… | |
… | |
108 | editor CDATA #IMPLIED |
108 | editor CDATA #IMPLIED |
109 | value CDATA #IMPLIED |
109 | value CDATA #IMPLIED |
110 | length CDATA #IMPLIED |
110 | length CDATA #IMPLIED |
111 | true CDATA #IMPLIED |
111 | true CDATA #IMPLIED |
112 | false CDATA #IMPLIED> |
112 | false CDATA #IMPLIED> |
|
|
113 | |
|
|
114 | <!ENTITY move_on " |
|
|
115 | <attribute arch='move_on' editor='movement type' type='bitmask_movement_type'> |
|
|
116 | Which movement types automatically (as opposed to manually) activate this object. |
|
|
117 | </attribute> |
|
|
118 | "> |
|
|
119 | <!ENTITY move_off " |
|
|
120 | <attribute arch='move_off' editor='movement type' type='bitmask_movement_type'> |
|
|
121 | Which movement types deactivate this object (e.g. button). |
|
|
122 | </attribute> |
|
|
123 | "> |
|
|
124 | <!ENTITY move_type " |
|
|
125 | <attribute arch='move_type' editor='movement type' type='bitmask_movement_type'> |
|
|
126 | Determines which kinds of movement this object can use (e.g. for monsters) |
|
|
127 | or grants (e.g. for amulets). |
|
|
128 | </attribute> |
|
|
129 | "> |
|
|
130 | <!ENTITY movement_types_terrain " |
|
|
131 | <attribute arch='move_block' editor='blocked movement' type='bitmask_movement_type'> |
|
|
132 | Objects using these movement types cannot move over this space. |
|
|
133 | </attribute> |
|
|
134 | <attribute arch='move_allow' editor='allowed movement' type='bitmask_movement_type'> |
|
|
135 | Objects using these movement types are allowed to move over this space. Takes |
|
|
136 | precedence over 'blocked movements'. |
|
|
137 | </attribute> |
|
|
138 | <attribute arch='move_slow' editor='slowed movement' type='bitmask_movement_type'> |
|
|
139 | The types of movement that should by slowed down by the 'slow movement penalty'. |
|
|
140 | </attribute> |
|
|
141 | <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> |
|
|
142 | If <slow movement> is set to a value greater zero, all |
|
|
143 | creatures matching 'slow move' will be slower than normal on this spot. |
|
|
144 | |
|
|
145 | <slow movement> 1 - rough terrain |
|
|
146 | <slow movement> 2 - very rough terrain |
|
|
147 | ... |
|
|
148 | <slow movement> 5 - default for deep swamp |
|
|
149 | ... |
|
|
150 | <slow movement> 7 - spider web (sticky as hell) |
|
|
151 | </attribute> |
|
|
152 | "> |
|
|
153 | <!ENTITY speed_left " |
|
|
154 | <attribute arch='speed_left' editor='speed left' type='float'> |
|
|
155 | The speed left to the object. On every tick, if this value is higher |
|
|
156 | than 0, the object acts/triggers/moves etc. and the value gets |
|
|
157 | decremented by 1. Otherwise, it is incremented by <speed> on |
|
|
158 | every tick. |
|
|
159 | </attribute> |
|
|
160 | "> |
113 | ]> |
161 | ]> |
114 | |
162 | |
115 | <types> |
163 | <types> |
116 | |
164 | |
117 | <!--###################### bitmask definitions ######################--> |
165 | <!--###################### bitmask definitions ######################--> |
… | |
… | |
150 | <entry bit="4" name="Wood" /> |
198 | <entry bit="4" name="Wood" /> |
151 | <entry bit="5" name="Organics" /> |
199 | <entry bit="5" name="Organics" /> |
152 | <entry bit="6" name="Stone" /> |
200 | <entry bit="6" name="Stone" /> |
153 | <entry bit="7" name="Cloth" /> |
201 | <entry bit="7" name="Cloth" /> |
154 | <entry bit="8" name="Adamantite" /> |
202 | <entry bit="8" name="Adamantite" /> |
|
|
203 | <entry bit="9" name="Liquid" /> |
|
|
204 | <entry bit="10" name="Soft Metal" /> |
|
|
205 | <entry bit="11" name="Bone" /> |
|
|
206 | <entry bit="12" name="Ice" /> |
|
|
207 | <entry bit="13" name="(supress name on display)" /> |
|
|
208 | |
155 | </bitmask> |
209 | </bitmask> |
156 | |
210 | |
157 | <bitmask name="spellpath"> |
211 | <bitmask name="spellpath"> |
158 | <entry bit="0" name="Protection" /> |
212 | <entry bit="0" name="Protection" /> |
159 | <entry bit="1" name="Fire" /> |
213 | <entry bit="1" name="Fire" /> |
… | |
… | |
190 | <entry bit="2" name="Food" /> |
244 | <entry bit="2" name="Food" /> |
191 | <entry bit="3" name="Weapons" /> |
245 | <entry bit="3" name="Weapons" /> |
192 | <entry bit="4" name="Armour" /> |
246 | <entry bit="4" name="Armour" /> |
193 | <entry bit="5" name="Inverse" /> |
247 | <entry bit="5" name="Inverse" /> |
194 | <entry bit="6" name="All" /> |
248 | <entry bit="6" name="All" /> |
|
|
249 | </bitmask> |
|
|
250 | |
|
|
251 | <bitmask name="movement_type"> |
|
|
252 | <entry bit="0" name="Walk" /> |
|
|
253 | <entry bit="1" name="Fly Low" /> |
|
|
254 | <entry bit="2" name="Fly High" /> |
|
|
255 | <entry bit="3" name="Swim" /> |
|
|
256 | <entry bit="4" name="Boat" /> |
|
|
257 | <entry bit="16" name="Other" /> |
195 | </bitmask> |
258 | </bitmask> |
196 | |
259 | |
197 | <!--###################### list definitions ######################--> |
260 | <!--###################### list definitions ######################--> |
198 | |
261 | |
199 | <list name="direction"> |
262 | <list name="direction"> |
… | |
… | |
339 | <entry value="11" name="close" /> |
402 | <entry value="11" name="close" /> |
340 | <entry value="12" name="timer" /> |
403 | <entry value="12" name="timer" /> |
341 | <entry value="28" name="move" /> |
404 | <entry value="28" name="move" /> |
342 | </list> |
405 | </list> |
343 | |
406 | |
|
|
407 | <list name="attack_movement_bits_0_3"> |
|
|
408 | <entry value="0" name="default" /> |
|
|
409 | <entry value="1" name="attack from distance" /> |
|
|
410 | <entry value="2" name="run away" /> |
|
|
411 | <entry value="3" name="hit and run" /> |
|
|
412 | <entry value="4" name="wait, then hit, then move" /> |
|
|
413 | <entry value="5" name="rush blindly" /> |
|
|
414 | <entry value="6" name="always run" /> |
|
|
415 | <entry value="7" name="attack from distance if hit" /> |
|
|
416 | <entry value="8" name="do not approach" /> |
|
|
417 | </list> |
|
|
418 | |
|
|
419 | <list name="attack_movement_bits_4_7"> |
|
|
420 | <entry value="0" name="none" /> |
|
|
421 | <entry value="16" name="pet" /> |
|
|
422 | <entry value="32" name="small circle" /> |
|
|
423 | <entry value="48" name="large circle" /> |
|
|
424 | <entry value="64" name="small horizontal" /> |
|
|
425 | <entry value="80" name="large horizontal" /> |
|
|
426 | <entry value="96" name="random direction" /> |
|
|
427 | <entry value="112" name="random movement" /> |
|
|
428 | <entry value="128" name="small vertical" /> |
|
|
429 | <entry value="144" name="large vertical" /> |
|
|
430 | </list> |
|
|
431 | |
344 | <!--###################### default attributes ######################--> |
432 | <!--###################### default attributes ######################--> |
345 | |
433 | |
346 | <!-- |
434 | <!-- |
347 | The attributes of the default_type get added to all other types by default. |
435 | The attributes of the default_type get added to all other types by default. |
348 | Every type can have an 'ignore' element however, which is used to specify |
436 | Every type can have an 'ignore' element however, which is used to specify |
… | |
… | |
373 | zero weight are not pickable for players. Still, set the "non-pickable"-flag |
461 | zero weight are not pickable for players. Still, set the "non-pickable"-flag |
374 | for explicitly non-pickable objects (hey, this is opensource.. you |
462 | for explicitly non-pickable objects (hey, this is opensource.. you |
375 | never know ;) ). |
463 | never know ;) ). |
376 | </attribute> |
464 | </attribute> |
377 | <attribute arch="value" editor="value" type="int"> |
465 | <attribute arch="value" editor="value" type="int"> |
378 | Adds a certain value to the object: It will be worth that many times the |
466 | Determines the value of the object, in units of silver coins (one |
379 | default value from it's archetype (E.g. "value = 3" means three times |
467 | platinum coin == 50 silver coins). Value for buying/selling will be |
380 | worth the default value). Value for buying/selling will be |
|
|
381 | further modified by various factors. Hence, testing values in-game is |
468 | further modified by various factors. Hence, testing values in-game is |
382 | usually inevitable. |
469 | usually inevitable. |
383 | </attribute> |
470 | </attribute> |
384 | <attribute arch="glow_radius" editor="glow radius" type="int"> |
471 | <attribute arch="glow_radius" editor="glow radius" type="int"> |
385 | If <glow radius> is set to a value greater zero, the object |
472 | If <glow radius> is set to a value greater zero, the object |
… | |
… | |
452 | the fallback for all types which don't match any other defined types. |
539 | the fallback for all types which don't match any other defined types. |
453 | The required attribute "misc x" prevents that it gets confused with |
540 | The required attribute "misc x" prevents that it gets confused with |
454 | other types like "monster & npc" which also have type number 0. --> |
541 | other types like "monster & npc" which also have type number 0. --> |
455 | <attribute arch="misc" value="x" /> |
542 | <attribute arch="misc" value="x" /> |
456 | </required> |
543 | </required> |
457 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
544 | &movement_types_terrain; |
458 | If set, the object cannot be passed by players nor monsters. |
|
|
459 | </attribute> |
|
|
460 | <attribute arch="cursed" editor="cursed" type="bool"> |
545 | <attribute arch="cursed" editor="cursed" type="bool"> |
461 | Curses can have various effects: On equipment and food, |
546 | Curses can have various effects: On equipment and food, |
462 | they generally harm the player in some way. |
547 | they generally harm the player in some way. |
463 | </attribute> |
548 | </attribute> |
464 | <attribute arch="damned" editor="damned" type="bool"> |
549 | <attribute arch="damned" editor="damned" type="bool"> |
… | |
… | |
553 | then either a spell is casted (on the player) or a connector is |
638 | then either a spell is casted (on the player) or a connector is |
554 | triggered. If the latter is the case, the altar works only once. |
639 | triggered. If the latter is the case, the altar works only once. |
555 | Either way, the sacrificed item disappears. ]]> |
640 | Either way, the sacrificed item disappears. ]]> |
556 | </description> |
641 | </description> |
557 | <attribute arch="no_pick" value="1" type="fixed" /> |
642 | <attribute arch="no_pick" value="1" type="fixed" /> |
558 | <attribute arch="walk_on" value="1" type="fixed" /> |
643 | &move_on; |
559 | <attribute arch="slaying" editor="match item name" type="string"> |
644 | <attribute arch="slaying" editor="match item name" type="string"> |
560 | This string specifies the item that must be put on the altar to |
645 | This string specifies the item that must be put on the altar to |
561 | activate it. It can either be the name of an archetype, or directly |
646 | activate it. It can either be the name of an archetype, or directly |
562 | the name of an object. Yet, titles are not recognized by altars. |
647 | the name of an object. Yet, titles are not recognized by altars. |
563 | Remember to put a note somewhere, telling the player what he is |
648 | Remember to put a note somewhere, telling the player what he is |
… | |
… | |
654 | will push the connected value TWICE per sacrifice: First by |
739 | will push the connected value TWICE per sacrifice: First by |
655 | dropping sacrifice, second by reset. This mode is typically |
740 | dropping sacrifice, second by reset. This mode is typically |
656 | used for altars being connected to gates, resulting in the |
741 | used for altars being connected to gates, resulting in the |
657 | gate being opened and closed again. |
742 | gate being opened and closed again. |
658 | </attribute> |
743 | </attribute> |
659 | <attribute arch="walk_on" value="1" type="fixed"> |
744 | &move_on; |
660 | </attribute> |
|
|
661 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
745 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
662 | This text will be displayed to the player |
746 | This text will be displayed to the player |
663 | in the exact moment when the altar is activated. |
747 | in the exact moment when the altar is activated. |
664 | </attribute> |
748 | </attribute> |
665 | </type> |
749 | </type> |
… | |
… | |
922 | projectiles (e.g. arrows, bolts, boulders) will |
1006 | projectiles (e.g. arrows, bolts, boulders) will |
923 | bounce off him. This works only about 90% of all |
1007 | bounce off him. This works only about 90% of all |
924 | times, to avoid players being completely immune to |
1008 | times, to avoid players being completely immune to |
925 | certain types of attacks. |
1009 | certain types of attacks. |
926 | </attribute> |
1010 | </attribute> |
927 | <attribute arch="flying" editor="levitate" type="bool"> |
1011 | &move_type; |
928 | As soon as the player applies a piece of equipment with |
|
|
929 | <levitate> set, the player will start to float in the air. |
|
|
930 | </attribute> |
|
|
931 | <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath"> |
1012 | <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath"> |
932 | Click on the <attuned paths> button to select spellpaths. |
1013 | Click on the <attuned paths> button to select spellpaths. |
933 | The player will get attuned to the specified spellpaths |
1014 | The player will get attuned to the specified spellpaths |
934 | while wearing this item. |
1015 | while wearing this item. |
935 | </attribute> |
1016 | </attribute> |
… | |
… | |
1010 | is taken, lost or destroyed - it's gone for good. |
1091 | is taken, lost or destroyed - it's gone for good. |
1011 | </attribute> |
1092 | </attribute> |
1012 | <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text"> |
1093 | <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text"> |
1013 | This is the text that appears "written" in the book. |
1094 | This is the text that appears "written" in the book. |
1014 | </attribute> |
1095 | </attribute> |
|
|
1096 | <attribute arch="slaying" editor="key string" type="string"> |
|
|
1097 | This is the key string of the book. The key string is checked by an inventory checker. |
|
|
1098 | (This is used eg. for the gate/port passes in scorn) |
|
|
1099 | </attribute> |
1015 | </type> |
1100 | </type> |
1016 | |
1101 | |
1017 | <!--####################################################################--> |
1102 | <!--####################################################################--> |
1018 | <type number="99" name="Boots"> |
1103 | <type number="99" name="Boots"> |
1019 | <import_type name="Amulet" /> |
1104 | <import_type name="Amulet" /> |
… | |
… | |
1098 | When a predefined amount of weigh is placed on a button, the |
1183 | When a predefined amount of weigh is placed on a button, the |
1099 | <connection> value is triggered. In most cases this happens when a |
1184 | <connection> value is triggered. In most cases this happens when a |
1100 | player or monster steps on it. When the button is "released", the |
1185 | player or monster steps on it. When the button is "released", the |
1101 | <connection> value get's triggered a second time. ]]> |
1186 | <connection> value get's triggered a second time. ]]> |
1102 | </description> |
1187 | </description> |
1103 | <attribute arch="walk_on" value="1" type="fixed" /> |
1188 | &move_on; |
1104 | <attribute arch="walk_off" value="1" type="fixed" /> |
1189 | &move_off; |
1105 | <attribute arch="no_pick" value="1" type="fixed" /> |
1190 | <attribute arch="no_pick" value="1" type="fixed" /> |
1106 | <attribute arch="weight" editor="press weight" type="int"> |
1191 | <attribute arch="weight" editor="press weight" type="int"> |
1107 | The button is pressed (triggered), as soon as |
1192 | The button is pressed (triggered), as soon as |
1108 | <press weigh> gram are placed ontop of it. |
1193 | <press weigh> gram are placed ontop of it. |
1109 | </attribute> |
1194 | </attribute> |
… | |
… | |
1407 | <attribute arch="speed" editor="detection speed" type="float"> |
1492 | <attribute arch="speed" editor="detection speed" type="float"> |
1408 | This value defines the time between two detector-checks. |
1493 | This value defines the time between two detector-checks. |
1409 | If you want the detector to behave almost like pedestals/buttons, |
1494 | If you want the detector to behave almost like pedestals/buttons, |
1410 | set speed rather high, like <detection speed> 1.0. |
1495 | set speed rather high, like <detection speed> 1.0. |
1411 | </attribute> |
1496 | </attribute> |
|
|
1497 | &speed_left; |
|
|
1498 | <attribute arch="speed_left" editor="speed left" type="float"> |
|
|
1499 | The speed left. This value is incremented by <speed> on every tick. |
|
|
1500 | If it is larger than 0, the detector checks, and the speed is decremented |
|
|
1501 | by 1. |
|
|
1502 | </attribute> |
1412 | </type> |
1503 | </type> |
1413 | |
1504 | |
1414 | <!--####################################################################--> |
1505 | <!--####################################################################--> |
1415 | <type number="112" name="Director"> |
1506 | <type number="112" name="Director"> |
1416 | <ignore> |
1507 | <ignore> |
… | |
… | |
1438 | <attribute arch="sp" editor="direction" type="list_direction"> |
1529 | <attribute arch="sp" editor="direction" type="list_direction"> |
1439 | Projectiles will leave the director flying in the selected <direction>. |
1530 | Projectiles will leave the director flying in the selected <direction>. |
1440 | A director with direction <none> simply stops projectiles. |
1531 | A director with direction <none> simply stops projectiles. |
1441 | (The latter works out a bit strange for some spells). |
1532 | (The latter works out a bit strange for some spells). |
1442 | </attribute> |
1533 | </attribute> |
1443 | <attribute arch="walk_on" value="1" type="fixed" /> |
1534 | &move_on; |
1444 | <attribute arch="fly_on" value="1" type="fixed" /> |
|
|
1445 | </type> |
1535 | </type> |
1446 | |
1536 | |
1447 | <!--####################################################################--> |
1537 | <!--####################################################################--> |
1448 | <type number="158" name="Disease"> |
1538 | <type number="158" name="Disease"> |
1449 | <ignore> |
1539 | <ignore> |
… | |
… | |
1517 | </attribute> |
1607 | </attribute> |
1518 | <attribute arch="speed" editor="moving speed" type="float"> |
1608 | <attribute arch="speed" editor="moving speed" type="float"> |
1519 | The <speed> of the disease determines how fast the disease will |
1609 | The <speed> of the disease determines how fast the disease will |
1520 | "move", thus how fast the symptoms strike the host. |
1610 | "move", thus how fast the symptoms strike the host. |
1521 | </attribute> |
1611 | </attribute> |
|
|
1612 | &speed_left; |
1522 | </section> |
1613 | </section> |
1523 | <section name="symptoms"> |
1614 | <section name="symptoms"> |
1524 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
1615 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
1525 | The disease will attack the host with the given <attacktype>. |
1616 | The disease will attack the host with the given <attacktype>. |
1526 | Godpower attacktype is commonly used for "unresistable" diseases. |
1617 | Godpower attacktype is commonly used for "unresistable" diseases. |
… | |
… | |
1616 | defeated, horizontally and vertically adjacent doors are automatically |
1707 | defeated, horizontally and vertically adjacent doors are automatically |
1617 | removed. ]]> |
1708 | removed. ]]> |
1618 | </description> |
1709 | </description> |
1619 | <attribute arch="no_pick" value="1" type="fixed" /> |
1710 | <attribute arch="no_pick" value="1" type="fixed" /> |
1620 | <attribute arch="alive" value="1" type="fixed" /> |
1711 | <attribute arch="alive" value="1" type="fixed" /> |
1621 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
1712 | &movement_types_terrain; |
1622 | If set, a player must defeat the door to enter. |
|
|
1623 | </attribute> |
|
|
1624 | <attribute arch="hp" editor="hitpoints" type="int"> |
1713 | <attribute arch="hp" editor="hitpoints" type="int"> |
1625 | The more <hitpoints> the door has, the longer it takes to be broken. |
1714 | The more <hitpoints> the door has, the longer it takes to be broken. |
1626 | </attribute> |
1715 | </attribute> |
1627 | <attribute arch="ac" editor="armour class" type="int"> |
1716 | <attribute arch="ac" editor="armour class" type="int"> |
1628 | Doors of high <armour class> are less likely to get hit. |
1717 | Doors of high <armour class> are less likely to get hit. |
… | |
… | |
1722 | If both are set to zero, the player will be transferred to the "default |
1811 | If both are set to zero, the player will be transferred to the "default |
1723 | enter location" of the destined map. The latter can be set in the map- |
1812 | enter location" of the destined map. The latter can be set in the map- |
1724 | properties as "Enter X/Y". Though, please DO NOT use that. |
1813 | properties as "Enter X/Y". Though, please DO NOT use that. |
1725 | It turned out to be a source for numerous map-bugs. |
1814 | It turned out to be a source for numerous map-bugs. |
1726 | </attribute> |
1815 | </attribute> |
1727 | <attribute arch="walk_on" editor="apply by walking" type="bool"> |
1816 | &move_on; |
1728 | If set, the player will apply the exit by just walking into it. This must |
|
|
1729 | be set for the invisible exits for example. If unset, the player has |
|
|
1730 | to step onto the exit and press 'a' to get transferred. |
|
|
1731 | </attribute> |
|
|
1732 | <attribute arch="fly_on" editor="apply by flying" type="bool"> |
|
|
1733 | If set, the player will apply the exit by "flying into it". Flying means |
|
|
1734 | the player is levitating. E.g. wearing levitation boots. |
|
|
1735 | </attribute> |
|
|
1736 | <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text"> |
1817 | <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text"> |
1737 | If set, this message will be displayed to the player when he applies the exit. |
1818 | If set, this message will be displayed to the player when he applies the exit. |
1738 | This is quite useful to throw in some "role-play feeling": "As you enter the |
1819 | This is quite useful to throw in some "role-play feeling": "As you enter the |
1739 | dark cave you hear the sound of rustling dragonscales...". Well, my english |
1820 | dark cave you hear the sound of rustling dragonscales...". Well, my english |
1740 | is poor, but you get the point. =) |
1821 | is poor, but you get the point. =) |
… | |
… | |
1757 | <description><![CDATA[ |
1838 | <description><![CDATA[ |
1758 | Just like with food, the player can fill his stomache and gain a |
1839 | Just like with food, the player can fill his stomache and gain a |
1759 | little health by eating flesh-objects. <br> |
1840 | little health by eating flesh-objects. <br> |
1760 | For dragon players, flesh plays a very special role though: If the |
1841 | For dragon players, flesh plays a very special role though: If the |
1761 | flesh has resistances set, a dragon player has a chance to gain resistance in |
1842 | flesh has resistances set, a dragon player has a chance to gain resistance in |
1762 | those cathegories. The only constraint to this process is the <flesh level>. |
1843 | those categories. The only constraint to this process is the <flesh level>. |
1763 | Don't forget that flesh items with resistances have to be balanced |
1844 | Don't forget that flesh items with resistances have to be balanced |
1764 | according to map/monster difficulty. ]]> |
1845 | according to map/monster difficulty. ]]> |
1765 | </description> |
1846 | </description> |
1766 | <use><![CDATA[ |
1847 | <use><![CDATA[ |
1767 | For dragon players, flesh items can be highly valuable. Note that many |
1848 | For dragon players, flesh items can be highly valuable. Note that many |
… | |
… | |
1918 | Floor is a very basic thing whithout too much |
1999 | Floor is a very basic thing whithout too much |
1919 | functionality. It's a floor - you stand on it. ]]> |
2000 | functionality. It's a floor - you stand on it. ]]> |
1920 | </description> |
2001 | </description> |
1921 | <attribute arch="is_floor" value="1" type="fixed" /> |
2002 | <attribute arch="is_floor" value="1" type="fixed" /> |
1922 | <attribute arch="no_pick" value="1" type="fixed" /> |
2003 | <attribute arch="no_pick" value="1" type="fixed" /> |
1923 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
|
|
1924 | If set, the object cannot be passed by players nor monsters. |
|
|
1925 | </attribute> |
|
|
1926 | <section name="terrain"> |
2004 | <section name="terrain"> |
1927 | <attribute arch="slow_move" editor="slow movement" type="int"> |
2005 | &movement_types_terrain; |
1928 | If <slow movement> is set to a value greater zero, all |
|
|
1929 | creatures moving over this spot will be slower than normal. |
|
|
1930 | |
|
|
1931 | <slow movement> 1 - rough terrain |
|
|
1932 | <slow movement> 2 - very rough terrain |
|
|
1933 | ... |
|
|
1934 | <slow movement> 7 - spider web (sticky as hell) |
|
|
1935 | </attribute> |
|
|
1936 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
2006 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
1937 | This flag indicates this spot contains wood or high grass. |
2007 | This flag indicates this spot contains wood or high grass. |
1938 | Players with activated woodsman skill can move faster here. |
2008 | Players with activated woodsman skill can move faster here. |
1939 | </attribute> |
2009 | </attribute> |
1940 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
2010 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
… | |
… | |
1973 | with monsters on them. Nowadays this feature is disabled - |
2043 | with monsters on them. Nowadays this feature is disabled - |
1974 | Hence encounter floor is not different from normal floor. ]]> |
2044 | Hence encounter floor is not different from normal floor. ]]> |
1975 | </description> |
2045 | </description> |
1976 | <attribute arch="is_floor" value="1" type="fixed" /> |
2046 | <attribute arch="is_floor" value="1" type="fixed" /> |
1977 | <attribute arch="no_pick" value="1" type="fixed" /> |
2047 | <attribute arch="no_pick" value="1" type="fixed" /> |
1978 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
|
|
1979 | If set, the object cannot be passed by players nor monsters. |
|
|
1980 | </attribute> |
|
|
1981 | <section name="terrain"> |
2048 | <section name="terrain"> |
1982 | <attribute arch="slow_move" editor="slow movement" type="int"> |
2049 | &movement_types_terrain; |
1983 | If <slow movement> is set to a value greater zero, all |
|
|
1984 | creatures moving over this spot will be slower than normal. |
|
|
1985 | |
|
|
1986 | <slow movement> 1 - rough terrain |
|
|
1987 | <slow movement> 2 - very rough terrain |
|
|
1988 | ... |
|
|
1989 | <slow movement> 7 - spider web (sticky as hell) |
|
|
1990 | </attribute> |
|
|
1991 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
2050 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
1992 | This flag indicates this spot contains wood or high grass. |
2051 | This flag indicates this spot contains wood or high grass. |
1993 | Players with activated woodsman skill can move faster here. |
2052 | Players with activated woodsman skill can move faster here. |
1994 | </attribute> |
2053 | </attribute> |
1995 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
2054 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
… | |
… | |
2058 | The <position state> defines the position of the gate: |
2117 | The <position state> defines the position of the gate: |
2059 | Zero means completely open/down, the "number of animation-steps" (usually |
2118 | Zero means completely open/down, the "number of animation-steps" (usually |
2060 | about 6 or 7) means completely closed/up state. I suggest you don't |
2119 | about 6 or 7) means completely closed/up state. I suggest you don't |
2061 | mess with this value - Leave the default in place. |
2120 | mess with this value - Leave the default in place. |
2062 | </attribute> |
2121 | </attribute> |
2063 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
2122 | &movement_types_terrain; |
2064 | For open gates, <blocking passage> should be unset. |
|
|
2065 | For closed gates it must be set. |
|
|
2066 | </attribute> |
|
|
2067 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2123 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2068 | Restricting the use of spells to pass this gate. This has |
2124 | Restricting the use of spells to pass this gate. This has |
2069 | an effect only if <block view> is disabled. |
2125 | an effect only if <block view> is disabled. |
2070 | </attribute> |
2126 | </attribute> |
2071 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
2127 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
… | |
… | |
2179 | You can use that to safely chase off too-weak players, or just |
2235 | You can use that to safely chase off too-weak players, or just |
2180 | to have something different. ]]> |
2236 | to have something different. ]]> |
2181 | </use> |
2237 | </use> |
2182 | <attribute arch="is_floor" value="1" type="fixed" /> |
2238 | <attribute arch="is_floor" value="1" type="fixed" /> |
2183 | <attribute arch="lifesave" value="1" type="fixed" /> |
2239 | <attribute arch="lifesave" value="1" type="fixed" /> |
2184 | <attribute arch="walk_on" value="1" type="fixed" /> |
2240 | &move_on; |
2185 | <attribute arch="no_pick" value="1" type="fixed" /> |
2241 | <attribute arch="no_pick" value="1" type="fixed" /> |
2186 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2242 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2187 | This attribute specifys the attacktypes that this floor uses to |
2243 | This attribute specifys the attacktypes that this floor uses to |
2188 | damage it's victims. Attacktypes are: physical, fire, cold.. etc. |
2244 | damage it's victims. Attacktypes are: physical, fire, cold.. etc. |
2189 | If you want a real tough hazard floor, add more than just one attacktype. |
2245 | If you want a real tough hazard floor, add more than just one attacktype. |
… | |
… | |
2204 | I guess this value is supposed to work similar to monster levels. |
2260 | I guess this value is supposed to work similar to monster levels. |
2205 | But in fact, it does not seem to have an effect. Set any non-zero |
2261 | But in fact, it does not seem to have an effect. Set any non-zero |
2206 | value to be on the safe side. |
2262 | value to be on the safe side. |
2207 | </attribute> |
2263 | </attribute> |
2208 | <section name="terrain"> |
2264 | <section name="terrain"> |
2209 | <attribute arch="slow_move" editor="slow movement" type="int"> |
2265 | &movement_types_terrain; |
2210 | If <slow movement> is set to a value greater zero, all |
|
|
2211 | creatures moving over this spot will be slower than normal. |
|
|
2212 | |
|
|
2213 | <slow movement> 1 - rough terrain |
|
|
2214 | <slow movement> 2 - very rough terrain |
|
|
2215 | ... |
|
|
2216 | <slow movement> 7 - spider web (sticky as hell) |
|
|
2217 | </attribute> |
|
|
2218 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
2266 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
2219 | This flag indicates this spot contains wood or high grass. |
2267 | This flag indicates this spot contains wood or high grass. |
2220 | Players with activated woodsman skill can move faster here. |
2268 | Players with activated woodsman skill can move faster here. |
2221 | </attribute> |
2269 | </attribute> |
2222 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
2270 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
… | |
… | |
2388 | either if that object is present or missing (-> "last_sp") when a |
2436 | either if that object is present or missing (-> "last_sp") when a |
2389 | player walks over the inv. checker. A valid option is to remove the |
2437 | player walks over the inv. checker. A valid option is to remove the |
2390 | matching object (usually not recommended, see "last_heal"). |
2438 | matching object (usually not recommended, see "last_heal"). |
2391 | <br><br> |
2439 | <br><br> |
2392 | Alternatively, you can set your inv. checker to block all players |
2440 | Alternatively, you can set your inv. checker to block all players |
2393 | that do/don't carry the matching object (-> "no_pass"). |
2441 | that do/don't carry the matching object. |
2394 | <br><br> |
2442 | <br><br> |
2395 | As you can see, inv. checkers are quite powerful, holding a |
2443 | As you can see, inv. checkers are quite powerful, holding a |
2396 | great variety of possibilities. ]]> |
2444 | great variety of possibilities. ]]> |
2397 | </description> |
2445 | </description> |
2398 | <use><![CDATA[ |
2446 | <use><![CDATA[ |
… | |
… | |
2430 | <attribute arch="connected" editor="connection" type="int"> |
2478 | <attribute arch="connected" editor="connection" type="int"> |
2431 | Whenever the inventory checker is triggered, all objects with identical |
2479 | Whenever the inventory checker is triggered, all objects with identical |
2432 | <connection> value get activated. This only makes sense together with |
2480 | <connection> value get activated. This only makes sense together with |
2433 | <blocking passage> disabled. |
2481 | <blocking passage> disabled. |
2434 | </attribute> |
2482 | </attribute> |
2435 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
2483 | &movement_types_terrain; |
2436 | If set, only players meeting the match criteria can pass |
|
|
2437 | through that space. If unset (default), the inventory |
|
|
2438 | checker acts like a trigger/button. |
|
|
2439 | </attribute> |
|
|
2440 | <attribute arch="last_heal" editor="remove match" type="bool"> |
2484 | <attribute arch="last_heal" editor="remove match" type="bool"> |
2441 | <remove match> means remove object if found. Setting this is usually not |
2485 | <remove match> means remove object if found. Setting this is usually not |
2442 | recommended because inv. checkers are in general invisible. So, unlike |
2486 | recommended because inv. checkers are in general invisible. So, unlike |
2443 | for altars/ locked doors, the player won't expect to lose an object when |
2487 | for altars/ locked doors, the player won't expect to lose an object when |
2444 | walking over that square. And he doesn't even get a message either. |
2488 | walking over that square. And he doesn't even get a message either. |
… | |
… | |
2530 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2574 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2531 | There you have magic forces (door objects) put under certain artifact |
2575 | There you have magic forces (door objects) put under certain artifact |
2532 | items. To get your hands on the artifacts, you need to bring up the |
2576 | items. To get your hands on the artifacts, you need to bring up the |
2533 | appropriate quest items (key objects). ]]> |
2577 | appropriate quest items (key objects). ]]> |
2534 | </use> |
2578 | </use> |
2535 | <attribute arch="no_pass" value="1" type="fixed" /> |
2579 | <attribute arch="move_type" value="0" type="fixed" /> |
2536 | <attribute arch="no_pick" value="1" type="fixed" /> |
2580 | <attribute arch="no_pick" value="1" type="fixed" /> |
2537 | <attribute arch="slaying" editor="key string" type="string"> |
2581 | <attribute arch="slaying" editor="key string" type="string"> |
2538 | The <key string> in the door must be identical with the |
2582 | The <key string> in the door must be identical with the |
2539 | <key string> in the special key, then the door is unlocked. |
2583 | <key string> in the special key, then the door is unlocked. |
2540 | It is VERY important to set the <key string> to something that |
2584 | It is VERY important to set the <key string> to something that |
… | |
… | |
2652 | The <casting speed> defines the spellcasting speed of the wall. |
2696 | The <casting speed> defines the spellcasting speed of the wall. |
2653 | You can fine-tune how long the duration between two casts shall |
2697 | You can fine-tune how long the duration between two casts shall |
2654 | be. If you want to create a wall that can be activated (cast per |
2698 | be. If you want to create a wall that can be activated (cast per |
2655 | trigger) via connected lever/button/etc, you must set "speed 0". |
2699 | trigger) via connected lever/button/etc, you must set "speed 0". |
2656 | </attribute> |
2700 | </attribute> |
|
|
2701 | &speed_left; |
2657 | <attribute arch="sp" editor="direction" type="list_direction"> |
2702 | <attribute arch="sp" editor="direction" type="list_direction"> |
2658 | The magic wall will cast it's spells always in the specified |
2703 | The magic wall will cast it's spells always in the specified |
2659 | <direction>. A magic wall with direction set to <none> will |
2704 | <direction>. A magic wall with direction set to <none> will |
2660 | always fire in a random direction. |
2705 | always fire in a random direction. |
2661 | </attribute> |
2706 | </attribute> |
2662 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
2707 | &movement_types_terrain; |
2663 | If set, the object cannot be passed by players nor monsters. |
|
|
2664 | </attribute> |
|
|
2665 | <section name="destroyable"> |
2708 | <section name="destroyable"> |
2666 | <attribute arch="alive" editor="is destroyable" type="bool"> |
2709 | <attribute arch="alive" editor="is destroyable" type="bool"> |
2667 | Walls with <is destroyable> enabled can be attacked and (eventually) |
2710 | Walls with <is destroyable> enabled can be attacked and (eventually) |
2668 | destroyed by the player. If disabled, all other attributes on |
2711 | destroyed by the player. If disabled, all other attributes on |
2669 | this tab, as well as resistances, are meaningless. |
2712 | this tab, as well as resistances, are meaningless. |
… | |
… | |
2767 | The <marking speed> defines how quickly it will mark something |
2810 | The <marking speed> defines how quickly it will mark something |
2768 | standing on the marker. Set this value rather high to make |
2811 | standing on the marker. Set this value rather high to make |
2769 | sure the player really gets his mark. I think <marking speed> 1.0 |
2812 | sure the player really gets his mark. I think <marking speed> 1.0 |
2770 | should do fine. |
2813 | should do fine. |
2771 | </attribute> |
2814 | </attribute> |
|
|
2815 | &speed_left; |
2772 | <attribute arch="food" editor="mark duration" type="int"> |
2816 | <attribute arch="food" editor="mark duration" type="int"> |
2773 | This value defines the duration of the force it inserts. |
2817 | This value defines the duration of the force it inserts. |
2774 | If nonzero, the duration of the player's mark is finite: |
2818 | If nonzero, the duration of the player's mark is finite: |
2775 | about 1 food per 10 seconds. <mark duration> zero/unset |
2819 | about 1 food per 10 seconds. <mark duration> zero/unset |
2776 | means the mark will stay on the player forever. |
2820 | means the mark will stay on the player forever. |
… | |
… | |
2881 | <attribute arch="level" editor="level" type="int"> |
2925 | <attribute arch="level" editor="level" type="int"> |
2882 | A monster's <level> is the most important attribute. |
2926 | A monster's <level> is the most important attribute. |
2883 | <level> affects the power of a monster in various ways. |
2927 | <level> affects the power of a monster in various ways. |
2884 | </attribute> |
2928 | </attribute> |
2885 | <attribute arch="race" editor="race" type="string"> |
2929 | <attribute arch="race" editor="race" type="string"> |
2886 | Every monster should have a race set to cathegorize it. |
2930 | Every monster should have a race set to categorize it. |
2887 | The monster's <race> can have different effects: |
2931 | The monster's <race> can have different effects: |
2888 | Slaying weapons inflict tripple damage against enemy races |
2932 | Slaying weapons inflict tripple damage against enemy races |
2889 | and holy word kills only enemy races of the god. |
2933 | and holy word kills only enemy races of the god. |
2890 | </attribute> |
2934 | </attribute> |
2891 | <attribute arch="exp" editor="experience" type="int"> |
2935 | <attribute arch="exp" editor="experience" type="int"> |
2892 | When a player kills this monster, he will get exactly this |
2936 | When a player kills this monster, he will get exactly this |
2893 | amount of <experience>. The experience will flow into |
2937 | amount of <experience>. The experience will flow into |
2894 | the skill-cathegory the player used for the kill. |
2938 | the skill-category the player used for the kill. |
2895 | |
2939 | |
2896 | If you create special monsters of tweaked strenght/abilities, |
2940 | If you create special monsters of tweaked strenght/abilities, |
2897 | always make sure that the <experience> is set to a |
2941 | always make sure that the <experience> is set to a |
2898 | reasonable value. Compare with existing arches to get a feeling |
2942 | reasonable value. Compare with existing arches to get a feeling |
2899 | what reasonable means. Keep in mind that spellcasting monsters |
2943 | what reasonable means. Keep in mind that spellcasting monsters |
… | |
… | |
2901 | </attribute> |
2945 | </attribute> |
2902 | <attribute arch="speed" editor="speed" type="float"> |
2946 | <attribute arch="speed" editor="speed" type="float"> |
2903 | The <speed> determines how fast a monster will both move |
2947 | The <speed> determines how fast a monster will both move |
2904 | and fight. High <speed> makes a monster considerably stronger. |
2948 | and fight. High <speed> makes a monster considerably stronger. |
2905 | </attribute> |
2949 | </attribute> |
|
|
2950 | &speed_left; |
2906 | <attribute arch="other_arch" editor="breed monster" type="string"> |
2951 | <attribute arch="other_arch" editor="breed monster" type="string"> |
2907 | This only takes effect if <multiply> is enabled. The monster will |
2952 | This only takes effect if <multiply> is enabled. The monster will |
2908 | create a <breed monster> every once in a while. <breed monster> |
2953 | create a <breed monster> every once in a while. <breed monster> |
2909 | can be set to any valid arch-name of a monster. Multipart monster |
2954 | can be set to any valid arch-name of a monster. Multipart monster |
2910 | should not be used. |
2955 | should not be used. |
… | |
… | |
2921 | In this case, the <breed monster> value is never used and can be forgotten. |
2966 | In this case, the <breed monster> value is never used and can be forgotten. |
2922 | Each time the monster need to generate an object, it will be |
2967 | Each time the monster need to generate an object, it will be |
2923 | a randomly chosen item from the inventory. When generator is destroyed, |
2968 | a randomly chosen item from the inventory. When generator is destroyed, |
2924 | inventory is destroyed. |
2969 | inventory is destroyed. |
2925 | </attribute> |
2970 | </attribute> |
2926 | <attribute arch="flying" editor="flying" type="bool"> |
2971 | &move_type; |
2927 | Flying monsters won't get slowed down in rough terrain |
|
|
2928 | and they won't be affected by movers. |
|
|
2929 | </attribute> |
|
|
2930 | <attribute arch="undead" editor="undead" type="bool"> |
2972 | <attribute arch="undead" editor="undead" type="bool"> |
2931 | Several spells only affect undead monsters: |
2973 | Several spells only affect undead monsters: |
2932 | turn undead, banish undead, holy word, etc. |
2974 | turn undead, banish undead, holy word, etc. |
2933 | </attribute> |
2975 | </attribute> |
2934 | <attribute arch="carrying" editor="carries weight" type="int"> |
2976 | <attribute arch="carrying" editor="carries weight" type="int"> |
… | |
… | |
3146 | the creature wakes up. This is done as a square, for reasons of speed. |
3188 | the creature wakes up. This is done as a square, for reasons of speed. |
3147 | Thus, if the <sensing range> is 11, any player that moves within the |
3189 | Thus, if the <sensing range> is 11, any player that moves within the |
3148 | 11x11 square of the monster will wake the monster up. If the player |
3190 | 11x11 square of the monster will wake the monster up. If the player |
3149 | has stealth, the size of this square is reduced in half plus 1. |
3191 | has stealth, the size of this square is reduced in half plus 1. |
3150 | </attribute> |
3192 | </attribute> |
3151 | <attribute arch="attack_movement" editor="attack movement" type="int"> |
3193 | <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3"> |
|
|
3194 | If this is set to default, the standard mode of movement will be used. |
|
|
3195 | </attribute> |
|
|
3196 | <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7"> |
|
|
3197 | This movement is not in effect when the monster has an enemy and should |
|
|
3198 | only be used for non agressive monsters. |
3152 | </attribute> |
3199 | </attribute> |
3153 | <attribute arch="run_away" editor="run at % health" type="int"> |
3200 | <attribute arch="run_away" editor="run at % health" type="int"> |
3154 | This is a percentage value in the range 0-100. |
3201 | This is a percentage value in the range 0-100. |
3155 | When the monster's health points drop below this percentage |
3202 | When the monster's health points drop below this percentage |
3156 | (relative to max health), it attempts to run away from the |
3203 | (relative to max health), it attempts to run away from the |
… | |
… | |
3337 | </attribute> |
3384 | </attribute> |
3338 | <attribute arch="speed" editor="movement speed" type="float"> |
3385 | <attribute arch="speed" editor="movement speed" type="float"> |
3339 | The movement speed value determines how fast a chain of |
3386 | The movement speed value determines how fast a chain of |
3340 | these movers will push a player along (default is -0.2). |
3387 | these movers will push a player along (default is -0.2). |
3341 | </attribute> |
3388 | </attribute> |
|
|
3389 | &speed_left; |
3342 | <attribute arch="sp" editor="direction" type="list_direction"> |
3390 | <attribute arch="sp" editor="direction" type="list_direction"> |
3343 | The mover will push creatures in the specified <direction>. |
3391 | The mover will push creatures in the specified <direction>. |
3344 | A mover with direction set to <none> will spin clockwise, |
3392 | A mover with direction set to <none> will spin clockwise, |
3345 | thus pushing creatures in unpredictable directions. |
3393 | thus pushing creatures in unpredictable directions. |
3346 | </attribute> |
3394 | </attribute> |
… | |
… | |
3366 | activates creators, creating (per default: monster-only) movers |
3414 | activates creators, creating (per default: monster-only) movers |
3367 | under the NPC's feet. The NPC starts "walking" on a predefined |
3415 | under the NPC's feet. The NPC starts "walking" on a predefined |
3368 | route! Note that it's useful to set this NPC immune to everything, |
3416 | route! Note that it's useful to set this NPC immune to everything, |
3369 | preventing the player to push the NPC off his trace. |
3417 | preventing the player to push the NPC off his trace. |
3370 | </attribute> |
3418 | </attribute> |
3371 | <attribute arch="walk_on" editor="move walking creatures" type="bool"> |
3419 | <attribute arch="move_on" editor="movement type" type="movement_type"> |
3372 | This should always be set. |
3420 | Which movement types activate the mover. |
3373 | </attribute> |
|
|
3374 | <attribute arch="fly_on" editor="move flying creatures" type="bool"> |
|
|
3375 | Move flying creatures enabled means all flying (living) |
|
|
3376 | objects will get moved too. If disabled, only walking |
|
|
3377 | (non-flying) creatures will get moved. |
|
|
3378 | </attribute> |
3421 | </attribute> |
3379 | </section> |
3422 | </section> |
3380 | </type> |
3423 | </type> |
3381 | |
3424 | |
3382 | <!--####################################################################--> |
3425 | <!--####################################################################--> |
… | |
… | |
3410 | </attribute> |
3453 | </attribute> |
3411 | <attribute arch="connected" editor="connection" type="int"> |
3454 | <attribute arch="connected" editor="connection" type="int"> |
3412 | When the pedestal is triggered, all objects with the same |
3455 | When the pedestal is triggered, all objects with the same |
3413 | connection value get activated. |
3456 | connection value get activated. |
3414 | </attribute> |
3457 | </attribute> |
3415 | <attribute arch="walk_on" value="1" type="fixed" /> |
3458 | &move_on; |
3416 | <attribute arch="walk_off" value="1" type="fixed" /> |
|
|
3417 | </type> |
3459 | </type> |
3418 | |
3460 | |
3419 | <!--####################################################################--> |
3461 | <!--####################################################################--> |
3420 | <type number="94" name="Pit"> |
3462 | <type number="94" name="Pit"> |
3421 | <ignore> |
3463 | <ignore> |
… | |
… | |
3457 | The <position state> defines the position of the gate: |
3499 | The <position state> defines the position of the gate: |
3458 | Zero means completely open/down, the "number of animation-steps" (usually |
3500 | Zero means completely open/down, the "number of animation-steps" (usually |
3459 | about 6 or 7) means completely closed/up state. I suggest you don't |
3501 | about 6 or 7) means completely closed/up state. I suggest you don't |
3460 | mess with this value - Leave the default in place. |
3502 | mess with this value - Leave the default in place. |
3461 | </attribute> |
3503 | </attribute> |
3462 | <attribute arch="walk_on" editor="swallow walking" type="bool"> |
3504 | &move_on; |
3463 | If set, all walking creatures will fall into the pit. |
|
|
3464 | This does NOT need to be set for closed pits! |
|
|
3465 | </attribute> |
|
|
3466 | <attribute arch="fly_on" editor="swallow flying" type="bool"> |
|
|
3467 | If set, all flying creatures will fall into the pit as well. |
|
|
3468 | This is not the behaviour expected from a pit, and it should |
|
|
3469 | only be used for map-mechanisms (e.g. for transporting flying |
|
|
3470 | monsters). |
|
|
3471 | An interesting side-effect: If this flag is enabled, spell |
|
|
3472 | effects like fire/snow also make their way through the pit. |
|
|
3473 | </attribute> |
|
|
3474 | </type> |
3505 | </type> |
3475 | |
3506 | |
3476 | <!--####################################################################--> |
3507 | <!--####################################################################--> |
3477 | <type number="7" name="Poison Food"> |
3508 | <type number="7" name="Poison Food"> |
3478 | <description><![CDATA[ |
3509 | <description><![CDATA[ |
… | |
… | |
3826 | <use><![CDATA[ |
3857 | <use><![CDATA[ |
3827 | Avoid monsters stepping on your runes. For example, summoning runes |
3858 | Avoid monsters stepping on your runes. For example, summoning runes |
3828 | together with spellcasting- and attack-runes is usually a bad idea. ]]> |
3859 | together with spellcasting- and attack-runes is usually a bad idea. ]]> |
3829 | </use> |
3860 | </use> |
3830 | <attribute arch="no_pick" value="1" type="fixed" /> |
3861 | <attribute arch="no_pick" value="1" type="fixed" /> |
3831 | <attribute arch="walk_on" value="1" type="fixed" /> |
3862 | &move_on; |
3832 | <attribute arch="level" editor="rune level" type="int"> |
3863 | <attribute arch="level" editor="rune level" type="int"> |
3833 | This value sets the level the rune will cast the spell it contains at, |
3864 | This value sets the level the rune will cast the spell it contains at, |
3834 | if applicable. A level 99 rune casts a very, very mean spell of whatever. |
3865 | if applicable. A level 99 rune casts a very, very mean spell of whatever. |
3835 | (<rune level> 0 runes won't detonate at all!) |
3866 | (<rune level> 0 runes won't detonate at all!) |
3836 | |
3867 | |
… | |
… | |
4178 | <use><![CDATA[ |
4209 | <use><![CDATA[ |
4179 | As stated above, always place TWO shop mats into your shop. |
4210 | As stated above, always place TWO shop mats into your shop. |
4180 | Not more and not less than that. ]]> |
4211 | Not more and not less than that. ]]> |
4181 | </use> |
4212 | </use> |
4182 | <attribute arch="no_pick" value="1" type="fixed" /> |
4213 | <attribute arch="no_pick" value="1" type="fixed" /> |
4183 | <attribute arch="walk_on" editor="apply by walking" type="bool"> |
4214 | &move_on; |
4184 | If set, the player can enter/leave the |
|
|
4185 | shop by just walking into the shop mat. |
|
|
4186 | </attribute> |
|
|
4187 | <attribute arch="fly_on" editor="apply by flying" type="bool"> |
|
|
4188 | If set, the player can enter/leave the |
|
|
4189 | shop by "flying" into the shop mat. |
|
|
4190 | </attribute> |
|
|
4191 | </type> |
4215 | </type> |
4192 | |
4216 | |
4193 | <!--####################################################################--> |
4217 | <!--####################################################################--> |
4194 | <type number="98" name="Sign & MagicMouth"> |
4218 | <type number="98" name="Sign & MagicMouth"> |
4195 | <ignore> |
4219 | <ignore> |
… | |
… | |
4212 | the connection is triggered. This should be used in combination with |
4236 | the connection is triggered. This should be used in combination with |
4213 | <invisible> enabled and <activate by walking/flying> disabled. |
4237 | <invisible> enabled and <activate by walking/flying> disabled. |
4214 | If activating your magic_mouth this way, the message will not only be |
4238 | If activating your magic_mouth this way, the message will not only be |
4215 | printed to one player, but all players on the current map. |
4239 | printed to one player, but all players on the current map. |
4216 | </attribute> |
4240 | </attribute> |
4217 | <attribute arch="walk_on" editor="activate by walking" type="bool"> |
4241 | &move_on; |
4218 | If set, the player gets the message when walking ontop of the object. |
|
|
4219 | "invisible 1" should be set in this case. This is the typical configuration |
|
|
4220 | for a "magic_mouth": The player walks through a dungeon and suddenly he |
|
|
4221 | gets a message. Use this to create some roleplay atmosphere, and to inform |
|
|
4222 | the player about possible dangers or secrets. |
|
|
4223 | </attribute> |
|
|
4224 | <attribute arch="fly_on" editor="activate by flying" type="bool"> |
|
|
4225 | If set, the player gets the message when flying (=levitating) ontop |
|
|
4226 | of the object. Usually this should be set together with walk_on. |
|
|
4227 | </attribute> |
|
|
4228 | <attribute arch="food" editor="counter" type="int"> |
4242 | <attribute arch="food" editor="counter" type="int"> |
4229 | If a counter-value is set (greater zero), the sign/magic_mouth can be applied |
4243 | If a counter-value is set (greater zero), the sign/magic_mouth can be applied |
4230 | (printing the message) only that many times. For signs this really shouldn't |
4244 | (printing the message) only that many times. For signs this really shouldn't |
4231 | be used, while for magic_mouths it is extremely helpful. |
4245 | be used, while for magic_mouths it is extremely helpful. |
4232 | Monsters walking over the magic_mouth do not decrease the counter. |
4246 | Monsters walking over the magic_mouth do not decrease the counter. |
… | |
… | |
4493 | 45 degrees per <direction number>. Negative values spin clockwise, |
4507 | 45 degrees per <direction number>. Negative values spin clockwise, |
4494 | positive values counter clockwise. |
4508 | positive values counter clockwise. |
4495 | |
4509 | |
4496 | Example: <direction number> -2 means spin 90 degrees clockwise. |
4510 | Example: <direction number> -2 means spin 90 degrees clockwise. |
4497 | </attribute> |
4511 | </attribute> |
4498 | <attribute arch="walk_on" value="1" type="fixed" /> |
4512 | &move_on; |
4499 | <attribute arch="fly_on" value="1" type="fixed" /> |
|
|
4500 | </type> |
4513 | </type> |
4501 | |
4514 | |
4502 | <!--####################################################################--> |
4515 | <!--####################################################################--> |
4503 | <type number="138" name="Swamp"> |
4516 | <type number="138" name="Swamp"> |
4504 | <ignore> |
4517 | <ignore> |
… | |
… | |
4510 | he will start to sink in and eventually drown and die. |
4523 | he will start to sink in and eventually drown and die. |
4511 | Items dropped on the swamp sink in and dissapear. |
4524 | Items dropped on the swamp sink in and dissapear. |
4512 | Players with knowledge of the woodsman skill are a lot less likely |
4525 | Players with knowledge of the woodsman skill are a lot less likely |
4513 | to die in the swamp. ]]> |
4526 | to die in the swamp. ]]> |
4514 | </description> |
4527 | </description> |
4515 | <attribute arch="walk_on" value="1" type="fixed" /> |
|
|
4516 | <attribute arch="is_floor" value="1" type="fixed" /> |
4528 | <attribute arch="is_floor" value="1" type="fixed" /> |
4517 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4529 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4518 | <attribute arch="speed" editor="drowning speed" type="float"> |
4530 | <attribute arch="speed" editor="drowning speed" type="float"> |
4519 | The higher the <drowning speed>, the faster will players and items |
4531 | The higher the <drowning speed>, the faster will players and items |
4520 | sink into the swamp. Swamp with very high <drowning speed> can be a nasty |
4532 | sink into the swamp. Swamp with very high <drowning speed> can be a nasty |
4521 | and unexpected death-trap. Players should get a warning before such areas. |
4533 | and unexpected death-trap. Players should get a warning before such areas. |
4522 | </attribute> |
4534 | </attribute> |
4523 | <attribute arch="slow_move" editor="slow movement" type="int"> |
4535 | &speed_left; |
4524 | If <slow movement> is set to a value greater zero, all |
4536 | &move_on; |
4525 | creatures moving over this spot will be slower than normal. |
4537 | &movement_types_terrain; |
4526 | |
|
|
4527 | <slow movement> 1 - rough terrain |
|
|
4528 | <slow movement> 2 - very rough terrain |
|
|
4529 | ... |
|
|
4530 | <slow movement> 5 - default for deep swamp |
|
|
4531 | </attribute> |
|
|
4532 | <attribute arch="no_magic" editor="no spells" type="bool"> |
4538 | <attribute arch="no_magic" editor="no spells" type="bool"> |
4533 | If enabled, it is impossible for players to use (wizard-) |
4539 | If enabled, it is impossible for players to use (wizard-) |
4534 | spells on that spot. |
4540 | spells on that spot. |
4535 | </attribute> |
4541 | </attribute> |
4536 | <attribute arch="damned" editor="no prayers" type="bool"> |
4542 | <attribute arch="damned" editor="no prayers" type="bool"> |
… | |
… | |
4621 | Default in the teleporter arch is <activation speed> 0.1. |
4627 | Default in the teleporter arch is <activation speed> 0.1. |
4622 | |
4628 | |
4623 | VERY IMPORTANT: If you want to have your teleporter activated via |
4629 | VERY IMPORTANT: If you want to have your teleporter activated via |
4624 | button/handle/magic_ear/etc, you must set <activation speed> to zero! |
4630 | button/handle/magic_ear/etc, you must set <activation speed> to zero! |
4625 | </attribute> |
4631 | </attribute> |
|
|
4632 | &speed_left; |
4626 | </type> |
4633 | </type> |
4627 | |
4634 | |
4628 | <!--####################################################################--> |
4635 | <!--####################################################################--> |
4629 | <type number="26" name="Timed Gate"> |
4636 | <type number="26" name="Timed Gate"> |
4630 | <ignore> |
4637 | <ignore> |
… | |
… | |
4655 | The <position state> defines the position of the gate: |
4662 | The <position state> defines the position of the gate: |
4656 | Zero means completely open/down, the "number of animation-steps" (usually |
4663 | Zero means completely open/down, the "number of animation-steps" (usually |
4657 | about 6 or 7) means completely closed/up state. I suggest you don't |
4664 | about 6 or 7) means completely closed/up state. I suggest you don't |
4658 | mess with this value - Leave the default in place. |
4665 | mess with this value - Leave the default in place. |
4659 | </attribute> |
4666 | </attribute> |
4660 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
4667 | &movement_types_terrain; |
4661 | For open gates, <blocking passage> should be unset. |
|
|
4662 | For closed gates it must be set. |
|
|
4663 | </attribute> |
|
|
4664 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
4668 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
4665 | Restricting the use of spells to pass this gate. This has |
4669 | Restricting the use of spells to pass this gate. This has |
4666 | an effect only if <block view> is disabled. |
4670 | an effect only if <block view> is disabled. |
4667 | </attribute> |
4671 | </attribute> |
4668 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
4672 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
… | |
… | |
4699 | <use><![CDATA[ |
4703 | <use><![CDATA[ |
4700 | Avoid monsters stepping on your traps. For example, a party of orcs setting |
4704 | Avoid monsters stepping on your traps. For example, a party of orcs setting |
4701 | off your lightning wall and pit trap is usually a bad idea. ]]> |
4705 | off your lightning wall and pit trap is usually a bad idea. ]]> |
4702 | </use> |
4706 | </use> |
4703 | <attribute arch="no_pick" value="1" type="fixed" /> |
4707 | <attribute arch="no_pick" value="1" type="fixed" /> |
4704 | <attribute arch="walk_on" value="1" type="fixed" /> |
4708 | &move_on; |
4705 | <attribute arch="level" editor="trap level" type="int"> |
4709 | <attribute arch="level" editor="trap level" type="int"> |
4706 | Level effects how easily a trap may be found and disarmed, and |
4710 | Level effects how easily a trap may be found and disarmed, and |
4707 | how much experience the player gets for doing so. Beware: High level |
4711 | how much experience the player gets for doing so. Beware: High level |
4708 | traps can be quite a cheap source of experience! So either make them |
4712 | traps can be quite a cheap source of experience! So either make them |
4709 | tough, or keep the level low. |
4713 | tough, or keep the level low. |
… | |
… | |
4752 | Trapdoors should be used in the same fashion as pits: |
4756 | Trapdoors should be used in the same fashion as pits: |
4753 | They should always drop the victims to some kind of lower level. They |
4757 | They should always drop the victims to some kind of lower level. They |
4754 | are not supposed to be used to randomly interconnect maps like teleporters. ]]> |
4758 | are not supposed to be used to randomly interconnect maps like teleporters. ]]> |
4755 | </use> |
4759 | </use> |
4756 | <attribute arch="no_pick" value="1" type="fixed" /> |
4760 | <attribute arch="no_pick" value="1" type="fixed" /> |
4757 | <attribute arch="walk_on" value="1" type="fixed" /> |
4761 | &move_on; |
4758 | <attribute arch="weight" editor="hold weight" type="int"> |
4762 | <attribute arch="weight" editor="hold weight" type="int"> |
4759 | This value defines how much weight the trapdoor can hold. |
4763 | This value defines how much weight the trapdoor can hold. |
4760 | Once items or creatures are gathered on the trapdoor, with |
4764 | Once items or creatures are gathered on the trapdoor, with |
4761 | a total weight surpassing this value, then the trapdoor will |
4765 | a total weight surpassing this value, then the trapdoor will |
4762 | open and things start falling through. |
4766 | open and things start falling through. |
… | |
… | |
4898 | <attribute arch="unpaid" /> |
4902 | <attribute arch="unpaid" /> |
4899 | </ignore> |
4903 | </ignore> |
4900 | <description><![CDATA[ |
4904 | <description><![CDATA[ |
4901 | Walls usually block passage and sight. ]]> |
4905 | Walls usually block passage and sight. ]]> |
4902 | </description> |
4906 | </description> |
4903 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
4907 | &movement_types_terrain; |
4904 | If set, the object cannot be passed by players nor monsters. |
|
|
4905 | </attribute> |
|
|
4906 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4908 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4907 | If set, the object is able to "roll", so it can be pushed around. |
4909 | If set, the object is able to "roll", so it can be pushed around. |
4908 | This setting is used for boulders and barrels. |
4910 | This setting is used for boulders and barrels. |
4909 | </attribute> |
4911 | </attribute> |
4910 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
4912 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |