… | |
… | |
108 | editor CDATA #IMPLIED |
108 | editor CDATA #IMPLIED |
109 | value CDATA #IMPLIED |
109 | value CDATA #IMPLIED |
110 | length CDATA #IMPLIED |
110 | length CDATA #IMPLIED |
111 | true CDATA #IMPLIED |
111 | true CDATA #IMPLIED |
112 | false CDATA #IMPLIED> |
112 | false CDATA #IMPLIED> |
|
|
113 | |
|
|
114 | <!ENTITY move_on " |
|
|
115 | <attribute arch='move_on' editor='movement type' type='movement_type'> |
|
|
116 | Which movement types automatically (as opposed to manually) activate this object. |
|
|
117 | </attribute> |
|
|
118 | "> |
|
|
119 | <!ENTITY move_off " |
|
|
120 | <attribute arch='move_off' editor='movement type' type='movement_type'> |
|
|
121 | Which movement types deactivate this object (e.g. button). |
|
|
122 | </attribute> |
|
|
123 | "> |
|
|
124 | <!ENTITY move_type " |
|
|
125 | <attribute arch='move_type' editor='movement type' type='movement_type'> |
|
|
126 | Determines which kinds of movement this object can use (e.g. for monsters) |
|
|
127 | or grants (e.g. for amulets). |
|
|
128 | </attribute> |
|
|
129 | "> |
|
|
130 | <!ENTITY movement_types_terrain " |
|
|
131 | <attribute arch='move_block' editor='blocked movement' type='movement_type'> |
|
|
132 | Objects using these movement types cannot move over this space. |
|
|
133 | </attribute> |
|
|
134 | <attribute arch='move_allow' editor='allowed movement' type='movement_type'> |
|
|
135 | Objects using these movement types are allowed to move over this space. Takes |
|
|
136 | precedence over 'blocked movements'. |
|
|
137 | </attribute> |
|
|
138 | <attribute arch='move_slow' editor='slowed movement' type='movement_type'> |
|
|
139 | The types of movement that should by slowed down by the 'slow movement penalty'. |
|
|
140 | </attribute> |
|
|
141 | <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> |
|
|
142 | If <slow movement> is set to a value greater zero, all |
|
|
143 | creatures matching 'slow move' will be slower than normal on this spot. |
|
|
144 | |
|
|
145 | <slow movement> 1 - rough terrain |
|
|
146 | <slow movement> 2 - very rough terrain |
|
|
147 | ... |
|
|
148 | <slow movement> 5 - default for deep swamp |
|
|
149 | ... |
|
|
150 | <slow movement> 7 - spider web (sticky as hell) |
|
|
151 | </attribute> |
|
|
152 | "> |
|
|
153 | <!ENTITY speed_left " |
|
|
154 | <attribute arch='speed_left' editor='speed left' type='float'> |
|
|
155 | The speed left to the object. On every tick, if this value is higher |
|
|
156 | than 0, the object acts/triggers/moves etc. and the value gets |
|
|
157 | decremented by 1. Otherwise, it is incremented by <speed> on |
|
|
158 | every tick. |
|
|
159 | </attribute> |
|
|
160 | "> |
|
|
161 | <!ENTITY activate_on " |
|
|
162 | <attribute arch='activate_on_push' editor='Activate on push' type='bool'> |
|
|
163 | Whether the teleporter should only be activated on push. |
|
|
164 | </attribute> |
|
|
165 | <attribute arch='activate_on_release' editor='Activate on release' type='bool'> |
|
|
166 | Whether the teleporter should only be activated on release. |
|
|
167 | </attribute> |
|
|
168 | "> |
113 | ]> |
169 | ]> |
114 | |
170 | |
115 | <types> |
171 | <types> |
116 | |
172 | |
117 | <!--###################### bitmask definitions ######################--> |
173 | <!--###################### bitmask definitions ######################--> |
… | |
… | |
196 | <entry bit="2" name="Food" /> |
252 | <entry bit="2" name="Food" /> |
197 | <entry bit="3" name="Weapons" /> |
253 | <entry bit="3" name="Weapons" /> |
198 | <entry bit="4" name="Armour" /> |
254 | <entry bit="4" name="Armour" /> |
199 | <entry bit="5" name="Inverse" /> |
255 | <entry bit="5" name="Inverse" /> |
200 | <entry bit="6" name="All" /> |
256 | <entry bit="6" name="All" /> |
|
|
257 | </bitmask> |
|
|
258 | |
|
|
259 | <bitmask name="movement_type"> |
|
|
260 | <entry bit="0" name="Walk" /> |
|
|
261 | <entry bit="1" name="Fly Low" /> |
|
|
262 | <entry bit="2" name="Fly High" /> |
|
|
263 | <entry bit="3" name="Swim" /> |
|
|
264 | <entry bit="4" name="Boat" /> |
|
|
265 | <entry bit="16" name="Other" /> |
201 | </bitmask> |
266 | </bitmask> |
202 | |
267 | |
203 | <!--###################### list definitions ######################--> |
268 | <!--###################### list definitions ######################--> |
204 | |
269 | |
205 | <list name="direction"> |
270 | <list name="direction"> |
… | |
… | |
343 | <entry value="9" name="throw" /> |
408 | <entry value="9" name="throw" /> |
344 | <entry value="10" name="trigger" /> |
409 | <entry value="10" name="trigger" /> |
345 | <entry value="11" name="close" /> |
410 | <entry value="11" name="close" /> |
346 | <entry value="12" name="timer" /> |
411 | <entry value="12" name="timer" /> |
347 | <entry value="28" name="move" /> |
412 | <entry value="28" name="move" /> |
|
|
413 | <entry value="41" name="drop_on" /> |
|
|
414 | </list> |
|
|
415 | |
|
|
416 | <list name="attack_movement_bits_0_3"> |
|
|
417 | <entry value="0" name="default" /> |
|
|
418 | <entry value="1" name="attack from distance" /> |
|
|
419 | <entry value="2" name="run away" /> |
|
|
420 | <entry value="3" name="hit and run" /> |
|
|
421 | <entry value="4" name="wait, then hit, then move" /> |
|
|
422 | <entry value="5" name="rush blindly" /> |
|
|
423 | <entry value="6" name="always run" /> |
|
|
424 | <entry value="7" name="attack from distance if hit" /> |
|
|
425 | <entry value="8" name="do not approach" /> |
|
|
426 | </list> |
|
|
427 | |
|
|
428 | <list name="attack_movement_bits_4_7"> |
|
|
429 | <entry value="0" name="none" /> |
|
|
430 | <entry value="16" name="pet" /> |
|
|
431 | <entry value="32" name="small circle" /> |
|
|
432 | <entry value="48" name="large circle" /> |
|
|
433 | <entry value="64" name="small horizontal" /> |
|
|
434 | <entry value="80" name="large horizontal" /> |
|
|
435 | <entry value="96" name="random direction" /> |
|
|
436 | <entry value="112" name="random movement" /> |
|
|
437 | <entry value="128" name="small vertical" /> |
|
|
438 | <entry value="144" name="large vertical" /> |
348 | </list> |
439 | </list> |
349 | |
440 | |
350 | <!--###################### default attributes ######################--> |
441 | <!--###################### default attributes ######################--> |
351 | |
442 | |
352 | <!-- |
443 | <!-- |
… | |
… | |
379 | zero weight are not pickable for players. Still, set the "non-pickable"-flag |
470 | zero weight are not pickable for players. Still, set the "non-pickable"-flag |
380 | for explicitly non-pickable objects (hey, this is opensource.. you |
471 | for explicitly non-pickable objects (hey, this is opensource.. you |
381 | never know ;) ). |
472 | never know ;) ). |
382 | </attribute> |
473 | </attribute> |
383 | <attribute arch="value" editor="value" type="int"> |
474 | <attribute arch="value" editor="value" type="int"> |
384 | Adds a certain value to the object: It will be worth that many times the |
475 | Determines the value of the object, in units of silver coins (one |
385 | default value from it's archetype (E.g. "value = 3" means three times |
476 | platinum coin == 50 silver coins). Value for buying/selling will be |
386 | worth the default value). Value for buying/selling will be |
|
|
387 | further modified by various factors. Hence, testing values in-game is |
477 | further modified by various factors. Hence, testing values in-game is |
388 | usually inevitable. |
478 | usually inevitable. |
389 | </attribute> |
479 | </attribute> |
390 | <attribute arch="glow_radius" editor="glow radius" type="int"> |
480 | <attribute arch="glow_radius" editor="glow radius" type="int"> |
391 | If <glow radius> is set to a value greater zero, the object |
481 | If <glow radius> is set to a value greater zero, the object |
… | |
… | |
458 | the fallback for all types which don't match any other defined types. |
548 | the fallback for all types which don't match any other defined types. |
459 | The required attribute "misc x" prevents that it gets confused with |
549 | The required attribute "misc x" prevents that it gets confused with |
460 | other types like "monster & npc" which also have type number 0. --> |
550 | other types like "monster & npc" which also have type number 0. --> |
461 | <attribute arch="misc" value="x" /> |
551 | <attribute arch="misc" value="x" /> |
462 | </required> |
552 | </required> |
463 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
553 | &movement_types_terrain; |
464 | If set, the object cannot be passed by players nor monsters. |
|
|
465 | </attribute> |
|
|
466 | <attribute arch="cursed" editor="cursed" type="bool"> |
554 | <attribute arch="cursed" editor="cursed" type="bool"> |
467 | Curses can have various effects: On equipment and food, |
555 | Curses can have various effects: On equipment and food, |
468 | they generally harm the player in some way. |
556 | they generally harm the player in some way. |
469 | </attribute> |
557 | </attribute> |
470 | <attribute arch="damned" editor="damned" type="bool"> |
558 | <attribute arch="damned" editor="damned" type="bool"> |
… | |
… | |
559 | then either a spell is casted (on the player) or a connector is |
647 | then either a spell is casted (on the player) or a connector is |
560 | triggered. If the latter is the case, the altar works only once. |
648 | triggered. If the latter is the case, the altar works only once. |
561 | Either way, the sacrificed item disappears. ]]> |
649 | Either way, the sacrificed item disappears. ]]> |
562 | </description> |
650 | </description> |
563 | <attribute arch="no_pick" value="1" type="fixed" /> |
651 | <attribute arch="no_pick" value="1" type="fixed" /> |
564 | <attribute arch="walk_on" value="1" type="fixed" /> |
652 | &move_on; |
565 | <attribute arch="slaying" editor="match item name" type="string"> |
653 | <attribute arch="slaying" editor="match item name" type="string"> |
566 | This string specifies the item that must be put on the altar to |
654 | This string specifies the item that must be put on the altar to |
567 | activate it. It can either be the name of an archetype, or directly |
655 | activate it. It can either be the name of an archetype, or directly |
568 | the name of an object. Yet, titles are not recognized by altars. |
656 | the name of an object. Yet, titles are not recognized by altars. |
569 | Remember to put a note somewhere, telling the player what he is |
657 | Remember to put a note somewhere, telling the player what he is |
… | |
… | |
660 | will push the connected value TWICE per sacrifice: First by |
748 | will push the connected value TWICE per sacrifice: First by |
661 | dropping sacrifice, second by reset. This mode is typically |
749 | dropping sacrifice, second by reset. This mode is typically |
662 | used for altars being connected to gates, resulting in the |
750 | used for altars being connected to gates, resulting in the |
663 | gate being opened and closed again. |
751 | gate being opened and closed again. |
664 | </attribute> |
752 | </attribute> |
665 | <attribute arch="walk_on" value="1" type="fixed"> |
753 | &move_on; |
666 | </attribute> |
|
|
667 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
754 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
668 | This text will be displayed to the player |
755 | This text will be displayed to the player |
669 | in the exact moment when the altar is activated. |
756 | in the exact moment when the altar is activated. |
670 | </attribute> |
757 | </attribute> |
671 | </type> |
758 | </type> |
… | |
… | |
928 | projectiles (e.g. arrows, bolts, boulders) will |
1015 | projectiles (e.g. arrows, bolts, boulders) will |
929 | bounce off him. This works only about 90% of all |
1016 | bounce off him. This works only about 90% of all |
930 | times, to avoid players being completely immune to |
1017 | times, to avoid players being completely immune to |
931 | certain types of attacks. |
1018 | certain types of attacks. |
932 | </attribute> |
1019 | </attribute> |
933 | <attribute arch="flying" editor="levitate" type="bool"> |
1020 | &move_type; |
934 | As soon as the player applies a piece of equipment with |
|
|
935 | <levitate> set, the player will start to float in the air. |
|
|
936 | </attribute> |
|
|
937 | <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath"> |
1021 | <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath"> |
938 | Click on the <attuned paths> button to select spellpaths. |
1022 | Click on the <attuned paths> button to select spellpaths. |
939 | The player will get attuned to the specified spellpaths |
1023 | The player will get attuned to the specified spellpaths |
940 | while wearing this item. |
1024 | while wearing this item. |
941 | </attribute> |
1025 | </attribute> |
… | |
… | |
992 | get teleported after they died on this battleground. |
1076 | get teleported after they died on this battleground. |
993 | </attribute> |
1077 | </attribute> |
994 | </type> |
1078 | </type> |
995 | |
1079 | |
996 | <!--####################################################################--> |
1080 | <!--####################################################################--> |
|
|
1081 | <type number="165" name="Safe ground (CF+)"> |
|
|
1082 | <ignore> |
|
|
1083 | <ignore_list name="non_pickable" /> |
|
|
1084 | </ignore> |
|
|
1085 | <description><![CDATA[ |
|
|
1086 | 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. |
|
|
1088 | It blocks all magic and prayers, usage of alchemy, prevents potions |
|
|
1089 | from being used and blocks bombs from exploding. Note that altars that |
|
|
1090 | do cast spells still work. |
|
|
1091 | (This is a Crossfire+ feature, and might not work elsewhere) |
|
|
1092 | ]]> |
|
|
1093 | </description> |
|
|
1094 | <use><![CDATA[ |
|
|
1095 | 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 |
|
|
1097 | 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. |
|
|
1099 | ]]> |
|
|
1100 | </use> |
|
|
1101 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
1102 | </type> |
|
|
1103 | |
|
|
1104 | <!--####################################################################--> |
997 | <type number="8" name="Book"> |
1105 | <type number="8" name="Book"> |
998 | <description><![CDATA[ |
1106 | <description><![CDATA[ |
999 | Applying a book, the containing message is displayed to the player. ]]> |
1107 | Applying a book, the containing message is displayed to the player. ]]> |
1000 | </description> |
1108 | </description> |
1001 | <attribute arch="level" editor="literacy level" type="int"> |
1109 | <attribute arch="level" editor="literacy level" type="int"> |
… | |
… | |
1108 | When a predefined amount of weigh is placed on a button, the |
1216 | When a predefined amount of weigh is placed on a button, the |
1109 | <connection> value is triggered. In most cases this happens when a |
1217 | <connection> value is triggered. In most cases this happens when a |
1110 | player or monster steps on it. When the button is "released", the |
1218 | player or monster steps on it. When the button is "released", the |
1111 | <connection> value get's triggered a second time. ]]> |
1219 | <connection> value get's triggered a second time. ]]> |
1112 | </description> |
1220 | </description> |
1113 | <attribute arch="walk_on" value="1" type="fixed" /> |
1221 | &move_on; |
1114 | <attribute arch="walk_off" value="1" type="fixed" /> |
1222 | &move_off; |
1115 | <attribute arch="no_pick" value="1" type="fixed" /> |
1223 | <attribute arch="no_pick" value="1" type="fixed" /> |
1116 | <attribute arch="weight" editor="press weight" type="int"> |
1224 | <attribute arch="weight" editor="press weight" type="int"> |
1117 | The button is pressed (triggered), as soon as |
1225 | The button is pressed (triggered), as soon as |
1118 | <press weigh> gram are placed ontop of it. |
1226 | <press weigh> gram are placed ontop of it. |
1119 | </attribute> |
1227 | </attribute> |
… | |
… | |
1344 | <ignore_list name="system_object" /> |
1452 | <ignore_list name="system_object" /> |
1345 | </ignore> |
1453 | </ignore> |
1346 | <description><![CDATA[ |
1454 | <description><![CDATA[ |
1347 | A creator is an object which creates another object when it |
1455 | A creator is an object which creates another object when it |
1348 | is triggered. The child object can be anything. Creators are |
1456 | is triggered. The child object can be anything. Creators are |
1349 | VERY useful for all kinds of map-mechanisms. ]]> |
1457 | VERY useful for all kinds of map-mechanisms. They can even |
|
|
1458 | periodically create things. ]]> |
1350 | </description> |
1459 | </description> |
1351 | <use><![CDATA[ |
1460 | <use><![CDATA[ |
1352 | Don't hesitate to hide your creators under the floor. |
1461 | Don't hesitate to hide your creators under the floor. |
1353 | The created items will still always appear ontop of the floor. ]]> |
1462 | The created items will still always appear ontop of the floor. ]]> |
1354 | </use> |
1463 | </use> |
… | |
… | |
1362 | </attribute> |
1471 | </attribute> |
1363 | <attribute arch="connected" editor="connection" type="int"> |
1472 | <attribute arch="connected" editor="connection" type="int"> |
1364 | Whenever the connection value is activated, |
1473 | Whenever the connection value is activated, |
1365 | the creator gets triggered. |
1474 | the creator gets triggered. |
1366 | </attribute> |
1475 | </attribute> |
|
|
1476 | &activate_on; |
1367 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1477 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1368 | If <infinit uses> is set, the creator will work |
1478 | If <infinit uses> is set, the creator will work |
1369 | infinitely, regardless of the value in <number of uses>. |
1479 | infinitely, regardless of the value in <number of uses>. |
|
|
1480 | </attribute> |
|
|
1481 | <attribute arch="speed" editor="speed" type="float"> |
|
|
1482 | When this field is set the creator will periodically create stuff |
|
|
1483 | (and will still do so when the connection is triggered). |
|
|
1484 | A value of 1 means roughly 8 times a second. |
1370 | </attribute> |
1485 | </attribute> |
1371 | <attribute arch="hp" editor="number of uses" type="int"> |
1486 | <attribute arch="hp" editor="number of uses" type="int"> |
1372 | The creator can be triggered <number of uses> times, thus |
1487 | The creator can be triggered <number of uses> times, thus |
1373 | creating that many objects, before it dissappears. |
1488 | creating that many objects, before it dissappears. |
1374 | Default is <number of uses> 1 (-> one-time usage). |
1489 | Default is <number of uses> 1 (-> one-time usage). |
… | |
… | |
1416 | </attribute> |
1531 | </attribute> |
1417 | <attribute arch="speed" editor="detection speed" type="float"> |
1532 | <attribute arch="speed" editor="detection speed" type="float"> |
1418 | This value defines the time between two detector-checks. |
1533 | This value defines the time between two detector-checks. |
1419 | If you want the detector to behave almost like pedestals/buttons, |
1534 | If you want the detector to behave almost like pedestals/buttons, |
1420 | set speed rather high, like <detection speed> 1.0. |
1535 | set speed rather high, like <detection speed> 1.0. |
|
|
1536 | </attribute> |
|
|
1537 | &speed_left; |
|
|
1538 | <attribute arch="speed_left" editor="speed left" type="float"> |
|
|
1539 | The speed left. This value is incremented by <speed> on every tick. |
|
|
1540 | If it is larger than 0, the detector checks, and the speed is decremented |
|
|
1541 | by 1. |
1421 | </attribute> |
1542 | </attribute> |
1422 | </type> |
1543 | </type> |
1423 | |
1544 | |
1424 | <!--####################################################################--> |
1545 | <!--####################################################################--> |
1425 | <type number="112" name="Director"> |
1546 | <type number="112" name="Director"> |
… | |
… | |
1448 | <attribute arch="sp" editor="direction" type="list_direction"> |
1569 | <attribute arch="sp" editor="direction" type="list_direction"> |
1449 | Projectiles will leave the director flying in the selected <direction>. |
1570 | Projectiles will leave the director flying in the selected <direction>. |
1450 | A director with direction <none> simply stops projectiles. |
1571 | A director with direction <none> simply stops projectiles. |
1451 | (The latter works out a bit strange for some spells). |
1572 | (The latter works out a bit strange for some spells). |
1452 | </attribute> |
1573 | </attribute> |
1453 | <attribute arch="walk_on" value="1" type="fixed" /> |
1574 | &move_on; |
1454 | <attribute arch="fly_on" value="1" type="fixed" /> |
|
|
1455 | </type> |
1575 | </type> |
1456 | |
1576 | |
1457 | <!--####################################################################--> |
1577 | <!--####################################################################--> |
1458 | <type number="158" name="Disease"> |
1578 | <type number="158" name="Disease"> |
1459 | <ignore> |
1579 | <ignore> |
… | |
… | |
1527 | </attribute> |
1647 | </attribute> |
1528 | <attribute arch="speed" editor="moving speed" type="float"> |
