | (like gifts from other players or cheated items). |
787 | |
1007 | |
788 | It is very important to adjust the <item power> value carefully |
1008 | It is very important to adjust the <item power> value carefully |
789 | for every artifact you create! If zero/unset, the CF server will |
1009 | for every artifact you create! If zero/unset, the Deliantra server will |
790 | calculate a provisional value at runtime, but this is never |
1010 | calculate a provisional value at runtime, but this is never |
791 | going to be an accurate measurement of <item power>. |
1011 | going to be an accurate measurement of <item power>. |
792 | </attribute> |
1012 | </attribute> |
793 | <attribute arch="damned" editor="damnation" type="bool"> |
1013 | <attribute arch="damned" editor="damnation" type="bool"> |
794 | A damned piece of equipment cannot be unwielded unless the curse |
1014 | A damned piece of equipment cannot be unwielded unless the curse |
… | |
… | |
820 | you want the monster to use/wear the item - you must set |
1040 | you want the monster to use/wear the item - you must set |
821 | <is applied>. |
1041 | <is applied>. |
822 | Enabling this flag doesn't make any sense if the item |
1042 | Enabling this flag doesn't make any sense if the item |
823 | is NOT in a monster's inventory. |
1043 | is NOT in a monster's inventory. |
824 | </attribute> |
1044 | </attribute> |
825 | <section name="resistance"> |
1045 | &player_stat_resist_sections; |
826 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
827 | This adds physical resistance to the item (= armour value). The number is |
|
|
828 | a percent-value in the range 0-100. Treat this with CARE. Look at other maps |
|
|
829 | and what they require to do for getting this-and-that artifact. |
|
|
830 | </attribute> |
|
|
831 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
832 | This adds magic resistance to the item. The number is a percent-value in |
|
|
833 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
834 | require to do for getting this-and-that artifact. |
|
|
835 | </attribute> |
|
|
836 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
837 | This adds fire resistance to the item. The number is a percent-value in |
|
|
838 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
839 | require to do for getting this-and-that artifact. |
|
|
840 | </attribute> |
|
|
841 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
842 | This adds electricity resistance to the item. The number is a percent-value in |
|
|
843 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
844 | require to do for getting this-and-that artifact. |
|
|
845 | </attribute> |
|
|
846 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
847 | This adds fire resistance to the item. The number is a percent-value in |
|
|
848 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
849 | require to do for getting this-and-that artifact. |
|
|
850 | </attribute> |
|
|
851 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
852 | This adds confusion resistance to the item. The number is a percent-value in |
|
|
853 | the range 0-100. Confusion resistance is not very effective |
|
|
854 | unless the value comes close to 100 (= perfect immunity). |
|
|
855 | </attribute> |
|
|
856 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
857 | This adds acid resistance to the item. The number is a percent-value in |
|
|
858 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
859 | require to do for getting this-and-that artifact. |
|
|
860 | </attribute> |
|
|
861 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
862 | This adds draining resistance to the item. The number is a percent-value |
|
|
863 | in the range 0-100. Draining resistance is little effective |
|
|
864 | unless the value is 100 (= perfect immunity). |
|
|
865 | </attribute> |
|
|
866 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
867 | This adds weaponmagic resistance to the item. The number is a percent-value in |
|
|
868 | the range 0-100. Weaponmagic resistance generally should not exist on |
|
|
869 | equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) |
|
|
870 | are not meant to be easily resisted. |
|
|
871 | </attribute> |
|
|
872 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
873 | This adds ghosthit resistance to the item. The number is a percent-value |
|
|
874 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
875 | require to do for getting this-and-that artifact. |
|
|
876 | </attribute> |
|
|
877 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
878 | This adds poison resistance to the item. The number is a percent-value in |
|
|
879 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
880 | require to do for getting this-and-that artifact. |
|
|
881 | </attribute> |
|
|
882 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
883 | This adds fear resistance to the item. The number is a percent-value in |
|
|
884 | the range 0-100. Resistance to fear is pretty useless. |
|
|
885 | </attribute> |
|
|
886 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
887 | This adds paralyze resistance to the item. The number is a percent-value in |
|
|
888 | the range 0-100. Paralyze resistance is little effective |
|
|
889 | unless the value is 100 (= perfect immunity). |
|
|
890 | </attribute> |
|
|
891 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
892 | This adds fear resistance to the item. The number is a percent-value in |
|
|
893 | the range 0-100. Resistance to fear is pretty useless. |
|
|
894 | </attribute> |
|
|
895 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
896 | This adds depletion resistance to the item. The number is a percent-value |
|
|
897 | in the range 0-100. Depletion resistance is little effective |
|
|
898 | unless the value is 100 (= perfect immunity). |
|
|
899 | </attribute> |
|
|
900 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
901 | This adds death-attack resistance to the item. The number is a |
|
|
902 | percent-value in the range 0-100. Death-attack resistance is little |
|
|
903 | effective unless the value is 100 (= perfect immunity). |
|
|
904 | Generally, resistance to death-attack is not supposed to be |
|
|
905 | available to players! |
|
|
906 | </attribute> |
|
|
907 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
908 | This adds chaos resistance to the item. The number is a percent-value in |
|
|
909 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
910 | require to do for getting this-and-that artifact. |
|
|
911 | Note that chaos is not a stand-alone attacktype. Chaos "contains" a |
|
|
912 | combination of other attacktypes. |
|
|
913 | </attribute> |
|
|
914 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
915 | This adds blinding resistance to the item. The number is a percent-value |
|
|
916 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
917 | require to do for getting this-and-that artifact. |
|
|
918 | </attribute> |
|
|
919 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
920 | This adds holy power resistance to the item. The number is a percent-value |
|
|
921 | in the range 0-100. Holy power is the attacktype that holyword-type spells |
|
|
922 | use to hurt undead creatures. This kind of resistance is only reasonable |
|
|
923 | for undead players (wraith or devourer cult). |
|
|
924 | Generally, resistance to holy word should not be available for players. |
|
|
925 | </attribute> |
|
|
926 | </section> |
|
|
927 | <section name="stats"> |
|
|
928 | <attribute arch="Str" editor="strength" type="int"> |
|
|
929 | The player's strentgh will rise/fall by the given value |
|
|
930 | while wearing this piece of equipment. |
|
|
931 | </attribute> |
|
|
932 | <attribute arch="Dex" editor="dexterity" type="int"> |
|
|
933 | The player's dexterity will rise/fall by the given value |
|
|
934 | while wearing this piece of equipment. |
|
|
935 | </attribute> |
|
|
936 | <attribute arch="Con" editor="constitution" type="int"> |
|
|
937 | The player's constitution will rise/fall by the given value |
|
|
938 | while wearing this piece of equipment. |
|
|
939 | </attribute> |
|
|
940 | <attribute arch="Int" editor="intelligence" type="int"> |
|
|
941 | The player's intelligence will rise/fall by the given value |
|
|
942 | while wearing this piece of equipment. |
|
|
943 | </attribute> |
|
|
944 | <attribute arch="Pow" editor="power" type="int"> |
|
|
945 | The player's power will rise/fall by the given value |
|
|
946 | while wearing this piece of equipment. |
|
|
947 | </attribute> |
|
|
948 | <attribute arch="Wis" editor="wisdom" type="int"> |
|
|
949 | The player's wisdom will rise/fall by the given value while |
|
|
950 | wearing this piece of equipment. |
|
|
951 | </attribute> |
|
|
952 | <attribute arch="Cha" editor="charisma" type="int"> |
|
|
953 | The player's charisma will rise/fall by the given value |
|
|
954 | while wearing this piece of equipment. |
|
|
955 | </attribute> |
|
|
956 | </section> |
|
|
957 | <section name="misc"> |
1046 | <section name="misc"> |
958 | <attribute arch="luck" editor="luck bonus" type="int"> |
1047 | <attribute arch="luck" editor="luck bonus" type="int"> |
959 | With positive luck bonus, the player is more likely to |
1048 | With positive luck bonus, the player is more likely to |
960 | succeed in all sorts of things (spellcasting, praying,...). |
1049 | succeed in all sorts of things (spellcasting, praying,...). |
961 | Unless the <luck bonus> is very high, the effect will be |
1050 | Unless the <luck bonus> is very high, the effect will be |
… | |
… | |
1049 | Battleground is very special: In short, players can die on battleground |
1138 | Battleground is very special: In short, players can die on battleground |
1050 | without any death penalties. They don't loose or gain experience |
1139 | without any death penalties. They don't loose or gain experience |
1051 | while on battleground. Acid, draining and depletion effects don't |
1140 | while on battleground. Acid, draining and depletion effects don't |
1052 | work either. |
1141 | work either. |
1053 | When a player dies on battleground, he gets teleported to an exit |
1142 | When a player dies on battleground, he gets teleported to an exit |
1054 | location which is defined in the battleground object. ]]> |
1143 | location which is defined in the battleground object.]]> |
1055 | </description> |
1144 | </description> |
1056 | <use><![CDATA[ |
1145 | <use><![CDATA[ |
1057 | Battleground is only meant for player vs. player duels. You can |
1146 | Battleground is only meant for player vs. player duels. You can |
1058 | design combat arenas similiar to the one in scorn.<br> |
1147 | design combat arenas similiar to the one in scorn.<br> |
1059 | What should NEVER be done is placing battleground tiles in |
1148 | What should NEVER be done is placing battleground tiles in |
… | |
… | |
1061 | It must not be possible to gain significant treasure for fighting |
1150 | It must not be possible to gain significant treasure for fighting |
1062 | on battleground, because it bears no risk.<br><br> |
1151 | on battleground, because it bears no risk.<br><br> |
1063 | (Battleground will cease to work when the image or name is changed, |
1152 | (Battleground will cease to work when the image or name is changed, |
1064 | or when it is placed beneath another floor tile. |
1153 | or when it is placed beneath another floor tile. |
1065 | This is not a bug, it is there to prevent any attempts of placing |
1154 | This is not a bug, it is there to prevent any attempts of placing |
1066 | "hidden" battleground tiles anywhere.) ]]> |
1155 | "hidden" battleground tiles anywhere.)]]> |
1067 | </use> |
1156 | </use> |
1068 | <attribute arch="no_pick" value="1" type="fixed" /> |
1157 | <attribute arch="no_pick" value="1" type="fixed" /> |
1069 | <attribute arch="is_floor" value="1" type="fixed" /> |
1158 | <attribute arch="is_floor" value="1" type="fixed" /> |
1070 | <attribute arch="hp" editor="destination X" type="int"> |
1159 | <attribute arch="hp" editor="destination X" type="int"> |
1071 | The exit destinations define the (x, y)-coordinates where players |
1160 | The exit destinations define the (x, y)-coordinates where players |
… | |
… | |
1076 | get teleported after they died on this battleground. |
1165 | get teleported after they died on this battleground. |
1077 | </attribute> |
1166 | </attribute> |
1078 | </type> |
1167 | </type> |
1079 | |
1168 | |
1080 | <!--####################################################################--> |
1169 | <!--####################################################################--> |
1081 | <type number="165" name="Safe ground (CF+)"> |
1170 | <type number="165" name="Safe ground"> |
1082 | <ignore> |
1171 | <ignore> |
1083 | <ignore_list name="non_pickable" /> |
1172 | <ignore_list name="non_pickable" /> |
1084 | </ignore> |
1173 | </ignore> |
1085 | <description><![CDATA[ |
1174 | <description><![CDATA[ |
1086 | Safe ground is a special object that prevents any effects that might |
1175 | Safe ground is a special object that prevents any effects that might |
1087 | be harmful for the map, other players or items on the map. |
1176 | be harmful for the map, other players or items on the map. |
1088 | It blocks all magic and prayers, usage of alchemy, prevents potions |
1177 | It blocks all magic and prayers, usage of alchemy, prevents potions |
1089 | from being used and blocks bombs from exploding. Note that altars that |
1178 | from being used and blocks bombs from exploding. Note that altars that |
1090 | do cast spells still work. |
1179 | do cast spells still work. |
1091 | (This is a Crossfire+ feature, and might not work elsewhere) |
|
|
1092 | ]]> |
1180 | ]]> |
1093 | </description> |
1181 | </description> |
1094 | <use><![CDATA[ |
1182 | <use><![CDATA[ |
1095 | Safe ground can be used to prevents any means of burning |
1183 | Safe ground can be used to prevents any means of burning |
1096 | or destroying the items in a shop. Put this object below all floor tiles |
1184 | or destroying the items in a shop. Put this object below all floor tiles |
1097 | in your map and your shop will be safe. It's generally useful for making |
1185 | in your map and your shop will be safe. It's generally useful for making |
1098 | areas where really no kind of spell should be invoked by a player. |
1186 | areas where really no kind of spell should be invoked by a player. |
1099 | ]]> |
1187 | ]]> |
1100 | </use> |
1188 | </use> |
|
|
1189 | &movement_types_terrain; |
1101 | <attribute arch="no_pick" value="1" type="fixed" /> |
1190 | <attribute arch="no_pick" value="1" type="fixed" /> |
1102 | </type> |
1191 | </type> |
1103 | |
1192 | |
1104 | <!--####################################################################--> |
1193 | <!--####################################################################--> |
1105 | <type number="8" name="Book"> |
1194 | <type number="8" name="Book"> |
1106 | <description><![CDATA[ |
1195 | <description><![CDATA[ |
1107 | Applying a book, the containing message is displayed to the player. ]]> |
1196 | Applying a book, the containing message is displayed to the player.]]> |
1108 | </description> |
1197 | </description> |
1109 | <attribute arch="level" editor="literacy level" type="int"> |
1198 | <attribute arch="level" editor="literacy level" type="int"> |
1110 | If this value is set to be greater than zero, the player needs a |
1199 | If this value is set to be greater than zero, the player needs a |
1111 | certain literacy level to succeed reading the book. The book can be |
1200 | certain literacy level to succeed reading the book. The book can be |
1112 | read if: mental_level greater <literacy level> - 5. Adding level to a |
1201 | read if: mental_level greater <literacy level> - 5. Adding level to a |
… | |
… | |
1136 | <type number="99" name="Boots"> |
1225 | <type number="99" name="Boots"> |
1137 | <import_type name="Amulet" /> |
1226 | <import_type name="Amulet" /> |
1138 | <description><![CDATA[ |
1227 | <description><![CDATA[ |
1139 | Wearing boots, the object's stats will directly be inherited to |
1228 | Wearing boots, the object's stats will directly be inherited to |
1140 | the player. Usually enhancing his speed, or granting some minor |
1229 | the player. Usually enhancing his speed, or granting some minor |
1141 | protection bonus. ]]> |
1230 | protection bonus.]]> |
1142 | </description> |
1231 | </description> |
1143 | <use><![CDATA[ |
1232 | <use><![CDATA[ |
1144 | Feel free to create your own special artifacts. However, it is very |
1233 | Feel free to create your own special artifacts. However, it is very |
1145 | important that you keep your artifact in balance with existing maps. ]]> |
1234 | important that you keep your artifact in balance with existing maps.]]> |
1146 | </use> |
1235 | </use> |
1147 | <attribute arch="exp" editor="speed bonus" type="int"> |
1236 | <attribute arch="exp" editor="speed bonus" type="int"> |
1148 | Boots with <speed bonus> will increase the player's walking speed |
1237 | Boots with <speed bonus> will increase the player's walking speed |
1149 | while worn. This kind of bonus is quite desirable for players of low- |
1238 | while worn. This kind of bonus is quite desirable for players of low- |
1150 | and medium level. High level players usually have fastest possible |
1239 | and medium level. High level players usually have fastest possible |
… | |
… | |
1166 | <type number="104" name="Bracers"> |
1255 | <type number="104" name="Bracers"> |
1167 | <import_type name="Amulet" /> |
1256 | <import_type name="Amulet" /> |
1168 | <description><![CDATA[ |
1257 | <description><![CDATA[ |
1169 | Bracers are armour-plates worn around the wrists. |
1258 | Bracers are armour-plates worn around the wrists. |
1170 | Wearing bracer, the object's stats will directly be inherited to |
1259 | Wearing bracer, the object's stats will directly be inherited to |
1171 | the player. Usually enhancing his defense. ]]> |
1260 | the player. Usually enhancing his defense.]]> |
1172 | </description> |
1261 | </description> |
1173 | <use><![CDATA[ |
1262 | <use><![CDATA[ |
1174 | Feel free to create your own special artifacts. However, it is very |
1263 | Feel free to create your own special artifacts. However, it is very |
1175 | important that you keep your artifact in balance with existing maps. ]]> |
1264 | important that you keep your artifact in balance with existing maps.]]> |
1176 | </use> |
1265 | </use> |
1177 | <attribute arch="magic" editor="magic bonus" type="int"> |
1266 | <attribute arch="magic" editor="magic bonus" type="int"> |
1178 | <magic bonus> works just like ac, except that it can be improved by |
1267 | <magic bonus> works just like ac, except that it can be improved by |
1179 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1268 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1180 | than direct armour-class bonus on the bracers. |
1269 | than direct armour-class bonus on the bracers. |
… | |
… | |
1184 | <!--####################################################################--> |
1273 | <!--####################################################################--> |
1185 | <type number="16" name="Brestplate Armour"> |
1274 | <type number="16" name="Brestplate Armour"> |
1186 | <import_type name="Amulet" /> |
1275 | <import_type name="Amulet" /> |
1187 | <description><![CDATA[ |
1276 | <description><![CDATA[ |
1188 | Wearing an armour, the object's stats will directly be inherited to |
1277 | Wearing an armour, the object's stats will directly be inherited to |
1189 | the player. Usually enhancing his defense. ]]> |
1278 | the player. Usually enhancing his defense.]]> |
1190 | </description> |
1279 | </description> |
1191 | <use><![CDATA[ |
1280 | <use><![CDATA[ |
1192 | Feel free to create your own special artifacts. However, it is very |
1281 | Feel free to create your own special artifacts. However, it is very |
1193 | important that you keep your artifact in balance with existing maps. ]]> |
1282 | important that you keep your artifact in balance with existing maps.]]> |
1194 | </use> |
1283 | </use> |
1195 | <attribute arch="last_heal" editor="spellpoint penalty" type="int"> |
1284 | <attribute arch="last_heal" editor="spellpoint penalty" type="int"> |
1196 | This poses a penalty to spell regeneration speed, for wearing the armour. |
1285 | This poses a penalty to spell regeneration speed, for wearing the armour. |
1197 | The bigger the spellpoint penalty, the worse. |
1286 | The bigger the spellpoint penalty, the worse. |
1198 | </attribute> |
1287 | </attribute> |
… | |
… | |
1214 | </ignore> |
1303 | </ignore> |
1215 | <description><![CDATA[ |
1304 | <description><![CDATA[ |
1216 | When a predefined amount of weigh is placed on a button, the |
1305 | When a predefined amount of weigh is placed on a button, the |
1217 | <connection> value is triggered. In most cases this happens when a |
1306 | <connection> value is triggered. In most cases this happens when a |
1218 | player or monster steps on it. When the button is "released", the |
1307 | player or monster steps on it. When the button is "released", the |
1219 | <connection> value get's triggered a second time. ]]> |
1308 | <connection> value get's triggered a second time.]]> |
1220 | </description> |
1309 | </description> |
1221 | &move_on; |
1310 | &move_on; |
1222 | &move_off; |
1311 | &move_off; |
1223 | <attribute arch="no_pick" value="1" type="fixed" /> |
1312 | <attribute arch="no_pick" value="1" type="fixed" /> |
1224 | <attribute arch="weight" editor="press weight" type="int"> |
1313 | <attribute arch="weight" editor="press weight" type="int"> |
… | |
… | |
1242 | <ignore_list name="non_pickable" /> |
1331 | <ignore_list name="non_pickable" /> |
1243 | </ignore> |
1332 | </ignore> |
1244 | <description><![CDATA[ |
1333 | <description><![CDATA[ |
1245 | Handle buttons are buttons which reset after a short period |
1334 | Handle buttons are buttons which reset after a short period |
1246 | of time. Every time it is either applied or reset, the |
1335 | of time. Every time it is either applied or reset, the |
1247 | <connection> value is triggered. ]]> |
1336 | <connection> value is triggered.]]> |
1248 | </description> |
1337 | </description> |
1249 | </type> |
1338 | </type> |
1250 | |
1339 | |
1251 | <!--####################################################################--> |
1340 | <!--####################################################################--> |
1252 | <type number="37" name="Class Changer"> |
1341 | <type number="37" name="Class Changer"> |
1253 | <ignore> |
1342 | <ignore> |
1254 | <ignore_list name="non_pickable" /> |
1343 | <ignore_list name="non_pickable" /> |
1255 | </ignore> |
1344 | </ignore> |
1256 | <description><![CDATA[ |
1345 | <description><![CDATA[ |
1257 | Class changer are used while creating a character. ]]> |
1346 | Class changer are used while creating a character.]]> |
1258 | </description> |
1347 | </description> |
1259 | <attribute arch="randomitems" editor="class items" type="treasurelist"> |
1348 | <attribute arch="randomitems" editor="class items" type="treasurelist"> |
1260 | This entry determines which initial items the character receives. |
1349 | This entry determines which initial items the character receives. |
1261 | </attribute> |
1350 | </attribute> |
1262 | <section name="stats"> |
1351 | <section name="stats"> |
… | |
… | |
1295 | <type number="87" name="Cloak"> |
1384 | <type number="87" name="Cloak"> |
1296 | <import_type name="Amulet" /> |
1385 | <import_type name="Amulet" /> |
1297 | <description><![CDATA[ |
1386 | <description><![CDATA[ |
1298 | Wearing a cloak, the object's stats will directly be inherited to |
1387 | Wearing a cloak, the object's stats will directly be inherited to |
1299 | the player. Cloaks usually add minor <armour class> and |
1388 | the player. Cloaks usually add minor <armour class> and |
1300 | sometimes a bit of resistance. ]]> |
1389 | sometimes a bit of resistance.]]> |
1301 | </description> |
1390 | </description> |
1302 | <use><![CDATA[ |
1391 | <use><![CDATA[ |
1303 | Feel free to create your own special artifacts. However, it is very |
1392 | Feel free to create your own special artifacts. However, it is very |
1304 | important that you keep your artifact in balance with existing maps. ]]> |
1393 | important that you keep your artifact in balance with existing maps.]]> |
1305 | </use> |
1394 | </use> |
1306 | <attribute arch="magic" editor="magic bonus" type="int"> |
1395 | <attribute arch="magic" editor="magic bonus" type="int"> |
1307 | <magic bonus> works just like ac, except that it can be improved by |
1396 | <magic bonus> works just like ac, except that it can be improved by |
1308 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1397 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1309 | than direct armour-class bonus on the cloak. |
1398 | than direct armour-class bonus on the cloak. |
… | |
… | |
1314 | </type> |
1403 | </type> |
1315 | |
1404 | |
1316 | <!--####################################################################--> |
1405 | <!--####################################################################--> |
1317 | <type number="9" name="Clock"> |
1406 | <type number="9" name="Clock"> |
1318 | <description><![CDATA[ |
1407 | <description><![CDATA[ |
1319 | Applying a clock, the time is displayed to the player. ]]> |
1408 | Applying a clock, the time is displayed to the player.]]> |
1320 | </description> |
1409 | </description> |
1321 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1410 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1322 | This text may describe the item |
1411 | This text may describe the item |
1323 | </attribute> |
1412 | </attribute> |
1324 | </type> |
1413 | </type> |
… | |
… | |
1329 | A player can put (certain kinds of) items in the container. |
1418 | A player can put (certain kinds of) items in the container. |
1330 | The overall weight of items is reduced when put inside a |
1419 | The overall weight of items is reduced when put inside a |
1331 | container, depending on the settings. |
1420 | container, depending on the settings. |
1332 | <br><br> |
1421 | <br><br> |
1333 | A special feature of containers is the "cauldron", |
1422 | A special feature of containers is the "cauldron", |
1334 | capable of mixing alchemical receipes. ]]> |
1423 | capable of mixing alchemical receipes.]]> |
1335 | </description> |
1424 | </description> |
1336 | <use><![CDATA[ |
1425 | <use><![CDATA[ |
1337 | Note on chests - There are two types of chests: |
1426 | Note on chests - There are two types of chests: |
1338 | <UL> |
1427 | <UL> |
1339 | <LI> First the random treasure chests - Those are NOT containers |
1428 | <LI> First the random treasure chests - Those are NOT containers |
1340 | (but object type Treasure), they create random treasures when |
1429 | (but object type Treasure), they create random treasures when |
1341 | applied. Archetype name is "chest". |
1430 | applied. Archetype name is "chest". |
1342 | <LI> Second there are the permanent chests - Those are containers, |
1431 | <LI> Second there are the permanent chests - Those are containers, |
1343 | they can be opened and closed again. Archetype name is "chest_2". |
1432 | they can be opened and closed again. Archetype name is "chest_2". |
1344 | </UL> ]]> |
1433 | </UL>]]> |
1345 | </use> |
1434 | </use> |
1346 | <attribute arch="race" editor="container class" type="string"> |
1435 | <attribute arch="race" editor="container class" type="string"> |
1347 | If set, the container will hold only certain types of objects. |
1436 | If set, the container will hold only certain types of objects. |
1348 | Possible choices for <container class> are: "gold and jewels", |
1437 | Possible choices for <container class> are: "gold and jewels", |
1349 | "arrows" and "keys". |
1438 | "arrows" and "keys". |
… | |
… | |
1404 | <attribute arch="title" /> |
1493 | <attribute arch="title" /> |
1405 | </ignore> |
1494 | </ignore> |
1406 | <description><![CDATA[ |
1495 | <description><![CDATA[ |
1407 | Converters are like "exchange tables". When the player drops a |
1496 | Converters are like "exchange tables". When the player drops a |
1408 | specific type of items, they get converted into other items, at a |
1497 | specific type of items, they get converted into other items, at a |
1409 | predefined exchange-ratio. ]]> |
1498 | predefined exchange-ratio.]]> |
1410 | </description> |
1499 | </description> |
1411 | <use><![CDATA[ |
1500 | <use><![CDATA[ |
1412 | Converters are better than shopping with doormats, because the |
1501 | Converters are better than shopping with doormats, because the |
1413 | converters never get sold out. For some items like food or jewels |
1502 | converters never get sold out. For some items like food or jewels |
1414 | those "exchange tables" are really nice, while for the more important |
1503 | those "exchange tables" are really nice, while for the more important |
… | |
… | |
1416 | <br><br> |
1505 | <br><br> |
1417 | VERY IMPORTANT: Be careful with the exchange-ratio! When you drop |
1506 | VERY IMPORTANT: Be careful with the exchange-ratio! When you drop |
1418 | items on a converter, the stuff you get must be of equal or lesser |
1507 | items on a converter, the stuff you get must be of equal or lesser |
1419 | value than before! (Except if you are using "rare" items like |
1508 | value than before! (Except if you are using "rare" items like |
1420 | dragonscales for payment). The code will not check if your ratio is |
1509 | dragonscales for payment). The code will not check if your ratio is |
1421 | sane, so the player could gain infinite wealth by using your converter. ]]> |
1510 | sane, so the player could gain infinite wealth by using your converter.]]> |
1422 | </use> |
1511 | </use> |
1423 | <attribute arch="no_pick" value="1" type="fixed" /> |
1512 | <attribute arch="no_pick" value="1" type="fixed" /> |
1424 | <attribute arch="slaying" editor="cost arch" type="string"> |
1513 | <attribute arch="slaying" editor="cost arch" type="string"> |
1425 | <cost arch> is the name of the archetype the player has to |
1514 | <cost arch> is the name of the archetype the player has to |
1426 | put on the converter, as payment. |
1515 | put on the converter, as payment. |
… | |
… | |
1452 | <ignore_list name="system_object" /> |
1541 | <ignore_list name="system_object" /> |
1453 | </ignore> |
1542 | </ignore> |
1454 | <description><![CDATA[ |
1543 | <description><![CDATA[ |
1455 | A creator is an object which creates another object when it |
1544 | A creator is an object which creates another object when it |
1456 | is triggered. The child object can be anything. Creators are |
1545 | is triggered. The child object can be anything. Creators are |
1457 | VERY useful for all kinds of map-mechanisms. ]]> |
1546 | VERY useful for all kinds of map-mechanisms. They can even |
|
|
1547 | periodically create things.]]> |
1458 | </description> |
1548 | </description> |
1459 | <use><![CDATA[ |
1549 | <use><![CDATA[ |
1460 | Don't hesitate to hide your creators under the floor. |
1550 | Don't hesitate to hide your creators under the floor. |
1461 | The created items will still always appear ontop of the floor. ]]> |
1551 | The created items will still always appear ontop of the floor.]]> |
1462 | </use> |
1552 | </use> |
1463 | <attribute arch="no_pick" value="1" type="fixed" /> |
1553 | <attribute arch="no_pick" value="1" type="fixed" /> |
1464 | <attribute arch="other_arch" editor="create arch" type="string"> |
1554 | <attribute arch="other_arch" editor="create arch" type="string"> |
1465 | This string defines the object that will be created. |
1555 | This string defines the object that will be created. |
1466 | You can choose any of the existing arches. |
1556 | You can choose any of the existing arches. |
… | |
… | |
1475 | &activate_on; |
1565 | &activate_on; |
1476 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1566 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1477 | If <infinit uses> is set, the creator will work |
1567 | If <infinit uses> is set, the creator will work |
1478 | infinitely, regardless of the value in <number of uses>. |
1568 | infinitely, regardless of the value in <number of uses>. |
1479 | </attribute> |
1569 | </attribute> |
|
|
1570 | <attribute arch="speed" editor="speed" type="float"> |
|
|
1571 | When this field is set the creator will periodically create stuff |
|
|
1572 | (and will still do so when the connection is triggered). |
|
|
1573 | A value of 1 means roughly 8 times a second. |
|
|
1574 | </attribute> |
1480 | <attribute arch="hp" editor="number of uses" type="int"> |
1575 | <attribute arch="hp" editor="number of uses" type="int"> |
1481 | The creator can be triggered <number of uses> times, thus |
1576 | The creator can be triggered <number of uses> times, thus |
1482 | creating that many objects, before it dissappears. |
1577 | creating that many objects, before it dissappears. |
1483 | Default is <number of uses> 1 (-> one-time usage). |
1578 | Default is <number of uses> 1 (-> one-time usage). |
1484 | </attribute> |
1579 | </attribute> |
… | |
… | |
1503 | finds a specific object, it toggles its connected value. |
1598 | finds a specific object, it toggles its connected value. |
1504 | <br><br> |
1599 | <br><br> |
1505 | What is "unique" about them, compared to inv. checkers/ pedestals? |
1600 | What is "unique" about them, compared to inv. checkers/ pedestals? |
1506 | - First, detectors check their square for a match periodically, not |
1601 | - First, detectors check their square for a match periodically, not |
1507 | instantly. Second, detectors check directly for object names. Third, |
1602 | instantly. Second, detectors check directly for object names. Third, |
1508 | detectors do not check the inventory of players/monsters. ]]> |
1603 | detectors do not check the inventory of players/monsters.]]> |
1509 | </description> |
1604 | </description> |
1510 | <use><![CDATA[ |
1605 | <use><![CDATA[ |
1511 | There is one major speciality about detectors: You can detect spells |
1606 | There is one major speciality about detectors: You can detect spells |
1512 | blown over a detector! To detect a lighting bolt for example, set |
1607 | blown over a detector! To detect a lighting bolt for example, set |
1513 | "slaying ligthing" and "speed 1.0". In combination with spellcasting |
1608 | "slaying ligthing" and "speed 1.0". In combination with spellcasting |
1514 | walls, this can be very useful for map-mechanisms. ]]> |
1609 | walls, this can be very useful for map-mechanisms.]]> |
1515 | </use> |
1610 | </use> |
1516 | <attribute arch="no_pick" value="1" type="fixed" /> |
1611 | <attribute arch="no_pick" value="1" type="fixed" /> |
1517 | <attribute arch="slaying" editor="match name" type="string"> |
1612 | <attribute arch="slaying" editor="match name" type="string"> |
1518 | <match name> specifies the name of the object we are looking for. |
1613 | <match name> specifies the name of the object we are looking for. |
1519 | Actually it does also check for the <key string> in key-objects, |
1614 | Actually it does also check for the <key string> in key-objects, |
… | |
… | |
1544 | <description><![CDATA[ |
1639 | <description><![CDATA[ |
1545 | Directors change the direction of spell objects and other projectiles |
1640 | Directors change the direction of spell objects and other projectiles |
1546 | that fly past. Unlike spinners, directors always move objects in the |
1641 | that fly past. Unlike spinners, directors always move objects in the |
1547 | same direction. It does not make a difference from what angle you |
1642 | same direction. It does not make a difference from what angle you |
1548 | shoot into it.<br> |
1643 | shoot into it.<br> |
1549 | Directors are visible per default. ]]> |
1644 | Directors are visible per default.]]> |
1550 | </description> |
1645 | </description> |
1551 | <use><![CDATA[ |
1646 | <use><![CDATA[ |
1552 | Directors are rarely used in maps. Sometimes they are placed to |
1647 | Directors are rarely used in maps. Sometimes they are placed to |
1553 | change the direction of spells coming out of magic walls, |
1648 | change the direction of spells coming out of magic walls, |
1554 | "channeling" spell-projectiles in some direction. When doing this, |
1649 | "channeling" spell-projectiles in some direction. When doing this, |
… | |
… | |
1556 | into them!</B> The spell-projectiles bouncing between the directors |
1651 | into them!</B> The spell-projectiles bouncing between the directors |
1557 | would accumulate to huge numbers and at some point slow down the |
1652 | would accumulate to huge numbers and at some point slow down the |
1558 | server by eating memory- and CPU-time. |
1653 | server by eating memory- and CPU-time. |
1559 | <br><br> |
1654 | <br><br> |
1560 | You'd better not place directors in monster vs. player combat |
1655 | You'd better not place directors in monster vs. player combat |
1561 | areas too much, because that freaks out wizard-type players. ]]> |
1656 | areas too much, because that freaks out wizard-type players.]]> |
1562 | </use> |
1657 | </use> |
1563 | <attribute arch="sp" editor="direction" type="list_direction"> |
1658 | <attribute arch="sp" editor="direction" type="list_direction"> |
1564 | Projectiles will leave the director flying in the selected <direction>. |
1659 | Projectiles will leave the director flying in the selected <direction>. |
1565 | A director with direction <none> simply stops projectiles. |
1660 | A director with direction <none> simply stops projectiles. |
1566 | (The latter works out a bit strange for some spells). |
1661 | (The latter works out a bit strange for some spells). |
… | |
… | |
1572 | <type number="158" name="Disease"> |
1667 | <type number="158" name="Disease"> |
1573 | <ignore> |
1668 | <ignore> |
1574 | <ignore_list name="system_object" /> |
1669 | <ignore_list name="system_object" /> |
1575 | </ignore> |
1670 | </ignore> |
1576 | <description><![CDATA[ |
1671 | <description><![CDATA[ |
1577 | Diseases are an intersting form of spellcraft in Crossfire. |
1672 | Diseases are an intersting form of spellcraft in Deliantra. |
1578 | Once casted, they can spread out and infect creatures in a large |
1673 | Once casted, they can spread out and infect creatures in a large |
1579 | area. Being infected can have various effects, from amusing farts |
1674 | area. Being infected can have various effects, from amusing farts |
1580 | to horrible damage - almost everything is possible. ]]> |
1675 | to horrible damage - almost everything is possible.]]> |
1581 | </description> |
1676 | </description> |
1582 | <use><![CDATA[ |
1677 | <use><![CDATA[ |
1583 | Diseases are extremely flexible and usable in a many ways. |
1678 | Diseases are extremely flexible and usable in a many ways. |
1584 | So far they are mostly used for causing bad, unwanted effects. |
1679 | So far they are mostly used for causing bad, unwanted effects. |
1585 | You could just as well create a disease which helps the player |
1680 | You could just as well create a disease which helps the player |
1586 | (recharging mana for example). |
1681 | (recharging mana for example). |
1587 | Infection with a "positive disease" could even be a quest reward. ]]> |
1682 | Infection with a "positive disease" could even be a quest reward.]]> |
1588 | </use> |
1683 | </use> |
1589 | <attribute arch="invisible" value="1" type="fixed" /> |
1684 | <attribute arch="invisible" value="1" type="fixed" /> |
1590 | <attribute arch="level" editor="plaque level" type="int"> |
1685 | <attribute arch="level" editor="plaque level" type="int"> |
1591 | The <plaque level> is proportional to the disease's deadliness. |
1686 | The <plaque level> is proportional to the disease's deadliness. |
1592 | This mainly reflects in the <damage>. It has no effect on |
1687 | This mainly reflects in the <damage>. It has no effect on |
… | |
… | |
1737 | </ignore> |
1832 | </ignore> |
1738 | <description><![CDATA[ |
1833 | <description><![CDATA[ |
1739 | A door can be opened with a normal key. It also can be broken by attacking |
1834 | A door can be opened with a normal key. It also can be broken by attacking |
1740 | it, and it can be defeated with the lockpicking skill. If a door is |
1835 | it, and it can be defeated with the lockpicking skill. If a door is |
1741 | defeated, horizontally and vertically adjacent doors are automatically |
1836 | defeated, horizontally and vertically adjacent doors are automatically |
1742 | removed. ]]> |
1837 | removed.]]> |
1743 | </description> |
1838 | </description> |
1744 | <attribute arch="no_pick" value="1" type="fixed" /> |
1839 | <attribute arch="no_pick" value="1" type="fixed" /> |
1745 | <attribute arch="alive" value="1" type="fixed" /> |
1840 | <attribute arch="alive" value="1" type="fixed" /> |
1746 | &movement_types_terrain; |
1841 | &movement_types_terrain; |
1747 | <attribute arch="hp" editor="hitpoints" type="int"> |
1842 | <attribute arch="hp" editor="hitpoints" type="int"> |
… | |
… | |
1757 | defeated. |
1852 | defeated. |
1758 | </attribute> |
1853 | </attribute> |
1759 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
1854 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
1760 | This entry determines what kind of traps will appear in the door. |
1855 | This entry determines what kind of traps will appear in the door. |
1761 | </attribute> |
1856 | </attribute> |
|
|
1857 | <attribute arch="treasure_env" editor="treasure in env" type="bool"> |
|
|
1858 | Set this flag to move treasure items created into the environment (map) |
|
|
1859 | instead of putting them into the object. |
|
|
1860 | </attribute> |
1762 | </type> |
1861 | </type> |
1763 | |
1862 | |
1764 | <!--####################################################################--> |
1863 | <!--####################################################################--> |
1765 | <type number="83" name="Duplicator"> |
1864 | <type number="83" name="Duplicator"> |
1766 | <ignore> |
1865 | <ignore> |
… | |
… | |
1770 | When activated, a duplicator can duplicate, multiply or destroy a pile of |
1869 | When activated, a duplicator can duplicate, multiply or destroy a pile of |
1771 | objects which lies somewhere on top of the duplicator. |
1870 | objects which lies somewhere on top of the duplicator. |
1772 | The duplicator has one arch name specified as <target arch>, |
1871 | The duplicator has one arch name specified as <target arch>, |
1773 | and only objects of this archetype can be affected.<br> |
1872 | and only objects of this archetype can be affected.<br> |
1774 | It will multiply the number of items in the pile, by the <multiply factor>. |
1873 | It will multiply the number of items in the pile, by the <multiply factor>. |
1775 | If the latter is set to zero, it will destroy objects. ]]> |
1874 | If the latter is set to zero, it will destroy objects.]]> |
1776 | </description> |
1875 | </description> |
1777 | <use><![CDATA[ |
1876 | <use><![CDATA[ |
1778 | I hope it is clear that one must be very cautious when inserting a duplicator |
1877 | I hope it is clear that one must be very cautious when inserting a duplicator |
1779 | anywhere with <multiply factor> greater than one. |
1878 | anywhere with <multiply factor> greater than one. |
1780 | It is designed to be used for betting mechanisms only (bet -> win/loose). |
1879 | It is designed to be used for betting mechanisms only (bet -> win/loose). |
1781 | It is <b>not acceptable</b> to allow duplication of anything other than |
1880 | It is <b>not acceptable</b> to allow duplication of anything other than |
1782 | coins, gold and jewels. Besides, it is very important that the chance to |
1881 | coins, gold and jewels. Besides, it is very important that the chance to |
1783 | loose the input matches the chance to earn winnings.<br> |
1882 | loose the input matches the chance to earn winnings.<br> |
1784 | A duplicator with <multiply factor> 3 for example should have a |
1883 | A duplicator with <multiply factor> 3 for example should have a |
1785 | loosing rate of 2/3 = 67%. ]]> |
1884 | loosing rate of 2/3 = 67%.]]> |
1786 | </use> |
1885 | </use> |
1787 | <attribute arch="other_arch" editor="target arch" type="string"> |
1886 | <attribute arch="other_arch" editor="target arch" type="string"> |
1788 | Only objects of matching archtype, lying ontop of the duplicator will be |
1887 | Only objects of matching archtype, lying ontop of the duplicator will be |
1789 | duplicated, multiplied or removed. All other objects will be ignored. |
1888 | duplicated, multiplied or removed. All other objects will be ignored. |
1790 | </attribute> |
1889 | </attribute> |
… | |
… | |
1808 | </ignore> |
1907 | </ignore> |
1809 | <description><![CDATA[ |
1908 | <description><![CDATA[ |
1810 | When the player applies an exit, he is transferred to a different location. |
1909 | When the player applies an exit, he is transferred to a different location. |
1811 | (Monsters cannot use exits.) Depending on how it is set, the player applies |
1910 | (Monsters cannot use exits.) Depending on how it is set, the player applies |
1812 | the exit just by walking into it, or by pressing <a>pply when standing on |
1911 | the exit just by walking into it, or by pressing <a>pply when standing on |
1813 | the exit. ]]> |
1912 | the exit. ]]> |
1814 | </description> |
1913 | </description> |
1815 | <use><![CDATA[ |
1914 | <use><![CDATA[ |
1816 | If you want to have an invisible exit, set <invisible> (, of course |
1915 | If you want to have an invisible exit, set <invisible> (, of course |
1817 | <apply by walking>), and put it *under* the floor. Otherwise it could be |
1916 | <apply by walking>), and put it *under* the floor. Otherwise it could be |
1818 | detected with the show_invisible spell. |
1917 | detected with the show_invisible spell. |
1819 | <br><br> |
1918 | <br><br> |
1820 | You can be quite creative with the outlook of secret exits (their "face"). |
1919 | You can be quite creative with the outlook of secret exits (their "face"). |
1821 | Don't forget to give the player relyable hints about them though. ]]> |
1920 | Don't forget to give the player relyable hints about them though.]]> |
1822 | </use> |
1921 | </use> |
1823 | <attribute arch="slaying" editor="exit path" type="string"> |
1922 | <attribute arch="slaying" editor="exit path" type="string"> |
1824 | The exit path defines the map that the player is transferred to. |
1923 | The exit path defines the map that the player is transferred to. |
1825 | You can enter an absolute path, beginning with '/' (for example |
1924 | You can enter an absolute path, beginning with '/' (for example |
1826 | "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning |
1925 | "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning |
… | |
… | |
1853 | If set, this message will be displayed to the player when he applies the exit. |
1952 | If set, this message will be displayed to the player when he applies the exit. |
1854 | This is quite useful to throw in some "role-play feeling": "As you enter the |
1953 | This is quite useful to throw in some "role-play feeling": "As you enter the |
1855 | dark cave you hear the sound of rustling dragonscales...". Well, my english |
1954 | dark cave you hear the sound of rustling dragonscales...". Well, my english |
1856 | is poor, but you get the point. =) |
1955 | is poor, but you get the point. =) |
1857 | </attribute> |
1956 | </attribute> |
1858 | <attribute arch="unique" editor="unique destination" type="bool"> |
1957 | <attribute arch="damned" editor="set savebed" type="bool"> |
1859 | This flag defines the destined map as "personal unique map". If set, |
1958 | If set, then players using this exit will have their savebed position |
1860 | there will be a seperate version of that map for every player out there. |
1959 | set to the destination of the exit when passing through. |
1861 | This feature is used for the permanent apartments |
|
|
1862 | (in Scorn/Nuernberg/Caterham...). It should not be used for anything else |
|
|
1863 | than apartments, since Crossfire is a *multi*player game. In such a permanent |
|
|
1864 | apartment don't forget to set the unique-flag for all floor tiles too |
|
|
1865 | (see floors). |
|
|
1866 | An exit pointing outside of a personal unique map must have the |
|
|
1867 | "unique destination"-flag unset. |
|
|
1868 | </attribute> |
1960 | </attribute> |
1869 | </type> |
1961 | </type> |
1870 | |
1962 | |
1871 | <!--####################################################################--> |
1963 | <!--####################################################################--> |
1872 | <type number="72" name="Flesh"> |
1964 | <type number="72" name="Flesh"> |
… | |
… | |
1875 | little health by eating flesh-objects. <br> |
1967 | little health by eating flesh-objects. <br> |
1876 | For dragon players, flesh plays a very special role though: If the |
1968 | For dragon players, flesh plays a very special role though: If the |
1877 | flesh has resistances set, a dragon player has a chance to gain resistance in |
1969 | flesh has resistances set, a dragon player has a chance to gain resistance in |
1878 | those categories. The only constraint to this process is the <flesh level>. |
1970 | those categories. The only constraint to this process is the <flesh level>. |
1879 | Don't forget that flesh items with resistances have to be balanced |
1971 | Don't forget that flesh items with resistances have to be balanced |
1880 | according to map/monster difficulty. ]]> |
1972 | according to map/monster difficulty.]]> |
1881 | </description> |
1973 | </description> |
1882 | <use><![CDATA[ |
1974 | <use><![CDATA[ |
1883 | For dragon players, flesh items can be highly valuable. Note that many |
1975 | For dragon players, flesh items can be highly valuable. Note that many |
1884 | standard monsters carry flesh items from their <treasurelist>. |
1976 | standard monsters carry flesh items from their <treasurelist>. |
1885 | These flesh items "inherit" resistances and level from the monster they belong to. |
1977 | These flesh items "inherit" resistances and level from the monster they belong to. |
… | |
… | |
1887 | not the case - so you have to set it manually. |
1979 | not the case - so you have to set it manually. |
1888 | <br><br> |
1980 | <br><br> |
1889 | Generally adding special flesh-treaties for dragon players is a great thing |
1981 | Generally adding special flesh-treaties for dragon players is a great thing |
1890 | to do. Always consider that dragon players might really not be interested |
1982 | to do. Always consider that dragon players might really not be interested |
1891 | in that special piece of weapon or armour, so don't let the dragon-fellows miss |
1983 | in that special piece of weapon or armour, so don't let the dragon-fellows miss |
1892 | out on the reward completely. ]]> |
1984 | out on the reward completely.]]> |
1893 | </use> |
1985 | </use> |
1894 | <attribute arch="food" editor="foodpoints" type="int"> |
1986 | <attribute arch="food" editor="foodpoints" type="int"> |
1895 | The player's stomache will get filled with this amount of foodpoints. |
1987 | The player's stomache will get filled with this amount of foodpoints. |
1896 | The player's health will increase by <foodpoints>/50 hp. |
1988 | The player's health will increase by <foodpoints>/50 hp. |
1897 | </attribute> |
1989 | </attribute> |
… | |
… | |
1904 | </attribute> |
1996 | </attribute> |
1905 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
1997 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
1906 | A godgiven item vanishes as soon as the player |
1998 | A godgiven item vanishes as soon as the player |
1907 | drops it to the ground. |
1999 | drops it to the ground. |
1908 | </attribute> |
2000 | </attribute> |
1909 | <section name="resistance"> |
2001 | &resistances_flesh_section; |
1910 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
1911 | Resistances on flesh items make them more durable against spellcraft |
|
|
1912 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1913 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1914 | items in a monster's inventory. |
|
|
1915 | </attribute> |
|
|
1916 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
1917 | Resistances on flesh items make them more durable against spellcraft |
|
|
1918 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1919 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1920 | items in a monster's inventory. |
|
|
1921 | </attribute> |
|
|
1922 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
1923 | Resistances on flesh items make them more durable against spellcraft |
|
|
1924 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1925 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1926 | items in a monster's inventory. |
|
|
1927 | </attribute> |
|
|
1928 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
1929 | Resistances on flesh items make them more durable against spellcraft |
|
|
1930 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1931 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1932 | items in a monster's inventory. |
|
|
1933 | </attribute> |
|
|
1934 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
1935 | Resistances on flesh items make them more durable against spellcraft |
|
|
1936 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1937 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1938 | items in a monster's inventory. |
|
|
1939 | </attribute> |
|
|
1940 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
1941 | Resistances on flesh items make them more durable against spellcraft |
|
|
1942 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1943 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1944 | items in a monster's inventory. |
|
|
1945 | </attribute> |
|
|
1946 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
1947 | Resistances on flesh items make them more durable against spellcraft |
|
|
1948 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1949 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1950 | items in a monster's inventory. |
|
|
1951 | </attribute> |
|
|
1952 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
1953 | Resistances on flesh items make them more durable against spellcraft |
|
|
1954 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1955 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1956 | items in a monster's inventory. |
|
|
1957 | </attribute> |
|
|
1958 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
1959 | Resistances on flesh items make them more durable against spellcraft |
|
|
1960 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1961 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1962 | items in a monster's inventory. |
|
|
1963 | </attribute> |
|
|
1964 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
1965 | Resistances on flesh items make them more durable against spellcraft |
|
|
1966 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1967 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1968 | items in a monster's inventory. |
|
|
1969 | </attribute> |
|
|
1970 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
1971 | Resistances on flesh items make them more durable against spellcraft |
|
|
1972 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1973 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1974 | items in a monster's inventory. |
|
|
1975 | </attribute> |
|
|
1976 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
1977 | Resistances on flesh items make them more durable against spellcraft |
|
|
1978 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1979 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1980 | items in a monster's inventory. |
|
|
1981 | </attribute> |
|
|
1982 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
1983 | Resistances on flesh items make them more durable against spellcraft |
|
|
1984 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1985 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1986 | items in a monster's inventory. |
|
|
1987 | </attribute> |
|
|
1988 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
1989 | Resistances on flesh items make them more durable against spellcraft |
|
|
1990 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1991 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1992 | items in a monster's inventory. |
|
|
1993 | </attribute> |
|
|
1994 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
1995 | Resistances on flesh items make them more durable against spellcraft |
|
|
1996 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1997 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1998 | items in a monster's inventory. |
|
|
1999 | </attribute> |
|
|
2000 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
2001 | RResistances on flesh items make them more durable against spellcraft |
|
|
2002 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
2003 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
2004 | items in a monster's inventory. |
|
|
2005 | </attribute> |
|
|
2006 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
2007 | Resistances on flesh items make them more durable against spellcraft |
|
|
2008 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
2009 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
2010 | items in a monster's inventory. |
|
|
2011 | </attribute> |
|
|
2012 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
2013 | Resistances on flesh items make them more durable against spellcraft |
|
|
2014 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
2015 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
2016 | items in a monster's inventory. |
|
|
2017 | </attribute> |
|
|
2018 | </section> |
|
|
2019 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2002 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2020 | This text may describe the item. |
2003 | This text may describe the item. |
2021 | </attribute> |
2004 | </attribute> |
2022 | </type> |
2005 | </type> |
2023 | |
2006 | |
… | |
… | |
2030 | <ignore> |
2013 | <ignore> |
2031 | <ignore_list name="non_pickable" /> |
2014 | <ignore_list name="non_pickable" /> |
2032 | </ignore> |
2015 | </ignore> |
2033 | <description><![CDATA[ |
2016 | <description><![CDATA[ |
2034 | Floor is a very basic thing whithout too much |
2017 | Floor is a very basic thing whithout too much |
2035 | functionality. It's a floor - you stand on it. ]]> |
2018 | functionality. It's a floor - you stand on it.]]> |
2036 | </description> |
2019 | </description> |
2037 | <attribute arch="is_floor" value="1" type="fixed" /> |
2020 | <attribute arch="is_floor" value="1" type="fixed" /> |
2038 | <attribute arch="no_pick" value="1" type="fixed" /> |
2021 | <attribute arch="no_pick" value="1" type="fixed" /> |
2039 | <section name="terrain"> |
2022 | <section name="terrain"> |
2040 | &movement_types_terrain; |
2023 | &movement_types_terrain; |
… | |
… | |
2074 | Encounter-Floor is pretty much the same as normal floor. |
2057 | Encounter-Floor is pretty much the same as normal floor. |
2075 | Most outdoor floor/ground-arches are set to be "encounters". |
2058 | Most outdoor floor/ground-arches are set to be "encounters". |
2076 | That is kind of a relict from former code: When walking over |
2059 | That is kind of a relict from former code: When walking over |
2077 | encounter-floor, players sometimes got beamed to little maps |
2060 | encounter-floor, players sometimes got beamed to little maps |
2078 | with monsters on them. Nowadays this feature is disabled - |
2061 | with monsters on them. Nowadays this feature is disabled - |
2079 | Hence encounter floor is not different from normal floor. ]]> |
2062 | Hence encounter floor is not different from normal floor.]]> |
2080 | </description> |
2063 | </description> |
2081 | <attribute arch="is_floor" value="1" type="fixed" /> |
2064 | <attribute arch="is_floor" value="1" type="fixed" /> |
2082 | <attribute arch="no_pick" value="1" type="fixed" /> |
2065 | <attribute arch="no_pick" value="1" type="fixed" /> |
2083 | <section name="terrain"> |
2066 | <section name="terrain"> |
2084 | &movement_types_terrain; |
2067 | &movement_types_terrain; |
… | |
… | |
2111 | |
2094 | |
2112 | <!--####################################################################--> |
2095 | <!--####################################################################--> |
2113 | <type number="6" name="Food"> |
2096 | <type number="6" name="Food"> |
2114 | <description><![CDATA[ |
2097 | <description><![CDATA[ |
2115 | By eating/drinking food-objects, the player can fill his |
2098 | By eating/drinking food-objects, the player can fill his |
2116 | stomache and gain a little health. ]]> |
2099 | stomache and gain a little health.]]> |
2117 | </description> |
2100 | </description> |
2118 | <attribute arch="food" editor="foodpoints" type="int"> |
2101 | <attribute arch="food" editor="foodpoints" type="int"> |
2119 | The player's stomache will get filled with this amount of foodpoints. |
2102 | The player's stomache will get filled with this amount of foodpoints. |
2120 | The player's health will increase by <foodpoints>/50 hp. |
2103 | The player's health will increase by <foodpoints>/50 hp. |
2121 | </attribute> |
2104 | </attribute> |
… | |
… | |
2129 | <type number="91" name="Gate"> |
2112 | <type number="91" name="Gate"> |
2130 | <ignore> |
2113 | <ignore> |
2131 | <ignore_list name="non_pickable" /> |
2114 | <ignore_list name="non_pickable" /> |
2132 | </ignore> |
2115 | </ignore> |
2133 | <description><![CDATA[ |
2116 | <description><![CDATA[ |
2134 | Gates play an important role in Crossfire. Gates can be opened |
2117 | Gates play an important role in Deliantra. Gates can be opened |
2135 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2118 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2136 | or carrying special key-objects (-> inventory checker). |
2119 | or carrying special key-objects (-> inventory checker). |
2137 | Unlike locked doors, gates can get shut again after a player has |
2120 | Unlike locked doors, gates can get shut again after a player has |
2138 | passed, which makes them more practical in many cases. ]]> |
2121 | passed, which makes them more practical in many cases.]]> |
2139 | </description> |
2122 | </description> |
2140 | <use><![CDATA[ |
2123 | <use><![CDATA[ |
2141 | Use gates to divide your maps into seperated areas. After solving |
2124 | Use gates to divide your maps into seperated areas. After solving |
2142 | area A, the player gains access to area B, and so on. Make your |
2125 | area A, the player gains access to area B, and so on. Make your |
2143 | maps more complex than "one-way". ]]> |
2126 | maps more complex than "one-way".]]> |
2144 | </use> |
2127 | </use> |
2145 | <attribute arch="no_pick" value="1" type="fixed" /> |
2128 | <attribute arch="no_pick" value="1" type="fixed" /> |
2146 | <attribute arch="speed" value="1" type="float"> |
2129 | <attribute arch="speed" value="1" type="float"> |
2147 | The speed of the gate affects how fast it is closing/opening. |
2130 | The speed of the gate affects how fast it is closing/opening. |
2148 | </attribute> |
2131 | </attribute> |
… | |
… | |
2172 | <type number="113" name="Girdle"> |
2155 | <type number="113" name="Girdle"> |
2173 | <import_type name="Amulet" /> |
2156 | <import_type name="Amulet" /> |
2174 | <description><![CDATA[ |
2157 | <description><![CDATA[ |
2175 | Wearing a girdle, the object's stats will directly be inherited to |
2158 | Wearing a girdle, the object's stats will directly be inherited to |
2176 | the player. Girdles usually provide stats- or damage bonuses and no |
2159 | the player. Girdles usually provide stats- or damage bonuses and no |
2177 | defense. ]]> |
2160 | defense.]]> |
2178 | </description> |
2161 | </description> |
2179 | <use><![CDATA[ |
2162 | <use><![CDATA[ |
2180 | Feel free to create your own special artifacts. However, it is very |
2163 | Feel free to create your own special artifacts. However, it is very |
2181 | important that you keep your artifact in balance with existing maps. ]]> |
2164 | important that you keep your artifact in balance with existing maps.]]> |
2182 | </use> |
2165 | </use> |
2183 | <attribute arch="magic" editor="magic bonus" type="int"> |
2166 | <attribute arch="magic" editor="magic bonus" type="int"> |
2184 | <magic bonus> works just like ac, except that it can be improved by |
2167 | <magic bonus> works just like ac, except that it can be improved by |
2185 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2168 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2186 | than direct armour-class bonus on the helmet. |
2169 | than direct armour-class bonus on the helmet. |
… | |
… | |
2194 | <!--####################################################################--> |
2177 | <!--####################################################################--> |
2195 | <type number="100" name="Gloves"> |
2178 | <type number="100" name="Gloves"> |
2196 | <import_type name="Amulet" /> |
2179 | <import_type name="Amulet" /> |
2197 | <description><![CDATA[ |
2180 | <description><![CDATA[ |
2198 | Wearing gloves, the object's stats will directly be inherited to |
2181 | Wearing gloves, the object's stats will directly be inherited to |
2199 | the player. Gloves can add defense or damage bonuses. ]]> |
2182 | the player. Gloves can add defense or damage bonuses.]]> |
2200 | </description> |
2183 | </description> |
2201 | <use><![CDATA[ |
2184 | <use><![CDATA[ |
2202 | Feel free to create your own special artifacts. However, it is very |
2185 | Feel free to create your own special artifacts. However, it is very |
2203 | important that you keep your artifact in balance with existing maps. ]]> |
2186 | important that you keep your artifact in balance with existing maps.]]> |
2204 | </use> |
2187 | </use> |
2205 | <attribute arch="magic" editor="magic bonus" type="int"> |
2188 | <attribute arch="magic" editor="magic bonus" type="int"> |
2206 | If the gloves provide <armour class>, <magic bonus> will increase it. |
2189 | If the gloves provide <armour class>, <magic bonus> will increase it. |
2207 | If the gloves have <weapon class> instead, then <magic bonus> |
2190 | If the gloves have <weapon class> instead, then <magic bonus> |
2208 | will increase that. |
2191 | will increase that. |
… | |
… | |
2214 | <ignore> |
2197 | <ignore> |
2215 | <ignore_list name="non_pickable" /> |
2198 | <ignore_list name="non_pickable" /> |
2216 | </ignore> |
2199 | </ignore> |
2217 | <description><![CDATA[ |
2200 | <description><![CDATA[ |
2218 | A handle can be applied by players and (certain) monsters. |
2201 | A handle can be applied by players and (certain) monsters. |
2219 | Every time it is applied, the <connection> value is triggered. ]]> |
2202 | Every time it is applied, the <connection> value is triggered.]]> |
2220 | </description> |
2203 | </description> |
2221 | <use><![CDATA[ |
2204 | <use><![CDATA[ |
2222 | Handles are commonly used to move gates. When placing your lever, |
2205 | Handles are commonly used to move gates. When placing your lever, |
2223 | don't forget that some monsters are able to apply it. |
2206 | don't forget that some monsters are able to apply it. |
2224 | The ability to apply levers is rare among monsters - |
2207 | The ability to apply levers is rare among monsters - |
2225 | but vampires can do it for example. ]]> |
2208 | but vampires can do it for example.]]> |
2226 | </use> |
2209 | </use> |
2227 | <attribute arch="no_pick" value="1" type="fixed" /> |
2210 | <attribute arch="no_pick" value="1" type="fixed" /> |
2228 | <attribute arch="connected" editor="connection" type="int"> |
2211 | <attribute arch="connected" editor="connection" type="int"> |
2229 | Every time the handle is applied, all objects |
2212 | Every time the handle is applied, all objects |
2230 | with the same <connection> value are activated. |
2213 | with the same <connection> value are activated. |
… | |
… | |
2242 | <ignore_list name="non_pickable" /> |
2225 | <ignore_list name="non_pickable" /> |
2243 | </ignore> |
2226 | </ignore> |
2244 | <description><![CDATA[ |
2227 | <description><![CDATA[ |
2245 | Handle triggers are handles which reset after a short period |
2228 | Handle triggers are handles which reset after a short period |
2246 | of time. Every time it is either applied or reset, the |
2229 | of time. Every time it is either applied or reset, the |
2247 | <connection> value is triggered. ]]> |
2230 | <connection> value is triggered.]]> |
2248 | </description> |
2231 | </description> |
2249 | <use><![CDATA[ |
2232 | <use><![CDATA[ |
2250 | When you connect an ordinary handle to a gate, the gate normally remains |
2233 | When you connect an ordinary handle to a gate, the gate normally remains |
2251 | opened after the first player passed. If you want to keep the gate shut, |
2234 | opened after the first player passed. If you want to keep the gate shut, |
2252 | connecting it to a handle trigger is an easy solution. ]]> |
2235 | connecting it to a handle trigger is an easy solution. ]]> |
2253 | </use> |
2236 | </use> |
2254 | </type> |
2237 | </type> |
2255 | |
2238 | |
2256 | <!--####################################################################--> |
2239 | <!--####################################################################--> |
2257 | <type number="88" name="Hazard Floor"> |
2240 | <type number="88" name="Hazard Floor"> |
… | |
… | |
2262 | <ignore_list name="non_pickable" /> |
2245 | <ignore_list name="non_pickable" /> |
2263 | </ignore> |
2246 | </ignore> |
2264 | <description><![CDATA[ |
2247 | <description><![CDATA[ |
2265 | The best example for Hazard Floor is lava. It works like standard |
2248 | The best example for Hazard Floor is lava. It works like standard |
2266 | floor, but damages all creatures standing on it. |
2249 | floor, but damages all creatures standing on it. |
2267 | Damage is taken in regular time intervals. ]]> |
2250 | Damage is taken in regular time intervals.]]> |
2268 | </description> |
2251 | </description> |
2269 | <use><![CDATA[ |
2252 | <use><![CDATA[ |
2270 | The default lava for example does minor damage. But you can turn |
2253 | The default lava for example does minor damage. But you can turn |
2271 | it up so that your hazard floor poses a real threat.<br> |
2254 | it up so that your hazard floor poses a real threat.<br> |
2272 | Like magic walls, such floors add a permanent thrill to your map. |
2255 | Like magic walls, such floors add a permanent thrill to your map. |
2273 | You can use that to safely chase off too-weak players, or just |
2256 | You can use that to safely chase off too-weak players, or just |
2274 | to have something different. ]]> |
2257 | to have something different.]]> |
2275 | </use> |
2258 | </use> |
2276 | <attribute arch="is_floor" value="1" type="fixed" /> |
2259 | <attribute arch="is_floor" value="1" type="fixed" /> |
2277 | <attribute arch="lifesave" value="1" type="fixed" /> |
2260 | <attribute arch="lifesave" value="1" type="fixed" /> |
2278 | &move_on; |
2261 | &move_on; |
2279 | <attribute arch="no_pick" value="1" type="fixed" /> |
2262 | <attribute arch="no_pick" value="1" type="fixed" /> |
… | |
… | |
2330 | <import_type name="Amulet" /> |
2313 | <import_type name="Amulet" /> |
2331 | <description><![CDATA[ |
2314 | <description><![CDATA[ |
2332 | Wearing a helmet, the object's stats will directly be inherited to |
2315 | Wearing a helmet, the object's stats will directly be inherited to |
2333 | the player. Normal helmets usually increase defense, while crowns |
2316 | the player. Normal helmets usually increase defense, while crowns |
2334 | add more special bonuses like stats/resistances paired with |
2317 | add more special bonuses like stats/resistances paired with |
2335 | low defense. ]]> |
2318 | low defense.]]> |
2336 | </description> |
2319 | </description> |
2337 | <use><![CDATA[ |
2320 | <use><![CDATA[ |
2338 | Feel free to create your own special artifacts. However, it is very |
2321 | Feel free to create your own special artifacts. However, it is very |
2339 | important that you keep your artifact in balance with existing maps. ]]> |
2322 | important that you keep your artifact in balance with existing maps.]]> |
2340 | </use> |
2323 | </use> |
2341 | <attribute arch="magic" editor="magic bonus" type="int"> |
2324 | <attribute arch="magic" editor="magic bonus" type="int"> |
2342 | <magic bonus> works just like ac, except that it can be improved by |
2325 | <magic bonus> works just like ac, except that it can be improved by |
2343 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2326 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2344 | than direct armour-class bonus on the helmet. |
2327 | than direct armour-class bonus on the helmet. |
… | |
… | |
2355 | <ignore_list name="non_pickable" /> |
2338 | <ignore_list name="non_pickable" /> |
2356 | </ignore> |
2339 | </ignore> |
2357 | <description><![CDATA[ |
2340 | <description><![CDATA[ |
2358 | Holy_altars are altars for the various religions. Praying |
2341 | Holy_altars are altars for the various religions. Praying |
2359 | at a Holy_altar will make you a follower of that god, and |
2342 | at a Holy_altar will make you a follower of that god, and |
2360 | if you already follow that god, you may get some extra bonus. ]]> |
2343 | if you already follow that god, you may get some extra bonus.]]> |
2361 | </description> |
2344 | </description> |
2362 | <attribute arch="no_pick" value="1" type="fixed" /> |
2345 | <attribute arch="no_pick" value="1" type="fixed" /> |
2363 | <attribute arch="other_arch" editor="god name" type="string"> |
2346 | <attribute arch="other_arch" editor="god name" type="string"> |
2364 | The altar belongs to the god of the given name. Possible options for |
2347 | The altar belongs to the god of the given name. Possible options for |
2365 | <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
2348 | <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
… | |
… | |
2388 | Horns are very similar to rods. The difference is that horns regenerate |
2371 | Horns are very similar to rods. The difference is that horns regenerate |
2389 | spellpoints faster and thus are more valuable than rods. |
2372 | spellpoints faster and thus are more valuable than rods. |
2390 | <br><br> |
2373 | <br><br> |
2391 | A horn contains a spell. The player can use this spell by applying and |
2374 | A horn contains a spell. The player can use this spell by applying and |
2392 | "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be |
2375 | "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be |
2393 | used endlessly. ]]> |
2376 | used endlessly.]]> |
2394 | </description> |
2377 | </description> |
2395 | <use><![CDATA[ |
2378 | <use><![CDATA[ |
2396 | Horns are powerful due to their fast recharge rate. They should |
2379 | Horns are powerful due to their fast recharge rate. They should |
2397 | never contain high level attacking spells. Even curing/healing spells |
2380 | never contain high level attacking spells. Even curing/healing spells |
2398 | are almost too good on a horn. ]]> |
2381 | are almost too good on a horn.]]> |
2399 | </use> |
2382 | </use> |
2400 | <attribute arch="sp" editor="spell" type="spell"> |
2383 | <attribute arch="sp" editor="spell" type="spell"> |
2401 | Sets the <spell> of the horn. Consider twice before handing out any |
2384 | Sets the <spell> of the horn. Consider twice before handing out any |
2402 | horns to players, since they can be used endlessly without any mana cost! |
2385 | horns to players, since they can be used endlessly without any mana cost! |
2403 | Horns with heal/ restoration/ protection spells, IF available, MUST be |
2386 | Horns with heal/ restoration/ protection spells, IF available, MUST be |
… | |
… | |
2429 | <!--####################################################################--> |
2412 | <!--####################################################################--> |
2430 | <type number="73" name="Inorganic"> |
2413 | <type number="73" name="Inorganic"> |
2431 | <description><![CDATA[ |
2414 | <description><![CDATA[ |
2432 | Inorganic materials are generally used as ingredients for |
2415 | Inorganic materials are generally used as ingredients for |
2433 | alchemical receipes. By themselves, they have no special |
2416 | alchemical receipes. By themselves, they have no special |
2434 | functionalities. ]]> |
2417 | functionalities.]]> |
2435 | </description> |
2418 | </description> |
2436 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2419 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2437 | </attribute> |
2420 | </attribute> |
2438 | <section name="resistance"> |
2421 | &resistances_basic; |
2439 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
2440 | </attribute> |
|
|
2441 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
2442 | </attribute> |
|
|
2443 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
2444 | </attribute> |
|
|
2445 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
2446 | </attribute> |
|
|
2447 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
2448 | </attribute> |
|
|
2449 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
2450 | </attribute> |
|
|
2451 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
2452 | </attribute> |
|
|
2453 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
2454 | </attribute> |
|
|
2455 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
2456 | </attribute> |
|
|
2457 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
2458 | </attribute> |
|
|
2459 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
2460 | </attribute> |
|
|
2461 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
2462 | </attribute> |
|
|
2463 | </section> |
|
|
2464 | </type> |
2422 | </type> |
2465 | |
2423 | |
2466 | <!--####################################################################--> |
2424 | <!--####################################################################--> |
2467 | <type number="64" name="Inventory Checker"> |
2425 | <type number="64" name="Inventory Checker"> |
2468 | <ignore> |
2426 | <ignore> |
… | |
… | |
2477 | <br><br> |
2435 | <br><br> |
2478 | Alternatively, you can set your inv. checker to block all players |
2436 | Alternatively, you can set your inv. checker to block all players |
2479 | that do/don't carry the matching object. |
2437 | that do/don't carry the matching object. |
2480 | <br><br> |
2438 | <br><br> |
2481 | As you can see, inv. checkers are quite powerful, holding a |
2439 | As you can see, inv. checkers are quite powerful, holding a |
2482 | great variety of possibilities. ]]> |
2440 | great variety of possibilities.]]> |
2483 | </description> |
2441 | </description> |
2484 | <use><![CDATA[ |
2442 | <use><![CDATA[ |
2485 | Putting a check_inventory space in front of a gate (one below) and |
2443 | Putting a check_inventory space in front of a gate (one below) and |
2486 | one on the opposite side works reasonably well as a control mechanism. |
2444 | one on the opposite side works reasonably well as a control mechanism. |
2487 | Unlike the key/door-combo, this one works infinite since it is |
2445 | Unlike the key/door-combo, this one works infinite since it is |
2488 | independant from map reset. Use it to put a "structure" into your |
2446 | independant from map reset. Use it to put a "structure" into your |
2489 | maps: Player must solve area A to gain access to area B. This concept |
2447 | maps: Player must solve area A to gain access to area B. This concept |
2490 | can be found in nearly every RPG - simple but effective. ]]> |
2448 | can be found in nearly every RPG - simple but effective.]]> |
2491 | </use> |
2449 | </use> |
2492 | <attribute arch="no_pick" value="1" type="fixed" /> |
2450 | <attribute arch="no_pick" value="1" type="fixed" /> |
2493 | <attribute arch="slaying" editor="match key string" type="string"> |
2451 | <attribute arch="slaying" editor="match key string" type="string"> |
2494 | This string specifies the object we are looking for: We have a match |
2452 | This string specifies the object we are looking for: We have a match |
2495 | if the player does/don't carry a key object or a mark with identical |
2453 | if the player does/don't carry a key object or a mark with identical |
… | |
… | |
2571 | <!--####################################################################--> |
2529 | <!--####################################################################--> |
2572 | <type number="60" name="Jewel"> |
2530 | <type number="60" name="Jewel"> |
2573 | <description><![CDATA[ |
2531 | <description><![CDATA[ |
2574 | Items of the type Gold & Jewels are handled like a currency. |
2532 | Items of the type Gold & Jewels are handled like a currency. |
2575 | Unlike for any other type of item, in shops, the buy- and selling |
2533 | Unlike for any other type of item, in shops, the buy- and selling |
2576 | prices differ only marginally. ]]> |
2534 | prices differ only marginally.]]> |
2577 | </description> |
2535 | </description> |
2578 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2536 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2579 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2537 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2580 | This text may describe the object. |
2538 | This text may describe the object. |
2581 | </attribute> |
2539 | </attribute> |
… | |
… | |
2583 | |
2541 | |
2584 | <!--####################################################################--> |
2542 | <!--####################################################################--> |
2585 | <type number="24" name="Key"> |
2543 | <type number="24" name="Key"> |
2586 | <description><![CDATA[ |
2544 | <description><![CDATA[ |
2587 | When carrying a key, a normal door can be opened. The key will |
2545 | When carrying a key, a normal door can be opened. The key will |
2588 | disappear. ]]> |
2546 | disappear.]]> |
2589 | </description> |
2547 | </description> |
2590 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
2548 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
2591 | A godgiven item vanishes as soon as the player |
2549 | A godgiven item vanishes as soon as the player |
2592 | drops it to the ground. |
2550 | drops it to the ground. |
2593 | </attribute> |
2551 | </attribute> |
… | |
… | |
2598 | <ignore> |
2556 | <ignore> |
2599 | <ignore_list name="non_pickable" /> |
2557 | <ignore_list name="non_pickable" /> |
2600 | </ignore> |
2558 | </ignore> |
2601 | <description><![CDATA[ |
2559 | <description><![CDATA[ |
2602 | A locked door can be opened only when carrying |
2560 | A locked door can be opened only when carrying |
2603 | the appropriate special key. ]]> |
2561 | the appropriate special key.]]> |
2604 | </description> |
2562 | </description> |
2605 | <use><![CDATA[ |
2563 | <use><![CDATA[ |
2606 | If you want to create a locked door that cannot be opened (no key), |
2564 | If you want to create a locked door that cannot be opened (no key), |
2607 | set a <key string> like "no_key_available". This will clearify things |
2565 | set a <key string> like "no_key_available". This will clearify things |
2608 | and only a fool would create a key matching that string. |
2566 | and only a fool would create a key matching that string. |
… | |
… | |
2610 | Door-objects can not only be used for "doors". In many maps these |
2568 | Door-objects can not only be used for "doors". In many maps these |
2611 | are used with all kinds of faces/names, especially often as |
2569 | are used with all kinds of faces/names, especially often as |
2612 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2570 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2613 | There you have magic forces (door objects) put under certain artifact |
2571 | There you have magic forces (door objects) put under certain artifact |
2614 | items. To get your hands on the artifacts, you need to bring up the |
2572 | items. To get your hands on the artifacts, you need to bring up the |
2615 | appropriate quest items (key objects). ]]> |
2573 | appropriate quest items (key objects).]]> |
2616 | </use> |
2574 | </use> |
2617 | <attribute arch="move_type" value="0" type="fixed" /> |
2575 | <attribute arch="move_type" value="0" type="fixed" /> |
2618 | <attribute arch="no_pick" value="1" type="fixed" /> |
2576 | <attribute arch="no_pick" value="1" type="fixed" /> |
2619 | <attribute arch="slaying" editor="key string" type="string"> |
2577 | <attribute arch="slaying" editor="key string" type="string"> |
2620 | The <key string> in the door must be identical with the |
2578 | The <key string> in the door must be identical with the |
2621 | <key string> in the special key, then the door is unlocked. |
2579 | <key string> in the special key, then the door is unlocked. |
2622 | It is VERY important to set the <key string> to something that |
2580 | It is VERY important to set the <key string> to something that |
2623 | is unique among the CF mapset. |
2581 | is unique among the Deliantra mapset. |
2624 | |
2582 | |
2625 | DONT EVER USE the default string "set_individual_value". |
2583 | DONT EVER USE the default string "set_individual_value". |
2626 | </attribute> |
2584 | </attribute> |
2627 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2585 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2628 | Restricting the use of spells to pass this door. |
2586 | Restricting the use of spells to pass this door. |
… | |
… | |
2647 | <ignore> |
2605 | <ignore> |
2648 | <ignore_list name="system_object" /> |
2606 | <ignore_list name="system_object" /> |
2649 | </ignore> |
2607 | </ignore> |
2650 | <description><![CDATA[ |
2608 | <description><![CDATA[ |
2651 | Magic_ears trigger a connected value |
2609 | Magic_ears trigger a connected value |
2652 | when the player speaks a specific keyword. ]]> |
2610 | when the player speaks a specific keyword.]]> |
2653 | </description> |
2611 | </description> |
2654 | <use><![CDATA[ |
2612 | <use><![CDATA[ |
2655 | Whenever you put magic_ears on your maps, make sure there are |
2613 | Whenever you put magic_ears on your maps, make sure there are |
2656 | CLEAR and RELYABLE hints about the keywords somewhere. Don't make |
2614 | CLEAR and RELYABLE hints about the keywords somewhere. Don't make |
2657 | something like a gate that is opened by speaking "open" or |
2615 | something like a gate that is opened by speaking "open" or |
… | |
… | |
2659 | <br><br> |
2617 | <br><br> |
2660 | Magic_ears are typically used for interaction with NPCs. You |
2618 | Magic_ears are typically used for interaction with NPCs. You |
2661 | can create the impression that the NPC actually *does* something |
2619 | can create the impression that the NPC actually *does* something |
2662 | according to his conversation with a player. Mostly this means |
2620 | according to his conversation with a player. Mostly this means |
2663 | opening a gate or handing out some item, but you could be quite |
2621 | opening a gate or handing out some item, but you could be quite |
2664 | creative here. ]]> |
2622 | creative here.]]> |
2665 | </use> |
2623 | </use> |
2666 | <attribute arch="no_pick" value="1" type="fixed" /> |
2624 | <attribute arch="no_pick" value="1" type="fixed" /> |
2667 | <attribute arch="connected" editor="connection" type="int"> |
2625 | <attribute arch="connected" editor="connection" type="int"> |
2668 | The Magic_ear will trigger all objects with the |
2626 | The Magic_ear will trigger all objects with the |
2669 | same connection value, every time it is activated. |
2627 | same connection value, every time it is activated. |
… | |
… | |
2691 | Magic walls can contain any spell. However, some spells do not |
2649 | Magic walls can contain any spell. However, some spells do not |
2692 | operate very successfully in them. The only way to know is to test |
2650 | operate very successfully in them. The only way to know is to test |
2693 | the spell you want to use with a wall. |
2651 | the spell you want to use with a wall. |
2694 | <br><br> |
2652 | <br><br> |
2695 | Several types of magical walls are predefined for you in the |
2653 | Several types of magical walls are predefined for you in the |
2696 | archetypes, and can be found on the "connected" Pickmap. ]]> |
2654 | archetypes, and can be found on the "connected" Pickmap.]]> |
2697 | </description> |
2655 | </description> |
2698 | <use><![CDATA[ |
2656 | <use><![CDATA[ |
2699 | Spellcasting walls pose an interesting alternative to monsters. |
2657 | Spellcasting walls pose an interesting alternative to monsters. |
2700 | Usually they are set to be undestroyable. Thus, while monsters |
2658 | Usually they are set to be undestroyable. Thus, while monsters |
2701 | in a map can be cleared out, the magic walls remain. Low level |
2659 | in a map can be cleared out, the magic walls remain. Low level |
… | |
… | |
2712 | walls' spell(s). |
2670 | walls' spell(s). |
2713 | <br><br> |
2671 | <br><br> |
2714 | It is possible to make walls rotate when triggered. But that is so |
2672 | It is possible to make walls rotate when triggered. But that is so |
2715 | confusing (and useless IMHO) that I did not mention it above. You |
2673 | confusing (and useless IMHO) that I did not mention it above. You |
2716 | can find a working example on the map |
2674 | can find a working example on the map |
2717 | "/pup_land/castle_eureca/castle_eureca8". ]]> |
2675 | "/pup_land/castle_eureca/castle_eureca8".]]> |
2718 | </use> |
2676 | </use> |
2719 | <attribute arch="dam" editor="spell" type="spell"> |
2677 | <attribute arch="dam" editor="spell" type="spell"> |
2720 | The magic wall will cast this <spell>. |
2678 | The magic wall will cast this <spell>. |
2721 | </attribute> |
2679 | </attribute> |
2722 | <attribute arch="level" editor="spell level" type="int"> |
2680 | <attribute arch="level" editor="spell level" type="int"> |
… | |
… | |
2762 | A magic wall of high <armour class> is less likely to get hit from |
2720 | A magic wall of high <armour class> is less likely to get hit from |
2763 | an opponent. <armour class> can be considered the "counterpiece" |
2721 | an opponent. <armour class> can be considered the "counterpiece" |
2764 | to <weapon class>. |
2722 | to <weapon class>. |
2765 | </attribute> |
2723 | </attribute> |
2766 | </section> |
2724 | </section> |
2767 | <section name="resistance"> |
2725 | &resistances_basic; |
2768 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
2769 | </attribute> |
|
|
2770 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
2771 | </attribute> |
|
|
2772 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
2773 | </attribute> |
|
|
2774 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
2775 | </attribute> |
|
|
2776 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
2777 | </attribute> |
|
|
2778 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
2779 | </attribute> |
|
|
2780 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
2781 | </attribute> |
|
|
2782 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
2783 | </attribute> |
|
|
2784 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
2785 | </attribute> |
|
|
2786 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
2787 | </attribute> |
|
|
2788 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
2789 | </attribute> |
|
|
2790 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
2791 | </attribute> |
|
|
2792 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
2793 | </attribute> |
|
|
2794 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
2795 | </attribute> |
|
|
2796 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
2797 | </attribute> |
|
|
2798 | <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int"> |
|
|
2799 | </attribute> |
|
|
2800 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
2801 | </attribute> |
|
|
2802 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
2803 | </attribute> |
|
|
2804 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
2805 | </attribute> |
|
|
2806 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
2807 | </attribute> |
|
|
2808 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
|
|
2809 | </attribute> |
|
|
2810 | </section> |
|
|
2811 | </type> |
2726 | </type> |
2812 | |
2727 | |
2813 | <!--####################################################################--> |
2728 | <!--####################################################################--> |
2814 | <type number="55" name="Marker"> |
2729 | <type number="55" name="Marker"> |
2815 | <ignore> |
2730 | <ignore> |
… | |
… | |
2820 | player stepping on it. This force does nothing except containing a |
2735 | player stepping on it. This force does nothing except containing a |
2821 | <key string> which can be discovered by detectors or inventory |
2736 | <key string> which can be discovered by detectors or inventory |
2822 | checkers. It is also possible to use markers for removing marks again. |
2737 | checkers. It is also possible to use markers for removing marks again. |
2823 | <br><br> |
2738 | <br><br> |
2824 | Note that the player has no possibility to "see" his own marks, |
2739 | Note that the player has no possibility to "see" his own marks, |
2825 | except by the effect that they cause on the maps. ]]> |
2740 | except by the effect that they cause on the maps.]]> |
2826 | </description> |
2741 | </description> |
2827 | <use><![CDATA[ |
2742 | <use><![CDATA[ |
2828 | Markers hold real cool possibilities for map-making. I encourage |
2743 | Markers hold real cool possibilities for map-making. I encourage |
2829 | you to use them frequently. However there is one negative point |
2744 | you to use them frequently. However there is one negative point |
2830 | about markers: Players don't "see" what's going on with them. It is |
2745 | about markers: Players don't "see" what's going on with them. It is |
2831 | your task, as map-creator, to make sure the player is always well |
2746 | your task, as map-creator, to make sure the player is always well |
2832 | informed and never confused. |
2747 | informed and never confused. |
2833 | <br><br> |
2748 | <br><br> |
2834 | Please avoid infinite markers when they aren't needed. They're |
2749 | Please avoid infinite markers when they aren't needed. They're |
2835 | using a little space in the player file after all, so if there |
2750 | using a little space in the player file after all, so if there |
2836 | is no real purpose, set an expire time. ]]> |
2751 | is no real purpose, set an expire time.]]> |
2837 | </use> |
2752 | </use> |
2838 | <attribute arch="no_pick" value="1" type="fixed" /> |
2753 | <attribute arch="no_pick" value="1" type="fixed" /> |
2839 | <attribute arch="slaying" editor="key string" type="string"> |
2754 | <attribute arch="slaying" editor="key string" type="string"> |
2840 | The <key string> can be detected by inv. checkers/detectors. |
2755 | The <key string> can be detected by inv. checkers/detectors. |
2841 | If the player already has a force with that <key string>, |
2756 | If the player already has a force with that <key string>, |
… | |
… | |
2887 | When a player picks an item from a shop and attempts to |
2802 | When a player picks an item from a shop and attempts to |
2888 | walk over the shop mat, the item's selling-price is automatically |
2803 | walk over the shop mat, the item's selling-price is automatically |
2889 | subtracted from the player's money. |
2804 | subtracted from the player's money. |
2890 | <br><br> |
2805 | <br><br> |
2891 | For money, always use the default arches. |
2806 | For money, always use the default arches. |
2892 | Don't modify them. ]]> |
2807 | Don't modify them.]]> |
2893 | </description> |
2808 | </description> |
2894 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2809 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2895 | </type> |
2810 | </type> |
2896 | |
2811 | |
2897 | <!--####################################################################--> |
2812 | <!--####################################################################--> |
… | |
… | |
2912 | Monsters can behave in various kinds of ways. |
2827 | Monsters can behave in various kinds of ways. |
2913 | They can be aggressive, attacking the player. Or peaceful, |
2828 | They can be aggressive, attacking the player. Or peaceful, |
2914 | helping the player - maybe joining him as pet. |
2829 | helping the player - maybe joining him as pet. |
2915 | The unagressive creatures who communicate with players are |
2830 | The unagressive creatures who communicate with players are |
2916 | usually called "NPCs" (Non Player Character), a well-known |
2831 | usually called "NPCs" (Non Player Character), a well-known |
2917 | term in role-play environments. ]]> |
2832 | term in role-play environments.]]> |
2918 | </description> |
2833 | </description> |
2919 | <use><![CDATA[ |
2834 | <use><![CDATA[ |
2920 | Monsters play a central role in most maps. Choosing the right |
2835 | Monsters play a central role in most maps. Choosing the right |
2921 | combination of monsters for your map is vital: |
2836 | combination of monsters for your map is vital: |
2922 | <UL> |
2837 | <UL> |
… | |
… | |
2947 | can use. |
2862 | can use. |
2948 | </UL> |
2863 | </UL> |
2949 | I know it's impossible to make the perfectly balanced map. There's always |
2864 | I know it's impossible to make the perfectly balanced map. There's always |
2950 | some part which is found too easy or too hard for a certain kind of player. |
2865 | some part which is found too easy or too hard for a certain kind of player. |
2951 | Just give it your best shot. And listen to feedback from players if you |
2866 | Just give it your best shot. And listen to feedback from players if you |
2952 | receive some. :-) ]]> |
2867 | receive some. :-)]]> |
2953 | </use> |
2868 | </use> |
2954 | <attribute arch="alive" value="1" type="fixed" /> |
2869 | <attribute arch="alive" value="1" type="fixed" /> |
2955 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
2870 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
2956 | When the monster is killed, items from the treasurelist will |
2871 | When the monster is killed, items from the treasurelist will |
2957 | drop to the ground. This is a common way to reward players |
2872 | drop to the ground. This is a common way to reward players |
2958 | for killing (masses of) monsters. |
2873 | for killing (masses of) monsters. |
2959 | |
2874 | |
2960 | Note that you can always put items into the monster's |
2875 | Note that you can always put items into the monster's |
2961 | inventory. Those will drop-at-kill just like the stuff |
2876 | inventory. Those will drop-at-kill just like the stuff |
2962 | from the <treasurelist>. |
2877 | from the <treasurelist>. |
|
|
2878 | </attribute> |
|
|
2879 | <attribute arch="treasure_env" editor="treasure in env" type="bool"> |
|
|
2880 | Set this flag to move treasure items created into the environment (map) |
|
|
2881 | instead of putting them into the object. |
2963 | </attribute> |
2882 | </attribute> |
2964 | <attribute arch="level" editor="level" type="int"> |
2883 | <attribute arch="level" editor="level" type="int"> |
2965 | A monster's <level> is the most important attribute. |
2884 | A monster's <level> is the most important attribute. |
2966 | <level> affects the power of a monster in various ways. |
2885 | <level> affects the power of a monster in various ways. |
2967 | </attribute> |
2886 | </attribute> |
… | |
… | |
3014 | </attribute> |
2933 | </attribute> |
3015 | <attribute arch="carrying" editor="carries weight" type="int"> |
2934 | <attribute arch="carrying" editor="carries weight" type="int"> |
3016 | If a monster has something in the inventory, this |
2935 | If a monster has something in the inventory, this |
3017 | value can be set to reflect the slowdown due to |
2936 | value can be set to reflect the slowdown due to |
3018 | the carried weight. |
2937 | the carried weight. |
|
|
2938 | </attribute> |
|
|
2939 | <attribute arch="precious" editor="precious" type="bool"> |
|
|
2940 | Set this flag to indicate that this monster is precious, i.e. |
|
|
2941 | it should not be lightly destroyed. This is most useful on pets and |
|
|
2942 | keeps the server from destroying them on destroy_pets/monster floors |
|
|
2943 | and will try to save them when the player logs out. |
3019 | </attribute> |
2944 | </attribute> |
3020 | |
2945 | |
3021 | <section name="melee"> |
2946 | <section name="melee"> |
3022 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2947 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3023 | This number is a bitmask, specifying the monster's attacktypes |
2948 | This number is a bitmask, specifying the monster's attacktypes |
… | |
… | |
3195 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3120 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3196 | Monsters which <stand still> won't move to leave their position. |
3121 | Monsters which <stand still> won't move to leave their position. |
3197 | When agressive, they will attack all enemies who get close to |
3122 | When agressive, they will attack all enemies who get close to |
3198 | them. This behaviour is commonly known from castle guards. |
3123 | them. This behaviour is commonly known from castle guards. |
3199 | |
3124 | |
3200 | In older versions of Crossfire it was possible to eventually |
3125 | In older versions of Deliantra it was possible to eventually |
3201 | push a <stand still>-monster out of position by force. |
3126 | push a <stand still>-monster out of position by force. |
3202 | I believe this is no longer possible. Neverthless, you should |
3127 | I believe this is no longer possible. Neverthless, you should |
3203 | still be cautious when lining up <stand still>-monster in order |
3128 | still be cautious when lining up <stand still>-monster in order |
3204 | to "defend" something: Such monsters are rather easy to kill. |
3129 | to "defend" something: Such monsters are rather easy to kill. |
3205 | It's good for low level maps, but not much more. |
3130 | It's good for low level maps, but not much more. |
… | |
… | |
3241 | When the monster's health points drop below this percentage |
3166 | When the monster's health points drop below this percentage |
3242 | (relative to max health), it attempts to run away from the |
3167 | (relative to max health), it attempts to run away from the |
3243 | attacker. |
3168 | attacker. |
3244 | </attribute> |
3169 | </attribute> |
3245 | </section> |
3170 | </section> |
3246 | |
3171 | &resistances_basic; |
3247 | <section name="resistance"> |
|
|
3248 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
3249 | </attribute> |
|
|
3250 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
3251 | </attribute> |
|
|
3252 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
3253 | </attribute> |
|
|
3254 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
3255 | </attribute> |
|
|
3256 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
3257 | </attribute> |
|
|
3258 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
3259 | </attribute> |
|
|
3260 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
3261 | </attribute> |
|
|
3262 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
3263 | </attribute> |
|
|
3264 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
3265 | </attribute> |
|
|
3266 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
3267 | </attribute> |
|
|
3268 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
3269 | </attribute> |
|
|
3270 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
3271 | </attribute> |
|
|
3272 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
3273 | </attribute> |
|
|
3274 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
3275 | </attribute> |
|
|
3276 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
3277 | </attribute> |
|
|
3278 | <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int"> |
|
|
3279 | </attribute> |
|
|
3280 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
3281 | </attribute> |
|
|
3282 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
3283 | </attribute> |
|
|
3284 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
3285 | </attribute> |
|
|
3286 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
3287 | </attribute> |
|
|
3288 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
|
|
3289 | </attribute> |
|
|
3290 | </section> |
|
|
3291 | <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> |
3172 | <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> |
3292 | </attribute> |
3173 | </attribute> |
3293 | </type> |
3174 | </type> |
3294 | |
3175 | |
3295 | <!--####################################################################--> |
3176 | <!--####################################################################--> |
… | |
… | |
3300 | <attribute arch="name_pl" /> |
3181 | <attribute arch="name_pl" /> |
3301 | <attribute arch="nrof" /> |
3182 | <attribute arch="nrof" /> |
3302 | <attribute arch="value" /> |
3183 | <attribute arch="value" /> |
3303 | <attribute arch="unpaid" /> |
3184 | <attribute arch="unpaid" /> |
3304 | </ignore> |
3185 | </ignore> |
3305 | <description><![CDATA[ |
3186 | <description> |
3306 | A grimreaper is a monster that vanishes after it did some number of |
3187 | A grimreaper is a monster that vanishes after it did some number of |
3307 | draining attacks. ]]> <!-- XXX: is this ok? --> |
3188 | draining attacks. |
3308 | </description> |
3189 | </description> |
3309 | <section name="grimreaper"> |
3190 | <section name="grimreaper"> |
3310 | <attribute arch="value" editor="attacks" type="int"> |
3191 | <attribute arch="value" editor="attacks" type="int"> |
3311 | The object vanishes after this number of draining attacks. |
3192 | The object vanishes after this number of draining attacks. |
3312 | </attribute> |
3193 | </attribute> |
… | |
… | |
3320 | </ignore> |
3201 | </ignore> |
3321 | <description><![CDATA[ |
3202 | <description><![CDATA[ |
3322 | As the name implies, mood floors can change the "mood" of |
3203 | As the name implies, mood floors can change the "mood" of |
3323 | a monsters/NPC. For example, an unagressive monster could be |
3204 | a monsters/NPC. For example, an unagressive monster could be |
3324 | turned mad to start attacking. Similar, an agressive monster |
3205 | turned mad to start attacking. Similar, an agressive monster |
3325 | could be calmed. ]]> |
3206 | could be calmed.]]> |
3326 | </description> |
3207 | </description> |
3327 | <use><![CDATA[ |
3208 | <use><![CDATA[ |
3328 | Mood floors are absolutely cool for NPC interaction. To make an |
3209 | Mood floors are absolutely cool for NPC interaction. To make an |
3329 | unaggressive monster/NPC attack, put a creator with "other_arch |
3210 | unaggressive monster/NPC attack, put a creator with "other_arch |
3330 | furious_floor" under it. Connect the creator to a magic_ear, so the |
3211 | furious_floor" under it. Connect the creator to a magic_ear, so the |
… | |
… | |
3334 | it directly to a magic_ear. Then the player speaks a keyword like |
3215 | it directly to a magic_ear. Then the player speaks a keyword like |
3335 | "help me" - and the NPC joins him as pet. |
3216 | "help me" - and the NPC joins him as pet. |
3336 | <br><br> |
3217 | <br><br> |
3337 | (Of course you must always give clear hints about keywords! |
3218 | (Of course you must always give clear hints about keywords! |
3338 | And there is no reason why you couldn't use a button/lever/pedestal |
3219 | And there is no reason why you couldn't use a button/lever/pedestal |
3339 | etc. instead of a magic_ear.) ]]> |
3220 | etc. instead of a magic_ear.)]]> |
3340 | </use> |
3221 | </use> |
3341 | <attribute arch="no_pick" value="1" type="fixed" /> |
3222 | <attribute arch="no_pick" value="1" type="fixed" /> |
3342 | <attribute arch="last_sp" editor="mood" type="list_mood"> |
3223 | <attribute arch="last_sp" editor="mood" type="list_mood"> |
3343 | <mood> is used to determine what will happen to the |
3224 | <mood> is used to determine what will happen to the |
3344 | monster when affected by the mood floor: |
3225 | monster when affected by the mood floor: |
… | |
… | |
3388 | can monsters. Motion is involuntary. Additionally, players or |
3269 | can monsters. Motion is involuntary. Additionally, players or |
3389 | monsters can be "frozen" while ontop of movers so that they MUST |
3270 | monsters can be "frozen" while ontop of movers so that they MUST |
3390 | move along a chain of them. |
3271 | move along a chain of them. |
3391 | <br><br> |
3272 | <br><br> |
3392 | Multisquare monsters can be moved as well, given |
3273 | Multisquare monsters can be moved as well, given |
3393 | enough space. Movers are usually invisible. ]]> |
3274 | enough space. Movers are usually invisible.]]> |
3394 | </description> |
3275 | </description> |
3395 | <use><![CDATA[ |
3276 | <use><![CDATA[ |
3396 | NEVER EVER consider a mover being unpassable in the backwards |
3277 | NEVER EVER consider a mover being unpassable in the backwards |
3397 | direction. Setting "forced movement" makes it seemingly impossible |
3278 | direction. Setting "forced movement" makes it seemingly impossible |
3398 | but there is still a trick: One player can push a second player |
3279 | but there is still a trick: One player can push a second player |
… | |
… | |
3405 | cannot be discovered with the show_invisible spell. |
3286 | cannot be discovered with the show_invisible spell. |
3406 | <br><br> |
3287 | <br><br> |
3407 | Note that Movers and Directors are seperate objects, even though |
3288 | Note that Movers and Directors are seperate objects, even though |
3408 | they look and act similar. Directors only do spells/missiles, |
3289 | they look and act similar. Directors only do spells/missiles, |
3409 | while movers only do living creatures (depending on how it |
3290 | while movers only do living creatures (depending on how it |
3410 | is set: monsters and players). ]]> |
3291 | is set: monsters and players).]]> |
3411 | </use> |
3292 | </use> |
3412 | <attribute arch="attacktype" editor="forced movement" type="bool"> |
3293 | <attribute arch="attacktype" editor="forced movement" type="bool"> |
3413 | If forced movement is enabled, the mover "freezes" anyone it |
3294 | If forced movement is enabled, the mover "freezes" anyone it |
3414 | moves (so they are forced to move along a chain). |
3295 | moves (so they are forced to move along a chain). |
3415 | For players there is no way to escape this forced movement, |
3296 | For players there is no way to escape this forced movement, |
… | |
… | |
3467 | <ignore_list name="non_pickable" /> |
3348 | <ignore_list name="non_pickable" /> |
3468 | </ignore> |
3349 | </ignore> |
3469 | <description><![CDATA[ |
3350 | <description><![CDATA[ |
3470 | Pedestals are designed to detect certain types of living objects. |
3351 | Pedestals are designed to detect certain types of living objects. |
3471 | When a predefined type of living creature steps on the pedestal, the |
3352 | When a predefined type of living creature steps on the pedestal, the |
3472 | connected value is triggered. ]]> |
3353 | connected value is triggered.]]> |
3473 | </description> |
3354 | </description> |
3474 | <use><![CDATA[ |
3355 | <use><![CDATA[ |
3475 | If you want to create a place where only players of a certain race |
3356 | If you want to create a place where only players of a certain race |
3476 | can enter, put a teleporter over your pedestal. So the teleporter is |
3357 | can enter, put a teleporter over your pedestal. So the teleporter is |
3477 | only activated for players of the matching race. Do not use gates, |
3358 | only activated for players of the matching race. Do not use gates, |
3478 | because many other players could sneak in. If you put powerful |
3359 | because many other players could sneak in. If you put powerful |
3479 | artifacts into such places, generally set "startequip 1", so that |
3360 | artifacts into such places, generally set "startequip 1", so that |
3480 | they are preserved for that one race and can't be traded to others. ]]> |
3361 | they are preserved for that one race and can't be traded to others.]]> |
3481 | </use> |
3362 | </use> |
3482 | <attribute arch="no_pick" value="1" type="fixed" /> |
3363 | <attribute arch="no_pick" value="1" type="fixed" /> |
3483 | <attribute arch="slaying" editor="match race" type="string"> |
3364 | <attribute arch="slaying" editor="match race" type="string"> |
3484 | the <match race> defines the object we're looking for. If <match race> |
3365 | the <match race> defines the object we're looking for. If <match race> |
3485 | matches the monster's or the player's race, we have a match. |
3366 | matches the monster's or the player's race, we have a match. |
… | |
… | |
3503 | <ignore_list name="non_pickable" /> |
3384 | <ignore_list name="non_pickable" /> |
3504 | </ignore> |
3385 | </ignore> |
3505 | <description><![CDATA[ |
3386 | <description><![CDATA[ |
3506 | Pits are holes, transporting the player when he walks (and falls) into them. |
3387 | Pits are holes, transporting the player when he walks (and falls) into them. |
3507 | A speciality about pits is that they don't transport the player to |
3388 | A speciality about pits is that they don't transport the player to |
3508 | the exact destination, but within a two-square radius of the destination |
3389 | the exact destination, but within a configurable radius of the destination |
3509 | (never on blocked squares).<br> |
3390 | (never on blocked squares).<br> |
3510 | Optionally, pits can get closed and opened, similar to gates.<br><br> |
3391 | Optionally, pits can get closed and opened, similar to gates.<br><br> |
3511 | Monsters and items are affected by pits just as well as players. |
3392 | Monsters and items are affected by pits just as well as players. |
3512 | Even multipart monsters can fall through them, given enough space. ]]> |
3393 | Even multipart monsters can fall through them, given enough space.]]> |
3513 | </description> |
3394 | </description> |
3514 | <use><![CDATA[ |
3395 | <use><![CDATA[ |
3515 | Pits can add interesting effects to your map. When using them, make |
3396 | Pits can add interesting effects to your map. When using them, make |
3516 | sure to use them in a "logical way": Pits should always drop the |
3397 | sure to use them in a "logical way": Pits should always drop the |
3517 | player to some kind of lower level. They should not be used to |
3398 | player to some kind of lower level. They should not be used to |
3518 | randomly interconnect maps like teleporters do. ]]> |
3399 | randomly interconnect maps like teleporters do.]]> |
3519 | </use> |
3400 | </use> |
3520 | <attribute arch="no_pick" value="1" type="fixed" /> |
3401 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
3402 | <attribute arch="range" editor="spread radius" type="int"> |
|
|
3403 | The radius of the square area that the pit will randomly put the player into (0 to 3). |
|
|
3404 | </attribute> |
3521 | <attribute arch="connected" editor="connection" type="int"> |
3405 | <attribute arch="connected" editor="connection" type="int"> |
3522 | When a <connection> value is set, the pit can be opened/closed |
3406 | When a <connection> value is set, the pit can be opened/closed |
3523 | by activating the connection. |
3407 | by activating the connection. |
3524 | </attribute> |
3408 | </attribute> |
3525 | &activate_on; |
3409 | &activate_on; |
… | |
… | |
3546 | |
3430 | |
3547 | <!--####################################################################--> |
3431 | <!--####################################################################--> |
3548 | <type number="7" name="Poison Food"> |
3432 | <type number="7" name="Poison Food"> |
3549 | <description><![CDATA[ |
3433 | <description><![CDATA[ |
3550 | When eating, the player's stomache is drained by 1/4 of food. |
3434 | When eating, the player's stomache is drained by 1/4 of food. |
3551 | If his food drops to zero, the player might even die. ]]> |
3435 | If his food drops to zero, the player might even die.]]> |
3552 | </description> |
3436 | </description> |
3553 | </type> |
3437 | </type> |
3554 | |
3438 | |
3555 | <!--####################################################################--> |
3439 | <!--####################################################################--> |
3556 | <type number="5" name="Potion"> |
3440 | <type number="5" name="Potion"> |
3557 | <description><![CDATA[ |
3441 | <description><![CDATA[ |
3558 | The player can drink these and gain various kinds of benefits |
3442 | The player can drink these and gain various kinds of benefits |
3559 | (/penalties) by doing so. ]]> |
3443 | (/penalties) by doing so.]]> |
3560 | </description> |
3444 | </description> |
3561 | <use><![CDATA[ |
3445 | <use><![CDATA[ |
3562 | One potion should never give multiple benefits at once. ]]> |
3446 | One potion should never give multiple benefits at once.]]> |
3563 | </use> |
3447 | </use> |
3564 | <attribute arch="level" editor="potion level" type="int"> |
3448 | <attribute arch="level" editor="potion level" type="int"> |
3565 | If the potion contains a spell, the spell is cast at this level. |
3449 | If the potion contains a spell, the spell is cast at this level. |
3566 | For other potions it should be set at least to 1. |
3450 | For other potions it should be set at least to 1. |
3567 | </attribute> |
3451 | </attribute> |
… | |
… | |
3585 | </attribute> |
3469 | </attribute> |
3586 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
3470 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
3587 | A godgiven item vanishes as soon as the player |
3471 | A godgiven item vanishes as soon as the player |
3588 | drops it to the ground. |
3472 | drops it to the ground. |
3589 | </attribute> |
3473 | </attribute> |
3590 | <section name="stats"> |
3474 | &player_stat_resist_sections; |
3591 | <attribute arch="Str" editor="strength" type="int"> |
|
|
3592 | The player's strentgh will rise/fall by the given value for permanent |
|
|
3593 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3594 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3595 | stats if positive. |
|
|
3596 | </attribute> |
|
|
3597 | <attribute arch="Dex" editor="dexterity" type="int"> |
|
|
3598 | The player's dexterity will rise/fall by the given value for permanent |
|
|
3599 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3600 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3601 | stats if positive. |
|
|
3602 | </attribute> |
|
|
3603 | <attribute arch="Con" editor="constitution" type="int"> |
|
|
3604 | The player's constitution will rise/fall by the given value for permanent |
|
|
3605 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3606 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3607 | stats if positive. |
|
|
3608 | </attribute> |
|
|
3609 | <attribute arch="Int" editor="intelligence" type="int"> |
|
|
3610 | The player's intelligence will rise/fall by the given value for permanent |
|
|
3611 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3612 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3613 | stats if positive. |
|
|
3614 | </attribute> |
|
|
3615 | <attribute arch="Pow" editor="power" type="int"> |
|
|
3616 | The player's power will rise/fall by the given value for permanent |
|
|
3617 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3618 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3619 | stats if positive. |
|
|
3620 | </attribute> |
|
|
3621 | <attribute arch="Wis" editor="wisdom" type="int"> |
|
|
3622 | The player's wisdom will rise/fall by the given value for permanent |
|
|
3623 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3624 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3625 | stats if positive. |
|
|
3626 | </attribute> |
|
|
3627 | <attribute arch="Cha" editor="charisma" type="int"> |
|
|
3628 | The player's charisma will rise/fall by the given value for permanent |
|
|
3629 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3630 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3631 | stats if positive. |
|
|
3632 | </attribute> |
|
|
3633 | </section> |
|
|
3634 | <section name="resistance"> |
|
|
3635 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
3636 | The player's resistance to physical will rise by this value in percent |
|
|
3637 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3638 | add on the values from the player's equipment. |
|
|
3639 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3640 | </attribute> |
|
|
3641 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
3642 | The player's resistance to magic will rise by this value in percent |
|
|
3643 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3644 | add on the values from the player's equipment. |
|
|
3645 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3646 | </attribute> |
|
|
3647 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
3648 | The player's resistance to fire will rise by this value in percent |
|
|
3649 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3650 | add on the values from the player's equipment. |
|
|
3651 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3652 | </attribute> |
|
|
3653 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
3654 | The player's resistance to electricity will rise by this value in percent |
|
|
3655 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3656 | add on the values from the player's equipment. |
|
|
3657 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3658 | </attribute> |
|
|
3659 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
3660 | The player's resistance to cold will rise by this value in percent |
|
|
3661 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3662 | add on the values from the player's equipment. |
|
|
3663 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3664 | </attribute> |
|
|
3665 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
3666 | The player's resistance to acid will rise by this value in percent |
|
|
3667 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3668 | add on the values from the player's equipment. |
|
|
3669 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3670 | </attribute> |
|
|
3671 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
3672 | The player's resistance to confusion will rise by this value in percent |
|
|
3673 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3674 | add on the values from the player's equipment. |
|
|
3675 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3676 | </attribute> |
|
|
3677 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
3678 | The player's resistance to weaponmagic will rise by this value in percent |
|
|
3679 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3680 | add on the values from the player's equipment. |
|
|
3681 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3682 | </attribute> |
|
|
3683 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
3684 | The player's resistance to paralyze will rise by this value in percent |
|
|
3685 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3686 | add on the values from the player's equipment. |
|
|
3687 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3688 | </attribute> |
|
|
3689 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
3690 | The player's resistance to draining will rise by this value in percent |
|
|
3691 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3692 | add on the values from the player's equipment. |
|
|
3693 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3694 | </attribute> |
|
|
3695 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
3696 | The player's resistance to depletion will rise by this value in percent |
|
|
3697 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3698 | add on the values from the player's equipment. |
|
|
3699 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3700 | </attribute> |
|
|
3701 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
3702 | The player's resistance to poison will rise by this value in percent |
|
|
3703 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3704 | add on the values from the player's equipment. |
|
|
3705 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3706 | </attribute> |
|
|
3707 | </section> |
|
|
3708 | </type> |
3475 | </type> |
3709 | |
3476 | |
3710 | <!--####################################################################--> |
3477 | <!--####################################################################--> |
3711 | <type number="156" name="Power Crystal"> |
3478 | <type number="156" name="Power Crystal"> |
3712 | <description><![CDATA[ |
3479 | <description><![CDATA[ |
3713 | Power crystals can store a player's mana: |
3480 | Power crystals can store a player's mana: |
3714 | When the player applies the crystal with full mana, half of |
3481 | When the player applies the crystal with full mana, half of |
3715 | it flows into the crystal. When the player applies it with |
3482 | it flows into the crystal. When the player applies it with |
3716 | lacking mana, the crystal replenishes the player's mana. ]]> |
3483 | lacking mana, the crystal replenishes the player's mana.]]> |
3717 | </description> |
3484 | </description> |
3718 | <attribute arch="sp" editor="initial mana" type="int"> |
3485 | <attribute arch="sp" editor="initial mana" type="int"> |
3719 | <initial mana> is the amount of spellpoints that the |
3486 | <initial mana> is the amount of spellpoints that the |
3720 | crystal holds when the map is loaded. |
3487 | crystal holds when the map is loaded. |
3721 | </attribute> |
3488 | </attribute> |
… | |
… | |
3733 | Projectiles like arrows/crossbow bolts are used as ammunition |
3500 | Projectiles like arrows/crossbow bolts are used as ammunition |
3734 | for shooting weapons. |
3501 | for shooting weapons. |
3735 | <br><br> |
3502 | <br><br> |
3736 | It's very easy to add new pairs of weapons & projectiles. |
3503 | It's very easy to add new pairs of weapons & projectiles. |
3737 | Just set matching <ammunition class> both for shooting |
3504 | Just set matching <ammunition class> both for shooting |
3738 | weapon and projectile. ]]> |
3505 | weapon and projectile.]]> |
3739 | </description> |
3506 | </description> |
3740 | <use><![CDATA[ |
3507 | <use><![CDATA[ |
3741 | If you want to create new kinds of projectiles, you could |
3508 | If you want to create new kinds of projectiles, you could |
3742 | add an alchemical receipe to create these. |
3509 | add an alchemical receipe to create these. |
3743 | |
3510 | |
3744 | Don't create new pairs of weapons & projectiles unless |
3511 | Don't create new pairs of weapons & projectiles unless |
3745 | they really fullfill a useful purpose. In fact, even bows |
3512 | they really fullfill a useful purpose. In fact, even bows |
3746 | and crossbows are rarely ever used. ]]> |
3513 | and crossbows are rarely ever used.]]> |
3747 | </use> |
3514 | </use> |
3748 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3515 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3749 | This number is a bitmask, specifying the projectile's attacktypes. |
3516 | This number is a bitmask, specifying the projectile's attacktypes. |
3750 | Attacktypes are: physical, magical, fire, cold.. etc. |
3517 | Attacktypes are: physical, magical, fire, cold.. etc. |
3751 | This works identical to melee weapons. Note that shooting |
3518 | This works identical to melee weapons. Note that shooting |
… | |
… | |
3813 | <type number="70" name="Ring"> |
3580 | <type number="70" name="Ring"> |
3814 | <import_type name="Amulet" /> |
3581 | <import_type name="Amulet" /> |
3815 | <description><![CDATA[ |
3582 | <description><![CDATA[ |
3816 | Rings are worn on the hands - one ring each. |
3583 | Rings are worn on the hands - one ring each. |
3817 | Wearing rings, the object's stats will directly be inherited to |
3584 | Wearing rings, the object's stats will directly be inherited to |
3818 | the player. Usually enhancing his spellcasting potential. ]]> |
3585 | the player. Usually enhancing his spellcasting potential.]]> |
3819 | </description> |
3586 | </description> |
3820 | <use><![CDATA[ |
3587 | <use><![CDATA[ |
3821 | When you create an artifact ring, never forget that players can |
3588 | When you create an artifact ring, never forget that players can |
3822 | wear <B>two</B> rings! Due to that it is extremely important to |
3589 | wear <B>two</B> rings! Due to that it is extremely important to |
3823 | keep rings in balance with the game. |
3590 | keep rings in balance with the game. |
3824 | <br><br> |
3591 | <br><br> |
3825 | Also keep in mind that rings are generally the wizard's tools. |
3592 | Also keep in mind that rings are generally the wizard's tools. |
3826 | They should primarily grant bonuses to spellcasting abilities |
3593 | They should primarily grant bonuses to spellcasting abilities |
3827 | and non-physical resistances. ]]> |
3594 | and non-physical resistances.]]> |
3828 | </use> |
3595 | </use> |
3829 | </type> |
3596 | </type> |
3830 | |
3597 | |
3831 | <!--####################################################################--> |
3598 | <!--####################################################################--> |
3832 | <type number="3" name="Rod"> |
3599 | <type number="3" name="Rod"> |
… | |
… | |
3835 | </ignore> |
3602 | </ignore> |
3836 | <description><![CDATA[ |
3603 | <description><![CDATA[ |
3837 | A rod contains a spell. The player can use this spell by applying and |
3604 | A rod contains a spell. The player can use this spell by applying and |
3838 | fireing the rod. Rods need time to regenerate their "internal" spellpoints, |
3605 | fireing the rod. Rods need time to regenerate their "internal" spellpoints, |
3839 | lowering the effectiveness in combat. But unlike wands/scrolls, rods can be |
3606 | lowering the effectiveness in combat. But unlike wands/scrolls, rods can be |
3840 | used endlessly. ]]> |
3607 | used endlessly.]]> |
3841 | </description> |
3608 | </description> |
3842 | <use><![CDATA[ |
3609 | <use><![CDATA[ |
3843 | Rods with healing/curing spells are extremely powerful. Usually, potions have |
3610 | Rods with healing/curing spells are extremely powerful. Usually, potions have |
3844 | to be used for that purpose. Though, potions are expensive and only good for |
3611 | to be used for that purpose. Though, potions are expensive and only good for |
3845 | one-time-use.<br> ]]> |
3612 | one-time-use.<br>]]> |
3846 | </use> |
3613 | </use> |
3847 | <attribute arch="sp" editor="spell" type="spell"> |
3614 | <attribute arch="sp" editor="spell" type="spell"> |
3848 | Sets the <spell> of the rod. Consider twice before handing out special |
3615 | Sets the <spell> of the rod. Consider twice before handing out special |
3849 | rods to players, since they can be used endlessly without any mana cost! |
3616 | rods to players, since they can be used endlessly without any mana cost! |
3850 | Rods with heal/ restoration/ protection spells, IF available, MUST be |
3617 | Rods with heal/ restoration/ protection spells, IF available, MUST be |
… | |
… | |
3890 | Runes hit any monster or person who steps on them for 'dam' damage in |
3657 | Runes hit any monster or person who steps on them for 'dam' damage in |
3891 | 'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3658 | 'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3892 | and will cast this spell when it detonates. Yet another kind is the |
3659 | and will cast this spell when it detonates. Yet another kind is the |
3893 | "summoning rune", summoning predefined monsters of any kind, at detonation. |
3660 | "summoning rune", summoning predefined monsters of any kind, at detonation. |
3894 | <br><br> |
3661 | <br><br> |
3895 | Many runes are already defined in the archetypes. ]]> |
3662 | Many runes are already defined in the archetypes.]]> |
3896 | </description> |
3663 | </description> |
3897 | <use><![CDATA[ |
3664 | <use><![CDATA[ |
3898 | Avoid monsters stepping on your runes. For example, summoning runes |
3665 | Avoid monsters stepping on your runes. For example, summoning runes |
3899 | together with spellcasting- and attack-runes is usually a bad idea. ]]> |
3666 | together with spellcasting- and attack-runes is usually a bad idea.]]> |
3900 | </use> |
3667 | </use> |
3901 | <attribute arch="no_pick" value="1" type="fixed" /> |
3668 | <attribute arch="no_pick" value="1" type="fixed" /> |
3902 | &move_on; |
3669 | &move_on; |
3903 | <attribute arch="level" editor="rune level" type="int"> |
3670 | <attribute arch="level" editor="rune level" type="int"> |
3904 | This value sets the level the rune will cast the spell it contains at, |
3671 | This value sets the level the rune will cast the spell it contains at, |
… | |
… | |
3972 | <ignore_list name="non_pickable" /> |
3739 | <ignore_list name="non_pickable" /> |
3973 | </ignore> |
3740 | </ignore> |
3974 | <description><![CDATA[ |
3741 | <description><![CDATA[ |
3975 | When the player applies a savebed, he is not only saved. Both his |
3742 | When the player applies a savebed, he is not only saved. Both his |
3976 | respawn-after-death and his word-of-recall positions are pointing |
3743 | respawn-after-death and his word-of-recall positions are pointing |
3977 | to the last-applied savebed. ]]> |
3744 | to the last-applied savebed.]]> |
3978 | </description> |
3745 | </description> |
3979 | <use><![CDATA[ |
3746 | <use><![CDATA[ |
3980 | Put savebed locations in towns, do not put them into dungeons. |
3747 | Put savebed locations in towns, do not put them into dungeons. |
3981 | It is absolutely neccessary that a place with savebeds is 100% secure. |
3748 | It is absolutely neccessary that a place with savebeds is 100% secure. |
3982 | That means: |
3749 | That means: |
3983 | <UL> |
3750 | <UL> |
3984 | <LI> Monsters must not be able to reach the savebeds under any circumstances! |
3751 | <LI> Monsters must not be able to reach the savebeds under any circumstances! |
3985 | <LI> If there are NPCs around, make sure they have the friendly-flag set. |
3752 | <LI> If there are NPCs around, make sure they have the friendly-flag set. |
3986 | <LI> Insert a relyable exit! Make sure there is no possibility that |
3753 | <LI> Insert a reliable exit! Make sure there is no possibility that |
3987 | players get trapped in a savebed location. |
3754 | players get trapped in a savebed location. |
3988 | <LI> If possible, mark the whole site as no-spell area (Insert this |
3755 | <LI> If possible, mark the whole site as no-spell area (Insert this |
3989 | arch called "dungeon_magic" everywhere). This is not required, |
3756 | arch called "dungeon_magic" everywhere). This is not required, |
3990 | but it makes the place much more safe. |
3757 | but it makes the place much more safe. |
3991 | </UL> ]]> |
3758 | </UL>]]> |
3992 | </use> |
3759 | </use> |
3993 | <attribute arch="no_pick" value="1" type="fixed" /> |
3760 | <attribute arch="no_pick" value="1" type="fixed" /> |
3994 | <attribute arch="no_magic" value="1" type="fixed" /> |
3761 | <attribute arch="no_magic" value="1" type="fixed" /> |
3995 | <attribute arch="damned" value="1" type="fixed" /> |
3762 | <attribute arch="damned" value="1" type="fixed" /> |
3996 | </type> |
3763 | </type> |
… | |
… | |
4003 | <description><![CDATA[ |
3770 | <description><![CDATA[ |
4004 | Scrolls contain spells (similar to spell-potions). Unlike potions, |
3771 | Scrolls contain spells (similar to spell-potions). Unlike potions, |
4005 | scrolls require a certain literacy skill to read successfully. |
3772 | scrolls require a certain literacy skill to read successfully. |
4006 | Accordingly, for a successful reading, a small amount of |
3773 | Accordingly, for a successful reading, a small amount of |
4007 | experience is gained. Scrolls allow only one time usage, but |
3774 | experience is gained. Scrolls allow only one time usage, but |
4008 | usually they are sold in bulks. ]]> |
3775 | usually they are sold in bulks.]]> |
4009 | </description> |
3776 | </description> |
4010 | <use><![CDATA[ |
3777 | <use><![CDATA[ |
4011 | For low level quests, scrolls of healing/curing-spells |
3778 | For low level quests, scrolls of healing/curing-spells |
4012 | can be a nice reward. At higher levels, scrolls become less |
3779 | can be a nice reward. At higher levels, scrolls become less |
4013 | and less useful. ]]> |
3780 | and less useful.]]> |
4014 | </use> |
3781 | </use> |
4015 | <attribute arch="level" editor="casting level" type="int"> |
3782 | <attribute arch="level" editor="casting level" type="int"> |
4016 | The spell of the scroll will be casted at this level. |
3783 | The spell of the scroll will be casted at this level. |
4017 | This value should always be set, at least to 1. |
3784 | This value should always be set, at least to 1. |
4018 | </attribute> |
3785 | </attribute> |
… | |
… | |
4030 | <type number="33" name="Shield"> |
3797 | <type number="33" name="Shield"> |
4031 | <import_type name="Amulet" /> |
3798 | <import_type name="Amulet" /> |
4032 | <description><![CDATA[ |
3799 | <description><![CDATA[ |
4033 | Wearing a shield, the object's stats will directly be inherited to |
3800 | Wearing a shield, the object's stats will directly be inherited to |
4034 | the player. Shields usually provide good defense, only surpassed |
3801 | the player. Shields usually provide good defense, only surpassed |
4035 | by brestplate armour. Resistances on shields aren't uncommon either. ]]> |
3802 | by brestplate armour. Resistances on shields aren't uncommon either.]]> |
4036 | </description> |
3803 | </description> |
4037 | <use><![CDATA[ |
3804 | <use><![CDATA[ |
4038 | Feel free to create your own special artifacts. However, it is very |
3805 | Feel free to create your own special artifacts. However, it is very |
4039 | important that you keep your artifact in balance with existing maps. ]]> |
3806 | important that you keep your artifact in balance with existing maps.]]> |
4040 | </use> |
3807 | </use> |
4041 | <attribute arch="magic" editor="magic bonus" type="int"> |
3808 | <attribute arch="magic" editor="magic bonus" type="int"> |
4042 | <magic bonus> works just like ac, except that it can be improved by |
3809 | <magic bonus> works just like ac, except that it can be improved by |
4043 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
3810 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
4044 | than direct armour-class bonus on the shield. |
3811 | than direct armour-class bonus on the shield. |
… | |
… | |
4053 | wielded both at the same time. Like with any other equipment, |
3820 | wielded both at the same time. Like with any other equipment, |
4054 | stats/bonuses from shooting weapons are directly inherited to the player. |
3821 | stats/bonuses from shooting weapons are directly inherited to the player. |
4055 | <br><br> |
3822 | <br><br> |
4056 | It's very easy to add new pairs of weapons & projectiles. |
3823 | It's very easy to add new pairs of weapons & projectiles. |
4057 | Just set matching <ammunition class> both for shooting |
3824 | Just set matching <ammunition class> both for shooting |
4058 | weapon and projectile. ]]> |
3825 | weapon and projectile.]]> |
4059 | </description> |
3826 | </description> |
4060 | <use><![CDATA[ |
3827 | <use><![CDATA[ |
4061 | Shooting weapons should not add bonuses in general. There's already |
3828 | Shooting weapons should not add bonuses in general. There's already |
4062 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
3829 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
4063 | Shooting weapons should especially not add bonuses to the player |
3830 | Shooting weapons should especially not add bonuses to the player |
4064 | that have nothing to do with schooting. A Wisdom bonus on a bow |
3831 | that have nothing to do with schooting. A Wisdom bonus on a bow |
4065 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
3832 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
4066 | - still crap. ]]> |
3833 | - still crap.]]> |
4067 | </use> |
3834 | </use> |
4068 | <attribute arch="race" editor="ammunition class" type="string"> |
3835 | <attribute arch="race" editor="ammunition class" type="string"> |
4069 | Only projectiles with matching <ammunition class> can be fired |
3836 | Only projectiles with matching <ammunition class> can be fired |
4070 | with this weapon. For normal bows set "arrows", for normal |
3837 | with this weapon. For normal bows set "arrows", for normal |
4071 | crossbows set "crossbow bolts". |
3838 | crossbows set "crossbow bolts". |
… | |
… | |
4100 | amount of <item power>, depending on their own level. This is the |
3867 | amount of <item power>, depending on their own level. This is the |
4101 | only way to prevent low level players to wear "undeserved" equipment |
3868 | only way to prevent low level players to wear "undeserved" equipment |
4102 | (like gifts from other players or cheated items). |
3869 | (like gifts from other players or cheated items). |
4103 | |
3870 | |
4104 | It is very important to adjust the <item power> value carefully |
3871 | It is very important to adjust the <item power> value carefully |
4105 | for every artifact you create! If zero/unset, the CF server will |
3872 | for every artifact you create! If zero/unset, the Deliantra server will |
4106 | calculate a provisional value at runtime, but this is never |
3873 | calculate a provisional value at runtime, but this is never |
4107 | going to be an accurate measurement of <item power>. |
3874 | going to be an accurate measurement of <item power>. |
4108 | </attribute> |
3875 | </attribute> |
4109 | <attribute arch="no_strength" editor="ignore strength" type="bool"> |
3876 | <attribute arch="no_strength" editor="ignore strength" type="bool"> |
4110 | Usually the player's strentgh takes effect on the damage |
3877 | Usually the player's strentgh takes effect on the damage |
… | |
… | |
4192 | These items are all flagged as unpaid. |
3959 | These items are all flagged as unpaid. |
4193 | When a player drops an item onto shop floor, the item becomes |
3960 | When a player drops an item onto shop floor, the item becomes |
4194 | unpaid and the player receives payment according to the item's |
3961 | unpaid and the player receives payment according to the item's |
4195 | selling-value. |
3962 | selling-value. |
4196 | Shopfloor always prevents magic (To hinder players from burning |
3963 | Shopfloor always prevents magic (To hinder players from burning |
4197 | or freezing the goods). ]]> |
3964 | or freezing the goods).]]> |
4198 | </description> |
3965 | </description> |
4199 | <use><![CDATA[ |
3966 | <use><![CDATA[ |
4200 | Tile your whole shop-interior space which shop floor. |
3967 | Tile your whole shop-interior space which shop floor. |
4201 | (That assures players receive payment for dropping items). |
3968 | (That assures players receive payment for dropping items). |
4202 | Place shop mats to enter/leave the shop, and make sure |
3969 | Place shop mats to enter/leave the shop, and make sure |
4203 | there is no other exit than the shop mat. ]]> |
3970 | there is no other exit than the shop mat.]]> |
4204 | </use> |
3971 | </use> |
4205 | <attribute arch="is_floor" value="1" type="fixed" /> |
3972 | <attribute arch="is_floor" value="1" type="fixed" /> |
4206 | <attribute arch="no_pick" value="1" type="fixed" /> |
3973 | <attribute arch="no_pick" value="1" type="fixed" /> |
4207 | <attribute arch="no_magic" value="1" type="fixed" /> |
3974 | <attribute arch="no_magic" value="1" type="fixed" /> |
4208 | <attribute arch="auto_apply" editor="generate goods" type="bool"> |
3975 | <attribute arch="auto_apply" editor="generate goods" type="bool"> |
… | |
… | |
4242 | "shopping-area" and one outside. Shop mats don't use exit paths/ |
4009 | "shopping-area" and one outside. Shop mats don't use exit paths/ |
4243 | or -destinations. When stepping onto a shopmat the player gets beamed |
4010 | or -destinations. When stepping onto a shopmat the player gets beamed |
4244 | to the nearest other mat. If the player has unpaid items in his |
4011 | to the nearest other mat. If the player has unpaid items in his |
4245 | inventory, the price gets charged from his coins automatically. |
4012 | inventory, the price gets charged from his coins automatically. |
4246 | If the player has insufficient coins to buy his unpaid items, he |
4013 | If the player has insufficient coins to buy his unpaid items, he |
4247 | is unable to pass any shopmat (So he has to drop unpaid items). ]]> |
4014 | is unable to pass any shopmat (So he has to drop unpaid items).]]> |
4248 | </description> |
4015 | </description> |
4249 | <use><![CDATA[ |
4016 | <use><![CDATA[ |
4250 | As stated above, always place TWO shop mats into your shop. |
4017 | As stated above, always place TWO shop mats into your shop. |
4251 | Not more and not less than that. ]]> |
4018 | Not more and not less than that.]]> |
4252 | </use> |
4019 | </use> |
4253 | <attribute arch="no_pick" value="1" type="fixed" /> |
4020 | <attribute arch="no_pick" value="1" type="fixed" /> |
4254 | &move_on; |
4021 | &move_on; |
4255 | </type> |
4022 | </type> |
4256 | |
4023 | |
… | |
… | |
4261 | </ignore> |
4028 | </ignore> |
4262 | <description><![CDATA[ |
4029 | <description><![CDATA[ |
4263 | The purpose of a sign or magic_mouth is to display a certain message to |
4030 | The purpose of a sign or magic_mouth is to display a certain message to |
4264 | the player. There are three ways to have the player get this message: |
4031 | the player. There are three ways to have the player get this message: |
4265 | The player walking onto it (-> magic_mouth), the player pressing <a>pply |
4032 | The player walking onto it (-> magic_mouth), the player pressing <a>pply |
4266 | (-> sign) or the player triggering a button/handle/etc (-> magic_mouth). ]]> |
4033 | (-> sign) or the player triggering a button/handle/etc (-> magic_mouth).]]> |
4267 | </description> |
4034 | </description> |
4268 | <use><![CDATA[ |
4035 | <use><![CDATA[ |
4269 | Use signs and magic_mouths, plenty of them! Place magic_mouths to add |
4036 | Use signs and magic_mouths, plenty of them! Place magic_mouths to add |
4270 | some true roleplay feeling to your maps, support your storyline or give |
4037 | some true roleplay feeling to your maps, support your storyline or give |
4271 | hints about hidden secrets/dangers. Place signs to provide the player |
4038 | hints about hidden secrets/dangers. Place signs to provide the player |
4272 | with all kinds of useful information for getting along in your maps. ]]> |
4039 | with all kinds of useful information for getting along in your maps.]]> |
4273 | </use> |
4040 | </use> |
4274 | <attribute arch="connected" editor="connection" type="int"> |
4041 | <attribute arch="connected" editor="connection" type="int"> |
4275 | When a connection value is set, the message will be printed whenever |
4042 | When a connection value is set, the message will be printed whenever |
4276 | the connection is triggered. This should be used in combination with |
4043 | the connection is triggered. This should be used in combination with |
4277 | <invisible> enabled and <activate by walking/flying> disabled. |
4044 | <invisible> enabled and <activate by walking/flying> disabled. |
… | |
… | |
4296 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
4063 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
4297 | This text will be displayed to the player. |
4064 | This text will be displayed to the player. |
4298 | </attribute> |
4065 | </attribute> |
4299 | </type> |
4066 | </type> |
4300 | |
4067 | |
|
|
4068 | <type number="150" name="Shop Inventory"> |
|
|
4069 | <ignore> |
|
|
4070 | <ignore_list name="non_pickable" /> |
|
|
4071 | </ignore> |
|
|
4072 | <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]> |
|
|
4073 | </description> |
|
|
4074 | <use><![CDATA[Use these signs to present the player a list of the items in the shop]]> |
|
|
4075 | </use> |
|
|
4076 | <attribute arch="shop_coords" editor="shop rectangle" type="string"> |
|
|
4077 | The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on |
|
|
4078 | the map that will be searched for unpaid items. |
|
|
4079 | </attribute> |
|
|
4080 | </type> |
|
|
4081 | |
4301 | <!--####################################################################--> |
4082 | <!--####################################################################--> |
4302 | <type number="43" name="Skill"> |
4083 | <type number="43" name="Skill"> |
4303 | <ignore> |
4084 | <ignore> |
4304 | <ignore_list name="system_object" /> |
4085 | <ignore_list name="system_object" /> |
4305 | </ignore> |
4086 | </ignore> |
4306 | <description><![CDATA[ |
4087 | <description><![CDATA[ |
4307 | Skills are objects which exist in the player/monster inventory. |
4088 | Skills are objects which exist in the player/monster inventory. |
4308 | Both NPC/monsters and players use the same skill archetypes. Not all skills |
4089 | Both NPC/monsters and players use the same skill archetypes. Not all skills |
4309 | are enabled for monster use however. ]]> |
4090 | are enabled for monster use however.]]> |
4310 | </description> |
4091 | </description> |
4311 | <use><![CDATA[ |
4092 | <use><![CDATA[ |
4312 | For mapmaking, Skill objects serve two purposes: |
4093 | For mapmaking, Skill objects serve two purposes: |
4313 | <p>First, the predefined skill archtypes (in the 'skills' directory) |
4094 | <p>First, the predefined skill archtypes (in the 'skills' directory) |
4314 | can be seen as the global skill definitions. A skill which doesn't |
4095 | can be seen as the global skill definitions. A skill which doesn't |
… | |
… | |
4319 | </p><p> |
4100 | </p><p> |
4320 | Secondly, in order to enable monsters to use skills, you will need to |
4101 | Secondly, in order to enable monsters to use skills, you will need to |
4321 | copy default skill archtypes into the monsters' inventories. |
4102 | copy default skill archtypes into the monsters' inventories. |
4322 | You can even customize the skills by changing stats. It is not |
4103 | You can even customize the skills by changing stats. It is not |
4323 | recommended however, to use skills in your maps which are totally |
4104 | recommended however, to use skills in your maps which are totally |
4324 | unrelated to any predefined skill archtype.</p> ]]> |
4105 | unrelated to any predefined skill archtype.</p>]]> |
4325 | </use> |
4106 | </use> |
4326 | <attribute arch="invisible" value="1" type="fixed" /> |
4107 | <attribute arch="invisible" value="1" type="fixed" /> |
4327 | <attribute arch="no_drop" value="1" type="fixed" /> |
4108 | <attribute arch="no_drop" value="1" type="fixed" /> |
4328 | <attribute arch="skill" editor="skill name" type="string"> |
4109 | <attribute arch="skill" editor="skill name" type="string"> |
4329 | The <skill name> is used for matchings. When a usable |
4110 | The <skill name> is used for matchings. When a usable |
… | |
… | |
4339 | expmul is 1, the player will get 500 added to that skill as well as |
4120 | expmul is 1, the player will get 500 added to that skill as well as |
4340 | 500 to their total. |
4121 | 500 to their total. |
4341 | </attribute> |
4122 | </attribute> |
4342 | <attribute arch="subtype" editor="skill type" type="list_skill_type"> |
4123 | <attribute arch="subtype" editor="skill type" type="list_skill_type"> |
4343 | The <skill type> defines the base functionality of the skill. |
4124 | The <skill type> defines the base functionality of the skill. |
4344 | Skill types are hardcoded in the Crossfire server. It isn't hard to |
4125 | Skill types are hardcoded in the Deliantra server. It isn't hard to |
4345 | create new skill types, but it requires a bit of server-coding. |
4126 | create new skill types, but it requires a bit of server-coding. |
4346 | </attribute> |
4127 | </attribute> |
4347 | <attribute arch="level" editor="level" type="int"> |
4128 | <attribute arch="level" editor="level" type="int"> |
4348 | </attribute> |
4129 | </attribute> |
4349 | <attribute arch="exp" editor="experience" type="int"> |
4130 | <attribute arch="exp" editor="experience" type="int"> |
… | |
… | |
4358 | |
4139 | |
4359 | <!--####################################################################--> |
4140 | <!--####################################################################--> |
4360 | <type number="130" name="Skill Scroll"> |
4141 | <type number="130" name="Skill Scroll"> |
4361 | <description><![CDATA[ |
4142 | <description><![CDATA[ |
4362 | By reading a skill scroll, a player has a chance to learn the |
4143 | By reading a skill scroll, a player has a chance to learn the |
4363 | contained skill. ]]> |
4144 | contained skill.]]> |
4364 | </description> |
4145 | </description> |
4365 | <use><![CDATA[ |
4146 | <use><![CDATA[ |
4366 | Skill scrolls are very much sought for by players. Currently, |
4147 | Skill scrolls are very much sought for by players. Currently, |
4367 | all skill scrolls are sold in shops randomly, which is in fact not |
4148 | all skill scrolls are sold in shops randomly, which is in fact not |
4368 | a good system. It would be nice to have some cool quests with |
4149 | a good system. It would be nice to have some cool quests with |
4369 | skill scrolls rewarded at the end. ]]> |
4150 | skill scrolls rewarded at the end.]]> |
4370 | </use> |
4151 | </use> |
4371 | <attribute arch="race" value="scrolls" type="fixed" /> |
4152 | <attribute arch="race" value="scrolls" type="fixed" /> |
4372 | <attribute arch="skill" editor="skill name" type="string"> |
4153 | <attribute arch="skill" editor="skill name" type="string"> |
4373 | The <skill name> matches the skill object that can |
4154 | The <skill name> matches the skill object that can |
4374 | be learned from this scroll. |
4155 | be learned from this scroll. |
… | |
… | |
4384 | When carrying the appropriate special key, a locked door can |
4165 | When carrying the appropriate special key, a locked door can |
4385 | be opened. The key will dissapear. |
4166 | be opened. The key will dissapear. |
4386 | <br><br> |
4167 | <br><br> |
4387 | This object-type can also be used for "passport"-like items: |
4168 | This object-type can also be used for "passport"-like items: |
4388 | When walking onto an invetory checker, a gate for example might |
4169 | When walking onto an invetory checker, a gate for example might |
4389 | get opened. The "passport" will stay in the player's inventory. ]]> |
4170 | get opened. The "passport" will stay in the player's inventory.]]> |
4390 | </description> |
4171 | </description> |
4391 | <use><![CDATA[ |
4172 | <use><![CDATA[ |
4392 | How to make a "passport": You take the special key arch |
4173 | How to make a "passport": You take the special key arch |
4393 | (archetype name is "key2"), set the face to something like |
4174 | (archetype name is "key2"), set the face to something like |
4394 | card.111 and the name to "passport" - that's all. The <key string> |
4175 | card.111 and the name to "passport" - that's all. The <key string> |
4395 | certainly must match with the appropiate inventory checker. |
4176 | certainly must match with the appropiate inventory checker. |
4396 | <br><br> |
4177 | <br><br> |
4397 | Of course you can be creative with names and faces of |
4178 | Of course you can be creative with names and faces of |
4398 | key-objects. A "mysterious crystal" or a "big dragon claw" |
4179 | key-objects. A "mysterious crystal" or a "big dragon claw" |
4399 | (with appropriate faces) appear more interesting than just |
4180 | (with appropriate faces) appear more interesting than just |
4400 | a "strange key", or "passport". ]]> |
4181 | a "strange key", or "passport".]]> |
4401 | </use> |
4182 | </use> |
4402 | <attribute arch="slaying" editor="key string" type="string"> |
4183 | <attribute arch="slaying" editor="key string" type="string"> |
4403 | This string must be identical with the <key string> in the |
4184 | This string must be identical with the <key string> in the |
4404 | locked door, then it can be unlocked. It can also be used |
4185 | locked door, then it can be unlocked. It can also be used |
4405 | to trigger inventory checkers. |
4186 | to trigger inventory checkers. |
… | |
… | |
4440 | players can learn it by reading the book. Once learned, players |
4221 | players can learn it by reading the book. Once learned, players |
4441 | can use the spell as often as they like. With increasing skill level |
4222 | can use the spell as often as they like. With increasing skill level |
4442 | of the player, spells may gain power but also increase cost.<br> |
4223 | of the player, spells may gain power but also increase cost.<br> |
4443 | Monsters can use spells which are put in their inventory (provided |
4224 | Monsters can use spells which are put in their inventory (provided |
4444 | that certain "enabling" settings are correct). The monster's |
4225 | that certain "enabling" settings are correct). The monster's |
4445 | <treasurelist> can also be used to provide it with spells. ]]> |
4226 | <treasurelist> can also be used to provide it with spells.]]> |
4446 | </description> |
4227 | </description> |
4447 | <use><![CDATA[ |
4228 | <use><![CDATA[ |
4448 | A lot of the spells' settings can be tuned and customized. |
4229 | A lot of the spells' settings can be tuned and customized. |
4449 | When creating new spells which are accessible to players, it is |
4230 | When creating new spells which are accessible to players, it is |
4450 | important to think about balance. A single spell which is too |
4231 | important to think about balance. A single spell which is too |
4451 | powerful and/or too easy to use can eventually toss the whole skill |
4232 | powerful and/or too easy to use can eventually toss the whole skill |
4452 | and magic school system out of whack. Testing new spells is |
4233 | and magic school system out of whack. Testing new spells is |
4453 | quite important therefore. ]]> |
4234 | quite important therefore.]]> |
4454 | </use> |
4235 | </use> |
4455 | <attribute arch="no_drop" value="1" type="fixed" /> |
4236 | <attribute arch="no_drop" value="1" type="fixed" /> |
4456 | <attribute arch="invisible" value="1" type="fixed" /> |
4237 | <attribute arch="invisible" value="1" type="fixed" /> |
4457 | <attribute arch="skill" editor="skill name" type="string"> |
4238 | <attribute arch="skill" editor="skill name" type="string"> |
4458 | The <skill name> matches the skill which is needed |
4239 | The <skill name> matches the skill which is needed |
… | |
… | |
4490 | to read.<br><br> |
4271 | to read.<br><br> |
4491 | You can create widely customized spells only by adjusting the |
4272 | You can create widely customized spells only by adjusting the |
4492 | spell object in the spellbooks inventory. Refer to the description |
4273 | spell object in the spellbooks inventory. Refer to the description |
4493 | of spell objects for detailed information how to customize spells.<br> |
4274 | of spell objects for detailed information how to customize spells.<br> |
4494 | If you want to have a random spellbook instead, choose a <treasurelist> |
4275 | If you want to have a random spellbook instead, choose a <treasurelist> |
4495 | with a compilation of spells that the book may contain. ]]> |
4276 | with a compilation of spells that the book may contain.]]> |
4496 | </description> |
4277 | </description> |
4497 | <use><![CDATA[ |
4278 | <use><![CDATA[ |
4498 | Don't put any of the godgiven spells into a spellbook! These are |
4279 | Don't put any of the godgiven spells into a spellbook! These are |
4499 | reserved for the followers of the appropriate cults. Handing them |
4280 | reserved for the followers of the appropriate cults. Handing them |
4500 | out in a spellbook would violate the balance between different religions. |
4281 | out in a spellbook would violate the balance between different religions. |
4501 | <br><br> |
4282 | <br><br> |
4502 | Note that there is no fundamental difference between the spellbooks |
4283 | Note that there is no fundamental difference between the spellbooks |
4503 | of varying schools (pyromancy, sorcery, evocation, summoning, and |
4284 | of varying schools (pyromancy, sorcery, evocation, summoning, and |
4504 | even praying). The difference lies only in the spells they contain. |
4285 | even praying). The difference lies only in the spells they contain. |
4505 | It is up to you, the mapmaker, to pick the right type of book |
4286 | It is up to you, the mapmaker, to pick the right type of book |
4506 | for your spells. ]]> |
4287 | for your spells.]]> |
4507 | </use> |
4288 | </use> |
4508 | <attribute arch="skill" value="literacy" type="fixed" /> |
4289 | <attribute arch="skill" value="literacy" type="fixed" /> |
4509 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4290 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4510 | There are two ways to put spells into a spellbook: |
4291 | There are two ways to put spells into a spellbook: |
4511 | 1. Put a spell object in the books inventory. In this case, |
4292 | 1. Put a spell object in the books inventory. In this case, |
… | |
… | |
4530 | </ignore> |
4311 | </ignore> |
4531 | <description><![CDATA[ |
4312 | <description><![CDATA[ |
4532 | Spinners change the direction of spell objects and other projectiles |
4313 | Spinners change the direction of spell objects and other projectiles |
4533 | that fly past. Unlike directors, it does make a difference from what |
4314 | that fly past. Unlike directors, it does make a difference from what |
4534 | angle you shoot into the spinner. The direction of objects flying past |
4315 | angle you shoot into the spinner. The direction of objects flying past |
4535 | is always changed by a certain degree. ]]> |
4316 | is always changed by a certain degree.]]> |
4536 | </description> |
4317 | </description> |
4537 | <use><![CDATA[ |
4318 | <use><![CDATA[ |
4538 | Spinners are very rarely used. I believe they are quite |
4319 | Spinners are very rarely used. I believe they are quite |
4539 | confusing and pointless. The only use I can think of is building |
4320 | confusing and pointless. The only use I can think of is building |
4540 | some puzzle about where to shoot into spinners to shoot somewhere you |
4321 | some puzzle about where to shoot into spinners to shoot somewhere you |
4541 | otherwise couldn't. |
4322 | otherwise couldn't. |
4542 | |
4323 | |
4543 | When placing spinners on a map with magic walls, make sure the spell- |
4324 | When placing spinners on a map with magic walls, make sure the spell- |
4544 | projectiles from magic walls don't get to fly in loops. ]]> |
4325 | projectiles from magic walls don't get to fly in loops.]]> |
4545 | </use> |
4326 | </use> |
4546 | <attribute arch="sp" editor="direction number" type="int"> |
4327 | <attribute arch="sp" editor="direction number" type="int"> |
4547 | The spinner will change the direction of flying objects by |
4328 | The spinner will change the direction of flying objects by |
4548 | 45 degrees per <direction number>. Negative values spin clockwise, |
4329 | 45 degrees per <direction number>. Negative values spin clockwise, |
4549 | positive values counter clockwise. |
4330 | positive values counter clockwise. |
… | |
… | |
4562 | Swamp areas show a special behaviour: |
4343 | Swamp areas show a special behaviour: |
4563 | When a player stands still on a swamp-square for too long, |
4344 | When a player stands still on a swamp-square for too long, |
4564 | he will start to sink in and eventually drown and die. |
4345 | he will start to sink in and eventually drown and die. |
4565 | Items dropped on the swamp sink in and dissapear. |
4346 | Items dropped on the swamp sink in and dissapear. |
4566 | Players with knowledge of the woodsman skill are a lot less likely |
4347 | Players with knowledge of the woodsman skill are a lot less likely |
4567 | to die in the swamp. ]]> |
4348 | to die in the swamp.]]> |
4568 | </description> |
4349 | </description> |
4569 | <attribute arch="is_floor" value="1" type="fixed" /> |
4350 | <attribute arch="is_floor" value="1" type="fixed" /> |
4570 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4351 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4571 | <attribute arch="speed" editor="drowning speed" type="float"> |
4352 | <attribute arch="speed" editor="drowning speed" type="float"> |
4572 | The higher the <drowning speed>, the faster will players and items |
4353 | The higher the <drowning speed>, the faster will players and items |
… | |
… | |
4596 | different location. The main difference to the object-type exit |
4377 | different location. The main difference to the object-type exit |
4597 | is the possibility to have teleporters connected to levers/buttons/etc. |
4378 | is the possibility to have teleporters connected to levers/buttons/etc. |
4598 | Sometimes teleporters are activated even against the players will. |
4379 | Sometimes teleporters are activated even against the players will. |
4599 | <br><br> |
4380 | <br><br> |
4600 | Unlike exits, teleporters can also transfer items and |
4381 | Unlike exits, teleporters can also transfer items and |
4601 | monsters to different locations on the same map. ]]> |
4382 | monsters to different locations on the same map.]]> |
4602 | </description> |
4383 | </description> |
4603 | <use><![CDATA[ |
4384 | <use><![CDATA[ |
4604 | When creating maps, I guess sooner or later you'll want to have |
4385 | When creating maps, I guess sooner or later you'll want to have |
4605 | an invisible teleporter. If using "invisible 1", the teleporter |
4386 | an invisible teleporter. If using "invisible 1", the teleporter |
4606 | can still be discovered with the show_invisible spell. And in |
4387 | can still be discovered with the show_invisible spell. And in |
4607 | some cases you can't place it under the floor to prevent this. |
4388 | some cases you can't place it under the floor to prevent this. |
4608 | <br><br> |
4389 | <br><br> |
4609 | Fortunately, there is a cool trick to make a perfectly invisible |
4390 | Fortunately, there is a cool trick to make a perfectly invisible |
4610 | teleporter: You simply add teleporter functionality to the floor |
4391 | teleporter: You simply add teleporter functionality to the floor |
4611 | itself. That means: You take the floor arch (e.g. "flagstone"), |
4392 | itself. That means: You take the floor arch (e.g. "flagstone"), |
4612 | set "type 41", and add slaying/hp/sp/connected... everything you need. ]]> |
4393 | set "type 41", and add slaying/hp/sp/connected... everything you need.]]> |
4613 | </use> |
4394 | </use> |
4614 | <attribute arch="slaying" editor="exit path" type="string"> |
4395 | <attribute arch="slaying" editor="exit path" type="string"> |
4615 | The exit path specifies the map that the player is transferred to. |
4396 | The exit path specifies the map that the player is transferred to. |
4616 | <exit path> can be an absolute path, beginning with '/' |
4397 | <exit path> can be an absolute path, beginning with '/' |
4617 | (for example "/peterm/FireTemple/fire1"). It can also be a relative |
4398 | (for example "/peterm/FireTemple/fire1"). It can also be a relative |
… | |
… | |
4678 | <type number="26" name="Timed Gate"> |
4459 | <type number="26" name="Timed Gate"> |
4679 | <ignore> |
4460 | <ignore> |
4680 | <ignore_list name="non_pickable" /> |
4461 | <ignore_list name="non_pickable" /> |
4681 | </ignore> |
4462 | </ignore> |
4682 | <description><![CDATA[ |
4463 | <description><![CDATA[ |
4683 | Gates play an important role in Crossfire. Gates can be opened |
4464 | Gates play an important role in Deliantra. Gates can be opened |
4684 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
4465 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
4685 | or carrying special key-objects (-> inventory checker). |
4466 | or carrying special key-objects (-> inventory checker). |
4686 | Unlike locked doors, gates can get shut again after a player has |
4467 | Unlike locked doors, gates can get shut again after a player has |
4687 | passed, which makes them more practical in many cases. Unlike normal |
4468 | passed, which makes them more practical in many cases. Unlike normal |
4688 | gates, timed gates open when triggered but automatically close again |
4469 | gates, timed gates open when triggered but automatically close again |
4689 | after some time.]]> |
4470 | after some time.]]> |
4690 | </description> |
4471 | </description> |
4691 | <use><![CDATA[ |
4472 | <use><![CDATA[ |
4692 | Use gates to divide your maps into separated areas. After solving |
4473 | Use gates to divide your maps into separated areas. After solving |
4693 | area A, the player gains access to area B, and so on. Make your |
4474 | area A, the player gains access to area B, and so on. Make your |
4694 | maps more complex than "one-way". ]]> |
4475 | maps more complex than "one-way".]]> |
4695 | </use> |
4476 | </use> |
4696 | <attribute arch="no_pick" value="1" type="fixed" /> |
4477 | <attribute arch="no_pick" value="1" type="fixed" /> |
4697 | <attribute arch="connected" editor="connection" type="int"> |
4478 | <attribute arch="connected" editor="connection" type="int"> |
4698 | Whenever the inventory checker is triggered, all objects with identical |
4479 | Whenever the inventory checker is triggered, all objects with identical |
4699 | <connection> value get activated. This only makes sense together with |
4480 | <connection> value get activated. This only makes sense together with |
… | |
… | |
4739 | and generally have either a physical attack or trigger a reaction. |
4520 | and generally have either a physical attack or trigger a reaction. |
4740 | <br><br> |
4521 | <br><br> |
4741 | Traps hit any monster or person who steps on them for 'dam' damage in |
4522 | Traps hit any monster or person who steps on them for 'dam' damage in |
4742 | 'attacktype' attacktype and/or trigger a reaction. |
4523 | 'attacktype' attacktype and/or trigger a reaction. |
4743 | <br><br> |
4524 | <br><br> |
4744 | Many traps are already defined in the archetypes. ]]> |
4525 | Many traps are already defined in the archetypes.]]> |
4745 | </description> |
4526 | </description> |
4746 | <use><![CDATA[ |
4527 | <use><![CDATA[ |
4747 | Avoid monsters stepping on your traps. For example, a party of orcs setting |
4528 | Avoid monsters stepping on your traps. For example, a party of orcs setting |
4748 | off your lightning wall and pit trap is usually a bad idea. ]]> |
4529 | off your lightning wall and pit trap is usually a bad idea.]]> |
4749 | </use> |
4530 | </use> |
4750 | <attribute arch="no_pick" value="1" type="fixed" /> |
4531 | <attribute arch="no_pick" value="1" type="fixed" /> |
4751 | &move_on; |
4532 | &move_on; |
4752 | <attribute arch="level" editor="trap level" type="int"> |
4533 | <attribute arch="level" editor="trap level" type="int"> |
4753 | Level effects how easily a trap may be found and disarmed, and |
4534 | Level effects how easily a trap may be found and disarmed, and |
… | |
… | |
4791 | Trapdoors are very similar to pits. The difference is that they |
4572 | Trapdoors are very similar to pits. The difference is that they |
4792 | can not be closed. Instead, the weight of the object on the |
4573 | can not be closed. Instead, the weight of the object on the |
4793 | trapdoor determines weither it slams the trapdoor open and falls through |
4574 | trapdoor determines weither it slams the trapdoor open and falls through |
4794 | or not.<br> |
4575 | or not.<br> |
4795 | Once a trapdoor has been opened (by a creature or items of sufficient |
4576 | Once a trapdoor has been opened (by a creature or items of sufficient |
4796 | weight,) it remains open, acting like an opened pit. ]]> |
4577 | weight,) it remains open, acting like an opened pit.]]> |
4797 | </description> |
4578 | </description> |
4798 | <use><![CDATA[ |
4579 | <use><![CDATA[ |
4799 | Trapdoors should be used in the same fashion as pits: |
4580 | Trapdoors should be used in the same fashion as pits: |
4800 | They should always drop the victims to some kind of lower level. They |
4581 | They should always drop the victims to some kind of lower level. They |
4801 | are not supposed to be used to randomly interconnect maps like teleporters. ]]> |
4582 | are not supposed to be used to randomly interconnect maps like teleporters.]]> |
4802 | </use> |
4583 | </use> |
4803 | <attribute arch="no_pick" value="1" type="fixed" /> |
4584 | <attribute arch="no_pick" value="1" type="fixed" /> |
4804 | &move_on; |
4585 | &move_on; |
4805 | <attribute arch="weight" editor="hold weight" type="int"> |
4586 | <attribute arch="weight" editor="hold weight" type="int"> |
4806 | This value defines how much weight the trapdoor can hold. |
4587 | This value defines how much weight the trapdoor can hold. |
… | |
… | |
4832 | <attribute arch="value" /> |
4613 | <attribute arch="value" /> |
4833 | <attribute arch="material" /> |
4614 | <attribute arch="material" /> |
4834 | </ignore> |
4615 | </ignore> |
4835 | <description><![CDATA[ |
4616 | <description><![CDATA[ |
4836 | A treasure-object turns into certain randomitems when the map is loaded |
4617 | A treasure-object turns into certain randomitems when the map is loaded |
4837 | into the game. ]]> |
4618 | into the game.]]> |
4838 | </description> |
4619 | </description> |
4839 | <use><![CDATA[ |
4620 | <use><![CDATA[ |
4840 | About usage of the "random-artifact" treasurelist: |
4621 | About usage of the "random-artifact" treasurelist: |
4841 | This will generate powerful stuff like girdles, xray helmets, special |
4622 | This will generate powerful stuff like girdles, xray helmets, special |
4842 | swords etc. If you put this as reward to your quest, players might be |
4623 | swords etc. If you put this as reward to your quest, players might be |
4843 | motivated to do it more than once. BUT, by doing so they will get a huge |
4624 | motivated to do it more than once. BUT, by doing so they will get a huge |
4844 | number of different artifacts! Besides, players will always seek the place |
4625 | number of different artifacts! Besides, players will always seek the place |
4845 | with the most easy-to-get random artifact and ignore all others. |
4626 | with the most easy-to-get random artifact and ignore all others. |
4846 | My advice: Don't use it! Attract players with good fighting experience |
4627 | My advice: Don't use it! Attract players with good fighting experience |
4847 | (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> |
4628 | (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> |
4848 | </use> |
4629 | </use> |
4849 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4630 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4850 | This entry determines what kind of treasure will appear. Look into |
4631 | This entry determines what kind of treasure will appear. Look into |
4851 | /crossfire/share/crossfire/treasures for details about existing |
4632 | /crossfire/share/crossfire/treasures for details about existing |
4852 | treasurelists. |
4633 | treasurelists. |
… | |
… | |
4883 | player stepping on it WHEN TRIGGERED. This force does nothing except containing a |
4664 | player stepping on it WHEN TRIGGERED. This force does nothing except containing a |
4884 | <key string> which can be discovered by detectors or inventory |
4665 | <key string> which can be discovered by detectors or inventory |
4885 | checkers. It is also possible to use markers for removing marks again. |
4666 | checkers. It is also possible to use markers for removing marks again. |
4886 | <br><br> |
4667 | <br><br> |
4887 | Note that the player has no possibility to "see" his own marks, |
4668 | Note that the player has no possibility to "see" his own marks, |
4888 | except by the effect that they cause on the maps. ]]> |
4669 | except by the effect that they cause on the maps.]]> |
4889 | </description> |
4670 | </description> |
4890 | <use><![CDATA[ |
4671 | <use><![CDATA[ |
4891 | Markers hold real cool possibilities for map-making. I encourage |
4672 | Markers hold real cool possibilities for map-making. I encourage |
4892 | you to use them frequently. However there is one negative point |
4673 | you to use them frequently. However there is one negative point |
4893 | about markers: Players don't "see" what's going on with them. It is |
4674 | about markers: Players don't "see" what's going on with them. It is |
4894 | your task, as map-creator, to make sure the player is always well |
4675 | your task, as map-creator, to make sure the player is always well |
4895 | informed and never confused. |
4676 | informed and never confused. |
4896 | <br><br> |
4677 | <br><br> |
4897 | Please avoid infinite markers when they aren't needed. They're |
4678 | Please avoid infinite markers when they aren't needed. They're |
4898 | using a little space in the player file after all, so if there |
4679 | using a little space in the player file after all, so if there |
4899 | is no real purpose, set an expire time. ]]> |
4680 | is no real purpose, set an expire time.]]> |
4900 | </use> |
4681 | </use> |
4901 | <attribute arch="no_pick" value="1" type="fixed" /> |
4682 | <attribute arch="no_pick" value="1" type="fixed" /> |
4902 | <attribute arch="slaying" editor="key string" type="string"> |
4683 | <attribute arch="slaying" editor="key string" type="string"> |
4903 | The <key string> can be detected by inv. checkers/detectors. |
4684 | The <key string> can be detected by inv. checkers/detectors. |
4904 | If the player already has a force with that <key string>, |
4685 | If the player already has a force with that <key string>, |
… | |
… | |
4943 | <attribute arch="name_pl" /> |
4724 | <attribute arch="name_pl" /> |
4944 | <attribute arch="value" /> |
4725 | <attribute arch="value" /> |
4945 | <attribute arch="unpaid" /> |
4726 | <attribute arch="unpaid" /> |
4946 | </ignore> |
4727 | </ignore> |
4947 | <description><![CDATA[ |
4728 | <description><![CDATA[ |
4948 | Walls usually block passage and sight. ]]> |
4729 | Walls usually block passage and sight.]]> |
4949 | </description> |
4730 | </description> |
4950 | &movement_types_terrain; |
4731 | &movement_types_terrain; |
4951 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4732 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4952 | If set, the object is able to "roll", so it can be pushed around. |
4733 | If set, the object is able to "roll", so it can be pushed around. |
4953 | This setting is used for boulders and barrels. |
4734 | This setting is used for boulders and barrels. |
… | |
… | |
4966 | <type number="109" name="Wand & Staff"> |
4747 | <type number="109" name="Wand & Staff"> |
4967 | <description><![CDATA[ |
4748 | <description><![CDATA[ |
4968 | Wands contain a certain spell. The player can apply (ready) and |
4749 | Wands contain a certain spell. The player can apply (ready) and |
4969 | fire the wand. After a defined number of casts, the wand is |
4750 | fire the wand. After a defined number of casts, the wand is |
4970 | "used up". It is possible to recharge a wand with scrolls of |
4751 | "used up". It is possible to recharge a wand with scrolls of |
4971 | charging, but usually that isn't worth the cost. ]]> |
4752 | charging, but usually that isn't worth the cost.]]> |
4972 | </description> |
4753 | </description> |
4973 | <use><![CDATA[ |
4754 | <use><![CDATA[ |
4974 | Wands are quite seldomly used. The reason prolly is that they're |
4755 | Wands are quite seldomly used. The reason prolly is that they're |
4975 | generally not cost-efficient. Handing out high-level wands with |
4756 | generally not cost-efficient. Handing out high-level wands with |
4976 | powerful special spells isn't a good idea either, because of |
4757 | powerful special spells isn't a good idea either, because of |
4977 | the recharge ability. |
4758 | the recharge ability. |
4978 | <br><br> |
4759 | <br><br> |
4979 | For low levels, staffs of healing/cure and word of recall are |
4760 | For low levels, staffs of healing/cure and word of recall are |
4980 | quite desirable though. Ideal rewards for low level quests. ]]> |
4761 | quite desirable though. Ideal rewards for low level quests.]]> |
4981 | </use> |
4762 | </use> |
4982 | <attribute arch="sp" editor="spell" type="spell"> |
4763 | <attribute arch="sp" editor="spell" type="spell"> |
4983 | The <spell> specifies the contained spell. |
4764 | The <spell> specifies the contained spell. |
4984 | </attribute> |
4765 | </attribute> |
4985 | <attribute arch="level" editor="casting level" type="int"> |
4766 | <attribute arch="level" editor="casting level" type="int"> |
… | |
… | |
5010 | <ignore_list name="non_pickable" /> |
4791 | <ignore_list name="non_pickable" /> |
5011 | </ignore> |
4792 | </ignore> |
5012 | <description><![CDATA[ |
4793 | <description><![CDATA[ |
5013 | A weak wall is a breakable spot amidsts a solid wall. Typically |
4794 | A weak wall is a breakable spot amidsts a solid wall. Typically |
5014 | these weak walls look similar to their solid "relatives" except |
4795 | these weak walls look similar to their solid "relatives" except |
5015 | for a small crack or little chunks of wall on the ground. ]]> |
4796 | for a small crack or little chunks of wall on the ground.]]> |
5016 | </description> |
4797 | </description> |
5017 | <use><![CDATA[ |
4798 | <use><![CDATA[ |
5018 | If you want to create hidden rooms, using weak walls is alot |
4799 | If you want to create hidden rooms, using weak walls is alot |
5019 | better than completely indiscernible passages in a wall.<br> |
4800 | better than completely indiscernible passages in a wall.<br> |
5020 | Anyways, there can be a lot more to weak walls than just finding |
4801 | Anyways, there can be a lot more to weak walls than just finding |
5021 | them: Rising their defensive stats, weak walls can become a |
4802 | them: Rising their defensive stats, weak walls can become a |
5022 | serious obstacle. An ice wall might only be torn down by a fire |
4803 | serious obstacle. An ice wall might only be torn down by a fire |
5023 | attack for example. A granite wall for instance might be very |
4804 | attack for example. A granite wall for instance might be very |
5024 | hard to destroy. ]]> |
4805 | hard to destroy.]]> |
5025 | </use> |
4806 | </use> |
5026 | <attribute arch="alive" value="1" type="fixed" /> |
4807 | <attribute arch="alive" value="1" type="fixed" /> |
5027 | <attribute arch="no_pick" value="1" type="fixed" /> |
4808 | <attribute arch="no_pick" value="1" type="fixed" /> |
5028 | <attribute arch="tear_down" value="1" type="fixed" /> |
4809 | <attribute arch="tear_down" value="1" type="fixed" /> |
5029 | <attribute arch="race" editor="race" type="string"> |
4810 | <attribute arch="race" editor="race" type="string"> |
… | |
… | |
5050 | </attribute> |
4831 | </attribute> |
5051 | <attribute arch="ac" editor="armour class" type="int"> |
4832 | <attribute arch="ac" editor="armour class" type="int"> |
5052 | Weak walls of high <armour class> are less likely to get hit. |
4833 | Weak walls of high <armour class> are less likely to get hit. |
5053 | <armour class> can be considered the "counterpiece" to <weapon class>. |
4834 | <armour class> can be considered the "counterpiece" to <weapon class>. |
5054 | </attribute> |
4835 | </attribute> |
5055 | <section name="resistance"> |
4836 | &resistances_basic; |
5056 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
5057 | </attribute> |
|
|
5058 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
5059 | </attribute> |
|
|
5060 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
5061 | </attribute> |
|
|
5062 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
5063 | </attribute> |
|
|
5064 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
5065 | </attribute> |
|
|
5066 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
5067 | </attribute> |
|
|
5068 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
5069 | </attribute> |
|
|
5070 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
5071 | </attribute> |
|
|
5072 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
5073 | </attribute> |
|
|
5074 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
5075 | </attribute> |
|
|
5076 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
5077 | </attribute> |
|
|
5078 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
5079 | </attribute> |
|
|
5080 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
5081 | </attribute> |
|
|
5082 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
5083 | </attribute> |
|
|
5084 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
5085 | </attribute> |
|
|
5086 | <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int"> |
|
|
5087 | </attribute> |
|
|
5088 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
5089 | </attribute> |
|
|
5090 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
5091 | </attribute> |
|
|
5092 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
5093 | </attribute> |
|
|
5094 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
5095 | </attribute> |
|
|
5096 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
|
|
5097 | </attribute> |
|
|
5098 | </section> |
|
|
5099 | </type> |
4837 | </type> |
5100 | |
4838 | |
5101 | <!--####################################################################--> |
4839 | <!--####################################################################--> |
5102 | <type number="15" name="Weapon"> |
4840 | <type number="15" name="Weapon"> |
5103 | <description><![CDATA[ |
4841 | <description><![CDATA[ |
5104 | Wielding a weapon, the object's stats will directly be inherited to the |
4842 | Wielding a weapon, the object's stats will directly be inherited to the |
5105 | player. Usually enhancing his fighting-abilities. Non-magical weapons can |
4843 | player. Usually enhancing his fighting-abilities. Non-magical weapons can |
5106 | be improved with scrolls. ]]> |
4844 | be improved with scrolls.]]> |
5107 | </description> |
4845 | </description> |
5108 | <use><![CDATA[ |
4846 | <use><![CDATA[ |
5109 | If you create artifacts (equipment) with stats- or resistance-bonus: |
4847 | If you create artifacts (equipment) with stats- or resistance-bonus: |
5110 | Keep playbalance in mind! Such items mustn't be reachable without hard |
4848 | Keep playbalance in mind! Such items mustn't be reachable without hard |
5111 | fighting AND questing. ]]> |
4849 | fighting AND questing.]]> |
5112 | </use> |
4850 | </use> |
5113 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4851 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
5114 | This number is a bitmask, specifying the weapon's attacktypes. |
4852 | This number is a bitmask, specifying the weapon's attacktypes. |
5115 | Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons |
4853 | Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons |
5116 | have no more than one or two attacktypes. Keep in mind that all weapons |
4854 | have no more than one or two attacktypes. Keep in mind that all weapons |
… | |
… | |
5171 | amount of <item power>, depending on their own level. This is the |
4909 | amount of <item power>, depending on their own level. This is the |
5172 | only way to prevent low level players to wear "undeserved" equipment |
4910 | only way to prevent low level players to wear "undeserved" equipment |
5173 | (like gifts from other players or cheated items). |
4911 | (like gifts from other players or cheated items). |
5174 | |
4912 | |
5175 | It is very important to adjust the <item power> value carefully |
4913 | It is very important to adjust the <item power> value carefully |
5176 | for every artifact you create! If zero/unset, the CF server will |
4914 | for every artifact you create! If zero/unset, the Deliantra server will |
5177 | calculate a provisional value at runtime, but this is never |
4915 | calculate a provisional value at runtime, but this is never |
5178 | going to be an accurate measurement of <item power>. |
4916 | going to be an accurate measurement of <item power>. |
5179 | </attribute> |
4917 | </attribute> |
5180 | <attribute arch="damned" editor="damnation" type="bool"> |
4918 | <attribute arch="damned" editor="damnation" type="bool"> |
5181 | A damned weapon cannot be unwielded unless |
4919 | A damned weapon cannot be unwielded unless |
… | |
… | |
5201 | </attribute> |
4939 | </attribute> |
5202 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
4940 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
5203 | A godgiven item vanishes as soon as the player |
4941 | A godgiven item vanishes as soon as the player |
5204 | drops it to the ground. |
4942 | drops it to the ground. |
5205 | </attribute> |
4943 | </attribute> |
5206 | <section name="resistance"> |
4944 | &player_stat_resist_sections; |
5207 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
5208 | This adds physical resistance to the weapon (= armour value). The number is |
|
|
5209 | a percent-value in the range 0-100. Treat this with CARE. Look at other maps |
|
|
5210 | and what they require to do for getting this-and-that artifact. |
|
|
5211 | </attribute> |
|
|
5212 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
5213 | This adds magic resistance to the weapon. The number is a percent-value in |
|
|
5214 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5215 | require to do for getting this-and-that artifact. |
|
|
5216 | </attribute> |
|
|
5217 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
5218 | This adds fire resistance to the weapon. The number is a percent-value in |
|
|
5219 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5220 | require to do for getting this-and-that artifact. |
|
|
5221 | </attribute> |
|
|
5222 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
5223 | This adds electricity resistance to the weapon. The number is a percent-value in |
|
|
5224 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5225 | require to do for getting this-and-that artifact. |
|
|
5226 | </attribute> |
|
|
5227 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
5228 | This adds fire resistance to the weapon. The number is a percent-value in |
|
|
5229 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5230 | require to do for getting this-and-that artifact. |
|
|
5231 | </attribute> |
|
|
5232 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
5233 | This adds confusion resistance to the weapon. The number is a percent-value in |
|
|
5234 | the range 0-100. Confusion resistance is not very effective |
|
|
5235 | unless the value comes close to 100 (= perfect immunity). |
|
|
5236 | </attribute> |
|
|
5237 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
5238 | This adds acid resistance to the weapon. The number is a percent-value in |
|
|
5239 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5240 | require to do for getting this-and-that artifact. |
|
|
5241 | </attribute> |
|
|
5242 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
5243 | This adds draining resistance to the weapon. The number is a percent-value |
|
|
5244 | in the range 0-100. Draining resistance is little effective |
|
|
5245 | unless the value is 100 (= perfect immunity). |
|
|
5246 | </attribute> |
|
|
5247 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
5248 | This adds weaponmagic resistance to the weapon. The number is a percent-value in |
|
|
5249 | the range 0-100. Weaponmagic resistance generally should not exist on |
|
|
5250 | equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) |
|
|
5251 | are not meant to be easily resisted. |
|
|
5252 | </attribute> |
|
|
5253 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
5254 | This adds ghosthit resistance to the weapon. The number is a percent-value |
|
|
5255 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5256 | require to do for getting this-and-that artifact. |
|
|
5257 | </attribute> |
|
|
5258 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
5259 | This adds poison resistance to the weapon. The number is a percent-value in |
|
|
5260 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5261 | require to do for getting this-and-that artifact. |
|
|
5262 | </attribute> |
|
|
5263 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
5264 | This adds fear resistance to the weapon. The number is a percent-value in |
|
|
5265 | the range 0-100. Resistance to fear is pretty useless. |
|
|
5266 | </attribute> |
|
|
5267 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
5268 | This adds paralyze resistance to the weapon. The number is a percent-value in |
|
|
5269 | the range 0-100. Paralyze resistance is little effective |
|
|
5270 | unless the value is 100 (= perfect immunity). |
|
|
5271 | </attribute> |
|
|
5272 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
5273 | This adds fear resistance to the weapon. The number is a percent-value in |
|
|
5274 | the range 0-100. Resistance to fear is pretty useless. |
|
|
5275 | </attribute> |
|
|
5276 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
5277 | This adds depletion resistance to the weapon. The number is a percent-value |
|
|
5278 | in the range 0-100. Depletion resistance is little effective |
|
|
5279 | unless the value is 100 (= perfect immunity). |
|
|
5280 | </attribute> |
|
|
5281 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
5282 | This adds death-attack resistance to the weapon. The number is a |
|
|
5283 | percent-value in the range 0-100. Death-attack resistance is little |
|
|
5284 | effective unless the value is 100 (= perfect immunity). |
|
|
5285 | Generally, resistance to death-attack is not supposed to be |
|
|
5286 | available to players! |
|
|
5287 | </attribute> |
|
|
5288 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
5289 | This adds chaos resistance to the weapon. The number is a percent-value in |
|
|
5290 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5291 | require to do for getting this-and-that artifact. |
|
|
5292 | Note that chaos is not a stand-alone attacktype. Chaos "contains" a |
|
|
5293 | combination of other attacktypes. |
|
|
5294 | </attribute> |
|
|
5295 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
5296 | This adds blinding resistance to the weapon. The number is a percent-value |
|
|
5297 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5298 | require to do for getting this-and-that artifact. |
|
|
5299 | </attribute> |
|
|
5300 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
5301 | This adds holy power resistance to the weapon. The number is a percent-value |
|
|
5302 | in the range 0-100. Holy power is the attacktype that holyword-type spells |
|
|
5303 | use to hurt undead creatures. This kind of resistance is only reasonable |
|
|
5304 | for undead players (wraith or devourer cult). |
|
|
5305 | Generally, resistance to holy word should not be available for players. |
|
|
5306 | </attribute> |
|
|
5307 | </section> |
|
|
5308 | <section name="stats"> |
|
|
5309 | <attribute arch="Str" editor="strength" type="int"> |
|
|
5310 | The player's strentgh will rise/fall by the given value |
|
|
5311 | while wearing this weapon. |
|
|
5312 | </attribute> |
|
|
5313 | <attribute arch="Dex" editor="dexterity" type="int"> |
|
|
5314 | The player's dexterity will rise/fall by the given value |
|
|
5315 | while wearing this weapon. |
|
|
5316 | </attribute> |
|
|
5317 | <attribute arch="Con" editor="constitution" type="int"> |
|
|
5318 | The player's constitution will rise/fall by the given value |
|
|
5319 | while wearing this weapon. |
|
|
5320 | </attribute> |
|
|
5321 | <attribute arch="Int" editor="intelligence" type="int"> |
|
|
5322 | The player's intelligence will rise/fall by the given value |
|
|
5323 | while wearing this weapon. |
|
|
5324 | </attribute> |
|
|
5325 | <attribute arch="Pow" editor="power" type="int"> |
|
|
5326 | The player's power will rise/fall by the given value |
|
|
5327 | while wearing this weapon. |
|
|
5328 | </attribute> |
|
|
5329 | <attribute arch="Wis" editor="wisdom" type="int"> |
|
|
5330 | The player's wisdom will rise/fall by the given value while |
|
|
5331 | wearing this weapon. |
|
|
5332 | </attribute> |
|
|
5333 | <attribute arch="Cha" editor="charisma" type="int"> |
|
|
5334 | The player's charisma will rise/fall by the given value |
|
|
5335 | while wearing this weapon. |
|
|
5336 | </attribute> |
|
|
5337 | </section> |
|
|
5338 | <section name="misc"> |
4945 | <section name="misc"> |
5339 | <attribute arch="luck" editor="luck bonus" type="int"> |
4946 | <attribute arch="luck" editor="luck bonus" type="int"> |
5340 | With positive luck bonus, the player is more likely to |
4947 | With positive luck bonus, the player is more likely to |
5341 | succeed in all sorts of things (spellcasting, praying,...). |
4948 | succeed in all sorts of things (spellcasting, praying,...). |
5342 | Unless the <luck bonus> is very high, the effect will be |
4949 | Unless the <luck bonus> is very high, the effect will be |
… | |
… | |
5421 | </type> |
5028 | </type> |
5422 | |
5029 | |
5423 | <type number="116" name="Event Connector"> |
5030 | <type number="116" name="Event Connector"> |
5424 | <description><![CDATA[ |
5031 | <description><![CDATA[ |
5425 | Event connectors link specific events that happen to objects to |
5032 | Event connectors link specific events that happen to objects to |
5426 | a crossfire plug-in. ]]> |
5033 | a crossfire plug-in. They are not used at all in Deliantra.]]> |
5427 | </description> |
5034 | </description> |
5428 | <attribute arch="subtype" editor="event type" type="list_event_type"> |
|
|
5429 | The type of event that triggers a notify to the plug-in. |
|
|
5430 | </attribute> |
|
|
5431 | <attribute arch="title" editor="plug-in" type="string"> |
|
|
5432 | The name of the plug-in that should be notified of the event, e.g. "cfpython" |
|
|
5433 | for python and "perl" for the Crossfire-Perl plug-in. |
|
|
5434 | </attribute> |
|
|
5435 | <attribute arch="slaying" editor="extension" type="string"> |
|
|
5436 | The name of the extension to invoke (for python, this is the path to a script, |
|
|
5437 | for perl this is the name of a extension package without the ".ext" extension. |
|
|
5438 | </attribute> |
|
|
5439 | <attribute arch="name" editor="options" type="string"> |
|
|
5440 | A string that is passed unaltered to the extension above. Often used to pass |
|
|
5441 | options to the extension that alter its behaviour. |
|
|
5442 | </attribute> |
|
|
5443 | </type> |
5035 | </type> |
5444 | |
5036 | |
5445 | </types> |
5037 | </types> |