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 | # # |
… | |
… | |
108 | editor CDATA #IMPLIED |
99 | editor CDATA #IMPLIED |
109 | value CDATA #IMPLIED |
100 | value CDATA #IMPLIED |
110 | length CDATA #IMPLIED |
101 | length CDATA #IMPLIED |
111 | true CDATA #IMPLIED |
102 | true CDATA #IMPLIED |
112 | false CDATA #IMPLIED> |
103 | false CDATA #IMPLIED> |
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104 | |
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105 | <!ENTITY move_on " |
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106 | <attribute arch='move_on' editor='movement type' type='movement_type'> |
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107 | Which movement types automatically (as opposed to manually) activate this object. |
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108 | </attribute> |
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109 | "> |
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110 | <!ENTITY move_off " |
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111 | <attribute arch='move_off' editor='movement type' type='movement_type'> |
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112 | Which movement types deactivate this object (e.g. button). |
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113 | </attribute> |
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114 | "> |
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115 | <!ENTITY move_type " |
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116 | <attribute arch='move_type' editor='movement type' type='movement_type'> |
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117 | Determines which kinds of movement this object can use (e.g. for monsters) |
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118 | or grants (e.g. for amulets). |
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119 | </attribute> |
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120 | "> |
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121 | <!ENTITY movement_types_terrain " |
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122 | <attribute arch='move_block' editor='blocked movement' type='movement_type'> |
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123 | Objects using these movement types cannot move over this space. |
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124 | </attribute> |
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125 | <attribute arch='move_allow' editor='allowed movement' type='movement_type'> |
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126 | Objects using these movement types are allowed to move over this space. Takes |
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127 | precedence over 'blocked movements'. |
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128 | </attribute> |
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129 | <attribute arch='move_slow' editor='slowed movement' type='movement_type'> |
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130 | The types of movement that should by slowed down by the 'slow movement penalty'. |
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131 | </attribute> |
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132 | <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> |
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133 | If <slow movement> is set to a value greater zero, all |
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134 | creatures matching 'slow move' will be slower than normal on this spot. |
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135 | |
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136 | <slow movement> 1 - rough terrain |
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137 | <slow movement> 2 - very rough terrain |
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138 | ... |
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139 | <slow movement> 5 - default for deep swamp |
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140 | ... |
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141 | <slow movement> 7 - spider web (sticky as hell) |
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142 | </attribute> |
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143 | "> |
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144 | <!ENTITY speed_left " |
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145 | <attribute arch='speed_left' editor='speed left' type='float'> |
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146 | The speed left to the object. On every tick, if this value is higher |
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147 | than 0, the object acts/triggers/moves etc. and the value gets |
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148 | decremented by 1. Otherwise, it is incremented by <speed> on |
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149 | every tick. |
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150 | </attribute> |
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151 | "> |
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152 | <!ENTITY activate_on " |
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153 | <attribute arch='activate_on_push' editor='Activate on push' type='bool'> |
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154 | Whether the teleporter should only be activated on push. |
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155 | </attribute> |
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156 | <attribute arch='activate_on_release' editor='Activate on release' type='bool'> |
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157 | Whether the teleporter should only be activated on release. |
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158 | </attribute> |
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159 | "> |
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160 | |
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161 | <!ENTITY resistances_flesh_desc " |
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162 | Resistances on flesh items make them more durable against spellcraft |
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163 | of the appropriate kind. It also allows dragon players to eventually gain |
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164 | resistance by eating it. Usually resistance should only be set for flesh |
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165 | items in a monster's inventory. |
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166 | "> |
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167 | |
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168 | <!ENTITY resistances_flesh_section " |
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169 | <section name='resistance'> |
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170 | <attribute arch='resist_physical' editor='resist physical %' length='15' type='int'> |
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171 | &resistances_flesh_desc; |
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172 | </attribute> |
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173 | <attribute arch='resist_magic' editor='resist magic %' length='15' type='int'> |
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174 | &resistances_flesh_desc; |
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175 | </attribute> |
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176 | <attribute arch='resist_fire' editor='resist fire %' length='15' type='int'> |
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177 | &resistances_flesh_desc; |
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178 | </attribute> |
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179 | <attribute arch='resist_electricity' editor='resist electricity %' length='15' type='int'> |
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180 | &resistances_flesh_desc; |
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181 | </attribute> |
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182 | <attribute arch='resist_cold' editor='resist cold %' length='15' type='int'> |
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183 | &resistances_flesh_desc; |
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184 | </attribute> |
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185 | <attribute arch='resist_confusion' editor='resist confusion %' length='15' type='int'> |
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186 | &resistances_flesh_desc; |
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187 | </attribute> |
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188 | <attribute arch='resist_acid' editor='resist acid %' length='15' type='int'> |
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189 | &resistances_flesh_desc; |
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190 | </attribute> |
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191 | <attribute arch='resist_drain' editor='resist draining %' length='15' type='int'> |
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192 | &resistances_flesh_desc; |
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193 | </attribute> |
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194 | <attribute arch='resist_weaponmagic' editor='resist weaponmagic %' length='15' type='int'> |
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195 | &resistances_flesh_desc; |
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196 | </attribute> |
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197 | <attribute arch='resist_ghosthit' editor='resist ghosthit %' length='15' type='int'> |
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198 | &resistances_flesh_desc; |
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199 | </attribute> |
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200 | <attribute arch='resist_poison' editor='resist poison %' length='15' type='int'> |
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201 | &resistances_flesh_desc; |
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202 | </attribute> |
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203 | <attribute arch='resist_slow' editor='resist slow %' length='15' type='int'> |
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204 | &resistances_flesh_desc; |
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205 | </attribute> |
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206 | <attribute arch='resist_paralyze' editor='resist paralyze %' length='15' type='int'> |
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207 | &resistances_flesh_desc; |
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208 | </attribute> |
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209 | <attribute arch='resist_fear' editor='resist fear %' length='15' type='int'> |
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210 | &resistances_flesh_desc; |
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211 | </attribute> |
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212 | <attribute arch='resist_deplete' editor='resist depletion %' length='15' type='int'> |
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213 | &resistances_flesh_desc; |
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214 | </attribute> |
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215 | <attribute arch='resist_death' editor='resist death-attack %' length='15' type='int'> |
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216 | &resistances_flesh_desc; |
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217 | </attribute> |
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218 | <attribute arch='resist_chaos' editor='resist chaos %' length='15' type='int'> |
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219 | &resistances_flesh_desc; |
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220 | </attribute> |
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221 | <attribute arch='resist_blind' editor='resist blinding %' length='15' type='int'> |
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222 | &resistances_flesh_desc; |
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223 | </attribute> |
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224 | </section> |
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225 | "> |
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226 | |
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227 | <!ENTITY resistances_basic " |
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228 | <section name='resistance'> |
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229 | <attribute arch='resist_physical' editor='resist physical %' length='15' type='int'/> |
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230 | <attribute arch='resist_magic' editor='resist magic %' length='15' type='int'/> |
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231 | <attribute arch='resist_fire' editor='resist fire %' length='15' type='int'/> |
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232 | <attribute arch='resist_electricity' editor='resist electricity %' length='15' type='int'/> |
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233 | <attribute arch='resist_cold' editor='resist cold %' length='15' type='int'/> |
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234 | <attribute arch='resist_confusion' editor='resist confusion %' length='15' type='int'/> |
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235 | <attribute arch='resist_acid' editor='resist acid %' length='15' type='int'/> |
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236 | <attribute arch='resist_drain' editor='resist draining %' length='15' type='int'/> |
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237 | <attribute arch='resist_weaponmagic' editor='resist weaponmagic %' length='15' type='int'/> |
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238 | <attribute arch='resist_ghosthit' editor='resist ghosthit %' length='15' type='int'/> |
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239 | <attribute arch='resist_poison' editor='resist poison %' length='15' type='int'/> |
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240 | <attribute arch='resist_slow' editor='resist slow %' length='15' type='int'/> |
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241 | <attribute arch='resist_paralyze' editor='resist paralyze %' length='15' type='int'/> |
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242 | <attribute arch='resist_fear' editor='resist fear %' length='15' type='int'/> |
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243 | <attribute arch='resist_deplete' editor='resist depletion %' length='15' type='int'/> |
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244 | <attribute arch='resist_death' editor='resist death-attack %' length='15' type='int'/> |
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245 | <attribute arch='resist_chaos' editor='resist chaos %' length='15' type='int'/> |
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246 | <attribute arch='resist_blind' editor='resist blinding %' length='15' type='int'/> |
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247 | <attribute arch='resist_holyword' editor='resist holy power %' length='15' type='int'/> |
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248 | <attribute arch='resist_godpower' editor='resist godpower %' length='15' type='int'/> |
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249 | </section> |
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250 | "> |
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251 | |
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252 | <!ENTITY player_stat_desc " |
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253 | The player's strentgh will rise/fall by the given value for permanent |
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254 | (of course there is an upper limit). Generally there shouldn't be stat |
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255 | potions granting more than one stat. Cursed potions will subtract the |
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256 | stats if positive. |
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257 | "> |
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258 | |
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259 | <!ENTITY player_res_desc " |
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260 | The player's resistance to physical will rise by this value in percent |
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261 | (range -100 till +100). The effect is only temporare, and it does NOT |
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262 | add on the values from the player's equipment. |
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263 | Cursed potions will make negative resistance.. very nasty in combat! |
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264 | "> |
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265 | |
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266 | <!ENTITY player_stat_resist_sections " |
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267 | <section name='stats'> |
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268 | <attribute arch='Str' editor='strength' type='int'> |
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269 | &player_stat_desc; |
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270 | </attribute> |
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271 | <attribute arch='Dex' editor='dexterity' type='int'> |
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272 | &player_stat_desc; |
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273 | </attribute> |
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274 | <attribute arch='Con' editor='constitution' type='int'> |
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275 | &player_stat_desc; |
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276 | </attribute> |
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277 | <attribute arch='Int' editor='intelligence' type='int'> |
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278 | &player_stat_desc; |
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279 | </attribute> |
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280 | <attribute arch='Pow' editor='power' type='int'> |
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281 | &player_stat_desc; |
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282 | </attribute> |
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283 | <attribute arch='Wis' editor='wisdom' type='int'> |
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284 | &player_stat_desc; |
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285 | </attribute> |
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286 | <attribute arch='Cha' editor='charisma' type='int'> |
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287 | &player_stat_desc; |
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288 | </attribute> |
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289 | </section> |
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290 | <section name='resistance'> |
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291 | <attribute arch='resist_physical' editor='resist physical %' length='15' type='int'> |
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292 | &player_res_desc; |
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293 | </attribute> |
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294 | <attribute arch='resist_magic' editor='resist magic %' length='15' type='int'> |
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295 | &player_res_desc; |
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296 | </attribute> |
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297 | <attribute arch='resist_fire' editor='resist fire %' length='15' type='int'> |
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298 | &player_res_desc; |
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299 | </attribute> |
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300 | <attribute arch='resist_electricity' editor='resist electricity %' length='15' type='int'> |
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301 | &player_res_desc; |
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302 | </attribute> |
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303 | <attribute arch='resist_cold' editor='resist cold %' length='15' type='int'> |
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304 | &player_res_desc; |
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305 | </attribute> |
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306 | <attribute arch='resist_acid' editor='resist acid %' length='15' type='int'> |
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307 | &player_res_desc; |
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308 | </attribute> |
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309 | <attribute arch='resist_confusion' editor='resist confusion %' length='15' type='int'> |
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310 | &player_res_desc; |
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311 | </attribute> |
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312 | <attribute arch='resist_weaponmagic' editor='resist weaponmagic %' length='15' type='int'> |
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313 | &player_res_desc; |
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314 | </attribute> |
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315 | <attribute arch='resist_ghosthit' editor='resist ghosthit %' length='15' type='int'> |
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316 | &player_res_desc; |
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317 | </attribute> |
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318 | <attribute arch='resist_slow' editor='resist slow %' length='15' type='int'> |
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319 | &player_res_desc; |
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320 | </attribute> |
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321 | <attribute arch='resist_fear' editor='resist fear %' length='15' type='int'> |
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322 | &player_res_desc; |
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323 | </attribute> |
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324 | <attribute arch='resist_death' editor='resist death-attack %' length='15' type='int'> |
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325 | &player_res_desc; |
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326 | </attribute> |
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327 | <attribute arch='resist_chaos' editor='resist chaos %' length='15' type='int'> |
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328 | &player_res_desc; |
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329 | </attribute> |
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330 | <attribute arch='resist_blind' editor='resist blinding %' length='15' type='int'> |
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331 | &player_res_desc; |
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332 | </attribute> |
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333 | <attribute arch='resist_holyword' editor='resist holy power %' length='15' type='int'> |
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334 | &player_res_desc; |
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335 | </attribute> |
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336 | <attribute arch='resist_godpower' editor='resist godpower %' length='15' type='int'> |
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337 | &player_res_desc; |
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338 | </attribute> |
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339 | <attribute arch='resist_paralyze' editor='resist paralyze %' length='15' type='int'> |
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340 | &player_res_desc; |
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341 | </attribute> |
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342 | <attribute arch='resist_drain' editor='resist draining %' length='15' type='int'> |
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343 | &player_res_desc; |
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344 | </attribute> |
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345 | <attribute arch='resist_deplete' editor='resist depletion %' length='15' type='int'> |
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346 | &player_res_desc; |
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347 | </attribute> |
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348 | <attribute arch='resist_poison' editor='resist poison %' length='15' type='int'> |
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349 | &player_res_desc; |
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350 | </attribute> |
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351 | </section> |
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352 | "> |
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353 | |
113 | ]> |
354 | ]> |
114 | |
355 | |
115 | <types> |
356 | <types> |
116 | |
357 | |
117 | <!--###################### bitmask definitions ######################--> |
358 | <!--###################### bitmask definitions ######################--> |
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… | |
196 | <entry bit="2" name="Food" /> |
437 | <entry bit="2" name="Food" /> |
197 | <entry bit="3" name="Weapons" /> |
438 | <entry bit="3" name="Weapons" /> |
198 | <entry bit="4" name="Armour" /> |
439 | <entry bit="4" name="Armour" /> |
199 | <entry bit="5" name="Inverse" /> |
440 | <entry bit="5" name="Inverse" /> |
200 | <entry bit="6" name="All" /> |
441 | <entry bit="6" name="All" /> |
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442 | </bitmask> |
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443 | |
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444 | <bitmask name="movement_type"> |
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445 | <entry bit="0" name="Walk" /> |
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446 | <entry bit="1" name="Fly Low" /> |
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447 | <entry bit="2" name="Fly High" /> |
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448 | <entry bit="3" name="Swim" /> |
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449 | <entry bit="4" name="Boat" /> |
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450 | <entry bit="16" name="Other" /> |
201 | </bitmask> |
451 | </bitmask> |
202 | |
452 | |
203 | <!--###################### list definitions ######################--> |
453 | <!--###################### list definitions ######################--> |
204 | |
454 | |
205 | <list name="direction"> |
455 | <list name="direction"> |
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343 | <entry value="9" name="throw" /> |
593 | <entry value="9" name="throw" /> |
344 | <entry value="10" name="trigger" /> |
594 | <entry value="10" name="trigger" /> |
345 | <entry value="11" name="close" /> |
595 | <entry value="11" name="close" /> |
346 | <entry value="12" name="timer" /> |
596 | <entry value="12" name="timer" /> |
347 | <entry value="28" name="move" /> |
597 | <entry value="28" name="move" /> |
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598 | <entry value="41" name="drop_on" /> |
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599 | </list> |
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600 | |
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601 | <list name="attack_movement_bits_0_3"> |
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602 | <entry value="0" name="default" /> |
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603 | <entry value="1" name="attack from distance" /> |
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604 | <entry value="2" name="run away" /> |
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605 | <entry value="3" name="hit and run" /> |
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606 | <entry value="4" name="wait, then hit, then move" /> |
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607 | <entry value="5" name="rush blindly" /> |
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608 | <entry value="6" name="always run" /> |
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609 | <entry value="7" name="attack from distance if hit" /> |
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610 | <entry value="8" name="do not approach" /> |
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611 | </list> |
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612 | |
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613 | <list name="attack_movement_bits_4_7"> |
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614 | <entry value="0" name="none" /> |
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615 | <entry value="16" name="pet" /> |
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616 | <entry value="32" name="small circle" /> |
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617 | <entry value="48" name="large circle" /> |
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618 | <entry value="64" name="small horizontal" /> |
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619 | <entry value="80" name="large horizontal" /> |
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620 | <entry value="96" name="random direction" /> |
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621 | <entry value="112" name="random movement" /> |
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622 | <entry value="128" name="small vertical" /> |
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623 | <entry value="144" name="large vertical" /> |
348 | </list> |
624 | </list> |
349 | |
625 | |
350 | <!--###################### default attributes ######################--> |
626 | <!--###################### default attributes ######################--> |
351 | |
627 | |
352 | <!-- |
628 | <!-- |
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365 | <attribute arch="title" editor="title" type="string"> |
641 | <attribute arch="title" editor="title" type="string"> |
366 | 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 |
367 | 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. |
368 | </attribute> |
644 | </attribute> |
369 | <attribute arch="face" editor="image" type="string"> |
645 | <attribute arch="face" editor="image" type="string"> |
370 | 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. |
|
|
653 | </attribute> |
|
|
654 | <attribute arch="tag" editor="tag" type="string"> |
|
|
655 | You can tag objects with an identifier. Tagged objects can be found quickly |
|
|
656 | from their tag, which makes them useful to tag exits and refer to those by |
|
|
657 | their name. |
371 | </attribute> |
658 | </attribute> |
372 | <attribute arch="nrof" editor="number" type="int"> |
659 | <attribute arch="nrof" editor="number" type="int"> |
373 | 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: |
374 | 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 |
375 | 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. |
… | |
… | |
379 | zero weight are not pickable for players. Still, set the "non-pickable"-flag |
666 | zero weight are not pickable for players. Still, set the "non-pickable"-flag |
380 | for explicitly non-pickable objects (hey, this is opensource.. you |
667 | for explicitly non-pickable objects (hey, this is opensource.. you |
381 | never know ;) ). |
668 | never know ;) ). |
382 | </attribute> |
669 | </attribute> |
383 | <attribute arch="value" editor="value" type="int"> |
670 | <attribute arch="value" editor="value" type="int"> |
384 | Adds a certain value to the object: It will be worth that many times the |
671 | 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 |
672 | 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 |
673 | further modified by various factors. Hence, testing values in-game is |
388 | usually inevitable. |
674 | usually inevitable. |
389 | </attribute> |
675 | </attribute> |
390 | <attribute arch="glow_radius" editor="glow radius" type="int"> |
676 | <attribute arch="glow_radius" editor="glow radius" type="int"> |
391 | If <glow radius> is set to a value greater zero, the object |
677 | If <glow radius> is set to a value greater zero, the object |
… | |
… | |
415 | </attribute> |
701 | </attribute> |
416 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
702 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
417 | 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 |
418 | 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 |
419 | only for pickable items inside shops. |
705 | only for pickable items inside shops. |
|
|
706 | </attribute> |
|
|
707 | <attribute arch="sound" editor="sound" type="string"> |
|
|
708 | The sound this objects makes on a map. Enter either a sound alias from |
|
|
709 | arch/res/sound.conf.res or a path. If you enter <path> in this |
|
|
710 | field it will point to sound/<path>.ext |
|
|
711 | </attribute> |
|
|
712 | <attribute arch="sound_destroy" editor="destroy sound" type="string"> |
|
|
713 | The sound this objects makes when it is destroyed. Enter either a sound alias from |
|
|
714 | arch/res/sound.conf.res or a path. If you enter <path> in this |
|
|
715 | field it will point to sound/<path>.ext |
420 | </attribute> |
716 | </attribute> |
421 | </default_type> |
717 | </default_type> |
422 | |
718 | |
423 | <!-- This ignorelist is for all system objects which are non pickable |
719 | <!-- This ignorelist is for all system objects which are non pickable |
424 | and invisible. They don't interact with players at all. --> |
720 | and invisible. They don't interact with players at all. --> |
… | |
… | |
458 | the fallback for all types which don't match any other defined types. |
754 | 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 |
755 | The required attribute "misc x" prevents that it gets confused with |
460 | other types like "monster & npc" which also have type number 0. --> |
756 | other types like "monster & npc" which also have type number 0. --> |
461 | <attribute arch="misc" value="x" /> |
757 | <attribute arch="misc" value="x" /> |
462 | </required> |
758 | </required> |
463 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
759 | &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"> |
760 | <attribute arch="cursed" editor="cursed" type="bool"> |
467 | Curses can have various effects: On equipment and food, |
761 | Curses can have various effects: On equipment and food, |
468 | they generally harm the player in some way. |
762 | they generally harm the player in some way. |
469 | </attribute> |
763 | </attribute> |
470 | <attribute arch="damned" editor="damned" type="bool"> |
764 | <attribute arch="damned" editor="damned" type="bool"> |
… | |
… | |
559 | 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 |
560 | 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. |
561 | Either way, the sacrificed item disappears. ]]> |
855 | Either way, the sacrificed item disappears. ]]> |
562 | </description> |
856 | </description> |
563 | <attribute arch="no_pick" value="1" type="fixed" /> |
857 | <attribute arch="no_pick" value="1" type="fixed" /> |
564 | <attribute arch="walk_on" value="1" type="fixed" /> |
858 | &move_on; |
565 | <attribute arch="slaying" editor="match item name" type="string"> |
859 | <attribute arch="slaying" editor="match item name" type="string"> |
566 | 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 |
567 | 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 |
568 | 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. |
569 | Remember to put a note somewhere, telling the player what he is |
863 | Remember to put a note somewhere, telling the player what he is |
… | |
… | |
660 | will push the connected value TWICE per sacrifice: First by |
954 | will push the connected value TWICE per sacrifice: First by |
661 | dropping sacrifice, second by reset. This mode is typically |
955 | dropping sacrifice, second by reset. This mode is typically |
662 | used for altars being connected to gates, resulting in the |
956 | used for altars being connected to gates, resulting in the |
663 | gate being opened and closed again. |
957 | gate being opened and closed again. |
664 | </attribute> |
958 | </attribute> |
665 | <attribute arch="walk_on" value="1" type="fixed"> |
959 | &move_on; |
666 | </attribute> |
|
|
667 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
960 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
668 | This text will be displayed to the player |
961 | This text will be displayed to the player |
669 | in the exact moment when the altar is activated. |
962 | in the exact moment when the altar is activated. |
670 | </attribute> |
963 | </attribute> |
671 | </type> |
964 | </type> |
672 | |
965 | |
|
|
966 | <!--####################################################################--> |
|
|
967 | <type number="74" name="Skill Tool"> |
|
|
968 | <description><![CDATA[ |
|
|
969 | Wearing a skill tool will give the player the ability to use a skill. |
|
|
970 | ]]> |
|
|
971 | </description> |
|
|
972 | <use><![CDATA[ |
|
|
973 | Feel free to assign resistancies and stats to a skill tools or change |
|
|
974 | the skill that is given. |
|
|
975 | ]]> |
|
|
976 | </use> |
|
|
977 | <attribute arch="skill" editor="skill name" type="string"> |
|
|
978 | This field describes which skill the player will be able to use wearing this item. |
|
|
979 | </attribute> |
|
|
980 | &player_stat_resist_sections; |
|
|
981 | </type> |
673 | <!--####################################################################--> |
982 | <!--####################################################################--> |
674 | <type number="39" name="Amulet"> |
983 | <type number="39" name="Amulet"> |
675 | <description><![CDATA[ |
984 | <description><![CDATA[ |
676 | Wearing an amulet, the object's stats will directly be inherited to |
985 | Wearing an amulet, the object's stats will directly be inherited to |
677 | the player. Amulets are usually meant for protection and defense. ]]> |
986 | the player. Amulets are usually meant for protection and defense. ]]> |
… | |
… | |
697 | amount of <item power>, depending on their own level. This is the |
1006 | amount of <item power>, depending on their own level. This is the |
698 | only way to prevent low level players to wear "undeserved" equipment |
1007 | only way to prevent low level players to wear "undeserved" equipment |
699 | (like gifts from other players or cheated items). |
1008 | (like gifts from other players or cheated items). |
700 | |
1009 | |
701 | It is very important to adjust the <item power> value carefully |
1010 | It is very important to adjust the <item power> value carefully |
702 | for every artifact you create! If zero/unset, the CF server will |
1011 | for every artifact you create! If zero/unset, the Deliantra server will |
703 | calculate a provisional value at runtime, but this is never |
1012 | calculate a provisional value at runtime, but this is never |
704 | going to be an accurate measurement of <item power>. |
1013 | going to be an accurate measurement of <item power>. |
705 | </attribute> |
1014 | </attribute> |
706 | <attribute arch="damned" editor="damnation" type="bool"> |
1015 | <attribute arch="damned" editor="damnation" type="bool"> |
707 | A damned piece of equipment cannot be unwielded unless the curse |
1016 | A damned piece of equipment cannot be unwielded unless the curse |
… | |
… | |
733 | you want the monster to use/wear the item - you must set |
1042 | you want the monster to use/wear the item - you must set |
734 | <is applied>. |
1043 | <is applied>. |
735 | Enabling this flag doesn't make any sense if the item |
1044 | Enabling this flag doesn't make any sense if the item |
736 | is NOT in a monster's inventory. |
1045 | is NOT in a monster's inventory. |
737 | </attribute> |
1046 | </attribute> |
738 | <section name="resistance"> |
1047 | &player_stat_resist_sections; |
739 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
740 | This adds physical resistance to the item (= armour value). The number is |
|
|
741 | a percent-value in the range 0-100. Treat this with CARE. Look at other maps |
|
|
742 | and what they require to do for getting this-and-that artifact. |
|
|
743 | </attribute> |
|
|
744 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
745 | This adds magic resistance to the item. The number is a percent-value in |
|
|
746 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
747 | require to do for getting this-and-that artifact. |
|
|
748 | </attribute> |
|
|
749 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
750 | This adds fire resistance to the item. The number is a percent-value in |
|
|
751 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
752 | require to do for getting this-and-that artifact. |
|
|
753 | </attribute> |
|
|
754 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
755 | This adds electricity resistance to the item. The number is a percent-value in |
|
|
756 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
757 | require to do for getting this-and-that artifact. |
|
|
758 | </attribute> |
|
|
759 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
760 | This adds fire resistance to the item. The number is a percent-value in |
|
|
761 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
762 | require to do for getting this-and-that artifact. |
|
|
763 | </attribute> |
|
|
764 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
765 | This adds confusion resistance to the item. The number is a percent-value in |
|
|
766 | the range 0-100. Confusion resistance is not very effective |
|
|
767 | unless the value comes close to 100 (= perfect immunity). |
|
|
768 | </attribute> |
|
|
769 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
770 | This adds acid resistance to the item. The number is a percent-value in |
|
|
771 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
772 | require to do for getting this-and-that artifact. |
|
|
773 | </attribute> |
|
|
774 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
775 | This adds draining resistance to the item. The number is a percent-value |
|
|
776 | in the range 0-100. Draining resistance is little effective |
|
|
777 | unless the value is 100 (= perfect immunity). |
|
|
778 | </attribute> |
|
|
779 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
780 | This adds weaponmagic resistance to the item. The number is a percent-value in |
|
|
781 | the range 0-100. Weaponmagic resistance generally should not exist on |
|
|
782 | equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) |
|
|
783 | are not meant to be easily resisted. |
|
|
784 | </attribute> |
|
|
785 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
786 | This adds ghosthit resistance to the item. The number is a percent-value |
|
|
787 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
788 | require to do for getting this-and-that artifact. |
|
|
789 | </attribute> |
|
|
790 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
791 | This adds poison resistance to the item. The number is a percent-value in |
|
|
792 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
793 | require to do for getting this-and-that artifact. |
|
|
794 | </attribute> |
|
|
795 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
796 | This adds fear resistance to the item. The number is a percent-value in |
|
|
797 | the range 0-100. Resistance to fear is pretty useless. |
|
|
798 | </attribute> |
|
|
799 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
800 | This adds paralyze resistance to the item. The number is a percent-value in |
|
|
801 | the range 0-100. Paralyze resistance is little effective |
|
|
802 | unless the value is 100 (= perfect immunity). |
|
|
803 | </attribute> |
|
|
804 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
805 | This adds fear resistance to the item. The number is a percent-value in |
|
|
806 | the range 0-100. Resistance to fear is pretty useless. |
|
|
807 | </attribute> |
|
|
808 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
809 | This adds depletion resistance to the item. The number is a percent-value |
|
|
810 | in the range 0-100. Depletion resistance is little effective |
|
|
811 | unless the value is 100 (= perfect immunity). |
|
|
812 | </attribute> |
|
|
813 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
814 | This adds death-attack resistance to the item. The number is a |
|
|
815 | percent-value in the range 0-100. Death-attack resistance is little |
|
|
816 | effective unless the value is 100 (= perfect immunity). |
|
|
817 | Generally, resistance to death-attack is not supposed to be |
|
|
818 | available to players! |
|
|
819 | </attribute> |
|
|
820 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
821 | This adds chaos resistance to the item. The number is a percent-value in |
|
|
822 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
823 | require to do for getting this-and-that artifact. |
|
|
824 | Note that chaos is not a stand-alone attacktype. Chaos "contains" a |
|
|
825 | combination of other attacktypes. |
|
|
826 | </attribute> |
|
|
827 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
828 | This adds blinding resistance to the item. The number is a percent-value |
|
|
829 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
830 | require to do for getting this-and-that artifact. |
|
|
831 | </attribute> |
|
|
832 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
833 | This adds holy power resistance to the item. The number is a percent-value |
|
|
834 | in the range 0-100. Holy power is the attacktype that holyword-type spells |
|
|
835 | use to hurt undead creatures. This kind of resistance is only reasonable |
|
|
836 | for undead players (wraith or devourer cult). |
|
|
837 | Generally, resistance to holy word should not be available for players. |
|
|
838 | </attribute> |
|
|
839 | </section> |
|
|
840 | <section name="stats"> |
|
|
841 | <attribute arch="Str" editor="strength" type="int"> |
|
|
842 | The player's strentgh will rise/fall by the given value |
|
|
843 | while wearing this piece of equipment. |
|
|
844 | </attribute> |
|
|
845 | <attribute arch="Dex" editor="dexterity" type="int"> |
|
|
846 | The player's dexterity will rise/fall by the given value |
|
|
847 | while wearing this piece of equipment. |
|
|
848 | </attribute> |
|
|
849 | <attribute arch="Con" editor="constitution" type="int"> |
|
|
850 | The player's constitution will rise/fall by the given value |
|
|
851 | while wearing this piece of equipment. |
|
|
852 | </attribute> |
|
|
853 | <attribute arch="Int" editor="intelligence" type="int"> |
|
|
854 | The player's intelligence will rise/fall by the given value |
|
|
855 | while wearing this piece of equipment. |
|
|
856 | </attribute> |
|
|
857 | <attribute arch="Pow" editor="power" type="int"> |
|
|
858 | The player's power will rise/fall by the given value |
|
|
859 | while wearing this piece of equipment. |
|
|
860 | </attribute> |
|
|
861 | <attribute arch="Wis" editor="wisdom" type="int"> |
|
|
862 | The player's wisdom will rise/fall by the given value while |
|
|
863 | wearing this piece of equipment. |
|
|
864 | </attribute> |
|
|
865 | <attribute arch="Cha" editor="charisma" type="int"> |
|
|
866 | The player's charisma will rise/fall by the given value |
|
|
867 | while wearing this piece of equipment. |
|
|
868 | </attribute> |
|
|
869 | </section> |
|
|
870 | <section name="misc"> |
1048 | <section name="misc"> |
871 | <attribute arch="luck" editor="luck bonus" type="int"> |
1049 | <attribute arch="luck" editor="luck bonus" type="int"> |
872 | With positive luck bonus, the player is more likely to |
1050 | With positive luck bonus, the player is more likely to |
873 | succeed in all sorts of things (spellcasting, praying,...). |
1051 | succeed in all sorts of things (spellcasting, praying,...). |
874 | Unless the <luck bonus> is very high, the effect will be |
1052 | Unless the <luck bonus> is very high, the effect will be |
… | |
… | |
928 | projectiles (e.g. arrows, bolts, boulders) will |
1106 | projectiles (e.g. arrows, bolts, boulders) will |
929 | bounce off him. This works only about 90% of all |
1107 | bounce off him. This works only about 90% of all |
930 | times, to avoid players being completely immune to |
1108 | times, to avoid players being completely immune to |
931 | certain types of attacks. |
1109 | certain types of attacks. |
932 | </attribute> |
1110 | </attribute> |
933 | <attribute arch="flying" editor="levitate" type="bool"> |
1111 | &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"> |
1112 | <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath"> |
938 | Click on the <attuned paths> button to select spellpaths. |
1113 | Click on the <attuned paths> button to select spellpaths. |
939 | The player will get attuned to the specified spellpaths |
1114 | The player will get attuned to the specified spellpaths |
940 | while wearing this item. |
1115 | while wearing this item. |
941 | </attribute> |
1116 | </attribute> |
… | |
… | |
992 | get teleported after they died on this battleground. |
1167 | get teleported after they died on this battleground. |
993 | </attribute> |
1168 | </attribute> |
994 | </type> |
1169 | </type> |
995 | |
1170 | |
996 | <!--####################################################################--> |
1171 | <!--####################################################################--> |
|
|
1172 | <type number="165" name="Safe ground"> |
|
|
1173 | <ignore> |
|
|
1174 | <ignore_list name="non_pickable" /> |
|
|
1175 | </ignore> |
|
|
1176 | <description><![CDATA[ |
|
|
1177 | Safe ground is a special object that prevents any effects that might |
|
|
1178 | be harmful for the map, other players or items on the map. |
|
|
1179 | It blocks all magic and prayers, usage of alchemy, prevents potions |
|
|
1180 | from being used and blocks bombs from exploding. Note that altars that |
|
|
1181 | do cast spells still work. |
|
|
1182 | ]]> |
|
|
1183 | </description> |
|
|
1184 | <use><![CDATA[ |
|
|
1185 | Safe ground can be used to prevents any means of burning |
|
|
1186 | or destroying the items in a shop. Put this object below all floor tiles |
|
|
1187 | in your map and your shop will be safe. It's generally useful for making |
|
|
1188 | areas where really no kind of spell should be invoked by a player. |
|
|
1189 | ]]> |
|
|
1190 | </use> |
|
|
1191 | &movement_types_terrain; |
|
|
1192 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
1193 | </type> |
|
|
1194 | |
|
|
1195 | <!--####################################################################--> |
997 | <type number="8" name="Book"> |
1196 | <type number="8" name="Book"> |
998 | <description><![CDATA[ |
1197 | <description><![CDATA[ |
999 | Applying a book, the containing message is displayed to the player. ]]> |
1198 | Applying a book, the containing message is displayed to the player. ]]> |
1000 | </description> |
1199 | </description> |
1001 | <attribute arch="level" editor="literacy level" type="int"> |
1200 | <attribute arch="level" editor="literacy level" type="int"> |
… | |
… | |
1108 | When a predefined amount of weigh is placed on a button, the |
1307 | When a predefined amount of weigh is placed on a button, the |
1109 | <connection> value is triggered. In most cases this happens when a |
1308 | <connection> value is triggered. In most cases this happens when a |
1110 | player or monster steps on it. When the button is "released", the |
1309 | player or monster steps on it. When the button is "released", the |
1111 | <connection> value get's triggered a second time. ]]> |
1310 | <connection> value get's triggered a second time. ]]> |
1112 | </description> |
1311 | </description> |
1113 | <attribute arch="walk_on" value="1" type="fixed" /> |
1312 | &move_on; |
1114 | <attribute arch="walk_off" value="1" type="fixed" /> |
1313 | &move_off; |
1115 | <attribute arch="no_pick" value="1" type="fixed" /> |
1314 | <attribute arch="no_pick" value="1" type="fixed" /> |
1116 | <attribute arch="weight" editor="press weight" type="int"> |
1315 | <attribute arch="weight" editor="press weight" type="int"> |
1117 | The button is pressed (triggered), as soon as |
1316 | The button is pressed (triggered), as soon as |
1118 | <press weigh> gram are placed ontop of it. |
1317 | <press weigh> gram are placed ontop of it. |
1119 | </attribute> |
1318 | </attribute> |
… | |
… | |
1344 | <ignore_list name="system_object" /> |
1543 | <ignore_list name="system_object" /> |
1345 | </ignore> |
1544 | </ignore> |
1346 | <description><![CDATA[ |
1545 | <description><![CDATA[ |
1347 | A creator is an object which creates another object when it |
1546 | A creator is an object which creates another object when it |
1348 | is triggered. The child object can be anything. Creators are |
1547 | is triggered. The child object can be anything. Creators are |
1349 | VERY useful for all kinds of map-mechanisms. ]]> |
1548 | VERY useful for all kinds of map-mechanisms. They can even |
|
|
1549 | periodically create things. ]]> |
1350 | </description> |
1550 | </description> |
1351 | <use><![CDATA[ |
1551 | <use><![CDATA[ |
1352 | Don't hesitate to hide your creators under the floor. |
1552 | Don't hesitate to hide your creators under the floor. |
1353 | The created items will still always appear ontop of the floor. ]]> |
1553 | The created items will still always appear ontop of the floor. ]]> |
1354 | </use> |
1554 | </use> |
… | |
… | |
1362 | </attribute> |
1562 | </attribute> |
1363 | <attribute arch="connected" editor="connection" type="int"> |
1563 | <attribute arch="connected" editor="connection" type="int"> |
1364 | Whenever the connection value is activated, |
1564 | Whenever the connection value is activated, |
1365 | the creator gets triggered. |
1565 | the creator gets triggered. |
1366 | </attribute> |
1566 | </attribute> |
|
|
1567 | &activate_on; |
1367 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1568 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1368 | If <infinit uses> is set, the creator will work |
1569 | If <infinit uses> is set, the creator will work |
1369 | infinitely, regardless of the value in <number of uses>. |
1570 | infinitely, regardless of the value in <number of uses>. |
|
|
1571 | </attribute> |
|
|
1572 | <attribute arch="speed" editor="speed" type="float"> |
|
|
1573 | When this field is set the creator will periodically create stuff |
|
|
1574 | (and will still do so when the connection is triggered). |
|
|
1575 | A value of 1 means roughly 8 times a second. |
1370 | </attribute> |
1576 | </attribute> |
1371 | <attribute arch="hp" editor="number of uses" type="int"> |
1577 | <attribute arch="hp" editor="number of uses" type="int"> |
1372 | The creator can be triggered <number of uses> times, thus |
1578 | The creator can be triggered <number of uses> times, thus |
1373 | creating that many objects, before it dissappears. |
1579 | creating that many objects, before it dissappears. |
1374 | Default is <number of uses> 1 (-> one-time usage). |
1580 | Default is <number of uses> 1 (-> one-time usage). |
… | |
… | |
1416 | </attribute> |
1622 | </attribute> |
1417 | <attribute arch="speed" editor="detection speed" type="float"> |
1623 | <attribute arch="speed" editor="detection speed" type="float"> |
1418 | This value defines the time between two detector-checks. |
1624 | This value defines the time between two detector-checks. |
1419 | If you want the detector to behave almost like pedestals/buttons, |
1625 | If you want the detector to behave almost like pedestals/buttons, |
1420 | set speed rather high, like <detection speed> 1.0. |
1626 | set speed rather high, like <detection speed> 1.0. |
|
|
1627 | </attribute> |
|
|
1628 | &speed_left; |
|
|
1629 | <attribute arch="speed_left" editor="speed left" type="float"> |
|
|
1630 | The speed left. This value is incremented by <speed> on every tick. |
|
|
1631 | If it is larger than 0, the detector checks, and the speed is decremented |
|
|
1632 | by 1. |
1421 | </attribute> |
1633 | </attribute> |
1422 | </type> |
1634 | </type> |
1423 | |
1635 | |
1424 | <!--####################################################################--> |
1636 | <!--####################################################################--> |
1425 | <type number="112" name="Director"> |
1637 | <type number="112" name="Director"> |
… | |
… | |
1448 | <attribute arch="sp" editor="direction" type="list_direction"> |
1660 | <attribute arch="sp" editor="direction" type="list_direction"> |
1449 | Projectiles will leave the director flying in the selected <direction>. |
1661 | Projectiles will leave the director flying in the selected <direction>. |
1450 | A director with direction <none> simply stops projectiles. |
1662 | A director with direction <none> simply stops projectiles. |
1451 | (The latter works out a bit strange for some spells). |
1663 | (The latter works out a bit strange for some spells). |
1452 | </attribute> |
1664 | </attribute> |
1453 | <attribute arch="walk_on" value="1" type="fixed" /> |
1665 | &move_on; |
1454 | <attribute arch="fly_on" value="1" type="fixed" /> |
|
|
1455 | </type> |
1666 | </type> |
1456 | |
1667 | |
1457 | <!--####################################################################--> |
1668 | <!--####################################################################--> |
1458 | <type number="158" name="Disease"> |
1669 | <type number="158" name="Disease"> |
1459 | <ignore> |
1670 | <ignore> |
1460 | <ignore_list name="system_object" /> |
1671 | <ignore_list name="system_object" /> |
1461 | </ignore> |
1672 | </ignore> |
1462 | <description><![CDATA[ |
1673 | <description><![CDATA[ |
1463 | Diseases are an intersting form of spellcraft in Crossfire. |
1674 | Diseases are an intersting form of spellcraft in Deliantra. |
1464 | Once casted, they can spread out and infect creatures in a large |
1675 | Once casted, they can spread out and infect creatures in a large |
1465 | area. Being infected can have various effects, from amusing farts |
1676 | area. Being infected can have various effects, from amusing farts |
1466 | to horrible damage - almost everything is possible. ]]> |
1677 | to horrible damage - almost everything is possible. ]]> |
1467 | </description> |
1678 | </description> |
1468 | <use><![CDATA[ |
1679 | <use><![CDATA[ |
… | |
… | |
1527 | </attribute> |
1738 | </attribute> |
1528 | <attribute arch="speed" editor="moving speed" type="float"> |
1739 | <attribute arch="speed" editor="moving speed" type="float"> |
1529 | The <speed> of the disease determines how fast the disease will |
1740 | The <speed> of the disease determines how fast the disease will |
1530 | "move", thus how fast the symptoms strike the host. |
1741 | "move", thus how fast the symptoms strike the host. |
1531 | </attribute> |
1742 | </attribute> |
|
|
1743 | &speed_left; |
1532 | </section> |
1744 | </section> |
1533 | <section name="symptoms"> |
1745 | <section name="symptoms"> |
1534 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
1746 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
1535 | The disease will attack the host with the given <attacktype>. |
1747 | The disease will attack the host with the given <attacktype>. |
1536 | Godpower attacktype is commonly used for "unresistable" diseases. |
1748 | Godpower attacktype is commonly used for "unresistable" diseases. |
… | |
… | |
1626 | defeated, horizontally and vertically adjacent doors are automatically |
1838 | defeated, horizontally and vertically adjacent doors are automatically |
1627 | removed. ]]> |
1839 | removed. ]]> |
1628 | </description> |
1840 | </description> |
1629 | <attribute arch="no_pick" value="1" type="fixed" /> |
1841 | <attribute arch="no_pick" value="1" type="fixed" /> |
1630 | <attribute arch="alive" value="1" type="fixed" /> |
1842 | <attribute arch="alive" value="1" type="fixed" /> |
1631 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
1843 | &movement_types_terrain; |
1632 | If set, a player must defeat the door to enter. |
|
|
1633 | </attribute> |
|
|
1634 | <attribute arch="hp" editor="hitpoints" type="int"> |
1844 | <attribute arch="hp" editor="hitpoints" type="int"> |
1635 | The more <hitpoints> the door has, the longer it takes to be broken. |
1845 | The more <hitpoints> the door has, the longer it takes to be broken. |
1636 | </attribute> |
1846 | </attribute> |
1637 | <attribute arch="ac" editor="armour class" type="int"> |
1847 | <attribute arch="ac" editor="armour class" type="int"> |
1638 | Doors of high <armour class> are less likely to get hit. |
1848 | 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 |
1853 | This string defines the object that will be created when the door was |
1644 | defeated. |
1854 | defeated. |
1645 | </attribute> |
1855 | </attribute> |
1646 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
1856 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
1647 | This entry determines what kind of traps will appear in the door. |
1857 | This entry determines what kind of traps will appear in the door. |
|
|
1858 | </attribute> |
|
|
1859 | <attribute arch="treasure_env" editor="treasure in env" type="bool"> |
|
|
1860 | Set this flag to move treasure items created into the environment (map) |
|
|
1861 | instead of putting them into the object. |
1648 | </attribute> |
1862 | </attribute> |
1649 | </type> |
1863 | </type> |
1650 | |
1864 | |
1651 | <!--####################################################################--> |
1865 | <!--####################################################################--> |
1652 | <type number="83" name="Duplicator"> |
1866 | <type number="83" name="Duplicator"> |
… | |
… | |
1670 | loose the input matches the chance to earn winnings.<br> |
1884 | loose the input matches the chance to earn winnings.<br> |
1671 | A duplicator with <multiply factor> 3 for example should have a |
1885 | A duplicator with <multiply factor> 3 for example should have a |
1672 | loosing rate of 2/3 = 67%. ]]> |
1886 | loosing rate of 2/3 = 67%. ]]> |
1673 | </use> |
1887 | </use> |
1674 | <attribute arch="other_arch" editor="target arch" type="string"> |
1888 | <attribute arch="other_arch" editor="target arch" type="string"> |
1675 | Only objects of matching archtype, lying ontop of the dublicator will be |
1889 | Only objects of matching archtype, lying ontop of the duplicator will be |
1676 | dublicated, multiplied or removed. All other objects will be ignored. |
1890 | duplicated, multiplied or removed. All other objects will be ignored. |
1677 | </attribute> |
1891 | </attribute> |
1678 | <attribute arch="level" editor="multiply factor" type="int"> |
1892 | <attribute arch="level" editor="multiply factor" type="int"> |
1679 | The number of items in the target pile will be multiplied by the |
1893 | 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 |
1894 | <multiply factor>. If it is set to zero, all target objects |
1681 | will be destroyed. |
1895 | will be destroyed. |
… | |
… | |
1683 | <attribute arch="connected" editor="connection" type="int"> |
1897 | <attribute arch="connected" editor="connection" type="int"> |
1684 | An activator (lever, altar, button, etc) with matching connection value |
1898 | An activator (lever, altar, button, etc) with matching connection value |
1685 | is able to trigger this duplicator. Be very careful that players cannot |
1899 | 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! |
1900 | abuse it to create endless amounts of money or other valuable stuff! |
1687 | </attribute> |
1901 | </attribute> |
|
|
1902 | &activate_on; |
1688 | </type> |
1903 | </type> |
1689 | |
1904 | |
1690 | <!--####################################################################--> |
1905 | <!--####################################################################--> |
1691 | <type number="66" name="Exit"> |
1906 | <type number="66" name="Exit"> |
1692 | <ignore> |
1907 | <ignore> |
… | |
… | |
1732 | If both are set to zero, the player will be transferred to the "default |
1947 | 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- |
1948 | 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. |
1949 | properties as "Enter X/Y". Though, please DO NOT use that. |
1735 | It turned out to be a source for numerous map-bugs. |
1950 | It turned out to be a source for numerous map-bugs. |
1736 | </attribute> |
1951 | </attribute> |
1737 | <attribute arch="walk_on" editor="apply by walking" type="bool"> |
1952 | &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"> |
1953 | <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. |
1954 | 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 |
1955 | 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 |
1956 | dark cave you hear the sound of rustling dragonscales...". Well, my english |
1750 | is poor, but you get the point. =) |
1957 | is poor, but you get the point. =) |
1751 | </attribute> |
1958 | </attribute> |
1752 | <attribute arch="unique" editor="unique destination" type="bool"> |
1959 | <attribute arch="damned" editor="set savebed" type="bool"> |
1753 | This flag defines the destined map as "personal unique map". If set, |
1960 | 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. |
1961 | 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> |
1962 | </attribute> |
1763 | </type> |
1963 | </type> |
1764 | |
1964 | |
1765 | <!--####################################################################--> |
1965 | <!--####################################################################--> |
1766 | <type number="72" name="Flesh"> |
1966 | <type number="72" name="Flesh"> |
1767 | <description><![CDATA[ |
1967 | <description><![CDATA[ |
1768 | Just like with food, the player can fill his stomache and gain a |
1968 | Just like with food, the player can fill his stomache and gain a |
1769 | little health by eating flesh-objects. <br> |
1969 | little health by eating flesh-objects. <br> |
1770 | For dragon players, flesh plays a very special role though: If the |
1970 | 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 |
1971 | 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>. |
1972 | 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 |
1973 | Don't forget that flesh items with resistances have to be balanced |
1774 | according to map/monster difficulty. ]]> |
1974 | according to map/monster difficulty. ]]> |
1775 | </description> |
1975 | </description> |
1776 | <use><![CDATA[ |
1976 | <use><![CDATA[ |
1777 | For dragon players, flesh items can be highly valuable. Note that many |
1977 | For dragon players, flesh items can be highly valuable. Note that many |
… | |
… | |
1798 | </attribute> |
1998 | </attribute> |
1799 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
1999 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
1800 | A godgiven item vanishes as soon as the player |
2000 | A godgiven item vanishes as soon as the player |
1801 | drops it to the ground. |
2001 | drops it to the ground. |
1802 | </attribute> |
2002 | </attribute> |
1803 | <section name="resistance"> |
2003 | &resistances_flesh_section; |
1804 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
1805 | Resistances on flesh items make them more durable against spellcraft |
|
|
1806 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1807 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1808 | items in a monster's inventory. |
|
|
1809 | </attribute> |
|
|
1810 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
1811 | Resistances on flesh items make them more durable against spellcraft |
|
|
1812 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1813 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1814 | items in a monster's inventory. |
|
|
1815 | </attribute> |
|
|
1816 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
1817 | Resistances on flesh items make them more durable against spellcraft |
|
|
1818 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1819 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1820 | items in a monster's inventory. |
|
|
1821 | </attribute> |
|
|
1822 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
1823 | Resistances on flesh items make them more durable against spellcraft |
|
|
1824 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1825 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1826 | items in a monster's inventory. |
|
|
1827 | </attribute> |
|
|
1828 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
1829 | Resistances on flesh items make them more durable against spellcraft |
|
|
1830 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1831 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1832 | items in a monster's inventory. |
|
|
1833 | </attribute> |
|
|
1834 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
1835 | Resistances on flesh items make them more durable against spellcraft |
|
|
1836 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1837 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1838 | items in a monster's inventory. |
|
|
1839 | </attribute> |
|
|
1840 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
1841 | Resistances on flesh items make them more durable against spellcraft |
|
|
1842 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1843 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1844 | items in a monster's inventory. |
|
|
1845 | </attribute> |
|
|
1846 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
1847 | Resistances on flesh items make them more durable against spellcraft |
|
|
1848 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1849 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1850 | items in a monster's inventory. |
|
|
1851 | </attribute> |
|
|
1852 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
1853 | Resistances on flesh items make them more durable against spellcraft |
|
|
1854 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1855 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1856 | items in a monster's inventory. |
|
|
1857 | </attribute> |
|
|
1858 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
1859 | Resistances on flesh items make them more durable against spellcraft |
|
|
1860 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1861 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1862 | items in a monster's inventory. |
|
|
1863 | </attribute> |
|
|
1864 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
1865 | Resistances on flesh items make them more durable against spellcraft |
|
|
1866 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1867 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1868 | items in a monster's inventory. |
|
|
1869 | </attribute> |
|
|
1870 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
1871 | Resistances on flesh items make them more durable against spellcraft |
|
|
1872 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1873 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1874 | items in a monster's inventory. |
|
|
1875 | </attribute> |
|
|
1876 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
1877 | Resistances on flesh items make them more durable against spellcraft |
|
|
1878 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1879 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1880 | items in a monster's inventory. |
|
|
1881 | </attribute> |
|
|
1882 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
1883 | Resistances on flesh items make them more durable against spellcraft |
|
|
1884 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1885 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1886 | items in a monster's inventory. |
|
|
1887 | </attribute> |
|
|
1888 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
1889 | Resistances on flesh items make them more durable against spellcraft |
|
|
1890 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1891 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1892 | items in a monster's inventory. |
|
|
1893 | </attribute> |
|
|
1894 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
1895 | RResistances on flesh items make them more durable against spellcraft |
|
|
1896 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1897 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1898 | items in a monster's inventory. |
|
|
1899 | </attribute> |
|
|
1900 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
1901 | Resistances on flesh items make them more durable against spellcraft |
|
|
1902 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1903 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1904 | items in a monster's inventory. |
|
|
1905 | </attribute> |
|
|
1906 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
1907 | Resistances on flesh items make them more durable against spellcraft |
|
|
1908 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1909 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1910 | items in a monster's inventory. |
|
|
1911 | </attribute> |
|
|
1912 | </section> |
|
|
1913 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2004 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1914 | This text may describe the item. |
2005 | This text may describe the item. |
1915 | </attribute> |
2006 | </attribute> |
1916 | </type> |
2007 | </type> |
1917 | |
2008 | |
… | |
… | |
1928 | Floor is a very basic thing whithout too much |
2019 | Floor is a very basic thing whithout too much |
1929 | functionality. It's a floor - you stand on it. ]]> |
2020 | functionality. It's a floor - you stand on it. ]]> |
1930 | </description> |
2021 | </description> |
1931 | <attribute arch="is_floor" value="1" type="fixed" /> |
2022 | <attribute arch="is_floor" value="1" type="fixed" /> |
1932 | <attribute arch="no_pick" value="1" type="fixed" /> |
2023 | <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"> |
2024 | <section name="terrain"> |
1937 | <attribute arch="slow_move" editor="slow movement" type="int"> |
2025 | &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"> |
2026 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
1947 | This flag indicates this spot contains wood or high grass. |
2027 | This flag indicates this spot contains wood or high grass. |
1948 | Players with activated woodsman skill can move faster here. |
2028 | Players with activated woodsman skill can move faster here. |
1949 | </attribute> |
2029 | </attribute> |
1950 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
2030 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
… | |
… | |
1983 | with monsters on them. Nowadays this feature is disabled - |
2063 | with monsters on them. Nowadays this feature is disabled - |
1984 | Hence encounter floor is not different from normal floor. ]]> |
2064 | Hence encounter floor is not different from normal floor. ]]> |
1985 | </description> |
2065 | </description> |
1986 | <attribute arch="is_floor" value="1" type="fixed" /> |
2066 | <attribute arch="is_floor" value="1" type="fixed" /> |
1987 | <attribute arch="no_pick" value="1" type="fixed" /> |
2067 | <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"> |
2068 | <section name="terrain"> |
1992 | <attribute arch="slow_move" editor="slow movement" type="int"> |
2069 | &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"> |
2070 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
2002 | This flag indicates this spot contains wood or high grass. |
2071 | This flag indicates this spot contains wood or high grass. |
2003 | Players with activated woodsman skill can move faster here. |
2072 | Players with activated woodsman skill can move faster here. |
2004 | </attribute> |
2073 | </attribute> |
2005 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
2074 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
… | |
… | |
2045 | <type number="91" name="Gate"> |
2114 | <type number="91" name="Gate"> |
2046 | <ignore> |
2115 | <ignore> |
2047 | <ignore_list name="non_pickable" /> |
2116 | <ignore_list name="non_pickable" /> |
2048 | </ignore> |
2117 | </ignore> |
2049 | <description><![CDATA[ |
2118 | <description><![CDATA[ |
2050 | Gates play an important role in Crossfire. Gates can be opened |
2119 | Gates play an important role in Deliantra. Gates can be opened |
2051 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2120 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2052 | or carrying special key-objects (-> inventory checker). |
2121 | or carrying special key-objects (-> inventory checker). |
2053 | Unlike locked doors, gates can get shut again after a player has |
2122 | Unlike locked doors, gates can get shut again after a player has |
2054 | passed, which makes them more practical in many cases. ]]> |
2123 | passed, which makes them more practical in many cases. ]]> |
2055 | </description> |
2124 | </description> |
… | |
… | |
2057 | Use gates to divide your maps into seperated areas. After solving |
2126 | 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 |
2127 | area A, the player gains access to area B, and so on. Make your |
2059 | maps more complex than "one-way". ]]> |
2128 | maps more complex than "one-way". ]]> |
2060 | </use> |
2129 | </use> |
2061 | <attribute arch="no_pick" value="1" type="fixed" /> |
2130 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
2131 | <attribute arch="speed" value="1" type="float"> |
|
|
2132 | The speed of the gate affects how fast it is closing/opening. |
|
|
2133 | </attribute> |
2062 | <attribute arch="connected" editor="connection" type="int"> |
2134 | <attribute arch="connected" editor="connection" type="int"> |
2063 | Whenever the inventory checker is triggered, all objects with identical |
2135 | Whenever the inventory checker is triggered, all objects with identical |
2064 | <connection> value get activated. This only makes sense together with |
2136 | <connection> value get activated. This only makes sense together with |
2065 | <blocking passage> disabled. |
2137 | <blocking passage> disabled. |
2066 | </attribute> |
2138 | </attribute> |
… | |
… | |
2068 | The <position state> defines the position of the gate: |
2140 | The <position state> defines the position of the gate: |
2069 | Zero means completely open/down, the "number of animation-steps" (usually |
2141 | 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 |
2142 | about 6 or 7) means completely closed/up state. I suggest you don't |
2071 | mess with this value - Leave the default in place. |
2143 | mess with this value - Leave the default in place. |
2072 | </attribute> |
2144 | </attribute> |
2073 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
2145 | &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"> |
2146 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2078 | Restricting the use of spells to pass this gate. This has |
2147 | Restricting the use of spells to pass this gate. This has |
2079 | an effect only if <block view> is disabled. |
2148 | an effect only if <block view> is disabled. |
2080 | </attribute> |
2149 | </attribute> |
2081 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
2150 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
… | |
… | |
2189 | You can use that to safely chase off too-weak players, or just |
2258 | You can use that to safely chase off too-weak players, or just |
2190 | to have something different. ]]> |
2259 | to have something different. ]]> |
2191 | </use> |
2260 | </use> |
2192 | <attribute arch="is_floor" value="1" type="fixed" /> |
2261 | <attribute arch="is_floor" value="1" type="fixed" /> |
2193 | <attribute arch="lifesave" value="1" type="fixed" /> |
2262 | <attribute arch="lifesave" value="1" type="fixed" /> |
2194 | <attribute arch="walk_on" value="1" type="fixed" /> |
2263 | &move_on; |
2195 | <attribute arch="no_pick" value="1" type="fixed" /> |
2264 | <attribute arch="no_pick" value="1" type="fixed" /> |
2196 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2265 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2197 | This attribute specifys the attacktypes that this floor uses to |
2266 | This attribute specifys the attacktypes that this floor uses to |
2198 | damage it's victims. Attacktypes are: physical, fire, cold.. etc. |
2267 | 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. |
2268 | 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. |
2283 | 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 |
2284 | But in fact, it does not seem to have an effect. Set any non-zero |
2216 | value to be on the safe side. |
2285 | value to be on the safe side. |
2217 | </attribute> |
2286 | </attribute> |
2218 | <section name="terrain"> |
2287 | <section name="terrain"> |
2219 | <attribute arch="slow_move" editor="slow movement" type="int"> |
2288 | &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"> |
2289 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
2229 | This flag indicates this spot contains wood or high grass. |
2290 | This flag indicates this spot contains wood or high grass. |
2230 | Players with activated woodsman skill can move faster here. |
2291 | Players with activated woodsman skill can move faster here. |
2231 | </attribute> |
2292 | </attribute> |
2232 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
2293 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
… | |
… | |
2295 | <attribute arch="level" editor="reconsecrate level" type="int"> |
2356 | <attribute arch="level" editor="reconsecrate level" type="int"> |
2296 | To re-consecrate an altar, the player's wisdom level must be as |
2357 | 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 |
2358 | 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. |
2359 | be re-consecrated, while other altars, like those in dungeons, could be. |
2299 | |
2360 | |
2300 | Altars located in temples should have at least <reconsecrate level> 100. |
2361 | Altars located in temples should have at least <reconsecrate level> 120. |
2301 | Some characters might need those altars, they would be very unhappy to |
2362 | Some characters might need those altars, they would be very unhappy to |
2302 | see them re-consecrated to another cult. |
2363 | see them re-consecrated to another cult. |
2303 | </attribute> |
2364 | </attribute> |
2304 | </type> |
2365 | </type> |
2305 | |
2366 | |
… | |
… | |
2357 | alchemical receipes. By themselves, they have no special |
2418 | alchemical receipes. By themselves, they have no special |
2358 | functionalities. ]]> |
2419 | functionalities. ]]> |
2359 | </description> |
2420 | </description> |
2360 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2421 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2361 | </attribute> |
2422 | </attribute> |
2362 | <section name="resistance"> |
2423 | &resistances_basic; |
2363 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
2364 | </attribute> |
|
|
2365 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
2366 | </attribute> |
|
|
2367 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
2368 | </attribute> |
|
|
2369 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
2370 | </attribute> |
|
|
2371 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
2372 | </attribute> |
|
|
2373 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
2374 | </attribute> |
|
|
2375 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
2376 | </attribute> |
|
|
2377 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
2378 | </attribute> |
|
|
2379 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
2380 | </attribute> |
|
|
2381 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
2382 | </attribute> |
|
|
2383 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
2384 | </attribute> |
|
|
2385 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
2386 | </attribute> |
|
|
2387 | </section> |
|
|
2388 | </type> |
2424 | </type> |
2389 | |
2425 | |
2390 | <!--####################################################################--> |
2426 | <!--####################################################################--> |
2391 | <type number="64" name="Inventory Checker"> |
2427 | <type number="64" name="Inventory Checker"> |
2392 | <ignore> |
2428 | <ignore> |
… | |
… | |
2398 | either if that object is present or missing (-> "last_sp") when a |
2434 | 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 |
2435 | player walks over the inv. checker. A valid option is to remove the |
2400 | matching object (usually not recommended, see "last_heal"). |
2436 | matching object (usually not recommended, see "last_heal"). |
2401 | <br><br> |
2437 | <br><br> |
2402 | Alternatively, you can set your inv. checker to block all players |
2438 | Alternatively, you can set your inv. checker to block all players |
2403 | that do/don't carry the matching object (-> "no_pass"). |
2439 | that do/don't carry the matching object. |
2404 | <br><br> |
2440 | <br><br> |
2405 | As you can see, inv. checkers are quite powerful, holding a |
2441 | As you can see, inv. checkers are quite powerful, holding a |
2406 | great variety of possibilities. ]]> |
2442 | great variety of possibilities. ]]> |
2407 | </description> |
2443 | </description> |
2408 | <use><![CDATA[ |
2444 | <use><![CDATA[ |
… | |
… | |
2440 | <attribute arch="connected" editor="connection" type="int"> |
2476 | <attribute arch="connected" editor="connection" type="int"> |
2441 | Whenever the inventory checker is triggered, all objects with identical |
2477 | Whenever the inventory checker is triggered, all objects with identical |
2442 | <connection> value get activated. This only makes sense together with |
2478 | <connection> value get activated. This only makes sense together with |
2443 | <blocking passage> disabled. |
2479 | <blocking passage> disabled. |
2444 | </attribute> |
2480 | </attribute> |
2445 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
2481 | &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"> |
2482 | <attribute arch="last_heal" editor="remove match" type="bool"> |
2451 | <remove match> means remove object if found. Setting this is usually not |
2483 | <remove match> means remove object if found. Setting this is usually not |
2452 | recommended because inv. checkers are in general invisible. So, unlike |
2484 | 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 |
2485 | 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. |
2486 | 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". |
2572 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2541 | There you have magic forces (door objects) put under certain artifact |
2573 | 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 |
2574 | items. To get your hands on the artifacts, you need to bring up the |
2543 | appropriate quest items (key objects). ]]> |
2575 | appropriate quest items (key objects). ]]> |
2544 | </use> |
2576 | </use> |
2545 | <attribute arch="no_pass" value="1" type="fixed" /> |
2577 | <attribute arch="move_type" value="0" type="fixed" /> |
2546 | <attribute arch="no_pick" value="1" type="fixed" /> |
2578 | <attribute arch="no_pick" value="1" type="fixed" /> |
2547 | <attribute arch="slaying" editor="key string" type="string"> |
2579 | <attribute arch="slaying" editor="key string" type="string"> |
2548 | The <key string> in the door must be identical with the |
2580 | The <key string> in the door must be identical with the |
2549 | <key string> in the special key, then the door is unlocked. |
2581 | <key string> in the special key, then the door is unlocked. |
2550 | It is VERY important to set the <key string> to something that |
2582 | It is VERY important to set the <key string> to something that |
2551 | is unique among the CF mapset. |
2583 | is unique among the Deliantra mapset. |
2552 | |
2584 | |
2553 | DONT EVER USE the default string "set_individual_value". |
2585 | DONT EVER USE the default string "set_individual_value". |
2554 | </attribute> |
2586 | </attribute> |
2555 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2587 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2556 | Restricting the use of spells to pass this door. |
2588 | Restricting the use of spells to pass this door. |
… | |
… | |
2656 | <attribute arch="connected" editor="connection" type="int"> |
2688 | <attribute arch="connected" editor="connection" type="int"> |
2657 | Every time the <connection> value is triggered, the wall will cast |
2689 | 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 |
2690 | it's spell. You should set <casting speed> to zero, or this won't |
2659 | have much visible effect. |
2691 | have much visible effect. |
2660 | </attribute> |
2692 | </attribute> |
|
|
2693 | &activate_on; |
2661 | <attribute arch="speed" editor="casting speed" type="float"> |
2694 | <attribute arch="speed" editor="casting speed" type="float"> |
2662 | The <casting speed> defines the spellcasting speed of the wall. |
2695 | The <casting speed> defines the spellcasting speed of the wall. |
2663 | You can fine-tune how long the duration between two casts shall |
2696 | 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 |
2697 | 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". |
2698 | trigger) via connected lever/button/etc, you must set "speed 0". |
2666 | </attribute> |
2699 | </attribute> |
|
|
2700 | &speed_left; |
2667 | <attribute arch="sp" editor="direction" type="list_direction"> |
2701 | <attribute arch="sp" editor="direction" type="list_direction"> |
2668 | The magic wall will cast it's spells always in the specified |
2702 | The magic wall will cast it's spells always in the specified |
2669 | <direction>. A magic wall with direction set to <none> will |
2703 | <direction>. A magic wall with direction set to <none> will |
2670 | always fire in a random direction. |
2704 | always fire in a random direction. |
2671 | </attribute> |
2705 | </attribute> |
2672 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
2706 | &movement_types_terrain; |
2673 | If set, the object cannot be passed by players nor monsters. |
|
|
2674 | </attribute> |
|
|
2675 | <section name="destroyable"> |
2707 | <section name="destroyable"> |
2676 | <attribute arch="alive" editor="is destroyable" type="bool"> |
2708 | <attribute arch="alive" editor="is destroyable" type="bool"> |
2677 | Walls with <is destroyable> enabled can be attacked and (eventually) |
2709 | Walls with <is destroyable> enabled can be attacked and (eventually) |
2678 | destroyed by the player. If disabled, all other attributes on |
2710 | destroyed by the player. If disabled, all other attributes on |
2679 | this tab, as well as resistances, are meaningless. |
2711 | this tab, as well as resistances, are meaningless. |
… | |
… | |
2690 | A magic wall of high <armour class> is less likely to get hit from |
2722 | A magic wall of high <armour class> is less likely to get hit from |
2691 | an opponent. <armour class> can be considered the "counterpiece" |
2723 | an opponent. <armour class> can be considered the "counterpiece" |
2692 | to <weapon class>. |
2724 | to <weapon class>. |
2693 | </attribute> |
2725 | </attribute> |
2694 | </section> |
2726 | </section> |
2695 | <section name="resistance"> |
2727 | &resistances_basic; |
2696 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
2697 | </attribute> |
|
|
2698 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
2699 | </attribute> |
|
|
2700 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
2701 | </attribute> |
|
|
2702 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
2703 | </attribute> |
|
|
2704 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
2705 | </attribute> |
|
|
2706 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
2707 | </attribute> |
|
|
2708 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
2709 | </attribute> |
|
|
2710 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
2711 | </attribute> |
|
|
2712 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
2713 | </attribute> |
|
|
2714 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
2715 | </attribute> |
|
|
2716 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
2717 | </attribute> |
|
|
2718 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
2719 | </attribute> |
|
|
2720 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
2721 | </attribute> |
|
|
2722 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
2723 | </attribute> |
|
|
2724 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
2725 | </attribute> |
|
|
2726 | <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int"> |
|
|
2727 | </attribute> |
|
|
2728 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
2729 | </attribute> |
|
|
2730 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
2731 | </attribute> |
|
|
2732 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
2733 | </attribute> |
|
|
2734 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
2735 | </attribute> |
|
|
2736 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
|
|
2737 | </attribute> |
|
|
2738 | </section> |
|
|
2739 | </type> |
2728 | </type> |
2740 | |
2729 | |
2741 | <!--####################################################################--> |
2730 | <!--####################################################################--> |
2742 | <type number="55" name="Marker"> |
2731 | <type number="55" name="Marker"> |
2743 | <ignore> |
2732 | <ignore> |
… | |
… | |
2777 | The <marking speed> defines how quickly it will mark something |
2766 | The <marking speed> defines how quickly it will mark something |
2778 | standing on the marker. Set this value rather high to make |
2767 | 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 |
2768 | sure the player really gets his mark. I think <marking speed> 1.0 |
2780 | should do fine. |
2769 | should do fine. |
2781 | </attribute> |
2770 | </attribute> |
|
|
2771 | &speed_left; |
2782 | <attribute arch="food" editor="mark duration" type="int"> |
2772 | <attribute arch="food" editor="mark duration" type="int"> |
2783 | This value defines the duration of the force it inserts. |
2773 | This value defines the duration of the force it inserts. |
2784 | If nonzero, the duration of the player's mark is finite: |
2774 | If nonzero, the duration of the player's mark is finite: |
2785 | about 1 food per 10 seconds. <mark duration> zero/unset |
2775 | about 1 food per 10 seconds. <mark duration> zero/unset |
2786 | means the mark will stay on the player forever. |
2776 | means the mark will stay on the player forever. |
… | |
… | |
2886 | |
2876 | |
2887 | Note that you can always put items into the monster's |
2877 | Note that you can always put items into the monster's |
2888 | inventory. Those will drop-at-kill just like the stuff |
2878 | inventory. Those will drop-at-kill just like the stuff |
2889 | from the <treasurelist>. |
2879 | from the <treasurelist>. |
2890 | </attribute> |
2880 | </attribute> |
|
|
2881 | <attribute arch="treasure_env" editor="treasure in env" type="bool"> |
|
|
2882 | Set this flag to move treasure items created into the environment (map) |
|
|
2883 | instead of putting them into the object. |
|
|
2884 | </attribute> |
2891 | <attribute arch="level" editor="level" type="int"> |
2885 | <attribute arch="level" editor="level" type="int"> |
2892 | A monster's <level> is the most important attribute. |
2886 | A monster's <level> is the most important attribute. |
2893 | <level> affects the power of a monster in various ways. |
2887 | <level> affects the power of a monster in various ways. |
2894 | </attribute> |
2888 | </attribute> |
2895 | <attribute arch="race" editor="race" type="string"> |
2889 | <attribute arch="race" editor="race" type="string"> |
2896 | Every monster should have a race set to cathegorize it. |
2890 | Every monster should have a race set to categorize it. |
2897 | The monster's <race> can have different effects: |
2891 | The monster's <race> can have different effects: |
2898 | Slaying weapons inflict tripple damage against enemy races |
2892 | Slaying weapons inflict tripple damage against enemy races |
2899 | and holy word kills only enemy races of the god. |
2893 | and holy word kills only enemy races of the god. |
2900 | </attribute> |
2894 | </attribute> |
2901 | <attribute arch="exp" editor="experience" type="int"> |
2895 | <attribute arch="exp" editor="experience" type="int"> |
2902 | When a player kills this monster, he will get exactly this |
2896 | When a player kills this monster, he will get exactly this |
2903 | amount of <experience>. The experience will flow into |
2897 | amount of <experience>. The experience will flow into |
2904 | the skill-cathegory the player used for the kill. |
2898 | the skill-category the player used for the kill. |
2905 | |
2899 | |
2906 | If you create special monsters of tweaked strenght/abilities, |
2900 | If you create special monsters of tweaked strenght/abilities, |
2907 | always make sure that the <experience> is set to a |
2901 | always make sure that the <experience> is set to a |
2908 | reasonable value. Compare with existing arches to get a feeling |
2902 | reasonable value. Compare with existing arches to get a feeling |
2909 | what reasonable means. Keep in mind that spellcasting monsters |
2903 | what reasonable means. Keep in mind that spellcasting monsters |
… | |
… | |
2911 | </attribute> |
2905 | </attribute> |
2912 | <attribute arch="speed" editor="speed" type="float"> |
2906 | <attribute arch="speed" editor="speed" type="float"> |
2913 | The <speed> determines how fast a monster will both move |
2907 | The <speed> determines how fast a monster will both move |
2914 | and fight. High <speed> makes a monster considerably stronger. |
2908 | and fight. High <speed> makes a monster considerably stronger. |
2915 | </attribute> |
2909 | </attribute> |
|
|
2910 | &speed_left; |
2916 | <attribute arch="other_arch" editor="breed monster" type="string"> |
2911 | <attribute arch="other_arch" editor="breed monster" type="string"> |
2917 | This only takes effect if <multiply> is enabled. The monster will |
2912 | This only takes effect if <multiply> is enabled. The monster will |
2918 | create a <breed monster> every once in a while. <breed monster> |
2913 | 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 |
2914 | can be set to any valid arch-name of a monster. Multipart monster |
2920 | should not be used. |
2915 | should not be used. |
… | |
… | |
2931 | In this case, the <breed monster> value is never used and can be forgotten. |
2926 | 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 |
2927 | Each time the monster need to generate an object, it will be |
2933 | a randomly chosen item from the inventory. When generator is destroyed, |
2928 | a randomly chosen item from the inventory. When generator is destroyed, |
2934 | inventory is destroyed. |
2929 | inventory is destroyed. |
2935 | </attribute> |
2930 | </attribute> |
2936 | <attribute arch="flying" editor="flying" type="bool"> |
2931 | &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"> |
2932 | <attribute arch="undead" editor="undead" type="bool"> |
2941 | Several spells only affect undead monsters: |
2933 | Several spells only affect undead monsters: |
2942 | turn undead, banish undead, holy word, etc. |
2934 | turn undead, banish undead, holy word, etc. |
2943 | </attribute> |
2935 | </attribute> |
2944 | <attribute arch="carrying" editor="carries weight" type="int"> |
2936 | <attribute arch="carrying" editor="carries weight" type="int"> |
2945 | If a monster has something in the inventory, this |
2937 | If a monster has something in the inventory, this |
2946 | value can be set to reflect the slowdown due to |
2938 | value can be set to reflect the slowdown due to |
2947 | the carried weight. |
2939 | the carried weight. |
|
|
2940 | </attribute> |
|
|
2941 | <attribute arch="precious" editor="precious" type="bool"> |
|
|
2942 | Set this flag to indicate that this monster is precious, i.e. |
|
|
2943 | it should not be lightly destroyed. This is most useful on pets and |
|
|
2944 | keeps the server from destroying them on destroy_pets/monster floors |
|
|
2945 | and will try to save them when the player logs out. |
2948 | </attribute> |
2946 | </attribute> |
2949 | |
2947 | |
2950 | <section name="melee"> |
2948 | <section name="melee"> |
2951 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2949 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2952 | This number is a bitmask, specifying the monster's attacktypes |
2950 | This number is a bitmask, specifying the monster's attacktypes |
… | |
… | |
3124 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3122 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3125 | Monsters which <stand still> won't move to leave their position. |
3123 | Monsters which <stand still> won't move to leave their position. |
3126 | When agressive, they will attack all enemies who get close to |
3124 | When agressive, they will attack all enemies who get close to |
3127 | them. This behaviour is commonly known from castle guards. |
3125 | them. This behaviour is commonly known from castle guards. |
3128 | |
3126 | |
3129 | In older versions of Crossfire it was possible to eventually |
3127 | In older versions of Deliantra it was possible to eventually |
3130 | push a <stand still>-monster out of position by force. |
3128 | push a <stand still>-monster out of position by force. |
3131 | I believe this is no longer possible. Neverthless, you should |
3129 | I believe this is no longer possible. Neverthless, you should |
3132 | still be cautious when lining up <stand still>-monster in order |
3130 | still be cautious when lining up <stand still>-monster in order |
3133 | to "defend" something: Such monsters are rather easy to kill. |
3131 | to "defend" something: Such monsters are rather easy to kill. |
3134 | It's good for low level maps, but not much more. |
3132 | It's good for low level maps, but not much more. |
… | |
… | |
3156 | the creature wakes up. This is done as a square, for reasons of speed. |
3154 | 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 |
3155 | 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 |
3156 | 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. |
3157 | has stealth, the size of this square is reduced in half plus 1. |
3160 | </attribute> |
3158 | </attribute> |
3161 | <attribute arch="attack_movement" editor="attack movement" type="int"> |
3159 | <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3"> |
|
|
3160 | If this is set to default, the standard mode of movement will be used. |
|
|
3161 | </attribute> |
|
|
3162 | <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7"> |
|
|
3163 | This movement is not in effect when the monster has an enemy and should |
|
|
3164 | only be used for non agressive monsters. |
3162 | </attribute> |
3165 | </attribute> |
3163 | <attribute arch="run_away" editor="run at % health" type="int"> |
3166 | <attribute arch="run_away" editor="run at % health" type="int"> |
3164 | This is a percentage value in the range 0-100. |
3167 | This is a percentage value in the range 0-100. |
3165 | When the monster's health points drop below this percentage |
3168 | When the monster's health points drop below this percentage |
3166 | (relative to max health), it attempts to run away from the |
3169 | (relative to max health), it attempts to run away from the |
3167 | attacker. |
3170 | attacker. |
3168 | </attribute> |
3171 | </attribute> |
3169 | </section> |
3172 | </section> |
3170 | |
3173 | &resistances_basic; |
3171 | <section name="resistance"> |
|
|
3172 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
3173 | </attribute> |
|
|
3174 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
3175 | </attribute> |
|
|
3176 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
3177 | </attribute> |
|
|
3178 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
3179 | </attribute> |
|
|
3180 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
3181 | </attribute> |
|
|
3182 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
3183 | </attribute> |
|
|
3184 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
3185 | </attribute> |
|
|
3186 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
3187 | </attribute> |
|
|
3188 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
3189 | </attribute> |
|
|
3190 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
3191 | </attribute> |
|
|
3192 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
3193 | </attribute> |
|
|
3194 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
3195 | </attribute> |
|
|
3196 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
3197 | </attribute> |
|
|
3198 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
3199 | </attribute> |
|
|
3200 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
3201 | </attribute> |
|
|
3202 | <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int"> |
|
|
3203 | </attribute> |
|
|
3204 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
3205 | </attribute> |
|
|
3206 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
3207 | </attribute> |
|
|
3208 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
3209 | </attribute> |
|
|
3210 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
3211 | </attribute> |
|
|
3212 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
|
|
3213 | </attribute> |
|
|
3214 | </section> |
|
|
3215 | <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> |
3174 | <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> |
3216 | </attribute> |
3175 | </attribute> |
3217 | </type> |
3176 | </type> |
3218 | |
3177 | |
3219 | <!--####################################################################--> |
3178 | <!--####################################################################--> |
… | |
… | |
3224 | <attribute arch="name_pl" /> |
3183 | <attribute arch="name_pl" /> |
3225 | <attribute arch="nrof" /> |
3184 | <attribute arch="nrof" /> |
3226 | <attribute arch="value" /> |
3185 | <attribute arch="value" /> |
3227 | <attribute arch="unpaid" /> |
3186 | <attribute arch="unpaid" /> |
3228 | </ignore> |
3187 | </ignore> |
3229 | <description><![CDATA[ |
3188 | <description> |
3230 | A grimreaper is a monster that vanishes after it did some number of |
3189 | A grimreaper is a monster that vanishes after it did some number of |
3231 | draining attacks. ]]> <!-- XXX: is this ok? --> |
3190 | draining attacks. |
3232 | </description> |
3191 | </description> |
3233 | <section name="grimreaper"> |
3192 | <section name="grimreaper"> |
3234 | <attribute arch="value" editor="attacks" type="int"> |
3193 | <attribute arch="value" editor="attacks" type="int"> |
3235 | The object vanishes after this number of draining attacks. |
3194 | The object vanishes after this number of draining attacks. |
3236 | </attribute> |
3195 | </attribute> |
… | |
… | |
3347 | </attribute> |
3306 | </attribute> |
3348 | <attribute arch="speed" editor="movement speed" type="float"> |
3307 | <attribute arch="speed" editor="movement speed" type="float"> |
3349 | The movement speed value determines how fast a chain of |
3308 | The movement speed value determines how fast a chain of |
3350 | these movers will push a player along (default is -0.2). |
3309 | these movers will push a player along (default is -0.2). |
3351 | </attribute> |
3310 | </attribute> |
|
|
3311 | &speed_left; |
3352 | <attribute arch="sp" editor="direction" type="list_direction"> |
3312 | <attribute arch="sp" editor="direction" type="list_direction"> |
3353 | The mover will push creatures in the specified <direction>. |
3313 | The mover will push creatures in the specified <direction>. |
3354 | A mover with direction set to <none> will spin clockwise, |
3314 | A mover with direction set to <none> will spin clockwise, |
3355 | thus pushing creatures in unpredictable directions. |
3315 | thus pushing creatures in unpredictable directions. |
3356 | </attribute> |
3316 | </attribute> |
… | |
… | |
3376 | activates creators, creating (per default: monster-only) movers |
3336 | activates creators, creating (per default: monster-only) movers |
3377 | under the NPC's feet. The NPC starts "walking" on a predefined |
3337 | 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, |
3338 | route! Note that it's useful to set this NPC immune to everything, |
3379 | preventing the player to push the NPC off his trace. |
3339 | preventing the player to push the NPC off his trace. |
3380 | </attribute> |
3340 | </attribute> |
3381 | <attribute arch="walk_on" editor="move walking creatures" type="bool"> |
3341 | <attribute arch="move_on" editor="movement type" type="movement_type"> |
3382 | This should always be set. |
3342 | 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> |
3343 | </attribute> |
3389 | </section> |
3344 | </section> |
3390 | </type> |
3345 | </type> |
3391 | |
3346 | |
3392 | <!--####################################################################--> |
3347 | <!--####################################################################--> |
… | |
… | |
3420 | </attribute> |
3375 | </attribute> |
3421 | <attribute arch="connected" editor="connection" type="int"> |
3376 | <attribute arch="connected" editor="connection" type="int"> |
3422 | When the pedestal is triggered, all objects with the same |
3377 | When the pedestal is triggered, all objects with the same |
3423 | connection value get activated. |
3378 | connection value get activated. |
3424 | </attribute> |
3379 | </attribute> |
3425 | <attribute arch="walk_on" value="1" type="fixed" /> |
3380 | &move_on; |
3426 | <attribute arch="walk_off" value="1" type="fixed" /> |
|
|
3427 | </type> |
3381 | </type> |
3428 | |
3382 | |
3429 | <!--####################################################################--> |
3383 | <!--####################################################################--> |
3430 | <type number="94" name="Pit"> |
3384 | <type number="94" name="Pit"> |
3431 | <ignore> |
3385 | <ignore> |
… | |
… | |
3449 | <attribute arch="no_pick" value="1" type="fixed" /> |
3403 | <attribute arch="no_pick" value="1" type="fixed" /> |
3450 | <attribute arch="connected" editor="connection" type="int"> |
3404 | <attribute arch="connected" editor="connection" type="int"> |
3451 | When a <connection> value is set, the pit can be opened/closed |
3405 | When a <connection> value is set, the pit can be opened/closed |
3452 | by activating the connection. |
3406 | by activating the connection. |
3453 | </attribute> |
3407 | </attribute> |
|
|
3408 | &activate_on; |
3454 | <attribute arch="hp" editor="destination X" type="int"> |
3409 | <attribute arch="hp" editor="destination X" type="int"> |
3455 | The pit will transport creatures (and items) randomly into a two-square |
3410 | The pit will transport creatures (and items) randomly into a two-square |
3456 | radius of the destination coordinates. |
3411 | radius of the destination coordinates. |
3457 | If the destination square becomes blocked, the pit will act like |
3412 | If the destination square becomes blocked, the pit will act like |
3458 | being filled up and not work anymore! |
3413 | being filled up and not work anymore! |
… | |
… | |
3467 | The <position state> defines the position of the gate: |
3422 | The <position state> defines the position of the gate: |
3468 | Zero means completely open/down, the "number of animation-steps" (usually |
3423 | 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 |
3424 | about 6 or 7) means completely closed/up state. I suggest you don't |
3470 | mess with this value - Leave the default in place. |
3425 | mess with this value - Leave the default in place. |
3471 | </attribute> |
3426 | </attribute> |
3472 | <attribute arch="walk_on" editor="swallow walking" type="bool"> |
3427 | &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> |
3428 | </type> |
3485 | |
3429 | |
3486 | <!--####################################################################--> |
3430 | <!--####################################################################--> |
3487 | <type number="7" name="Poison Food"> |
3431 | <type number="7" name="Poison Food"> |
3488 | <description><![CDATA[ |
3432 | <description><![CDATA[ |
… | |
… | |
3524 | </attribute> |
3468 | </attribute> |
3525 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
3469 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
3526 | A godgiven item vanishes as soon as the player |
3470 | A godgiven item vanishes as soon as the player |
3527 | drops it to the ground. |
3471 | drops it to the ground. |
3528 | </attribute> |
3472 | </attribute> |
3529 | <section name="stats"> |
3473 | &player_stat_resist_sections; |
3530 | <attribute arch="Str" editor="strength" type="int"> |
|
|
3531 | The player's strentgh will rise/fall by the given value for permanent |
|
|
3532 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3533 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3534 | stats if positive. |
|
|
3535 | </attribute> |
|
|
3536 | <attribute arch="Dex" editor="dexterity" type="int"> |
|
|
3537 | The player's dexterity will rise/fall by the given value for permanent |
|
|
3538 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3539 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3540 | stats if positive. |
|
|
3541 | </attribute> |
|
|
3542 | <attribute arch="Con" editor="constitution" type="int"> |
|
|
3543 | The player's constitution will rise/fall by the given value for permanent |
|
|
3544 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3545 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3546 | stats if positive. |
|
|
3547 | </attribute> |
|
|
3548 | <attribute arch="Int" editor="intelligence" type="int"> |
|
|
3549 | The player's intelligence will rise/fall by the given value for permanent |
|
|
3550 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3551 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3552 | stats if positive. |
|
|
3553 | </attribute> |
|
|
3554 | <attribute arch="Pow" editor="power" type="int"> |
|
|
3555 | The player's power will rise/fall by the given value for permanent |
|
|
3556 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3557 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3558 | stats if positive. |
|
|
3559 | </attribute> |
|
|
3560 | <attribute arch="Wis" editor="wisdom" type="int"> |
|
|
3561 | The player's wisdom will rise/fall by the given value for permanent |
|
|
3562 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3563 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3564 | stats if positive. |
|
|
3565 | </attribute> |
|
|
3566 | <attribute arch="Cha" editor="charisma" type="int"> |
|
|
3567 | The player's charisma will rise/fall by the given value for permanent |
|
|
3568 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3569 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3570 | stats if positive. |
|
|
3571 | </attribute> |
|
|
3572 | </section> |
|
|
3573 | <section name="resistance"> |
|
|
3574 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
3575 | The player's resistance to physical will rise by this value in percent |
|
|
3576 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3577 | add on the values from the player's equipment. |
|
|
3578 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3579 | </attribute> |
|
|
3580 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
3581 | The player's resistance to magic will rise by this value in percent |
|
|
3582 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3583 | add on the values from the player's equipment. |
|
|
3584 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3585 | </attribute> |
|
|
3586 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
3587 | The player's resistance to fire will rise by this value in percent |
|
|
3588 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3589 | add on the values from the player's equipment. |
|
|
3590 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3591 | </attribute> |
|
|
3592 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
3593 | The player's resistance to electricity will rise by this value in percent |
|
|
3594 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3595 | add on the values from the player's equipment. |
|
|
3596 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3597 | </attribute> |
|
|
3598 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
3599 | The player's resistance to cold will rise by this value in percent |
|
|
3600 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3601 | add on the values from the player's equipment. |
|
|
3602 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3603 | </attribute> |
|
|
3604 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
3605 | The player's resistance to acid will rise by this value in percent |
|
|
3606 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3607 | add on the values from the player's equipment. |
|
|
3608 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3609 | </attribute> |
|
|
3610 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
3611 | The player's resistance to confusion will rise by this value in percent |
|
|
3612 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3613 | add on the values from the player's equipment. |
|
|
3614 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3615 | </attribute> |
|
|
3616 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
3617 | The player's resistance to weaponmagic will rise by this value in percent |
|
|
3618 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3619 | add on the values from the player's equipment. |
|
|
3620 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3621 | </attribute> |
|
|
3622 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
3623 | The player's resistance to paralyze will rise by this value in percent |
|
|
3624 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3625 | add on the values from the player's equipment. |
|
|
3626 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3627 | </attribute> |
|
|
3628 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
3629 | The player's resistance to draining will rise by this value in percent |
|
|
3630 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3631 | add on the values from the player's equipment. |
|
|
3632 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3633 | </attribute> |
|
|
3634 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
3635 | The player's resistance to depletion will rise by this value in percent |
|
|
3636 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3637 | add on the values from the player's equipment. |
|
|
3638 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3639 | </attribute> |
|
|
3640 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
3641 | The player's resistance to poison will rise by this value in percent |
|
|
3642 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3643 | add on the values from the player's equipment. |
|
|
3644 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3645 | </attribute> |
|
|
3646 | </section> |
|
|
3647 | </type> |
3474 | </type> |
3648 | |
3475 | |
3649 | <!--####################################################################--> |
3476 | <!--####################################################################--> |
3650 | <type number="156" name="Power Crystal"> |
3477 | <type number="156" name="Power Crystal"> |
3651 | <description><![CDATA[ |
3478 | <description><![CDATA[ |
… | |
… | |
3836 | <use><![CDATA[ |
3663 | <use><![CDATA[ |
3837 | Avoid monsters stepping on your runes. For example, summoning runes |
3664 | Avoid monsters stepping on your runes. For example, summoning runes |
3838 | together with spellcasting- and attack-runes is usually a bad idea. ]]> |
3665 | together with spellcasting- and attack-runes is usually a bad idea. ]]> |
3839 | </use> |
3666 | </use> |
3840 | <attribute arch="no_pick" value="1" type="fixed" /> |
3667 | <attribute arch="no_pick" value="1" type="fixed" /> |
3841 | <attribute arch="walk_on" value="1" type="fixed" /> |
3668 | &move_on; |
3842 | <attribute arch="level" editor="rune level" type="int"> |
3669 | <attribute arch="level" editor="rune level" type="int"> |
3843 | This value sets the level the rune will cast the spell it contains at, |
3670 | 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. |
3671 | if applicable. A level 99 rune casts a very, very mean spell of whatever. |
3845 | (<rune level> 0 runes won't detonate at all!) |
3672 | (<rune level> 0 runes won't detonate at all!) |
3846 | |
3673 | |
… | |
… | |
3920 | It is absolutely neccessary that a place with savebeds is 100% secure. |
3747 | It is absolutely neccessary that a place with savebeds is 100% secure. |
3921 | That means: |
3748 | That means: |
3922 | <UL> |
3749 | <UL> |
3923 | <LI> Monsters must not be able to reach the savebeds under any circumstances! |
3750 | <LI> Monsters must not be able to reach the savebeds under any circumstances! |
3924 | <LI> If there are NPCs around, make sure they have the friendly-flag set. |
3751 | <LI> If there are NPCs around, make sure they have the friendly-flag set. |
3925 | <LI> Insert a relyable exit! Make sure there is no possibility that |
3752 | <LI> Insert a reliable exit! Make sure there is no possibility that |
3926 | players get trapped in a savebed location. |
3753 | players get trapped in a savebed location. |
3927 | <LI> If possible, mark the whole site as no-spell area (Insert this |
3754 | <LI> If possible, mark the whole site as no-spell area (Insert this |
3928 | arch called "dungeon_magic" everywhere). This is not required, |
3755 | arch called "dungeon_magic" everywhere). This is not required, |
3929 | but it makes the place much more safe. |
3756 | but it makes the place much more safe. |
3930 | </UL> ]]> |
3757 | </UL> ]]> |
… | |
… | |
3985 | </type> |
3812 | </type> |
3986 | |
3813 | |
3987 | <!--####################################################################--> |
3814 | <!--####################################################################--> |
3988 | <type number="14" name="Shooting Weapon"> |
3815 | <type number="14" name="Shooting Weapon"> |
3989 | <description><![CDATA[ |
3816 | <description><![CDATA[ |
3990 | Schooting weapons like bows/crossbows are used to shoot projectiles |
3817 | Shooting weapons like bows/crossbows are used to shoot projectiles |
3991 | (arrows/bolts). Shooting weapons and normal (melee) weapons can be |
3818 | (arrows/bolts). Shooting weapons and normal (melee) weapons can be |
3992 | wielded both at the same time. Like with any other equipment, |
3819 | wielded both at the same time. Like with any other equipment, |
3993 | stats/bonuses from shooting weapons are directly inherited to the player. |
3820 | stats/bonuses from shooting weapons are directly inherited to the player. |
3994 | <br><br> |
3821 | <br><br> |
3995 | It's very easy to add new pairs of weapons & projectiles. |
3822 | It's very easy to add new pairs of weapons & projectiles. |
… | |
… | |
3997 | weapon and projectile. ]]> |
3824 | weapon and projectile. ]]> |
3998 | </description> |
3825 | </description> |
3999 | <use><![CDATA[ |
3826 | <use><![CDATA[ |
4000 | Shooting weapons should not add bonuses in general. There's already |
3827 | Shooting weapons should not add bonuses in general. There's already |
4001 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
3828 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
4002 | Schooting weapons should especially not add bonuses to the player |
3829 | Shooting weapons should especially not add bonuses to the player |
4003 | that have nothing to do with schooting. A Wisdom bonus on a bow |
3830 | 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 |
3831 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
4005 | - still crap. ]]> |
3832 | - still crap. ]]> |
4006 | </use> |
3833 | </use> |
4007 | <attribute arch="race" editor="ammunition class" type="string"> |
3834 | <attribute arch="race" editor="ammunition class" type="string"> |
… | |
… | |
4039 | amount of <item power>, depending on their own level. This is the |
3866 | amount of <item power>, depending on their own level. This is the |
4040 | only way to prevent low level players to wear "undeserved" equipment |
3867 | only way to prevent low level players to wear "undeserved" equipment |
4041 | (like gifts from other players or cheated items). |
3868 | (like gifts from other players or cheated items). |
4042 | |
3869 | |
4043 | It is very important to adjust the <item power> value carefully |
3870 | It is very important to adjust the <item power> value carefully |
4044 | for every artifact you create! If zero/unset, the CF server will |
3871 | for every artifact you create! If zero/unset, the Deliantra server will |
4045 | calculate a provisional value at runtime, but this is never |
3872 | calculate a provisional value at runtime, but this is never |
4046 | going to be an accurate measurement of <item power>. |
3873 | going to be an accurate measurement of <item power>. |
4047 | </attribute> |
3874 | </attribute> |
4048 | <attribute arch="no_strength" editor="ignore strength" type="bool"> |
3875 | <attribute arch="no_strength" editor="ignore strength" type="bool"> |
4049 | Usually the player's strentgh takes effect on the damage |
3876 | Usually the player's strentgh takes effect on the damage |
… | |
… | |
4188 | <use><![CDATA[ |
4015 | <use><![CDATA[ |
4189 | As stated above, always place TWO shop mats into your shop. |
4016 | As stated above, always place TWO shop mats into your shop. |
4190 | Not more and not less than that. ]]> |
4017 | Not more and not less than that. ]]> |
4191 | </use> |
4018 | </use> |
4192 | <attribute arch="no_pick" value="1" type="fixed" /> |
4019 | <attribute arch="no_pick" value="1" type="fixed" /> |
4193 | <attribute arch="walk_on" editor="apply by walking" type="bool"> |
4020 | &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> |
4021 | </type> |
4202 | |
4022 | |
4203 | <!--####################################################################--> |
4023 | <!--####################################################################--> |
4204 | <type number="98" name="Sign & MagicMouth"> |
4024 | <type number="98" name="Sign & MagicMouth"> |
4205 | <ignore> |
4025 | <ignore> |
… | |
… | |
4222 | the connection is triggered. This should be used in combination with |
4042 | the connection is triggered. This should be used in combination with |
4223 | <invisible> enabled and <activate by walking/flying> disabled. |
4043 | <invisible> enabled and <activate by walking/flying> disabled. |
4224 | If activating your magic_mouth this way, the message will not only be |
4044 | 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. |
4045 | printed to one player, but all players on the current map. |
4226 | </attribute> |
4046 | </attribute> |
4227 | <attribute arch="walk_on" editor="activate by walking" type="bool"> |
4047 | &activate_on; |
4228 | If set, the player gets the message when walking ontop of the object. |
4048 | &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"> |
4049 | <attribute arch="food" editor="counter" type="int"> |
4239 | If a counter-value is set (greater zero), the sign/magic_mouth can be applied |
4050 | 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 |
4051 | (printing the message) only that many times. For signs this really shouldn't |
4241 | be used, while for magic_mouths it is extremely helpful. |
4052 | be used, while for magic_mouths it is extremely helpful. |
4242 | Monsters walking over the magic_mouth do not decrease the counter. |
4053 | 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. |
4059 | 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). |
4060 | Otherwise set <counter> zero/unset for infinite use (that is the default). |
4250 | </attribute> |
4061 | </attribute> |
4251 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
4062 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
4252 | This text will be displayed to the player. |
4063 | This text will be displayed to the player. |
|
|
4064 | </attribute> |
|
|
4065 | </type> |
|
|
4066 | |
|
|
4067 | <type number="150" name="Shop Inventory"> |
|
|
4068 | <ignore> |
|
|
4069 | <ignore_list name="non_pickable" /> |
|
|
4070 | </ignore> |
|
|
4071 | <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]> |
|
|
4072 | </description> |
|
|
4073 | <use><![CDATA[Use these signs to present the player a list of the items in the shop]]> |
|
|
4074 | </use> |
|
|
4075 | <attribute arch="shop_coords" editor="shop rectangle" type="string"> |
|
|
4076 | The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on |
|
|
4077 | the map that will be searched for unpaid items. |
4253 | </attribute> |
4078 | </attribute> |
4254 | </type> |
4079 | </type> |
4255 | |
4080 | |
4256 | <!--####################################################################--> |
4081 | <!--####################################################################--> |
4257 | <type number="43" name="Skill"> |
4082 | <type number="43" name="Skill"> |
… | |
… | |
4294 | expmul is 1, the player will get 500 added to that skill as well as |
4119 | expmul is 1, the player will get 500 added to that skill as well as |
4295 | 500 to their total. |
4120 | 500 to their total. |
4296 | </attribute> |
4121 | </attribute> |
4297 | <attribute arch="subtype" editor="skill type" type="list_skill_type"> |
4122 | <attribute arch="subtype" editor="skill type" type="list_skill_type"> |
4298 | The <skill type> defines the base functionality of the skill. |
4123 | The <skill type> defines the base functionality of the skill. |
4299 | Skill types are hardcoded in the Crossfire server. It isn't hard to |
4124 | Skill types are hardcoded in the Deliantra server. It isn't hard to |
4300 | create new skill types, but it requires a bit of server-coding. |
4125 | create new skill types, but it requires a bit of server-coding. |
4301 | </attribute> |
4126 | </attribute> |
4302 | <attribute arch="level" editor="level" type="int"> |
4127 | <attribute arch="level" editor="level" type="int"> |
4303 | </attribute> |
4128 | </attribute> |
4304 | <attribute arch="exp" editor="experience" type="int"> |
4129 | <attribute arch="exp" editor="experience" type="int"> |
… | |
… | |
4503 | 45 degrees per <direction number>. Negative values spin clockwise, |
4328 | 45 degrees per <direction number>. Negative values spin clockwise, |
4504 | positive values counter clockwise. |
4329 | positive values counter clockwise. |
4505 | |
4330 | |
4506 | Example: <direction number> -2 means spin 90 degrees clockwise. |
4331 | Example: <direction number> -2 means spin 90 degrees clockwise. |
4507 | </attribute> |
4332 | </attribute> |
4508 | <attribute arch="walk_on" value="1" type="fixed" /> |
4333 | &move_on; |
4509 | <attribute arch="fly_on" value="1" type="fixed" /> |
|
|
4510 | </type> |
4334 | </type> |
4511 | |
4335 | |
4512 | <!--####################################################################--> |
4336 | <!--####################################################################--> |
4513 | <type number="138" name="Swamp"> |
4337 | <type number="138" name="Swamp"> |
4514 | <ignore> |
4338 | <ignore> |
… | |
… | |
4520 | he will start to sink in and eventually drown and die. |
4344 | he will start to sink in and eventually drown and die. |
4521 | Items dropped on the swamp sink in and dissapear. |
4345 | Items dropped on the swamp sink in and dissapear. |
4522 | Players with knowledge of the woodsman skill are a lot less likely |
4346 | Players with knowledge of the woodsman skill are a lot less likely |
4523 | to die in the swamp. ]]> |
4347 | to die in the swamp. ]]> |
4524 | </description> |
4348 | </description> |
4525 | <attribute arch="walk_on" value="1" type="fixed" /> |
|
|
4526 | <attribute arch="is_floor" value="1" type="fixed" /> |
4349 | <attribute arch="is_floor" value="1" type="fixed" /> |
4527 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4350 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4528 | <attribute arch="speed" editor="drowning speed" type="float"> |
4351 | <attribute arch="speed" editor="drowning speed" type="float"> |
4529 | The higher the <drowning speed>, the faster will players and items |
4352 | 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 |
4353 | 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. |
4354 | and unexpected death-trap. Players should get a warning before such areas. |
4532 | </attribute> |
4355 | </attribute> |
4533 | <attribute arch="slow_move" editor="slow movement" type="int"> |
4356 | &speed_left; |
4534 | If <slow movement> is set to a value greater zero, all |
4357 | &move_on; |
4535 | creatures moving over this spot will be slower than normal. |
4358 | &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"> |
4359 | <attribute arch="no_magic" editor="no spells" type="bool"> |
4543 | If enabled, it is impossible for players to use (wizard-) |
4360 | If enabled, it is impossible for players to use (wizard-) |
4544 | spells on that spot. |
4361 | spells on that spot. |
4545 | </attribute> |
4362 | </attribute> |
4546 | <attribute arch="damned" editor="no prayers" type="bool"> |
4363 | <attribute arch="damned" editor="no prayers" type="bool"> |
… | |
… | |
4621 | <attribute arch="connected" editor="connection" type="int"> |
4438 | <attribute arch="connected" editor="connection" type="int"> |
4622 | If a connection value is set, the teleporter will be activated |
4439 | If a connection value is set, the teleporter will be activated |
4623 | whenever the connection is triggered. To use this properly, |
4440 | whenever the connection is triggered. To use this properly, |
4624 | <activation speed> must be zero. |
4441 | <activation speed> must be zero. |
4625 | </attribute> |
4442 | </attribute> |
|
|
4443 | &activate_on; |
4626 | <attribute arch="speed" editor="activation speed" type="float"> |
4444 | <attribute arch="speed" editor="activation speed" type="float"> |
4627 | If the <activation speed> is nonzero, the teleporter will |
4445 | If the <activation speed> is nonzero, the teleporter will |
4628 | automatically be activated in regular time-intervals. Hence, the |
4446 | automatically be activated in regular time-intervals. Hence, the |
4629 | player can just step on it and gets teleported sooner or later. |
4447 | player can just step on it and gets teleported sooner or later. |
4630 | The duration between two activates depends on the given value. |
4448 | The duration between two activates depends on the given value. |
4631 | Default in the teleporter arch is <activation speed> 0.1. |
4449 | Default in the teleporter arch is <activation speed> 0.1. |
4632 | |
4450 | |
4633 | VERY IMPORTANT: If you want to have your teleporter activated via |
4451 | VERY IMPORTANT: If you want to have your teleporter activated via |
4634 | button/handle/magic_ear/etc, you must set <activation speed> to zero! |
4452 | button/handle/magic_ear/etc, you must set <activation speed> to zero! |
4635 | </attribute> |
4453 | </attribute> |
|
|
4454 | &speed_left; |
4636 | </type> |
4455 | </type> |
4637 | |
4456 | |
4638 | <!--####################################################################--> |
4457 | <!--####################################################################--> |
4639 | <type number="26" name="Timed Gate"> |
4458 | <type number="26" name="Timed Gate"> |
4640 | <ignore> |
4459 | <ignore> |
4641 | <ignore_list name="non_pickable" /> |
4460 | <ignore_list name="non_pickable" /> |
4642 | </ignore> |
4461 | </ignore> |
4643 | <description><![CDATA[ |
4462 | <description><![CDATA[ |
4644 | Gates play an important role in Crossfire. Gates can be opened |
4463 | Gates play an important role in Deliantra. Gates can be opened |
4645 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
4464 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
4646 | or carrying special key-objects (-> inventory checker). |
4465 | or carrying special key-objects (-> inventory checker). |
4647 | Unlike locked doors, gates can get shut again after a player has |
4466 | Unlike locked doors, gates can get shut again after a player has |
4648 | passed, which makes them more practical in many cases. Unlike normal |
4467 | passed, which makes them more practical in many cases. Unlike normal |
4649 | gates, timed gates open when triggered but automatically close again |
4468 | gates, timed gates open when triggered but automatically close again |
… | |
… | |
4659 | Whenever the inventory checker is triggered, all objects with identical |
4478 | Whenever the inventory checker is triggered, all objects with identical |
4660 | <connection> value get activated. This only makes sense together with |
4479 | <connection> value get activated. This only makes sense together with |
4661 | <blocking passage> disabled. If unset, the gate opens automatically |
4480 | <blocking passage> disabled. If unset, the gate opens automatically |
4662 | after some time. |
4481 | after some time. |
4663 | </attribute> |
4482 | </attribute> |
|
|
4483 | &activate_on; |
4664 | <attribute arch="wc" editor="position state" type="int"> |
4484 | <attribute arch="wc" editor="position state" type="int"> |
4665 | The <position state> defines the position of the gate: |
4485 | The <position state> defines the position of the gate: |
4666 | Zero means completely open/down, the "number of animation-steps" (usually |
4486 | 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 |
4487 | about 6 or 7) means completely closed/up state. I suggest you don't |
4668 | mess with this value - Leave the default in place. |
4488 | mess with this value - Leave the default in place. |
4669 | </attribute> |
4489 | </attribute> |
4670 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
4490 | &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"> |
4491 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
4675 | Restricting the use of spells to pass this gate. This has |
4492 | Restricting the use of spells to pass this gate. This has |
4676 | an effect only if <block view> is disabled. |
4493 | an effect only if <block view> is disabled. |
4677 | </attribute> |
4494 | </attribute> |
4678 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
4495 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
… | |
… | |
4702 | and generally have either a physical attack or trigger a reaction. |
4519 | and generally have either a physical attack or trigger a reaction. |
4703 | <br><br> |
4520 | <br><br> |
4704 | Traps hit any monster or person who steps on them for 'dam' damage in |
4521 | Traps hit any monster or person who steps on them for 'dam' damage in |
4705 | 'attacktype' attacktype and/or trigger a reaction. |
4522 | 'attacktype' attacktype and/or trigger a reaction. |
4706 | <br><br> |
4523 | <br><br> |
4707 | Many traps are already defined in the archetypes. ]]> |
4524 | Many traps are already defined in the archetypes.]]> |
4708 | </description> |
4525 | </description> |
4709 | <use><![CDATA[ |
4526 | <use><![CDATA[ |
4710 | Avoid monsters stepping on your traps. For example, a party of orcs setting |
4527 | 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. ]]> |
4528 | off your lightning wall and pit trap is usually a bad idea.]]> |
4712 | </use> |
4529 | </use> |
4713 | <attribute arch="no_pick" value="1" type="fixed" /> |
4530 | <attribute arch="no_pick" value="1" type="fixed" /> |
4714 | <attribute arch="walk_on" value="1" type="fixed" /> |
4531 | &move_on; |
4715 | <attribute arch="level" editor="trap level" type="int"> |
4532 | <attribute arch="level" editor="trap level" type="int"> |
4716 | Level effects how easily a trap may be found and disarmed, and |
4533 | 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 |
4534 | 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 |
4535 | traps can be quite a cheap source of experience! So either make them |
4719 | tough, or keep the level low. |
4536 | tough, or keep the level low. |
… | |
… | |
4762 | Trapdoors should be used in the same fashion as pits: |
4579 | Trapdoors should be used in the same fashion as pits: |
4763 | They should always drop the victims to some kind of lower level. They |
4580 | 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. ]]> |
4581 | are not supposed to be used to randomly interconnect maps like teleporters. ]]> |
4765 | </use> |
4582 | </use> |
4766 | <attribute arch="no_pick" value="1" type="fixed" /> |
4583 | <attribute arch="no_pick" value="1" type="fixed" /> |
4767 | <attribute arch="walk_on" value="1" type="fixed" /> |
4584 | &move_on; |
4768 | <attribute arch="weight" editor="hold weight" type="int"> |
4585 | <attribute arch="weight" editor="hold weight" type="int"> |
4769 | This value defines how much weight the trapdoor can hold. |
4586 | This value defines how much weight the trapdoor can hold. |
4770 | Once items or creatures are gathered on the trapdoor, with |
4587 | Once items or creatures are gathered on the trapdoor, with |
4771 | a total weight surpassing this value, then the trapdoor will |
4588 | a total weight surpassing this value, then the trapdoor will |
4772 | open and things start falling through. |
4589 | open and things start falling through. |
… | |
… | |
4908 | <attribute arch="unpaid" /> |
4725 | <attribute arch="unpaid" /> |
4909 | </ignore> |
4726 | </ignore> |
4910 | <description><![CDATA[ |
4727 | <description><![CDATA[ |
4911 | Walls usually block passage and sight. ]]> |
4728 | Walls usually block passage and sight. ]]> |
4912 | </description> |
4729 | </description> |
4913 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
4730 | &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"> |
4731 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4917 | If set, the object is able to "roll", so it can be pushed around. |
4732 | If set, the object is able to "roll", so it can be pushed around. |
4918 | This setting is used for boulders and barrels. |
4733 | This setting is used for boulders and barrels. |
4919 | </attribute> |
4734 | </attribute> |
4920 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
4735 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
… | |
… | |
5015 | </attribute> |
4830 | </attribute> |
5016 | <attribute arch="ac" editor="armour class" type="int"> |
4831 | <attribute arch="ac" editor="armour class" type="int"> |
5017 | Weak walls of high <armour class> are less likely to get hit. |
4832 | Weak walls of high <armour class> are less likely to get hit. |
5018 | <armour class> can be considered the "counterpiece" to <weapon class>. |
4833 | <armour class> can be considered the "counterpiece" to <weapon class>. |
5019 | </attribute> |
4834 | </attribute> |
5020 | <section name="resistance"> |
4835 | &resistances_basic; |
5021 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
5022 | </attribute> |
|
|
5023 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
5024 | </attribute> |
|
|
5025 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
5026 | </attribute> |
|
|
5027 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
5028 | </attribute> |
|
|
5029 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
5030 | </attribute> |
|
|
5031 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
5032 | </attribute> |
|
|
5033 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
5034 | </attribute> |
|
|
5035 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
5036 | </attribute> |
|
|
5037 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
5038 | </attribute> |
|
|
5039 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
5040 | </attribute> |
|
|
5041 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
5042 | </attribute> |
|
|
5043 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
5044 | </attribute> |
|
|
5045 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
5046 | </attribute> |
|
|
5047 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
5048 | </attribute> |
|
|
5049 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
5050 | </attribute> |
|
|
5051 | <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int"> |
|
|
5052 | </attribute> |
|
|
5053 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
5054 | </attribute> |
|
|
5055 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
5056 | </attribute> |
|
|
5057 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
5058 | </attribute> |
|
|
5059 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
5060 | </attribute> |
|
|
5061 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
|
|
5062 | </attribute> |
|
|
5063 | </section> |
|
|
5064 | </type> |
4836 | </type> |
5065 | |
4837 | |
5066 | <!--####################################################################--> |
4838 | <!--####################################################################--> |
5067 | <type number="15" name="Weapon"> |
4839 | <type number="15" name="Weapon"> |
5068 | <description><![CDATA[ |
4840 | <description><![CDATA[ |
… | |
… | |
5136 | amount of <item power>, depending on their own level. This is the |
4908 | amount of <item power>, depending on their own level. This is the |
5137 | only way to prevent low level players to wear "undeserved" equipment |
4909 | only way to prevent low level players to wear "undeserved" equipment |
5138 | (like gifts from other players or cheated items). |
4910 | (like gifts from other players or cheated items). |
5139 | |
4911 | |
5140 | It is very important to adjust the <item power> value carefully |
4912 | It is very important to adjust the <item power> value carefully |
5141 | for every artifact you create! If zero/unset, the CF server will |
4913 | for every artifact you create! If zero/unset, the Deliantra server will |
5142 | calculate a provisional value at runtime, but this is never |
4914 | calculate a provisional value at runtime, but this is never |
5143 | going to be an accurate measurement of <item power>. |
4915 | going to be an accurate measurement of <item power>. |
5144 | </attribute> |
4916 | </attribute> |
5145 | <attribute arch="damned" editor="damnation" type="bool"> |
4917 | <attribute arch="damned" editor="damnation" type="bool"> |
5146 | A damned weapon cannot be unwielded unless |
4918 | A damned weapon cannot be unwielded unless |
… | |
… | |
5166 | </attribute> |
4938 | </attribute> |
5167 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
4939 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
5168 | A godgiven item vanishes as soon as the player |
4940 | A godgiven item vanishes as soon as the player |
5169 | drops it to the ground. |
4941 | drops it to the ground. |
5170 | </attribute> |
4942 | </attribute> |
5171 | <section name="resistance"> |
4943 | &player_stat_resist_sections; |
5172 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
5173 | This adds physical resistance to the weapon (= armour value). The number is |
|
|
5174 | a percent-value in the range 0-100. Treat this with CARE. Look at other maps |
|
|
5175 | and what they require to do for getting this-and-that artifact. |
|
|
5176 | </attribute> |
|
|
5177 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
5178 | This adds magic resistance to the weapon. The number is a percent-value in |
|
|
5179 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5180 | require to do for getting this-and-that artifact. |
|
|
5181 | </attribute> |
|
|
5182 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
5183 | This adds fire resistance to the weapon. The number is a percent-value in |
|
|
5184 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5185 | require to do for getting this-and-that artifact. |
|
|
5186 | </attribute> |
|
|
5187 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
5188 | This adds electricity resistance to the weapon. The number is a percent-value in |
|
|
5189 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5190 | require to do for getting this-and-that artifact. |
|
|
5191 | </attribute> |
|
|
5192 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
5193 | This adds fire resistance to the weapon. The number is a percent-value in |
|
|
5194 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5195 | require to do for getting this-and-that artifact. |
|
|
5196 | </attribute> |
|
|
5197 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
5198 | This adds confusion resistance to the weapon. The number is a percent-value in |
|
|
5199 | the range 0-100. Confusion resistance is not very effective |
|
|
5200 | unless the value comes close to 100 (= perfect immunity). |
|
|
5201 | </attribute> |
|
|
5202 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
5203 | This adds acid resistance to the weapon. The number is a percent-value in |
|
|
5204 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5205 | require to do for getting this-and-that artifact. |
|
|
5206 | </attribute> |
|
|
5207 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
5208 | This adds draining resistance to the weapon. The number is a percent-value |
|
|
5209 | in the range 0-100. Draining resistance is little effective |
|
|
5210 | unless the value is 100 (= perfect immunity). |
|
|
5211 | </attribute> |
|
|
5212 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
5213 | This adds weaponmagic resistance to the weapon. The number is a percent-value in |
|
|
5214 | the range 0-100. Weaponmagic resistance generally should not exist on |
|
|
5215 | equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) |
|
|
5216 | are not meant to be easily resisted. |
|
|
5217 | </attribute> |
|
|
5218 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
5219 | This adds ghosthit resistance to the weapon. The number is a percent-value |
|
|
5220 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5221 | require to do for getting this-and-that artifact. |
|
|
5222 | </attribute> |
|
|
5223 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
5224 | This adds poison resistance to the weapon. The number is a percent-value in |
|
|
5225 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5226 | require to do for getting this-and-that artifact. |
|
|
5227 | </attribute> |
|
|
5228 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
5229 | This adds fear resistance to the weapon. The number is a percent-value in |
|
|
5230 | the range 0-100. Resistance to fear is pretty useless. |
|
|
5231 | </attribute> |
|
|
5232 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
5233 | This adds paralyze resistance to the weapon. The number is a percent-value in |
|
|
5234 | the range 0-100. Paralyze resistance is little effective |
|
|
5235 | unless the value is 100 (= perfect immunity). |
|
|
5236 | </attribute> |
|
|
5237 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
5238 | This adds fear resistance to the weapon. The number is a percent-value in |
|
|
5239 | the range 0-100. Resistance to fear is pretty useless. |
|
|
5240 | </attribute> |
|
|
5241 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
5242 | This adds depletion resistance to the weapon. The number is a percent-value |
|
|
5243 | in the range 0-100. Depletion resistance is little effective |
|
|
5244 | unless the value is 100 (= perfect immunity). |
|
|
5245 | </attribute> |
|
|
5246 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
5247 | This adds death-attack resistance to the weapon. The number is a |
|
|
5248 | percent-value in the range 0-100. Death-attack resistance is little |
|
|
5249 | effective unless the value is 100 (= perfect immunity). |
|
|
5250 | Generally, resistance to death-attack is not supposed to be |
|
|
5251 | available to players! |
|
|
5252 | </attribute> |
|
|
5253 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
5254 | This adds chaos resistance to the weapon. The number is a percent-value in |
|
|
5255 | 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 | Note that chaos is not a stand-alone attacktype. Chaos "contains" a |
|
|
5258 | combination of other attacktypes. |
|
|
5259 | </attribute> |
|
|
5260 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
5261 | This adds blinding resistance to the weapon. The number is a percent-value |
|
|
5262 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5263 | require to do for getting this-and-that artifact. |
|
|
5264 | </attribute> |
|
|
5265 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
5266 | This adds holy power resistance to the weapon. The number is a percent-value |
|
|
5267 | in the range 0-100. Holy power is the attacktype that holyword-type spells |
|
|
5268 | use to hurt undead creatures. This kind of resistance is only reasonable |
|
|
5269 | for undead players (wraith or devourer cult). |
|
|
5270 | Generally, resistance to holy word should not be available for players. |
|
|
5271 | </attribute> |
|
|
5272 | </section> |
|
|
5273 | <section name="stats"> |
|
|
5274 | <attribute arch="Str" editor="strength" type="int"> |
|
|
5275 | The player's strentgh will rise/fall by the given value |
|
|
5276 | while wearing this weapon. |
|
|
5277 | </attribute> |
|
|
5278 | <attribute arch="Dex" editor="dexterity" type="int"> |
|
|
5279 | The player's dexterity will rise/fall by the given value |
|
|
5280 | while wearing this weapon. |
|
|
5281 | </attribute> |
|
|
5282 | <attribute arch="Con" editor="constitution" type="int"> |
|
|
5283 | The player's constitution will rise/fall by the given value |
|
|
5284 | while wearing this weapon. |
|
|
5285 | </attribute> |
|
|
5286 | <attribute arch="Int" editor="intelligence" type="int"> |
|
|
5287 | The player's intelligence will rise/fall by the given value |
|
|
5288 | while wearing this weapon. |
|
|
5289 | </attribute> |
|
|
5290 | <attribute arch="Pow" editor="power" type="int"> |
|
|
5291 | The player's power will rise/fall by the given value |
|
|
5292 | while wearing this weapon. |
|
|
5293 | </attribute> |
|
|
5294 | <attribute arch="Wis" editor="wisdom" type="int"> |
|
|
5295 | The player's wisdom will rise/fall by the given value while |
|
|
5296 | wearing this weapon. |
|
|
5297 | </attribute> |
|
|
5298 | <attribute arch="Cha" editor="charisma" type="int"> |
|
|
5299 | The player's charisma will rise/fall by the given value |
|
|
5300 | while wearing this weapon. |
|
|
5301 | </attribute> |
|
|
5302 | </section> |
|
|
5303 | <section name="misc"> |
4944 | <section name="misc"> |
5304 | <attribute arch="luck" editor="luck bonus" type="int"> |
4945 | <attribute arch="luck" editor="luck bonus" type="int"> |
5305 | With positive luck bonus, the player is more likely to |
4946 | With positive luck bonus, the player is more likely to |
5306 | succeed in all sorts of things (spellcasting, praying,...). |
4947 | succeed in all sorts of things (spellcasting, praying,...). |
5307 | Unless the <luck bonus> is very high, the effect will be |
4948 | Unless the <luck bonus> is very high, the effect will be |
… | |
… | |
5386 | </type> |
5027 | </type> |
5387 | |
5028 | |
5388 | <type number="116" name="Event Connector"> |
5029 | <type number="116" name="Event Connector"> |
5389 | <description><![CDATA[ |
5030 | <description><![CDATA[ |
5390 | Event connectors link specific events that happen to objects to |
5031 | Event connectors link specific events that happen to objects to |
5391 | a crossfire plug-in. ]]> |
5032 | a crossfire plug-in. They are not used at all in Deliantra ]]> |
5392 | </description> |
5033 | </description> |
5393 | <attribute arch="subtype" editor="event type" type="list_event_type"> |
|
|
5394 | The type of event that triggers a notify to the plug-in. |
|
|
5395 | </attribute> |
|
|
5396 | <attribute arch="title" editor="plug-in" type="string"> |
|
|
5397 | The name of the plug-in that should be notified of the event, e.g. "cfpython" |
|
|
5398 | for python and "perl" for the Crossfire-Perl plug-in. |
|
|
5399 | </attribute> |
|
|
5400 | <attribute arch="slaying" editor="extension" type="string"> |
|
|
5401 | The name of the extension to invoke (for python, this is the path to a script, |
|
|
5402 | for perl this is the name of a extension package without the ".ext" extension. |
|
|
5403 | </attribute> |
|
|
5404 | <attribute arch="name" editor="options" type="string"> |
|
|
5405 | A string that is passed unaltered to the extension above. Often used to pass |
|
|
5406 | options to the extension that alter its behaviour. |
|
|
5407 | </attribute> |
|
|
5408 | </type> |
5034 | </type> |
5409 | |
5035 | |
5410 | </types> |
5036 | </types> |