1648 | <attribute arch="speed" editor="moving speed" type="float"> |
1529 | The <speed> of the disease determines how fast the disease will |
1649 | The <speed> of the disease determines how fast the disease will |
1530 | "move", thus how fast the symptoms strike the host. |
1650 | "move", thus how fast the symptoms strike the host. |
1531 | </attribute> |
1651 | </attribute> |
|
|
1652 | &speed_left; |
1532 | </section> |
1653 | </section> |
1533 | <section name="symptoms"> |
1654 | <section name="symptoms"> |
1534 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
1655 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
1535 | The disease will attack the host with the given <attacktype>. |
1656 | The disease will attack the host with the given <attacktype>. |
1536 | Godpower attacktype is commonly used for "unresistable" diseases. |
1657 | Godpower attacktype is commonly used for "unresistable" diseases. |
… | |
… | |
1626 | defeated, horizontally and vertically adjacent doors are automatically |
1747 | defeated, horizontally and vertically adjacent doors are automatically |
1627 | removed. ]]> |
1748 | removed. ]]> |
1628 | </description> |
1749 | </description> |
1629 | <attribute arch="no_pick" value="1" type="fixed" /> |
1750 | <attribute arch="no_pick" value="1" type="fixed" /> |
1630 | <attribute arch="alive" value="1" type="fixed" /> |
1751 | <attribute arch="alive" value="1" type="fixed" /> |
1631 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
1752 | &movement_types_terrain; |
1632 | If set, a player must defeat the door to enter. |
|
|
1633 | </attribute> |
|
|
1634 | <attribute arch="hp" editor="hitpoints" type="int"> |
1753 | <attribute arch="hp" editor="hitpoints" type="int"> |
1635 | The more <hitpoints> the door has, the longer it takes to be broken. |
1754 | The more <hitpoints> the door has, the longer it takes to be broken. |
1636 | </attribute> |
1755 | </attribute> |
1637 | <attribute arch="ac" editor="armour class" type="int"> |
1756 | <attribute arch="ac" editor="armour class" type="int"> |
1638 | Doors of high <armour class> are less likely to get hit. |
1757 | Doors of high <armour class> are less likely to get hit. |
… | |
… | |
1643 | This string defines the object that will be created when the door was |
1762 | This string defines the object that will be created when the door was |
1644 | defeated. |
1763 | defeated. |
1645 | </attribute> |
1764 | </attribute> |
1646 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
1765 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
1647 | This entry determines what kind of traps will appear in the door. |
1766 | This entry determines what kind of traps will appear in the door. |
|
|
1767 | </attribute> |
|
|
1768 | <attribute arch="treasure_env" editor="treasure in env" type="bool"> |
|
|
1769 | Set this flag to move treasure items created into the environment (map) |
|
|
1770 | instead of putting them into the object. |
1648 | </attribute> |
1771 | </attribute> |
1649 | </type> |
1772 | </type> |
1650 | |
1773 | |
1651 | <!--####################################################################--> |
1774 | <!--####################################################################--> |
1652 | <type number="83" name="Duplicator"> |
1775 | <type number="83" name="Duplicator"> |
… | |
… | |
1670 | loose the input matches the chance to earn winnings.<br> |
1793 | loose the input matches the chance to earn winnings.<br> |
1671 | A duplicator with <multiply factor> 3 for example should have a |
1794 | A duplicator with <multiply factor> 3 for example should have a |
1672 | loosing rate of 2/3 = 67%. ]]> |
1795 | loosing rate of 2/3 = 67%. ]]> |
1673 | </use> |
1796 | </use> |
1674 | <attribute arch="other_arch" editor="target arch" type="string"> |
1797 | <attribute arch="other_arch" editor="target arch" type="string"> |
1675 | Only objects of matching archtype, lying ontop of the dublicator will be |
1798 | Only objects of matching archtype, lying ontop of the duplicator will be |
1676 | dublicated, multiplied or removed. All other objects will be ignored. |
1799 | duplicated, multiplied or removed. All other objects will be ignored. |
1677 | </attribute> |
1800 | </attribute> |
1678 | <attribute arch="level" editor="multiply factor" type="int"> |
1801 | <attribute arch="level" editor="multiply factor" type="int"> |
1679 | The number of items in the target pile will be multiplied by the |
1802 | The number of items in the target pile will be multiplied by the |
1680 | <multiply factor>. If it is set to zero, all target objects |
1803 | <multiply factor>. If it is set to zero, all target objects |
1681 | will be destroyed. |
1804 | will be destroyed. |
… | |
… | |
1683 | <attribute arch="connected" editor="connection" type="int"> |
1806 | <attribute arch="connected" editor="connection" type="int"> |
1684 | An activator (lever, altar, button, etc) with matching connection value |
1807 | An activator (lever, altar, button, etc) with matching connection value |
1685 | is able to trigger this duplicator. Be very careful that players cannot |
1808 | is able to trigger this duplicator. Be very careful that players cannot |
1686 | abuse it to create endless amounts of money or other valuable stuff! |
1809 | abuse it to create endless amounts of money or other valuable stuff! |
1687 | </attribute> |
1810 | </attribute> |
|
|
1811 | &activate_on; |
1688 | </type> |
1812 | </type> |
1689 | |
1813 | |
1690 | <!--####################################################################--> |
1814 | <!--####################################################################--> |
1691 | <type number="66" name="Exit"> |
1815 | <type number="66" name="Exit"> |
1692 | <ignore> |
1816 | <ignore> |
… | |
… | |
1732 | If both are set to zero, the player will be transferred to the "default |
1856 | If both are set to zero, the player will be transferred to the "default |
1733 | enter location" of the destined map. The latter can be set in the map- |
1857 | enter location" of the destined map. The latter can be set in the map- |
1734 | properties as "Enter X/Y". Though, please DO NOT use that. |
1858 | properties as "Enter X/Y". Though, please DO NOT use that. |
1735 | It turned out to be a source for numerous map-bugs. |
1859 | It turned out to be a source for numerous map-bugs. |
1736 | </attribute> |
1860 | </attribute> |
1737 | <attribute arch="walk_on" editor="apply by walking" type="bool"> |
1861 | &move_on; |
1738 | If set, the player will apply the exit by just walking into it. This must |
|
|
1739 | be set for the invisible exits for example. If unset, the player has |
|
|
1740 | to step onto the exit and press 'a' to get transferred. |
|
|
1741 | </attribute> |
|
|
1742 | <attribute arch="fly_on" editor="apply by flying" type="bool"> |
|
|
1743 | If set, the player will apply the exit by "flying into it". Flying means |
|
|
1744 | the player is levitating. E.g. wearing levitation boots. |
|
|
1745 | </attribute> |
|
|
1746 | <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text"> |
1862 | <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text"> |
1747 | If set, this message will be displayed to the player when he applies the exit. |
1863 | If set, this message will be displayed to the player when he applies the exit. |
1748 | This is quite useful to throw in some "role-play feeling": "As you enter the |
1864 | This is quite useful to throw in some "role-play feeling": "As you enter the |
1749 | dark cave you hear the sound of rustling dragonscales...". Well, my english |
1865 | dark cave you hear the sound of rustling dragonscales...". Well, my english |
1750 | is poor, but you get the point. =) |
1866 | is poor, but you get the point. =) |
1751 | </attribute> |
1867 | </attribute> |
1752 | <attribute arch="unique" editor="unique destination" type="bool"> |
1868 | <attribute arch="damned" editor="set savebed" type="bool"> |
1753 | This flag defines the destined map as "personal unique map". If set, |
1869 | If set, then players using this exit will have their savebed position |
1754 | there will be a seperate version of that map for every player out there. |
1870 | set to the destination of the exit when passing through. |
1755 | This feature is used for the permanent apartments |
|
|
1756 | (in Scorn/Nuernberg/Caterham...). It should not be used for anything else |
|
|
1757 | than apartments, since Crossfire is a *multi*player game. In such a permanent |
|
|
1758 | apartment don't forget to set the unique-flag for all floor tiles too |
|
|
1759 | (see floors). |
|
|
1760 | An exit pointing outside of a personal unique map must have the |
|
|
1761 | "unique destination"-flag unset. |
|
|
1762 | </attribute> |
1871 | </attribute> |
1763 | </type> |
1872 | </type> |
1764 | |
1873 | |
1765 | <!--####################################################################--> |
1874 | <!--####################################################################--> |
1766 | <type number="72" name="Flesh"> |
1875 | <type number="72" name="Flesh"> |
1767 | <description><![CDATA[ |
1876 | <description><![CDATA[ |
1768 | Just like with food, the player can fill his stomache and gain a |
1877 | Just like with food, the player can fill his stomache and gain a |
1769 | little health by eating flesh-objects. <br> |
1878 | little health by eating flesh-objects. <br> |
1770 | For dragon players, flesh plays a very special role though: If the |
1879 | For dragon players, flesh plays a very special role though: If the |
1771 | flesh has resistances set, a dragon player has a chance to gain resistance in |
1880 | flesh has resistances set, a dragon player has a chance to gain resistance in |
1772 | those cathegories. The only constraint to this process is the <flesh level>. |
1881 | those categories. The only constraint to this process is the <flesh level>. |
1773 | Don't forget that flesh items with resistances have to be balanced |
1882 | Don't forget that flesh items with resistances have to be balanced |
1774 | according to map/monster difficulty. ]]> |
1883 | according to map/monster difficulty. ]]> |
1775 | </description> |
1884 | </description> |
1776 | <use><![CDATA[ |
1885 | <use><![CDATA[ |
1777 | For dragon players, flesh items can be highly valuable. Note that many |
1886 | For dragon players, flesh items can be highly valuable. Note that many |
… | |
… | |
1928 | Floor is a very basic thing whithout too much |
2037 | Floor is a very basic thing whithout too much |
1929 | functionality. It's a floor - you stand on it. ]]> |
2038 | functionality. It's a floor - you stand on it. ]]> |
1930 | </description> |
2039 | </description> |
1931 | <attribute arch="is_floor" value="1" type="fixed" /> |
2040 | <attribute arch="is_floor" value="1" type="fixed" /> |
1932 | <attribute arch="no_pick" value="1" type="fixed" /> |
2041 | <attribute arch="no_pick" value="1" type="fixed" /> |
1933 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
|
|
1934 | If set, the object cannot be passed by players nor monsters. |
|
|
1935 | </attribute> |
|
|
1936 | <section name="terrain"> |
2042 | <section name="terrain"> |
1937 | <attribute arch="slow_move" editor="slow movement" type="int"> |
2043 | &movement_types_terrain; |
1938 | If <slow movement> is set to a value greater zero, all |
|
|
1939 | creatures moving over this spot will be slower than normal. |
|
|
1940 | |
|
|
1941 | <slow movement> 1 - rough terrain |
|
|
1942 | <slow movement> 2 - very rough terrain |
|
|
1943 | ... |
|
|
1944 | <slow movement> 7 - spider web (sticky as hell) |
|
|
1945 | </attribute> |
|
|
1946 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
2044 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
1947 | This flag indicates this spot contains wood or high grass. |
2045 | This flag indicates this spot contains wood or high grass. |
1948 | Players with activated woodsman skill can move faster here. |
2046 | Players with activated woodsman skill can move faster here. |
1949 | </attribute> |
2047 | </attribute> |
1950 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
2048 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
… | |
… | |
1983 | with monsters on them. Nowadays this feature is disabled - |
2081 | with monsters on them. Nowadays this feature is disabled - |
1984 | Hence encounter floor is not different from normal floor. ]]> |
2082 | Hence encounter floor is not different from normal floor. ]]> |
1985 | </description> |
2083 | </description> |
1986 | <attribute arch="is_floor" value="1" type="fixed" /> |
2084 | <attribute arch="is_floor" value="1" type="fixed" /> |
1987 | <attribute arch="no_pick" value="1" type="fixed" /> |
2085 | <attribute arch="no_pick" value="1" type="fixed" /> |
1988 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
|
|
1989 | If set, the object cannot be passed by players nor monsters. |
|
|
1990 | </attribute> |
|
|
1991 | <section name="terrain"> |
2086 | <section name="terrain"> |
1992 | <attribute arch="slow_move" editor="slow movement" type="int"> |
2087 | &movement_types_terrain; |
1993 | If <slow movement> is set to a value greater zero, all |
|
|
1994 | creatures moving over this spot will be slower than normal. |
|
|
1995 | |
|
|
1996 | <slow movement> 1 - rough terrain |
|
|
1997 | <slow movement> 2 - very rough terrain |
|
|
1998 | ... |
|
|
1999 | <slow movement> 7 - spider web (sticky as hell) |
|
|
2000 | </attribute> |
|
|
2001 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
2088 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
2002 | This flag indicates this spot contains wood or high grass. |
2089 | This flag indicates this spot contains wood or high grass. |
2003 | Players with activated woodsman skill can move faster here. |
2090 | Players with activated woodsman skill can move faster here. |
2004 | </attribute> |
2091 | </attribute> |
2005 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
2092 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
… | |
… | |
2057 | Use gates to divide your maps into seperated areas. After solving |
2144 | Use gates to divide your maps into seperated areas. After solving |
2058 | area A, the player gains access to area B, and so on. Make your |
2145 | area A, the player gains access to area B, and so on. Make your |
2059 | maps more complex than "one-way". ]]> |
2146 | maps more complex than "one-way". ]]> |
2060 | </use> |
2147 | </use> |
2061 | <attribute arch="no_pick" value="1" type="fixed" /> |
2148 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
2149 | <attribute arch="speed" value="1" type="float"> |
|
|
2150 | The speed of the gate affects how fast it is closing/opening. |
|
|
2151 | </attribute> |
2062 | <attribute arch="connected" editor="connection" type="int"> |
2152 | <attribute arch="connected" editor="connection" type="int"> |
2063 | Whenever the inventory checker is triggered, all objects with identical |
2153 | Whenever the inventory checker is triggered, all objects with identical |
2064 | <connection> value get activated. This only makes sense together with |
2154 | <connection> value get activated. This only makes sense together with |
2065 | <blocking passage> disabled. |
2155 | <blocking passage> disabled. |
2066 | </attribute> |
2156 | </attribute> |
… | |
… | |
2068 | The <position state> defines the position of the gate: |
2158 | The <position state> defines the position of the gate: |
2069 | Zero means completely open/down, the "number of animation-steps" (usually |
2159 | Zero means completely open/down, the "number of animation-steps" (usually |
2070 | about 6 or 7) means completely closed/up state. I suggest you don't |
2160 | about 6 or 7) means completely closed/up state. I suggest you don't |
2071 | mess with this value - Leave the default in place. |
2161 | mess with this value - Leave the default in place. |
2072 | </attribute> |
2162 | </attribute> |
2073 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
2163 | &movement_types_terrain; |
2074 | For open gates, <blocking passage> should be unset. |
|
|
2075 | For closed gates it must be set. |
|
|
2076 | </attribute> |
|
|
2077 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2164 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2078 | Restricting the use of spells to pass this gate. This has |
2165 | Restricting the use of spells to pass this gate. This has |
2079 | an effect only if <block view> is disabled. |
2166 | an effect only if <block view> is disabled. |
2080 | </attribute> |
2167 | </attribute> |
2081 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
2168 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
… | |
… | |
2189 | You can use that to safely chase off too-weak players, or just |
2276 | You can use that to safely chase off too-weak players, or just |
2190 | to have something different. ]]> |
2277 | to have something different. ]]> |
2191 | </use> |
2278 | </use> |
2192 | <attribute arch="is_floor" value="1" type="fixed" /> |
2279 | <attribute arch="is_floor" value="1" type="fixed" /> |
2193 | <attribute arch="lifesave" value="1" type="fixed" /> |
2280 | <attribute arch="lifesave" value="1" type="fixed" /> |
2194 | <attribute arch="walk_on" value="1" type="fixed" /> |
2281 | &move_on; |
2195 | <attribute arch="no_pick" value="1" type="fixed" /> |
2282 | <attribute arch="no_pick" value="1" type="fixed" /> |
2196 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2283 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2197 | This attribute specifys the attacktypes that this floor uses to |
2284 | This attribute specifys the attacktypes that this floor uses to |
2198 | damage it's victims. Attacktypes are: physical, fire, cold.. etc. |
2285 | damage it's victims. Attacktypes are: physical, fire, cold.. etc. |
2199 | If you want a real tough hazard floor, add more than just one attacktype. |
2286 | If you want a real tough hazard floor, add more than just one attacktype. |
… | |
… | |
2214 | I guess this value is supposed to work similar to monster levels. |
2301 | I guess this value is supposed to work similar to monster levels. |
2215 | But in fact, it does not seem to have an effect. Set any non-zero |
2302 | But in fact, it does not seem to have an effect. Set any non-zero |
2216 | value to be on the safe side. |
2303 | value to be on the safe side. |
2217 | </attribute> |
2304 | </attribute> |
2218 | <section name="terrain"> |
2305 | <section name="terrain"> |
2219 | <attribute arch="slow_move" editor="slow movement" type="int"> |
2306 | &movement_types_terrain; |
2220 | If <slow movement> is set to a value greater zero, all |
|
|
2221 | creatures moving over this spot will be slower than normal. |
|
|
2222 | |
|
|
2223 | <slow movement> 1 - rough terrain |
|
|
2224 | <slow movement> 2 - very rough terrain |
|
|
2225 | ... |
|
|
2226 | <slow movement> 7 - spider web (sticky as hell) |
|
|
2227 | </attribute> |
|
|
2228 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
2307 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
2229 | This flag indicates this spot contains wood or high grass. |
2308 | This flag indicates this spot contains wood or high grass. |
2230 | Players with activated woodsman skill can move faster here. |
2309 | Players with activated woodsman skill can move faster here. |
2231 | </attribute> |
2310 | </attribute> |
2232 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
2311 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
… | |
… | |
2295 | <attribute arch="level" editor="reconsecrate level" type="int"> |
2374 | <attribute arch="level" editor="reconsecrate level" type="int"> |
2296 | To re-consecrate an altar, the player's wisdom level must be as |
2375 | To re-consecrate an altar, the player's wisdom level must be as |
2297 | high or higher than this value. In that way, some altars can not |
2376 | high or higher than this value. In that way, some altars can not |
2298 | be re-consecrated, while other altars, like those in dungeons, could be. |
2377 | be re-consecrated, while other altars, like those in dungeons, could be. |
2299 | |
2378 | |
2300 | Altars located in temples should have at least <reconsecrate level> 100. |
2379 | Altars located in temples should have at least <reconsecrate level> 120. |
2301 | Some characters might need those altars, they would be very unhappy to |
2380 | Some characters might need those altars, they would be very unhappy to |
2302 | see them re-consecrated to another cult. |
2381 | see them re-consecrated to another cult. |
2303 | </attribute> |
2382 | </attribute> |
2304 | </type> |
2383 | </type> |
2305 | |
2384 | |
… | |
… | |
2398 | either if that object is present or missing (-> "last_sp") when a |
2477 | either if that object is present or missing (-> "last_sp") when a |
2399 | player walks over the inv. checker. A valid option is to remove the |
2478 | player walks over the inv. checker. A valid option is to remove the |
2400 | matching object (usually not recommended, see "last_heal"). |
2479 | matching object (usually not recommended, see "last_heal"). |
2401 | <br><br> |
2480 | <br><br> |
2402 | Alternatively, you can set your inv. checker to block all players |
2481 | Alternatively, you can set your inv. checker to block all players |
2403 | that do/don't carry the matching object (-> "no_pass"). |
2482 | that do/don't carry the matching object. |
2404 | <br><br> |
2483 | <br><br> |
2405 | As you can see, inv. checkers are quite powerful, holding a |
2484 | As you can see, inv. checkers are quite powerful, holding a |
2406 | great variety of possibilities. ]]> |
2485 | great variety of possibilities. ]]> |
2407 | </description> |
2486 | </description> |
2408 | <use><![CDATA[ |
2487 | <use><![CDATA[ |
… | |
… | |
2440 | <attribute arch="connected" editor="connection" type="int"> |
2519 | <attribute arch="connected" editor="connection" type="int"> |
2441 | Whenever the inventory checker is triggered, all objects with identical |
2520 | Whenever the inventory checker is triggered, all objects with identical |
2442 | <connection> value get activated. This only makes sense together with |
2521 | <connection> value get activated. This only makes sense together with |
2443 | <blocking passage> disabled. |
2522 | <blocking passage> disabled. |
2444 | </attribute> |
2523 | </attribute> |
2445 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
2524 | &movement_types_terrain; |
2446 | If set, only players meeting the match criteria can pass |
|
|
2447 | through that space. If unset (default), the inventory |
|
|
2448 | checker acts like a trigger/button. |
|
|
2449 | </attribute> |
|
|
2450 | <attribute arch="last_heal" editor="remove match" type="bool"> |
2525 | <attribute arch="last_heal" editor="remove match" type="bool"> |
2451 | <remove match> means remove object if found. Setting this is usually not |
2526 | <remove match> means remove object if found. Setting this is usually not |
2452 | recommended because inv. checkers are in general invisible. So, unlike |
2527 | recommended because inv. checkers are in general invisible. So, unlike |
2453 | for altars/ locked doors, the player won't expect to lose an object when |
2528 | for altars/ locked doors, the player won't expect to lose an object when |
2454 | walking over that square. And he doesn't even get a message either. |
2529 | walking over that square. And he doesn't even get a message either. |
… | |
… | |
2540 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2615 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2541 | There you have magic forces (door objects) put under certain artifact |
2616 | There you have magic forces (door objects) put under certain artifact |
2542 | items. To get your hands on the artifacts, you need to bring up the |
2617 | items. To get your hands on the artifacts, you need to bring up the |
2543 | appropriate quest items (key objects). ]]> |
2618 | appropriate quest items (key objects). ]]> |
2544 | </use> |
2619 | </use> |
2545 | <attribute arch="no_pass" value="1" type="fixed" /> |
2620 | <attribute arch="move_type" value="0" type="fixed" /> |
2546 | <attribute arch="no_pick" value="1" type="fixed" /> |
2621 | <attribute arch="no_pick" value="1" type="fixed" /> |
2547 | <attribute arch="slaying" editor="key string" type="string"> |
2622 | <attribute arch="slaying" editor="key string" type="string"> |
2548 | The <key string> in the door must be identical with the |
2623 | The <key string> in the door must be identical with the |
2549 | <key string> in the special key, then the door is unlocked. |
2624 | <key string> in the special key, then the door is unlocked. |
2550 | It is VERY important to set the <key string> to something that |
2625 | It is VERY important to set the <key string> to something that |
… | |
… | |
2656 | <attribute arch="connected" editor="connection" type="int"> |
2731 | <attribute arch="connected" editor="connection" type="int"> |
2657 | Every time the <connection> value is triggered, the wall will cast |
2732 | Every time the <connection> value is triggered, the wall will cast |
2658 | it's spell. You should set <casting speed> to zero, or this won't |
2733 | it's spell. You should set <casting speed> to zero, or this won't |
2659 | have much visible effect. |
2734 | have much visible effect. |
2660 | </attribute> |
2735 | </attribute> |
|
|
2736 | &activate_on; |
2661 | <attribute arch="speed" editor="casting speed" type="float"> |
2737 | <attribute arch="speed" editor="casting speed" type="float"> |
2662 | The <casting speed> defines the spellcasting speed of the wall. |
2738 | The <casting speed> defines the spellcasting speed of the wall. |
2663 | You can fine-tune how long the duration between two casts shall |
2739 | You can fine-tune how long the duration between two casts shall |
2664 | be. If you want to create a wall that can be activated (cast per |
2740 | be. If you want to create a wall that can be activated (cast per |
2665 | trigger) via connected lever/button/etc, you must set "speed 0". |
2741 | trigger) via connected lever/button/etc, you must set "speed 0". |
2666 | </attribute> |
2742 | </attribute> |
|
|
2743 | &speed_left; |
2667 | <attribute arch="sp" editor="direction" type="list_direction"> |
2744 | <attribute arch="sp" editor="direction" type="list_direction"> |
2668 | The magic wall will cast it's spells always in the specified |
2745 | The magic wall will cast it's spells always in the specified |
2669 | <direction>. A magic wall with direction set to <none> will |
2746 | <direction>. A magic wall with direction set to <none> will |
2670 | always fire in a random direction. |
2747 | always fire in a random direction. |
2671 | </attribute> |
2748 | </attribute> |
2672 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
2749 | &movement_types_terrain; |
2673 | If set, the object cannot be passed by players nor monsters. |
|
|
2674 | </attribute> |
|
|
2675 | <section name="destroyable"> |
2750 | <section name="destroyable"> |
2676 | <attribute arch="alive" editor="is destroyable" type="bool"> |
2751 | <attribute arch="alive" editor="is destroyable" type="bool"> |
2677 | Walls with <is destroyable> enabled can be attacked and (eventually) |
2752 | Walls with <is destroyable> enabled can be attacked and (eventually) |
2678 | destroyed by the player. If disabled, all other attributes on |
2753 | destroyed by the player. If disabled, all other attributes on |
2679 | this tab, as well as resistances, are meaningless. |
2754 | this tab, as well as resistances, are meaningless. |
… | |
… | |
2777 | The <marking speed> defines how quickly it will mark something |
2852 | The <marking speed> defines how quickly it will mark something |
2778 | standing on the marker. Set this value rather high to make |
2853 | standing on the marker. Set this value rather high to make |
2779 | sure the player really gets his mark. I think <marking speed> 1.0 |
2854 | sure the player really gets his mark. I think <marking speed> 1.0 |
2780 | should do fine. |
2855 | should do fine. |
2781 | </attribute> |
2856 | </attribute> |
|
|
2857 | &speed_left; |
2782 | <attribute arch="food" editor="mark duration" type="int"> |
2858 | <attribute arch="food" editor="mark duration" type="int"> |
2783 | This value defines the duration of the force it inserts. |
2859 | This value defines the duration of the force it inserts. |
2784 | If nonzero, the duration of the player's mark is finite: |
2860 | If nonzero, the duration of the player's mark is finite: |
2785 | about 1 food per 10 seconds. <mark duration> zero/unset |
2861 | about 1 food per 10 seconds. <mark duration> zero/unset |
2786 | means the mark will stay on the player forever. |
2862 | means the mark will stay on the player forever. |
… | |
… | |
2886 | |
2962 | |
2887 | Note that you can always put items into the monster's |
2963 | Note that you can always put items into the monster's |
2888 | inventory. Those will drop-at-kill just like the stuff |
2964 | inventory. Those will drop-at-kill just like the stuff |
2889 | from the <treasurelist>. |
2965 | from the <treasurelist>. |
2890 | </attribute> |
2966 | </attribute> |
|
|
2967 | <attribute arch="treasure_env" editor="treasure in env" type="bool"> |
|
|
2968 | Set this flag to move treasure items created into the environment (map) |
|
|
2969 | instead of putting them into the object. |
|
|
2970 | </attribute> |
2891 | <attribute arch="level" editor="level" type="int"> |
2971 | <attribute arch="level" editor="level" type="int"> |
2892 | A monster's <level> is the most important attribute. |
2972 | A monster's <level> is the most important attribute. |
2893 | <level> affects the power of a monster in various ways. |
2973 | <level> affects the power of a monster in various ways. |
2894 | </attribute> |
2974 | </attribute> |
2895 | <attribute arch="race" editor="race" type="string"> |
2975 | <attribute arch="race" editor="race" type="string"> |
2896 | Every monster should have a race set to cathegorize it. |
2976 | Every monster should have a race set to categorize it. |
2897 | The monster's <race> can have different effects: |
2977 | The monster's <race> can have different effects: |
2898 | Slaying weapons inflict tripple damage against enemy races |
2978 | Slaying weapons inflict tripple damage against enemy races |
2899 | and holy word kills only enemy races of the god. |
2979 | and holy word kills only enemy races of the god. |
2900 | </attribute> |
2980 | </attribute> |
2901 | <attribute arch="exp" editor="experience" type="int"> |
2981 | <attribute arch="exp" editor="experience" type="int"> |
2902 | When a player kills this monster, he will get exactly this |
2982 | When a player kills this monster, he will get exactly this |
2903 | amount of <experience>. The experience will flow into |
2983 | amount of <experience>. The experience will flow into |
2904 | the skill-cathegory the player used for the kill. |
2984 | the skill-category the player used for the kill. |
2905 | |
2985 | |
2906 | If you create special monsters of tweaked strenght/abilities, |
2986 | If you create special monsters of tweaked strenght/abilities, |
2907 | always make sure that the <experience> is set to a |
2987 | always make sure that the <experience> is set to a |
2908 | reasonable value. Compare with existing arches to get a feeling |
2988 | reasonable value. Compare with existing arches to get a feeling |
2909 | what reasonable means. Keep in mind that spellcasting monsters |
2989 | what reasonable means. Keep in mind that spellcasting monsters |
… | |
… | |
2911 | </attribute> |
2991 | </attribute> |
2912 | <attribute arch="speed" editor="speed" type="float"> |
2992 | <attribute arch="speed" editor="speed" type="float"> |
2913 | The <speed> determines how fast a monster will both move |
2993 | The <speed> determines how fast a monster will both move |
2914 | and fight. High <speed> makes a monster considerably stronger. |
2994 | and fight. High <speed> makes a monster considerably stronger. |
2915 | </attribute> |
2995 | </attribute> |
|
|
2996 | &speed_left; |
2916 | <attribute arch="other_arch" editor="breed monster" type="string"> |
2997 | <attribute arch="other_arch" editor="breed monster" type="string"> |
2917 | This only takes effect if <multiply> is enabled. The monster will |
2998 | This only takes effect if <multiply> is enabled. The monster will |
2918 | create a <breed monster> every once in a while. <breed monster> |
2999 | create a <breed monster> every once in a while. <breed monster> |
2919 | can be set to any valid arch-name of a monster. Multipart monster |
3000 | can be set to any valid arch-name of a monster. Multipart monster |
2920 | should not be used. |
3001 | should not be used. |
… | |
… | |
2931 | In this case, the <breed monster> value is never used and can be forgotten. |
3012 | In this case, the <breed monster> value is never used and can be forgotten. |
2932 | Each time the monster need to generate an object, it will be |
3013 | Each time the monster need to generate an object, it will be |
2933 | a randomly chosen item from the inventory. When generator is destroyed, |
3014 | a randomly chosen item from the inventory. When generator is destroyed, |
2934 | inventory is destroyed. |
3015 | inventory is destroyed. |
2935 | </attribute> |
3016 | </attribute> |
2936 | <attribute arch="flying" editor="flying" type="bool"> |
3017 | &move_type; |
2937 | Flying monsters won't get slowed down in rough terrain |
|
|
2938 | and they won't be affected by movers. |
|
|
2939 | </attribute> |
|
|
2940 | <attribute arch="undead" editor="undead" type="bool"> |
3018 | <attribute arch="undead" editor="undead" type="bool"> |
2941 | Several spells only affect undead monsters: |
3019 | Several spells only affect undead monsters: |
2942 | turn undead, banish undead, holy word, etc. |
3020 | turn undead, banish undead, holy word, etc. |
2943 | </attribute> |
3021 | </attribute> |
2944 | <attribute arch="carrying" editor="carries weight" type="int"> |
3022 | <attribute arch="carrying" editor="carries weight" type="int"> |
2945 | If a monster has something in the inventory, this |
3023 | If a monster has something in the inventory, this |
2946 | value can be set to reflect the slowdown due to |
3024 | value can be set to reflect the slowdown due to |
2947 | the carried weight. |
3025 | the carried weight. |
|
|
3026 | </attribute> |
|
|
3027 | <attribute arch="precious" editor="precious" type="bool"> |
|
|
3028 | Set this flag to indicate that this monster is <i>precious</i>, i.e. |
|
|
3029 | it should not be lightly destroyed. This is most useful on pets and |
|
|
3030 | keeps the server from destroying them on destroy_pets/monster floors |
|
|
3031 | and will try to save them when the player logs out. |
2948 | </attribute> |
3032 | </attribute> |
2949 | |
3033 | |
2950 | <section name="melee"> |
3034 | <section name="melee"> |
2951 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3035 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2952 | This number is a bitmask, specifying the monster's attacktypes |
3036 | This number is a bitmask, specifying the monster's attacktypes |
… | |
… | |
3156 | the creature wakes up. This is done as a square, for reasons of speed. |
3240 | the creature wakes up. This is done as a square, for reasons of speed. |
3157 | Thus, if the <sensing range> is 11, any player that moves within the |
3241 | Thus, if the <sensing range> is 11, any player that moves within the |
3158 | 11x11 square of the monster will wake the monster up. If the player |
3242 | 11x11 square of the monster will wake the monster up. If the player |
3159 | has stealth, the size of this square is reduced in half plus 1. |
3243 | has stealth, the size of this square is reduced in half plus 1. |
3160 | </attribute> |
3244 | </attribute> |
3161 | <attribute arch="attack_movement" editor="attack movement" type="int"> |
3245 | <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3"> |
|
|
3246 | If this is set to default, the standard mode of movement will be used. |
|
|
3247 | </attribute> |
|
|
3248 | <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7"> |
|
|
3249 | This movement is not in effect when the monster has an enemy and should |
|
|
3250 | only be used for non agressive monsters. |
3162 | </attribute> |
3251 | </attribute> |
3163 | <attribute arch="run_away" editor="run at % health" type="int"> |
3252 | <attribute arch="run_away" editor="run at % health" type="int"> |
3164 | This is a percentage value in the range 0-100. |
3253 | This is a percentage value in the range 0-100. |
3165 | When the monster's health points drop below this percentage |
3254 | When the monster's health points drop below this percentage |
3166 | (relative to max health), it attempts to run away from the |
3255 | (relative to max health), it attempts to run away from the |
… | |
… | |
3347 | </attribute> |
3436 | </attribute> |
3348 | <attribute arch="speed" editor="movement speed" type="float"> |
3437 | <attribute arch="speed" editor="movement speed" type="float"> |
3349 | The movement speed value determines how fast a chain of |
3438 | The movement speed value determines how fast a chain of |
3350 | these movers will push a player along (default is -0.2). |
3439 | these movers will push a player along (default is -0.2). |
3351 | </attribute> |
3440 | </attribute> |
|
|
3441 | &speed_left; |
3352 | <attribute arch="sp" editor="direction" type="list_direction"> |
3442 | <attribute arch="sp" editor="direction" type="list_direction"> |
3353 | The mover will push creatures in the specified <direction>. |
3443 | The mover will push creatures in the specified <direction>. |
3354 | A mover with direction set to <none> will spin clockwise, |
3444 | A mover with direction set to <none> will spin clockwise, |
3355 | thus pushing creatures in unpredictable directions. |
3445 | thus pushing creatures in unpredictable directions. |
3356 | </attribute> |
3446 | </attribute> |
… | |
… | |
3376 | activates creators, creating (per default: monster-only) movers |
3466 | activates creators, creating (per default: monster-only) movers |
3377 | under the NPC's feet. The NPC starts "walking" on a predefined |
3467 | under the NPC's feet. The NPC starts "walking" on a predefined |
3378 | route! Note that it's useful to set this NPC immune to everything, |
3468 | route! Note that it's useful to set this NPC immune to everything, |
3379 | preventing the player to push the NPC off his trace. |
3469 | preventing the player to push the NPC off his trace. |
3380 | </attribute> |
3470 | </attribute> |
3381 | <attribute arch="walk_on" editor="move walking creatures" type="bool"> |
3471 | <attribute arch="move_on" editor="movement type" type="movement_type"> |
3382 | This should always be set. |
3472 | Which movement types activate the mover. |
3383 | </attribute> |
|
|
3384 | <attribute arch="fly_on" editor="move flying creatures" type="bool"> |
|
|
3385 | Move flying creatures enabled means all flying (living) |
|
|
3386 | objects will get moved too. If disabled, only walking |
|
|
3387 | (non-flying) creatures will get moved. |
|
|
3388 | </attribute> |
3473 | </attribute> |
3389 | </section> |
3474 | </section> |
3390 | </type> |
3475 | </type> |
3391 | |
3476 | |
3392 | <!--####################################################################--> |
3477 | <!--####################################################################--> |
… | |
… | |
3420 | </attribute> |
3505 | </attribute> |
3421 | <attribute arch="connected" editor="connection" type="int"> |
3506 | <attribute arch="connected" editor="connection" type="int"> |
3422 | When the pedestal is triggered, all objects with the same |
3507 | When the pedestal is triggered, all objects with the same |
3423 | connection value get activated. |
3508 | connection value get activated. |
3424 | </attribute> |
3509 | </attribute> |
3425 | <attribute arch="walk_on" value="1" type="fixed" /> |
3510 | &move_on; |
3426 | <attribute arch="walk_off" value="1" type="fixed" /> |
|
|
3427 | </type> |
3511 | </type> |
3428 | |
3512 | |
3429 | <!--####################################################################--> |
3513 | <!--####################################################################--> |
3430 | <type number="94" name="Pit"> |
3514 | <type number="94" name="Pit"> |
3431 | <ignore> |
3515 | <ignore> |
… | |
… | |
3449 | <attribute arch="no_pick" value="1" type="fixed" /> |
3533 | <attribute arch="no_pick" value="1" type="fixed" /> |
3450 | <attribute arch="connected" editor="connection" type="int"> |
3534 | <attribute arch="connected" editor="connection" type="int"> |
3451 | When a <connection> value is set, the pit can be opened/closed |
3535 | When a <connection> value is set, the pit can be opened/closed |
3452 | by activating the connection. |
3536 | by activating the connection. |
3453 | </attribute> |
3537 | </attribute> |
|
|
3538 | &activate_on; |
3454 | <attribute arch="hp" editor="destination X" type="int"> |
3539 | <attribute arch="hp" editor="destination X" type="int"> |
3455 | The pit will transport creatures (and items) randomly into a two-square |
3540 | The pit will transport creatures (and items) randomly into a two-square |
3456 | radius of the destination coordinates. |
3541 | radius of the destination coordinates. |
3457 | If the destination square becomes blocked, the pit will act like |
3542 | If the destination square becomes blocked, the pit will act like |
3458 | being filled up and not work anymore! |
3543 | being filled up and not work anymore! |
… | |
… | |
3467 | The <position state> defines the position of the gate: |
3552 | The <position state> defines the position of the gate: |
3468 | Zero means completely open/down, the "number of animation-steps" (usually |
3553 | Zero means completely open/down, the "number of animation-steps" (usually |
3469 | about 6 or 7) means completely closed/up state. I suggest you don't |
3554 | about 6 or 7) means completely closed/up state. I suggest you don't |
3470 | mess with this value - Leave the default in place. |
3555 | mess with this value - Leave the default in place. |
3471 | </attribute> |
3556 | </attribute> |
3472 | <attribute arch="walk_on" editor="swallow walking" type="bool"> |
3557 | &move_on; |
3473 | If set, all walking creatures will fall into the pit. |
|
|
3474 | This does NOT need to be set for closed pits! |
|
|
3475 | </attribute> |
|
|
3476 | <attribute arch="fly_on" editor="swallow flying" type="bool"> |
|
|
3477 | If set, all flying creatures will fall into the pit as well. |
|
|
3478 | This is not the behaviour expected from a pit, and it should |
|
|
3479 | only be used for map-mechanisms (e.g. for transporting flying |
|
|
3480 | monsters). |
|
|
3481 | An interesting side-effect: If this flag is enabled, spell |
|
|
3482 | effects like fire/snow also make their way through the pit. |
|
|
3483 | </attribute> |
|
|
3484 | </type> |
3558 | </type> |
3485 | |
3559 | |
3486 | <!--####################################################################--> |
3560 | <!--####################################################################--> |
3487 | <type number="7" name="Poison Food"> |
3561 | <type number="7" name="Poison Food"> |
3488 | <description><![CDATA[ |
3562 | <description><![CDATA[ |
… | |
… | |
3836 | <use><![CDATA[ |
3910 | <use><![CDATA[ |
3837 | Avoid monsters stepping on your runes. For example, summoning runes |
3911 | Avoid monsters stepping on your runes. For example, summoning runes |
3838 | together with spellcasting- and attack-runes is usually a bad idea. ]]> |
3912 | together with spellcasting- and attack-runes is usually a bad idea. ]]> |
3839 | </use> |
3913 | </use> |
3840 | <attribute arch="no_pick" value="1" type="fixed" /> |
3914 | <attribute arch="no_pick" value="1" type="fixed" /> |
3841 | <attribute arch="walk_on" value="1" type="fixed" /> |
3915 | &move_on; |
3842 | <attribute arch="level" editor="rune level" type="int"> |
3916 | <attribute arch="level" editor="rune level" type="int"> |
3843 | This value sets the level the rune will cast the spell it contains at, |
3917 | This value sets the level the rune will cast the spell it contains at, |
3844 | if applicable. A level 99 rune casts a very, very mean spell of whatever. |
3918 | if applicable. A level 99 rune casts a very, very mean spell of whatever. |
3845 | (<rune level> 0 runes won't detonate at all!) |
3919 | (<rune level> 0 runes won't detonate at all!) |
3846 | |
3920 | |
… | |
… | |
3985 | </type> |
4059 | </type> |
3986 | |
4060 | |
3987 | <!--####################################################################--> |
4061 | <!--####################################################################--> |
3988 | <type number="14" name="Shooting Weapon"> |
4062 | <type number="14" name="Shooting Weapon"> |
3989 | <description><![CDATA[ |
4063 | <description><![CDATA[ |
3990 | Schooting weapons like bows/crossbows are used to shoot projectiles |
4064 | Shooting weapons like bows/crossbows are used to shoot projectiles |
3991 | (arrows/bolts). Shooting weapons and normal (melee) weapons can be |
4065 | (arrows/bolts). Shooting weapons and normal (melee) weapons can be |
3992 | wielded both at the same time. Like with any other equipment, |
4066 | wielded both at the same time. Like with any other equipment, |
3993 | stats/bonuses from shooting weapons are directly inherited to the player. |
4067 | stats/bonuses from shooting weapons are directly inherited to the player. |
3994 | <br><br> |
4068 | <br><br> |
3995 | It's very easy to add new pairs of weapons & projectiles. |
4069 | It's very easy to add new pairs of weapons & projectiles. |
… | |
… | |
3997 | weapon and projectile. ]]> |
4071 | weapon and projectile. ]]> |
3998 | </description> |
4072 | </description> |
3999 | <use><![CDATA[ |
4073 | <use><![CDATA[ |
4000 | Shooting weapons should not add bonuses in general. There's already |
4074 | Shooting weapons should not add bonuses in general. There's already |
4001 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
4075 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
4002 | Schooting weapons should especially not add bonuses to the player |
4076 | Shooting weapons should especially not add bonuses to the player |
4003 | that have nothing to do with schooting. A Wisdom bonus on a bow |
4077 | that have nothing to do with schooting. A Wisdom bonus on a bow |
4004 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
4078 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
4005 | - still crap. ]]> |
4079 | - still crap. ]]> |
4006 | </use> |
4080 | </use> |
4007 | <attribute arch="race" editor="ammunition class" type="string"> |
4081 | <attribute arch="race" editor="ammunition class" type="string"> |
… | |
… | |
4188 | <use><![CDATA[ |
4262 | <use><![CDATA[ |
4189 | As stated above, always place TWO shop mats into your shop. |
4263 | As stated above, always place TWO shop mats into your shop. |
4190 | Not more and not less than that. ]]> |
4264 | Not more and not less than that. ]]> |
4191 | </use> |
4265 | </use> |
4192 | <attribute arch="no_pick" value="1" type="fixed" /> |
4266 | <attribute arch="no_pick" value="1" type="fixed" /> |
4193 | <attribute arch="walk_on" editor="apply by walking" type="bool"> |
4267 | &move_on; |
4194 | If set, the player can enter/leave the |
|
|
4195 | shop by just walking into the shop mat. |
|
|
4196 | </attribute> |
|
|
4197 | <attribute arch="fly_on" editor="apply by flying" type="bool"> |
|
|
4198 | If set, the player can enter/leave the |
|
|
4199 | shop by "flying" into the shop mat. |
|
|
4200 | </attribute> |
|
|
4201 | </type> |
4268 | </type> |
4202 | |
4269 | |
4203 | <!--####################################################################--> |
4270 | <!--####################################################################--> |
4204 | <type number="98" name="Sign & MagicMouth"> |
4271 | <type number="98" name="Sign & MagicMouth"> |
4205 | <ignore> |
4272 | <ignore> |
… | |
… | |
4222 | the connection is triggered. This should be used in combination with |
4289 | the connection is triggered. This should be used in combination with |
4223 | <invisible> enabled and <activate by walking/flying> disabled. |
4290 | <invisible> enabled and <activate by walking/flying> disabled. |
4224 | If activating your magic_mouth this way, the message will not only be |
4291 | If activating your magic_mouth this way, the message will not only be |
4225 | printed to one player, but all players on the current map. |
4292 | printed to one player, but all players on the current map. |
4226 | </attribute> |
4293 | </attribute> |
4227 | <attribute arch="walk_on" editor="activate by walking" type="bool"> |
4294 | &activate_on; |
4228 | If set, the player gets the message when walking ontop of the object. |
4295 | &move_on; |
4229 | "invisible 1" should be set in this case. This is the typical configuration |
|
|
4230 | for a "magic_mouth": The player walks through a dungeon and suddenly he |
|
|
4231 | gets a message. Use this to create some roleplay atmosphere, and to inform |
|
|
4232 | the player about possible dangers or secrets. |
|
|
4233 | </attribute> |
|
|
4234 | <attribute arch="fly_on" editor="activate by flying" type="bool"> |
|
|
4235 | If set, the player gets the message when flying (=levitating) ontop |
|
|
4236 | of the object. Usually this should be set together with walk_on. |
|
|
4237 | </attribute> |
|
|
4238 | <attribute arch="food" editor="counter" type="int"> |
4296 | <attribute arch="food" editor="counter" type="int"> |
4239 | If a counter-value is set (greater zero), the sign/magic_mouth can be applied |
4297 | If a counter-value is set (greater zero), the sign/magic_mouth can be applied |
4240 | (printing the message) only that many times. For signs this really shouldn't |
4298 | (printing the message) only that many times. For signs this really shouldn't |
4241 | be used, while for magic_mouths it is extremely helpful. |
4299 | be used, while for magic_mouths it is extremely helpful. |
4242 | Monsters walking over the magic_mouth do not decrease the counter. |
4300 | Monsters walking over the magic_mouth do not decrease the counter. |
… | |
… | |
4248 | second time would be silly. <counter> 1 does a perfect job in such cases. |
4306 | second time would be silly. <counter> 1 does a perfect job in such cases. |
4249 | Otherwise set <counter> zero/unset for infinite use (that is the default). |
4307 | Otherwise set <counter> zero/unset for infinite use (that is the default). |
4250 | </attribute> |
4308 | </attribute> |
4251 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
4309 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
4252 | This text will be displayed to the player. |
4310 | This text will be displayed to the player. |
|
|
4311 | </attribute> |
|
|
4312 | </type> |
|
|
4313 | |
|
|
4314 | <type number="150" name="Shop Inventory"> |
|
|
4315 | <ignore> |
|
|
4316 | <ignore_list name="non_pickable" /> |
|
|
4317 | </ignore> |
|
|
4318 | <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]> |
|
|
4319 | </description> |
|
|
4320 | <use><![CDATA[Use these signs to present the player a list of the items in the shop]]> |
|
|
4321 | </use> |
|
|
4322 | <attribute arch="shop_coords" editor="shop rectangle" type="string"> |
|
|
4323 | The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on |
|
|
4324 | the map that will be searched for unpaid items. |
4253 | </attribute> |
4325 | </attribute> |
4254 | </type> |
4326 | </type> |
4255 | |
4327 | |
4256 | <!--####################################################################--> |
4328 | <!--####################################################################--> |
4257 | <type number="43" name="Skill"> |
4329 | <type number="43" name="Skill"> |
… | |
… | |
4503 | 45 degrees per <direction number>. Negative values spin clockwise, |
4575 | 45 degrees per <direction number>. Negative values spin clockwise, |
4504 | positive values counter clockwise. |
4576 | positive values counter clockwise. |
4505 | |
4577 | |
4506 | Example: <direction number> -2 means spin 90 degrees clockwise. |
4578 | Example: <direction number> -2 means spin 90 degrees clockwise. |
4507 | </attribute> |
4579 | </attribute> |
4508 | <attribute arch="walk_on" value="1" type="fixed" /> |
4580 | &move_on; |
4509 | <attribute arch="fly_on" value="1" type="fixed" /> |
|
|
4510 | </type> |
4581 | </type> |
4511 | |
4582 | |
4512 | <!--####################################################################--> |
4583 | <!--####################################################################--> |
4513 | <type number="138" name="Swamp"> |
4584 | <type number="138" name="Swamp"> |
4514 | <ignore> |
4585 | <ignore> |
… | |
… | |
4520 | he will start to sink in and eventually drown and die. |
4591 | he will start to sink in and eventually drown and die. |
4521 | Items dropped on the swamp sink in and dissapear. |
4592 | Items dropped on the swamp sink in and dissapear. |
4522 | Players with knowledge of the woodsman skill are a lot less likely |
4593 | Players with knowledge of the woodsman skill are a lot less likely |
4523 | to die in the swamp. ]]> |
4594 | to die in the swamp. ]]> |
4524 | </description> |
4595 | </description> |
4525 | <attribute arch="walk_on" value="1" type="fixed" /> |
|
|
4526 | <attribute arch="is_floor" value="1" type="fixed" /> |
4596 | <attribute arch="is_floor" value="1" type="fixed" /> |
4527 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4597 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4528 | <attribute arch="speed" editor="drowning speed" type="float"> |
4598 | <attribute arch="speed" editor="drowning speed" type="float"> |
4529 | The higher the <drowning speed>, the faster will players and items |
4599 | The higher the <drowning speed>, the faster will players and items |
4530 | sink into the swamp. Swamp with very high <drowning speed> can be a nasty |
4600 | sink into the swamp. Swamp with very high <drowning speed> can be a nasty |
4531 | and unexpected death-trap. Players should get a warning before such areas. |
4601 | and unexpected death-trap. Players should get a warning before such areas. |
4532 | </attribute> |
4602 | </attribute> |
4533 | <attribute arch="slow_move" editor="slow movement" type="int"> |
4603 | &speed_left; |
4534 | If <slow movement> is set to a value greater zero, all |
4604 | &move_on; |
4535 | creatures moving over this spot will be slower than normal. |
4605 | &movement_types_terrain; |
4536 | |
|
|
4537 | <slow movement> 1 - rough terrain |
|
|
4538 | <slow movement> 2 - very rough terrain |
|
|
4539 | ... |
|
|
4540 | <slow movement> 5 - default for deep swamp |
|
|
4541 | </attribute> |
|
|
4542 | <attribute arch="no_magic" editor="no spells" type="bool"> |
4606 | <attribute arch="no_magic" editor="no spells" type="bool"> |
4543 | If enabled, it is impossible for players to use (wizard-) |
4607 | If enabled, it is impossible for players to use (wizard-) |
4544 | spells on that spot. |
4608 | spells on that spot. |
4545 | </attribute> |
4609 | </attribute> |
4546 | <attribute arch="damned" editor="no prayers" type="bool"> |
4610 | <attribute arch="damned" editor="no prayers" type="bool"> |
… | |
… | |
4621 | <attribute arch="connected" editor="connection" type="int"> |
4685 | <attribute arch="connected" editor="connection" type="int"> |
4622 | If a connection value is set, the teleporter will be activated |
4686 | If a connection value is set, the teleporter will be activated |
4623 | whenever the connection is triggered. To use this properly, |
4687 | whenever the connection is triggered. To use this properly, |
4624 | <activation speed> must be zero. |
4688 | <activation speed> must be zero. |
4625 | </attribute> |
4689 | </attribute> |
|
|
4690 | &activate_on; |
4626 | <attribute arch="speed" editor="activation speed" type="float"> |
4691 | <attribute arch="speed" editor="activation speed" type="float"> |
4627 | If the <activation speed> is nonzero, the teleporter will |
4692 | If the <activation speed> is nonzero, the teleporter will |
4628 | automatically be activated in regular time-intervals. Hence, the |
4693 | automatically be activated in regular time-intervals. Hence, the |
4629 | player can just step on it and gets teleported sooner or later. |
4694 | player can just step on it and gets teleported sooner or later. |
4630 | The duration between two activates depends on the given value. |
4695 | The duration between two activates depends on the given value. |
4631 | Default in the teleporter arch is <activation speed> 0.1. |
4696 | Default in the teleporter arch is <activation speed> 0.1. |
4632 | |
4697 | |
4633 | VERY IMPORTANT: If you want to have your teleporter activated via |
4698 | VERY IMPORTANT: If you want to have your teleporter activated via |
4634 | button/handle/magic_ear/etc, you must set <activation speed> to zero! |
4699 | button/handle/magic_ear/etc, you must set <activation speed> to zero! |
4635 | </attribute> |
4700 | </attribute> |
|
|
4701 | &speed_left; |
4636 | </type> |
4702 | </type> |
4637 | |
4703 | |
4638 | <!--####################################################################--> |
4704 | <!--####################################################################--> |
4639 | <type number="26" name="Timed Gate"> |
4705 | <type number="26" name="Timed Gate"> |
4640 | <ignore> |
4706 | <ignore> |
… | |
… | |
4659 | Whenever the inventory checker is triggered, all objects with identical |
4725 | Whenever the inventory checker is triggered, all objects with identical |
4660 | <connection> value get activated. This only makes sense together with |
4726 | <connection> value get activated. This only makes sense together with |
4661 | <blocking passage> disabled. If unset, the gate opens automatically |
4727 | <blocking passage> disabled. If unset, the gate opens automatically |
4662 | after some time. |
4728 | after some time. |
4663 | </attribute> |
4729 | </attribute> |
|
|
4730 | &activate_on; |
4664 | <attribute arch="wc" editor="position state" type="int"> |
4731 | <attribute arch="wc" editor="position state" type="int"> |
4665 | The <position state> defines the position of the gate: |
4732 | The <position state> defines the position of the gate: |
4666 | Zero means completely open/down, the "number of animation-steps" (usually |
4733 | Zero means completely open/down, the "number of animation-steps" (usually |
4667 | about 6 or 7) means completely closed/up state. I suggest you don't |
4734 | about 6 or 7) means completely closed/up state. I suggest you don't |
4668 | mess with this value - Leave the default in place. |
4735 | mess with this value - Leave the default in place. |
4669 | </attribute> |
4736 | </attribute> |
4670 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
4737 | &movement_types_terrain; |
4671 | For open gates, <blocking passage> should be unset. |
|
|
4672 | For closed gates it must be set. |
|
|
4673 | </attribute> |
|
|
4674 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
4738 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
4675 | Restricting the use of spells to pass this gate. This has |
4739 | Restricting the use of spells to pass this gate. This has |
4676 | an effect only if <block view> is disabled. |
4740 | an effect only if <block view> is disabled. |
4677 | </attribute> |
4741 | </attribute> |
4678 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
4742 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
… | |
… | |
4709 | <use><![CDATA[ |
4773 | <use><![CDATA[ |
4710 | Avoid monsters stepping on your traps. For example, a party of orcs setting |
4774 | Avoid monsters stepping on your traps. For example, a party of orcs setting |
4711 | off your lightning wall and pit trap is usually a bad idea. ]]> |
4775 | off your lightning wall and pit trap is usually a bad idea. ]]> |
4712 | </use> |
4776 | </use> |
4713 | <attribute arch="no_pick" value="1" type="fixed" /> |
4777 | <attribute arch="no_pick" value="1" type="fixed" /> |
4714 | <attribute arch="walk_on" value="1" type="fixed" /> |
4778 | &move_on; |
4715 | <attribute arch="level" editor="trap level" type="int"> |
4779 | <attribute arch="level" editor="trap level" type="int"> |
4716 | Level effects how easily a trap may be found and disarmed, and |
4780 | Level effects how easily a trap may be found and disarmed, and |
4717 | how much experience the player gets for doing so. Beware: High level |
4781 | how much experience the player gets for doing so. Beware: High level |
4718 | traps can be quite a cheap source of experience! So either make them |
4782 | traps can be quite a cheap source of experience! So either make them |
4719 | tough, or keep the level low. |
4783 | tough, or keep the level low. |
… | |
… | |
4762 | Trapdoors should be used in the same fashion as pits: |
4826 | Trapdoors should be used in the same fashion as pits: |
4763 | They should always drop the victims to some kind of lower level. They |
4827 | They should always drop the victims to some kind of lower level. They |
4764 | are not supposed to be used to randomly interconnect maps like teleporters. ]]> |
4828 | are not supposed to be used to randomly interconnect maps like teleporters. ]]> |
4765 | </use> |
4829 | </use> |
4766 | <attribute arch="no_pick" value="1" type="fixed" /> |
4830 | <attribute arch="no_pick" value="1" type="fixed" /> |
4767 | <attribute arch="walk_on" value="1" type="fixed" /> |
4831 | &move_on; |
4768 | <attribute arch="weight" editor="hold weight" type="int"> |
4832 | <attribute arch="weight" editor="hold weight" type="int"> |
4769 | This value defines how much weight the trapdoor can hold. |
4833 | This value defines how much weight the trapdoor can hold. |
4770 | Once items or creatures are gathered on the trapdoor, with |
4834 | Once items or creatures are gathered on the trapdoor, with |
4771 | a total weight surpassing this value, then the trapdoor will |
4835 | a total weight surpassing this value, then the trapdoor will |
4772 | open and things start falling through. |
4836 | open and things start falling through. |
… | |
… | |
4908 | <attribute arch="unpaid" /> |
4972 | <attribute arch="unpaid" /> |
4909 | </ignore> |
4973 | </ignore> |
4910 | <description><![CDATA[ |
4974 | <description><![CDATA[ |
4911 | Walls usually block passage and sight. ]]> |
4975 | Walls usually block passage and sight. ]]> |
4912 | </description> |
4976 | </description> |
4913 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
4977 | &movement_types_terrain; |
4914 | If set, the object cannot be passed by players nor monsters. |
|
|
4915 | </attribute> |
|
|
4916 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4978 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4917 | If set, the object is able to "roll", so it can be pushed around. |
4979 | If set, the object is able to "roll", so it can be pushed around. |
4918 | This setting is used for boulders and barrels. |
4980 | This setting is used for boulders and barrels. |
4919 | </attribute> |
4981 | </attribute> |
4920 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
4982 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |