1 | <?xml version="1.0" standalone="no" ?> |
1 | <?xml version="1.0" standalone="no" ?> |
2 | <!-- |
2 | <!-- |
3 | ###################################################################### |
3 | ###################################################################### |
4 | # types.xml - This is the definitions-file for all the different # |
4 | # types.xml - This is the definitions-file for all the different # |
5 | # Crossfire object types and their attributes. # |
5 | # Deliantra object types and their attributes. # |
6 | # # |
6 | # # |
7 | # The server code of the Crossfire game is always changing and # |
7 | # The server code of the Deliantra game is always changing and # |
8 | # evolving. From time to time, object-attributes change in purpose, # |
8 | # evolving. From time to time, object-attributes change in purpose, # |
9 | # or new ones are created. # |
9 | # or new ones are created. # |
10 | # Therefore, it is important that an Editor is flexible and # |
10 | # Therefore, it is important that an Editor is flexible and # |
11 | # easy to "upgrade" to handle such new features. That's why the # |
11 | # easy to "upgrade" to handle such new features. That's why the # |
12 | # CFJavaEditor reads the type-definitions from this xml file. # |
12 | # CFJavaEditor reads the type-definitions from this xml file. # |
13 | # # |
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14 | # If you encounter bugs, typos or missing entries in the LATEST # |
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15 | # VERSION of this file - Don't hesitate to improve it, contact me # |
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16 | # and eventually send the improved file to me: <red.blaze@gmx.net>. # |
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17 | # I will put it into the "official version" of the CFJavaEditor # |
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18 | # and all fellow Crossfire-Map-Makers can benefit from your work! # |
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19 | # # |
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20 | # IMPORTANT: Make a backup copy of this file before you start # |
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21 | # to modify it! # |
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22 | # # |
13 | # # |
23 | # New types must be inserted maintaining the alphabetical order. # |
14 | # New types must be inserted maintaining the alphabetical order. # |
24 | # # |
15 | # # |
25 | # about the 'type' elements: # |
16 | # about the 'type' elements: # |
26 | # # |
17 | # # |
… | |
… | |
31 | # </required> # |
22 | # </required> # |
32 | # <ignore> # |
23 | # <ignore> # |
33 | # list of attributes not to import from default_type # |
24 | # list of attributes not to import from default_type # |
34 | # </ignore> # |
25 | # </ignore> # |
35 | # <description><![CDATA[ # |
26 | # <description><![CDATA[ # |
36 | # Description of this type. ]]> # |
27 | # Description of this type.]]> # |
37 | # </description> # |
28 | # </description> # |
38 | # <use><![CDATA[ # |
29 | # <use><![CDATA[ # |
39 | # How to use this type. ]]> # |
30 | # How to use this type.]]> # |
40 | # </use> # |
31 | # </use> # |
41 | # ... attributes ... # |
32 | # ... attributes ... # |
42 | # </type> # |
33 | # </type> # |
43 | # # |
34 | # # |
44 | # about the 'attribute' type: <attribute ... type="XXX" > # |
35 | # about the 'attribute' type: <attribute ... type="XXX" > # |
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157 | decremented by 1. Otherwise, it is incremented by <speed> on |
148 | decremented by 1. Otherwise, it is incremented by <speed> on |
158 | every tick. |
149 | every tick. |
159 | </attribute> |
150 | </attribute> |
160 | "> |
151 | "> |
161 | <!ENTITY activate_on " |
152 | <!ENTITY activate_on " |
162 | <attribute arch='activate_on_push' editor='Activate on push' type='bool'> |
153 | <attribute arch='activate_on_push' editor='activate on push' type='bool'> |
163 | Whether the teleporter should only be activated on push. |
154 | Whether the teleporter should only be activated on push. |
164 | </attribute> |
155 | </attribute> |
165 | <attribute arch='activate_on_release' editor='Activate on release' type='bool'> |
156 | <attribute arch='activate_on_release' editor='activate on release' type='bool'> |
166 | Whether the teleporter should only be activated on release. |
157 | Whether the teleporter should only be activated on release. |
167 | </attribute> |
158 | </attribute> |
168 | "> |
159 | "> |
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160 | |
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161 | <!ENTITY resistances_flesh_desc " |
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162 | Resistances on flesh items make them more durable against spellcraft |
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163 | of the appropriate kind. It also allows dragon players to eventually gain |
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164 | resistance by eating it. Usually resistance should only be set for flesh |
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165 | items in a monster's inventory. |
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166 | "> |
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167 | |
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168 | <!ENTITY resistances_flesh_section " |
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169 | <section name='resistance'> |
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170 | <attribute arch='resist_physical' editor='resist physical %' length='15' type='int'> |
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171 | &resistances_flesh_desc; |
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172 | </attribute> |
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173 | <attribute arch='resist_magic' editor='resist magic %' length='15' type='int'> |
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174 | &resistances_flesh_desc; |
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175 | </attribute> |
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176 | <attribute arch='resist_fire' editor='resist fire %' length='15' type='int'> |
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177 | &resistances_flesh_desc; |
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178 | </attribute> |
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179 | <attribute arch='resist_electricity' editor='resist electricity %' length='15' type='int'> |
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180 | &resistances_flesh_desc; |
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181 | </attribute> |
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182 | <attribute arch='resist_cold' editor='resist cold %' length='15' type='int'> |
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183 | &resistances_flesh_desc; |
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184 | </attribute> |
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185 | <attribute arch='resist_confusion' editor='resist confusion %' length='15' type='int'> |
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186 | &resistances_flesh_desc; |
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187 | </attribute> |
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188 | <attribute arch='resist_acid' editor='resist acid %' length='15' type='int'> |
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189 | &resistances_flesh_desc; |
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190 | </attribute> |
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191 | <attribute arch='resist_drain' editor='resist draining %' length='15' type='int'> |
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192 | &resistances_flesh_desc; |
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193 | </attribute> |
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194 | <attribute arch='resist_weaponmagic' editor='resist weaponmagic %' length='15' type='int'> |
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195 | &resistances_flesh_desc; |
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196 | </attribute> |
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197 | <attribute arch='resist_ghosthit' editor='resist ghosthit %' length='15' type='int'> |
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198 | &resistances_flesh_desc; |
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199 | </attribute> |
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200 | <attribute arch='resist_poison' editor='resist poison %' length='15' type='int'> |
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201 | &resistances_flesh_desc; |
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202 | </attribute> |
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203 | <attribute arch='resist_slow' editor='resist slow %' length='15' type='int'> |
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204 | &resistances_flesh_desc; |
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205 | </attribute> |
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206 | <attribute arch='resist_paralyze' editor='resist paralyze %' length='15' type='int'> |
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207 | &resistances_flesh_desc; |
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208 | </attribute> |
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209 | <attribute arch='resist_fear' editor='resist fear %' length='15' type='int'> |
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210 | &resistances_flesh_desc; |
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211 | </attribute> |
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212 | <attribute arch='resist_deplete' editor='resist depletion %' length='15' type='int'> |
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213 | &resistances_flesh_desc; |
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214 | </attribute> |
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215 | <attribute arch='resist_death' editor='resist death-attack %' length='15' type='int'> |
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216 | &resistances_flesh_desc; |
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217 | </attribute> |
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218 | <attribute arch='resist_chaos' editor='resist chaos %' length='15' type='int'> |
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219 | &resistances_flesh_desc; |
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220 | </attribute> |
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221 | <attribute arch='resist_blind' editor='resist blinding %' length='15' type='int'> |
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222 | &resistances_flesh_desc; |
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223 | </attribute> |
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224 | </section> |
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225 | "> |
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226 | |
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227 | <!ENTITY resistances_basic " |
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228 | <section name='resistance'> |
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229 | <attribute arch='resist_physical' editor='resist physical %' length='15' type='int'/> |
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230 | <attribute arch='resist_magic' editor='resist magic %' length='15' type='int'/> |
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231 | <attribute arch='resist_fire' editor='resist fire %' length='15' type='int'/> |
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232 | <attribute arch='resist_electricity' editor='resist electricity %' length='15' type='int'/> |
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233 | <attribute arch='resist_cold' editor='resist cold %' length='15' type='int'/> |
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234 | <attribute arch='resist_confusion' editor='resist confusion %' length='15' type='int'/> |
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235 | <attribute arch='resist_acid' editor='resist acid %' length='15' type='int'/> |
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236 | <attribute arch='resist_drain' editor='resist draining %' length='15' type='int'/> |
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237 | <attribute arch='resist_weaponmagic' editor='resist weaponmagic %' length='15' type='int'/> |
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238 | <attribute arch='resist_ghosthit' editor='resist ghosthit %' length='15' type='int'/> |
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239 | <attribute arch='resist_poison' editor='resist poison %' length='15' type='int'/> |
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240 | <attribute arch='resist_slow' editor='resist slow %' length='15' type='int'/> |
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241 | <attribute arch='resist_paralyze' editor='resist paralyze %' length='15' type='int'/> |
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242 | <attribute arch='resist_fear' editor='resist fear %' length='15' type='int'/> |
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243 | <attribute arch='resist_deplete' editor='resist depletion %' length='15' type='int'/> |
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244 | <attribute arch='resist_death' editor='resist death-attack %' length='15' type='int'/> |
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245 | <attribute arch='resist_chaos' editor='resist chaos %' length='15' type='int'/> |
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246 | <attribute arch='resist_blind' editor='resist blinding %' length='15' type='int'/> |
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247 | <attribute arch='resist_holyword' editor='resist holy power %' length='15' type='int'/> |
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248 | <attribute arch='resist_godpower' editor='resist godpower %' length='15' type='int'/> |
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249 | </section> |
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250 | "> |
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251 | |
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252 | <!ENTITY player_stat_desc " |
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253 | The player's strentgh will rise/fall by the given value for permanent |
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254 | (of course there is an upper limit). Generally there shouldn't be stat |
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255 | potions granting more than one stat. Cursed potions will subtract the |
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256 | stats if positive. |
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257 | "> |
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258 | |
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259 | <!ENTITY player_res_desc " |
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260 | The player's resistance to physical will rise by this value in percent |
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261 | (range -100 till +100). The effect is only temporare, and it does NOT |
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262 | add on the values from the player's equipment. |
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263 | Cursed potions will make negative resistance.. very nasty in combat! |
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264 | "> |
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265 | |
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266 | <!ENTITY player_stat_resist_sections " |
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267 | <section name='stats'> |
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268 | <attribute arch='Str' editor='strength' type='int'> |
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269 | &player_stat_desc; |
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270 | </attribute> |
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271 | <attribute arch='Dex' editor='dexterity' type='int'> |
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272 | &player_stat_desc; |
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273 | </attribute> |
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274 | <attribute arch='Con' editor='constitution' type='int'> |
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275 | &player_stat_desc; |
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276 | </attribute> |
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277 | <attribute arch='Int' editor='intelligence' type='int'> |
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278 | &player_stat_desc; |
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279 | </attribute> |
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280 | <attribute arch='Pow' editor='power' type='int'> |
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281 | &player_stat_desc; |
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282 | </attribute> |
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283 | <attribute arch='Wis' editor='wisdom' type='int'> |
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284 | &player_stat_desc; |
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285 | </attribute> |
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286 | <attribute arch='Cha' editor='charisma' type='int'> |
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287 | &player_stat_desc; |
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288 | </attribute> |
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289 | </section> |
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290 | <section name='resistance'> |
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291 | <attribute arch='resist_physical' editor='resist physical %' length='15' type='int'> |
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292 | &player_res_desc; |
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293 | </attribute> |
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294 | <attribute arch='resist_magic' editor='resist magic %' length='15' type='int'> |
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295 | &player_res_desc; |
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296 | </attribute> |
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297 | <attribute arch='resist_fire' editor='resist fire %' length='15' type='int'> |
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298 | &player_res_desc; |
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299 | </attribute> |
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300 | <attribute arch='resist_electricity' editor='resist electricity %' length='15' type='int'> |
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301 | &player_res_desc; |
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302 | </attribute> |
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303 | <attribute arch='resist_cold' editor='resist cold %' length='15' type='int'> |
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304 | &player_res_desc; |
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305 | </attribute> |
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306 | <attribute arch='resist_acid' editor='resist acid %' length='15' type='int'> |
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307 | &player_res_desc; |
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308 | </attribute> |
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309 | <attribute arch='resist_confusion' editor='resist confusion %' length='15' type='int'> |
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310 | &player_res_desc; |
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311 | </attribute> |
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312 | <attribute arch='resist_weaponmagic' editor='resist weaponmagic %' length='15' type='int'> |
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313 | &player_res_desc; |
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314 | </attribute> |
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315 | <attribute arch='resist_ghosthit' editor='resist ghosthit %' length='15' type='int'> |
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316 | &player_res_desc; |
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317 | </attribute> |
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318 | <attribute arch='resist_slow' editor='resist slow %' length='15' type='int'> |
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319 | &player_res_desc; |
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320 | </attribute> |
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321 | <attribute arch='resist_fear' editor='resist fear %' length='15' type='int'> |
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322 | &player_res_desc; |
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323 | </attribute> |
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324 | <attribute arch='resist_death' editor='resist death-attack %' length='15' type='int'> |
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325 | &player_res_desc; |
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326 | </attribute> |
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327 | <attribute arch='resist_chaos' editor='resist chaos %' length='15' type='int'> |
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328 | &player_res_desc; |
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329 | </attribute> |
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330 | <attribute arch='resist_blind' editor='resist blinding %' length='15' type='int'> |
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331 | &player_res_desc; |
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332 | </attribute> |
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333 | <attribute arch='resist_holyword' editor='resist holy power %' length='15' type='int'> |
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334 | &player_res_desc; |
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335 | </attribute> |
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336 | <attribute arch='resist_godpower' editor='resist godpower %' length='15' type='int'> |
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337 | &player_res_desc; |
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338 | </attribute> |
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339 | <attribute arch='resist_paralyze' editor='resist paralyze %' length='15' type='int'> |
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340 | &player_res_desc; |
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341 | </attribute> |
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342 | <attribute arch='resist_drain' editor='resist draining %' length='15' type='int'> |
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343 | &player_res_desc; |
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344 | </attribute> |
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345 | <attribute arch='resist_deplete' editor='resist depletion %' length='15' type='int'> |
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346 | &player_res_desc; |
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347 | </attribute> |
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348 | <attribute arch='resist_poison' editor='resist poison %' length='15' type='int'> |
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349 | &player_res_desc; |
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350 | </attribute> |
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351 | </section> |
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352 | "> |
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353 | |
169 | ]> |
354 | ]> |
170 | |
355 | |
171 | <types> |
356 | <types> |
172 | |
357 | |
173 | <!--###################### bitmask definitions ######################--> |
358 | <!--###################### bitmask definitions ######################--> |
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456 | <attribute arch="title" editor="title" type="string"> |
641 | <attribute arch="title" editor="title" type="string"> |
457 | This is the object's title. Once an object is identified the title is |
642 | This is the object's title. Once an object is identified the title is |
458 | attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. |
643 | attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. |
459 | </attribute> |
644 | </attribute> |
460 | <attribute arch="face" editor="image" type="string"> |
645 | <attribute arch="face" editor="image" type="string"> |
461 | The image-name defines what image is displayed for this object in-game. |
646 | The image-name defines what image is displayed for this object in-game. Take care if the archetype of the |
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647 | object has an animation! See also the 'animation' attribute. |
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648 | </attribute> |
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649 | <attribute arch="animation" editor="animation" type="string"> |
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650 | The animation-name of the object. If you assign custom faces and the archetype |
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651 | defines an animation you can disable the animation of an archetype by setting this |
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652 | field to NONE. |
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653 | </attribute> |
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654 | <attribute arch="tag" editor="tag" type="string"> |
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655 | You can tag objects with an identifier. Tagged objects can be found quickly |
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656 | from their tag, which makes them useful to tag exits and refer to those by |
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657 | their name. |
462 | </attribute> |
658 | </attribute> |
463 | <attribute arch="nrof" editor="number" type="int"> |
659 | <attribute arch="nrof" editor="number" type="int"> |
464 | This value determines the number of objects in one stack (for example: |
660 | This value determines the number of objects in one stack (for example: |
465 | 100 goldcoins => "number = 100"). You should set this at least to one, for |
661 | 100 goldcoins => "number = 100"). You should set this at least to one, for |
466 | any pickable object - otherwise it won't be mergeable into a stack. |
662 | any pickable object - otherwise it won't be mergeable into a stack. |
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582 | This text may describe the object. |
778 | This text may describe the object. |
583 | </attribute> |
779 | </attribute> |
584 | </type> |
780 | </type> |
585 | |
781 | |
586 | <!--####################################################################--> |
782 | <!--####################################################################--> |
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783 | <!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik --> |
587 | <type number="110" name="Ability"> |
784 | <type number="999" name="Ability"> |
588 | <ignore> |
785 | <ignore> |
589 | <ignore_list name="system_object" /> |
786 | <ignore_list name="system_object" /> |
590 | </ignore> |
787 | </ignore> |
591 | <description><![CDATA[ |
788 | <description><![CDATA[ |
592 | Abilities are to be put in a monster's inventory. They grant monsters the |
789 | Abilities are to be put in a monster's inventory. They grant monsters the |
593 | knowledge to cast spells. Spells from abilities are usually magical in |
790 | knowledge to cast spells. Spells from abilities are usually magical in |
594 | nature, thus adding magic attacktype to the spell-damage they produce. |
791 | nature, thus adding magic attacktype to the spell-damage they produce. |
595 | <br><br> |
792 | <br><br> |
596 | A particularly nice feature of abilities is that they can hold two |
793 | A particularly nice feature of abilities is that they can hold two |
597 | spells: One for short range- and one for long range use. |
794 | spells: One for short range - and one for long range use. |
598 | \n\n |
795 | \n\n |
599 | You should know that spellcasting monsters receive abilities via |
796 | You should know that spellcasting monsters receive abilities via |
600 | <treasurelist>. ]]> |
797 | <treasurelist>.]]> |
601 | </description> |
798 | </description> |
602 | <use><![CDATA[ |
799 | <use><![CDATA[ |
603 | If you want to create "customized" spellcasting monsters, you |
800 | If you want to create "customized" spellcasting monsters, you |
604 | should use abilities (rather than spellbooks/wands or something). |
801 | should use abilities (rather than spellbooks/wands or something). |
605 | The long/short-range spell feature can make boss-monsters more |
802 | The long/short-range spell feature can make boss-monsters more |
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607 | <br><br> |
804 | <br><br> |
608 | You should keep in mind that magic abilities allow players |
805 | You should keep in mind that magic abilities allow players |
609 | to get better resistance. You can turn off the magic part to |
806 | to get better resistance. You can turn off the magic part to |
610 | make the spells more dangerous. However, this really shouldn't |
807 | make the spells more dangerous. However, this really shouldn't |
611 | be neccessary unless you work on very high level maps. |
808 | be neccessary unless you work on very high level maps. |
612 | And what fun is a magic resistance cloak when it has no effect? ]]> |
809 | And what fun is a magic resistance cloak when it has no effect?]]> |
613 | </use> |
810 | </use> |
614 | <attribute arch="invisible" value="1" type="fixed" /> |
811 | <attribute arch="invisible" value="1" type="fixed" /> |
615 | <attribute arch="no_drop" value="1" type="fixed" /> |
812 | <attribute arch="no_drop" value="1" type="fixed" /> |
616 | <attribute arch="sp" editor="short range spell" type="spell"> |
813 | <attribute arch="sp" editor="short range spell" type="spell"> |
617 | The monster will use the specified <short range spell> |
814 | The monster will use the specified <short range spell> |
… | |
… | |
654 | </ignore> |
851 | </ignore> |
655 | <description><![CDATA[ |
852 | <description><![CDATA[ |
656 | When a player puts a defined number of certain items on the altar, |
853 | When a player puts a defined number of certain items on the altar, |
657 | then either a spell is casted (on the player) or a connector is |
854 | then either a spell is casted (on the player) or a connector is |
658 | triggered. If the latter is the case, the altar works only once. |
855 | triggered. If the latter is the case, the altar works only once. |
659 | Either way, the sacrificed item disappears. ]]> |
856 | Either way, the sacrificed item disappears.]]> |
660 | </description> |
857 | </description> |
661 | <attribute arch="no_pick" value="1" type="fixed" /> |
858 | <attribute arch="no_pick" value="1" type="fixed" /> |
662 | &move_on; |
859 | &move_on; |
663 | <attribute arch="slaying" editor="match item name" type="string"> |
860 | <attribute arch="slaying" editor="match item name" type="string"> |
664 | This string specifies the item that must be put on the altar to |
861 | This string specifies the item that must be put on the altar to |
665 | activate it. It can either be the name of an archetype, or directly |
862 | activate it. It can either be the name of an archetype, or directly |
666 | the name of an object. Yet, titles are not recognized by altars. |
863 | the name of an object. Yet, titles are not recognized by altars. |
667 | Remember to put a note somewhere, telling the player what he is |
864 | If you want the player to have to drop a specific amount of money use "money". |
668 | expected to drop on the altar. (Often this is put in the altar's |
865 | See also the "drop amount" attribute. |
669 | name: E.g. "drop 100 platinums") |
|
|
670 | </attribute> |
866 | </attribute> |
671 | <attribute arch="food" editor="drop amount" type="int"> |
867 | <attribute arch="food" editor="drop amount" type="int"> |
672 | The drop amount specifies the amount of items (specified |
868 | The drop amount specifies the amount of items (specified |
673 | in <match item name>) that must be dropped to activate the altar. |
869 | in <match item name>) that must be dropped to activate the altar. |
674 | |
870 | |
… | |
… | |
700 | <ignore_list name="non_pickable" /> |
896 | <ignore_list name="non_pickable" /> |
701 | </ignore> |
897 | </ignore> |
702 | <description><![CDATA[ |
898 | <description><![CDATA[ |
703 | Altar_triggers work pretty much like normal altars |
899 | Altar_triggers work pretty much like normal altars |
704 | (drop sacrifice -> connection activated), except for the fact that |
900 | (drop sacrifice -> connection activated), except for the fact that |
705 | they reset after usage. Hence, altar_triggers can be used infinitely. ]]> |
901 | they reset after usage. Hence, altar_triggers can be used infinitely.]]> |
706 | </description> |
902 | </description> |
707 | <use><![CDATA[ |
903 | <use><![CDATA[ |
708 | Altar_triggers are very useful if you want to charge a price for... |
904 | Altar_triggers are very useful if you want to charge a price for... |
709 | <UL> |
905 | <UL> |
710 | <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. |
906 | <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. |
711 | <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. |
907 | <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. |
712 | <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. |
908 | <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. |
713 | </UL> |
909 | </UL> |
714 | The big advantage over normal altars is the infinite usability |
910 | The big advantage over normal altars is the infinite usability |
715 | of altar_triggers! If there are ten players on one server, they're |
911 | of altar_triggers! If there are ten players on one server, they're |
716 | quite grateful if things work more than once. =) ]]> |
912 | quite grateful if things work more than once. =)]]> |
717 | </use> |
913 | </use> |
718 | <attribute arch="no_pick" value="1" type="fixed" /> |
914 | <attribute arch="no_pick" value="1" type="fixed" /> |
719 | <attribute arch="slaying" editor="match item name" type="string"> |
915 | <attribute arch="slaying" editor="match item name" type="string"> |
720 | This string specifies the item that must be put on the altar to |
916 | This string specifies the item that must be put on the altar to |
721 | activate it. It can either be the name of an archetype, or directly |
917 | activate it. It can either be the name of an archetype, or directly |
722 | the name of an object. Yet, titles are not recognized by altars. |
918 | the name of an object. Yet, titles are not recognized by altars. |
723 | Remember to put a note somewhere, telling the player what he is |
919 | If you want the player to have to drop a specific amount of money use "money". |
724 | expected to drop on the altar. (Often this is put in the altar's |
920 | See also the "drop amount" attribute. |
725 | name: E.g. "drop 100 platinums") |
|
|
726 | </attribute> |
921 | </attribute> |
727 | <attribute arch="food" editor="drop amount" type="int"> |
922 | <attribute arch="food" editor="drop amount" type="int"> |
728 | The drop amount specifies the amount of items (specified |
923 | The drop amount specifies the amount of items (specified |
729 | in <match item name>) that must be dropped to activate the altar. |
924 | in <match item name>) that must be dropped to activate the altar. |
730 | |
925 | |
… | |
… | |
766 | in the exact moment when the altar is activated. |
961 | in the exact moment when the altar is activated. |
767 | </attribute> |
962 | </attribute> |
768 | </type> |
963 | </type> |
769 | |
964 | |
770 | <!--####################################################################--> |
965 | <!--####################################################################--> |
|
|
966 | <type number="74" name="Skill Tool"> |
|
|
967 | <description><![CDATA[ |
|
|
968 | Wearing a skill tool will give the player the ability to use a skill. |
|
|
969 | ]]> |
|
|
970 | </description> |
|
|
971 | <use><![CDATA[ |
|
|
972 | Feel free to assign resistancies and stats to a skill tools or change |
|
|
973 | the skill that is given. |
|
|
974 | ]]> |
|
|
975 | </use> |
|
|
976 | <attribute arch="skill" editor="skill name" type="string"> |
|
|
977 | This field describes which skill the player will be able to use wearing this item. |
|
|
978 | </attribute> |
|
|
979 | &player_stat_resist_sections; |
|
|
980 | </type> |
|
|
981 | <!--####################################################################--> |
771 | <type number="39" name="Amulet"> |
982 | <type number="39" name="Amulet"> |
772 | <description><![CDATA[ |
983 | <description><![CDATA[ |
773 | Wearing an amulet, the object's stats will directly be inherited to |
984 | Wearing an amulet, the object's stats will directly be inherited to |
774 | the player. Amulets are usually meant for protection and defense. ]]> |
985 | the player. Amulets are usually meant for protection and defense.]]> |
775 | </description> |
986 | </description> |
776 | <use><![CDATA[ |
987 | <use><![CDATA[ |
777 | Feel free to create your own special artifacts. However, it is very |
988 | Feel free to create your own special artifacts. However, it is very |
778 | important that you keep your artifact in balance with existing maps. ]]> |
989 | important that you keep your artifact in balance with existing maps.]]> |
779 | </use> |
990 | </use> |
780 | <attribute arch="ac" editor="armour class" type="int"> |
991 | <attribute arch="ac" editor="armour class" type="int"> |
781 | This value defines the amount of armour-class bonus for wearing |
992 | This value defines the amount of armour-class bonus for wearing |
782 | this item. <Armour class> lessens the chance of being hit. Lower |
993 | this item. <Armour class> lessens the chance of being hit. Lower |
783 | values are better. It should usually be set only for armour-like equipment. |
994 | values are better. It should usually be set only for armour-like equipment. |
… | |
… | |
794 | amount of <item power>, depending on their own level. This is the |
1005 | amount of <item power>, depending on their own level. This is the |
795 | only way to prevent low level players to wear "undeserved" equipment |
1006 | only way to prevent low level players to wear "undeserved" equipment |
796 | (like gifts from other players or cheated items). |
1007 | (like gifts from other players or cheated items). |
797 | |
1008 | |
798 | It is very important to adjust the <item power> value carefully |
1009 | It is very important to adjust the <item power> value carefully |
799 | for every artifact you create! If zero/unset, the CF server will |
1010 | for every artifact you create! If zero/unset, the Deliantra server will |
800 | calculate a provisional value at runtime, but this is never |
1011 | calculate a provisional value at runtime, but this is never |
801 | going to be an accurate measurement of <item power>. |
1012 | going to be an accurate measurement of <item power>. |
802 | </attribute> |
1013 | </attribute> |
803 | <attribute arch="damned" editor="damnation" type="bool"> |
1014 | <attribute arch="damned" editor="damnation" type="bool"> |
804 | A damned piece of equipment cannot be unwielded unless the curse |
1015 | A damned piece of equipment cannot be unwielded unless the curse |
… | |
… | |
830 | you want the monster to use/wear the item - you must set |
1041 | you want the monster to use/wear the item - you must set |
831 | <is applied>. |
1042 | <is applied>. |
832 | Enabling this flag doesn't make any sense if the item |
1043 | Enabling this flag doesn't make any sense if the item |
833 | is NOT in a monster's inventory. |
1044 | is NOT in a monster's inventory. |
834 | </attribute> |
1045 | </attribute> |
835 | <section name="resistance"> |
1046 | &player_stat_resist_sections; |
836 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
837 | This adds physical resistance to the item (= armour value). The number is |
|
|
838 | a percent-value in the range 0-100. Treat this with CARE. Look at other maps |
|
|
839 | and what they require to do for getting this-and-that artifact. |
|
|
840 | </attribute> |
|
|
841 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
842 | This adds magic resistance to the item. The number is a percent-value in |
|
|
843 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
844 | require to do for getting this-and-that artifact. |
|
|
845 | </attribute> |
|
|
846 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
847 | This adds fire resistance to the item. The number is a percent-value in |
|
|
848 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
849 | require to do for getting this-and-that artifact. |
|
|
850 | </attribute> |
|
|
851 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
852 | This adds electricity resistance to the item. The number is a percent-value in |
|
|
853 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
854 | require to do for getting this-and-that artifact. |
|
|
855 | </attribute> |
|
|
856 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
857 | This adds fire resistance to the item. The number is a percent-value in |
|
|
858 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
859 | require to do for getting this-and-that artifact. |
|
|
860 | </attribute> |
|
|
861 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
862 | This adds confusion resistance to the item. The number is a percent-value in |
|
|
863 | the range 0-100. Confusion resistance is not very effective |
|
|
864 | unless the value comes close to 100 (= perfect immunity). |
|
|
865 | </attribute> |
|
|
866 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
867 | This adds acid resistance to the item. The number is a percent-value in |
|
|
868 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
869 | require to do for getting this-and-that artifact. |
|
|
870 | </attribute> |
|
|
871 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
872 | This adds draining resistance to the item. The number is a percent-value |
|
|
873 | in the range 0-100. Draining resistance is little effective |
|
|
874 | unless the value is 100 (= perfect immunity). |
|
|
875 | </attribute> |
|
|
876 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
877 | This adds weaponmagic resistance to the item. The number is a percent-value in |
|
|
878 | the range 0-100. Weaponmagic resistance generally should not exist on |
|
|
879 | equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) |
|
|
880 | are not meant to be easily resisted. |
|
|
881 | </attribute> |
|
|
882 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
883 | This adds ghosthit resistance to the item. The number is a percent-value |
|
|
884 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
885 | require to do for getting this-and-that artifact. |
|
|
886 | </attribute> |
|
|
887 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
888 | This adds poison resistance to the item. The number is a percent-value in |
|
|
889 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
890 | require to do for getting this-and-that artifact. |
|
|
891 | </attribute> |
|
|
892 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
893 | This adds fear resistance to the item. The number is a percent-value in |
|
|
894 | the range 0-100. Resistance to fear is pretty useless. |
|
|
895 | </attribute> |
|
|
896 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
897 | This adds paralyze resistance to the item. The number is a percent-value in |
|
|
898 | the range 0-100. Paralyze resistance is little effective |
|
|
899 | unless the value is 100 (= perfect immunity). |
|
|
900 | </attribute> |
|
|
901 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
902 | This adds fear resistance to the item. The number is a percent-value in |
|
|
903 | the range 0-100. Resistance to fear is pretty useless. |
|
|
904 | </attribute> |
|
|
905 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
906 | This adds depletion resistance to the item. The number is a percent-value |
|
|
907 | in the range 0-100. Depletion resistance is little effective |
|
|
908 | unless the value is 100 (= perfect immunity). |
|
|
909 | </attribute> |
|
|
910 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
911 | This adds death-attack resistance to the item. The number is a |
|
|
912 | percent-value in the range 0-100. Death-attack resistance is little |
|
|
913 | effective unless the value is 100 (= perfect immunity). |
|
|
914 | Generally, resistance to death-attack is not supposed to be |
|
|
915 | available to players! |
|
|
916 | </attribute> |
|
|
917 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
918 | This adds chaos resistance to the item. The number is a percent-value in |
|
|
919 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
920 | require to do for getting this-and-that artifact. |
|
|
921 | Note that chaos is not a stand-alone attacktype. Chaos "contains" a |
|
|
922 | combination of other attacktypes. |
|
|
923 | </attribute> |
|
|
924 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
925 | This adds blinding resistance to the item. The number is a percent-value |
|
|
926 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
927 | require to do for getting this-and-that artifact. |
|
|
928 | </attribute> |
|
|
929 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
930 | This adds holy power resistance to the item. The number is a percent-value |
|
|
931 | in the range 0-100. Holy power is the attacktype that holyword-type spells |
|
|
932 | use to hurt undead creatures. This kind of resistance is only reasonable |
|
|
933 | for undead players (wraith or devourer cult). |
|
|
934 | Generally, resistance to holy word should not be available for players. |
|
|
935 | </attribute> |
|
|
936 | </section> |
|
|
937 | <section name="stats"> |
|
|
938 | <attribute arch="Str" editor="strength" type="int"> |
|
|
939 | The player's strentgh will rise/fall by the given value |
|
|
940 | while wearing this piece of equipment. |
|
|
941 | </attribute> |
|
|
942 | <attribute arch="Dex" editor="dexterity" type="int"> |
|
|
943 | The player's dexterity will rise/fall by the given value |
|
|
944 | while wearing this piece of equipment. |
|
|
945 | </attribute> |
|
|
946 | <attribute arch="Con" editor="constitution" type="int"> |
|
|
947 | The player's constitution will rise/fall by the given value |
|
|
948 | while wearing this piece of equipment. |
|
|
949 | </attribute> |
|
|
950 | <attribute arch="Int" editor="intelligence" type="int"> |
|
|
951 | The player's intelligence will rise/fall by the given value |
|
|
952 | while wearing this piece of equipment. |
|
|
953 | </attribute> |
|
|
954 | <attribute arch="Pow" editor="power" type="int"> |
|
|
955 | The player's power will rise/fall by the given value |
|
|
956 | while wearing this piece of equipment. |
|
|
957 | </attribute> |
|
|
958 | <attribute arch="Wis" editor="wisdom" type="int"> |
|
|
959 | The player's wisdom will rise/fall by the given value while |
|
|
960 | wearing this piece of equipment. |
|
|
961 | </attribute> |
|
|
962 | <attribute arch="Cha" editor="charisma" type="int"> |
|
|
963 | The player's charisma will rise/fall by the given value |
|
|
964 | while wearing this piece of equipment. |
|
|
965 | </attribute> |
|
|
966 | </section> |
|
|
967 | <section name="misc"> |
1047 | <section name="misc"> |
968 | <attribute arch="luck" editor="luck bonus" type="int"> |
1048 | <attribute arch="luck" editor="luck bonus" type="int"> |
969 | With positive luck bonus, the player is more likely to |
1049 | With positive luck bonus, the player is more likely to |
970 | succeed in all sorts of things (spellcasting, praying,...). |
1050 | succeed in all sorts of things (spellcasting, praying,...). |
971 | Unless the <luck bonus> is very high, the effect will be |
1051 | Unless the <luck bonus> is very high, the effect will be |
… | |
… | |
1059 | Battleground is very special: In short, players can die on battleground |
1139 | Battleground is very special: In short, players can die on battleground |
1060 | without any death penalties. They don't loose or gain experience |
1140 | without any death penalties. They don't loose or gain experience |
1061 | while on battleground. Acid, draining and depletion effects don't |
1141 | while on battleground. Acid, draining and depletion effects don't |
1062 | work either. |
1142 | work either. |
1063 | When a player dies on battleground, he gets teleported to an exit |
1143 | When a player dies on battleground, he gets teleported to an exit |
1064 | location which is defined in the battleground object. ]]> |
1144 | location which is defined in the battleground object.]]> |
1065 | </description> |
1145 | </description> |
1066 | <use><![CDATA[ |
1146 | <use><![CDATA[ |
1067 | Battleground is only meant for player vs. player duels. You can |
1147 | Battleground is only meant for player vs. player duels. You can |
1068 | design combat arenas similiar to the one in scorn.<br> |
1148 | design combat arenas similiar to the one in scorn.<br> |
1069 | What should NEVER be done is placing battleground tiles in |
1149 | What should NEVER be done is placing battleground tiles in |
… | |
… | |
1071 | It must not be possible to gain significant treasure for fighting |
1151 | It must not be possible to gain significant treasure for fighting |
1072 | on battleground, because it bears no risk.<br><br> |
1152 | on battleground, because it bears no risk.<br><br> |
1073 | (Battleground will cease to work when the image or name is changed, |
1153 | (Battleground will cease to work when the image or name is changed, |
1074 | or when it is placed beneath another floor tile. |
1154 | or when it is placed beneath another floor tile. |
1075 | This is not a bug, it is there to prevent any attempts of placing |
1155 | This is not a bug, it is there to prevent any attempts of placing |
1076 | "hidden" battleground tiles anywhere.) ]]> |
1156 | "hidden" battleground tiles anywhere.)]]> |
1077 | </use> |
1157 | </use> |
1078 | <attribute arch="no_pick" value="1" type="fixed" /> |
1158 | <attribute arch="no_pick" value="1" type="fixed" /> |
1079 | <attribute arch="is_floor" value="1" type="fixed" /> |
1159 | <attribute arch="is_floor" value="1" type="fixed" /> |
1080 | <attribute arch="hp" editor="destination X" type="int"> |
1160 | <attribute arch="hp" editor="destination X" type="int"> |
1081 | The exit destinations define the (x, y)-coordinates where players |
1161 | The exit destinations define the (x, y)-coordinates where players |
… | |
… | |
1086 | get teleported after they died on this battleground. |
1166 | get teleported after they died on this battleground. |
1087 | </attribute> |
1167 | </attribute> |
1088 | </type> |
1168 | </type> |
1089 | |
1169 | |
1090 | <!--####################################################################--> |
1170 | <!--####################################################################--> |
1091 | <type number="165" name="Safe ground (CF+)"> |
1171 | <type number="165" name="Safe ground"> |
1092 | <ignore> |
1172 | <ignore> |
1093 | <ignore_list name="non_pickable" /> |
1173 | <ignore_list name="non_pickable" /> |
1094 | </ignore> |
1174 | </ignore> |
1095 | <description><![CDATA[ |
1175 | <description><![CDATA[ |
1096 | Safe ground is a special object that prevents any effects that might |
1176 | Safe ground is a special object that prevents any effects that might |
1097 | be harmful for the map, other players or items on the map. |
1177 | be harmful for the map, other players or items on the map. |
1098 | It blocks all magic and prayers, usage of alchemy, prevents potions |
1178 | It blocks all magic and prayers, usage of alchemy, prevents potions |
1099 | from being used and blocks bombs from exploding. Note that altars that |
1179 | from being used and blocks bombs from exploding. Note that altars that |
1100 | do cast spells still work. |
1180 | do cast spells still work. |
1101 | (This is a Crossfire+ feature, and might not work elsewhere) |
|
|
1102 | ]]> |
1181 | ]]> |
1103 | </description> |
1182 | </description> |
1104 | <use><![CDATA[ |
1183 | <use><![CDATA[ |
1105 | Safe ground can be used to prevents any means of burning |
1184 | Safe ground can be used to prevents any means of burning |
1106 | or destroying the items in a shop. Put this object below all floor tiles |
1185 | or destroying the items in a shop. Put this object below all floor tiles |
1107 | in your map and your shop will be safe. It's generally useful for making |
1186 | in your map and your shop will be safe. It's generally useful for making |
1108 | areas where really no kind of spell should be invoked by a player. |
1187 | areas where really no kind of spell should be invoked by a player. |
1109 | ]]> |
1188 | ]]> |
1110 | </use> |
1189 | </use> |
|
|
1190 | &movement_types_terrain; |
1111 | <attribute arch="no_pick" value="1" type="fixed" /> |
1191 | <attribute arch="no_pick" value="1" type="fixed" /> |
1112 | </type> |
1192 | </type> |
1113 | |
1193 | |
1114 | <!--####################################################################--> |
1194 | <!--####################################################################--> |
1115 | <type number="8" name="Book"> |
1195 | <type number="8" name="Book"> |
1116 | <description><![CDATA[ |
1196 | <description><![CDATA[ |
1117 | Applying a book, the containing message is displayed to the player. ]]> |
1197 | Applying a book, the containing message is displayed to the player.]]> |
1118 | </description> |
1198 | </description> |
1119 | <attribute arch="level" editor="literacy level" type="int"> |
1199 | <attribute arch="level" editor="literacy level" type="int"> |
1120 | If this value is set to be greater than zero, the player needs a |
1200 | If this value is set to be greater than zero, the player needs a |
1121 | certain literacy level to succeed reading the book. The book can be |
1201 | certain literacy level to succeed reading the book. The book can be |
1122 | read if: mental_level greater <literacy level> - 5. Adding level to a |
1202 | read if: mental_level greater <literacy level> - 5. Adding level to a |
… | |
… | |
1146 | <type number="99" name="Boots"> |
1226 | <type number="99" name="Boots"> |
1147 | <import_type name="Amulet" /> |
1227 | <import_type name="Amulet" /> |
1148 | <description><![CDATA[ |
1228 | <description><![CDATA[ |
1149 | Wearing boots, the object's stats will directly be inherited to |
1229 | Wearing boots, the object's stats will directly be inherited to |
1150 | the player. Usually enhancing his speed, or granting some minor |
1230 | the player. Usually enhancing his speed, or granting some minor |
1151 | protection bonus. ]]> |
1231 | protection bonus.]]> |
1152 | </description> |
1232 | </description> |
1153 | <use><![CDATA[ |
1233 | <use><![CDATA[ |
1154 | Feel free to create your own special artifacts. However, it is very |
1234 | Feel free to create your own special artifacts. However, it is very |
1155 | important that you keep your artifact in balance with existing maps. ]]> |
1235 | important that you keep your artifact in balance with existing maps.]]> |
1156 | </use> |
1236 | </use> |
1157 | <attribute arch="exp" editor="speed bonus" type="int"> |
1237 | <attribute arch="exp" editor="speed bonus" type="int"> |
1158 | Boots with <speed bonus> will increase the player's walking speed |
1238 | Boots with <speed bonus> will increase the player's walking speed |
1159 | while worn. This kind of bonus is quite desirable for players of low- |
1239 | while worn. This kind of bonus is quite desirable for players of low- |
1160 | and medium level. High level players usually have fastest possible |
1240 | and medium level. High level players usually have fastest possible |
… | |
… | |
1176 | <type number="104" name="Bracers"> |
1256 | <type number="104" name="Bracers"> |
1177 | <import_type name="Amulet" /> |
1257 | <import_type name="Amulet" /> |
1178 | <description><![CDATA[ |
1258 | <description><![CDATA[ |
1179 | Bracers are armour-plates worn around the wrists. |
1259 | Bracers are armour-plates worn around the wrists. |
1180 | Wearing bracer, the object's stats will directly be inherited to |
1260 | Wearing bracer, the object's stats will directly be inherited to |
1181 | the player. Usually enhancing his defense. ]]> |
1261 | the player. Usually enhancing his defense.]]> |
1182 | </description> |
1262 | </description> |
1183 | <use><![CDATA[ |
1263 | <use><![CDATA[ |
1184 | Feel free to create your own special artifacts. However, it is very |
1264 | Feel free to create your own special artifacts. However, it is very |
1185 | important that you keep your artifact in balance with existing maps. ]]> |
1265 | important that you keep your artifact in balance with existing maps.]]> |
1186 | </use> |
1266 | </use> |
1187 | <attribute arch="magic" editor="magic bonus" type="int"> |
1267 | <attribute arch="magic" editor="magic bonus" type="int"> |
1188 | <magic bonus> works just like ac, except that it can be improved by |
1268 | <magic bonus> works just like ac, except that it can be improved by |
1189 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1269 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1190 | than direct armour-class bonus on the bracers. |
1270 | than direct armour-class bonus on the bracers. |
… | |
… | |
1194 | <!--####################################################################--> |
1274 | <!--####################################################################--> |
1195 | <type number="16" name="Brestplate Armour"> |
1275 | <type number="16" name="Brestplate Armour"> |
1196 | <import_type name="Amulet" /> |
1276 | <import_type name="Amulet" /> |
1197 | <description><![CDATA[ |
1277 | <description><![CDATA[ |
1198 | Wearing an armour, the object's stats will directly be inherited to |
1278 | Wearing an armour, the object's stats will directly be inherited to |
1199 | the player. Usually enhancing his defense. ]]> |
1279 | the player. Usually enhancing his defense.]]> |
1200 | </description> |
1280 | </description> |
1201 | <use><![CDATA[ |
1281 | <use><![CDATA[ |
1202 | Feel free to create your own special artifacts. However, it is very |
1282 | Feel free to create your own special artifacts. However, it is very |
1203 | important that you keep your artifact in balance with existing maps. ]]> |
1283 | important that you keep your artifact in balance with existing maps.]]> |
1204 | </use> |
1284 | </use> |
1205 | <attribute arch="last_heal" editor="spellpoint penalty" type="int"> |
1285 | <attribute arch="last_heal" editor="spellpoint penalty" type="int"> |
1206 | This poses a penalty to spell regeneration speed, for wearing the armour. |
1286 | This poses a penalty to spell regeneration speed, for wearing the armour. |
1207 | The bigger the spellpoint penalty, the worse. |
1287 | The bigger the spellpoint penalty, the worse. |
1208 | </attribute> |
1288 | </attribute> |
… | |
… | |
1224 | </ignore> |
1304 | </ignore> |
1225 | <description><![CDATA[ |
1305 | <description><![CDATA[ |
1226 | When a predefined amount of weigh is placed on a button, the |
1306 | When a predefined amount of weigh is placed on a button, the |
1227 | <connection> value is triggered. In most cases this happens when a |
1307 | <connection> value is triggered. In most cases this happens when a |
1228 | player or monster steps on it. When the button is "released", the |
1308 | player or monster steps on it. When the button is "released", the |
1229 | <connection> value get's triggered a second time. ]]> |
1309 | <connection> value get's triggered a second time.]]> |
1230 | </description> |
1310 | </description> |
1231 | &move_on; |
1311 | &move_on; |
1232 | &move_off; |
1312 | &move_off; |
1233 | <attribute arch="no_pick" value="1" type="fixed" /> |
1313 | <attribute arch="no_pick" value="1" type="fixed" /> |
1234 | <attribute arch="weight" editor="press weight" type="int"> |
1314 | <attribute arch="weight" editor="press weight" type="int"> |
… | |
… | |
1252 | <ignore_list name="non_pickable" /> |
1332 | <ignore_list name="non_pickable" /> |
1253 | </ignore> |
1333 | </ignore> |
1254 | <description><![CDATA[ |
1334 | <description><![CDATA[ |
1255 | Handle buttons are buttons which reset after a short period |
1335 | Handle buttons are buttons which reset after a short period |
1256 | of time. Every time it is either applied or reset, the |
1336 | of time. Every time it is either applied or reset, the |
1257 | <connection> value is triggered. ]]> |
1337 | <connection> value is triggered.]]> |
1258 | </description> |
1338 | </description> |
1259 | </type> |
1339 | </type> |
1260 | |
1340 | |
1261 | <!--####################################################################--> |
1341 | <!--####################################################################--> |
1262 | <type number="37" name="Class Changer"> |
1342 | <type number="37" name="Class Changer"> |
1263 | <ignore> |
1343 | <ignore> |
1264 | <ignore_list name="non_pickable" /> |
1344 | <ignore_list name="non_pickable" /> |
1265 | </ignore> |
1345 | </ignore> |
1266 | <description><![CDATA[ |
1346 | <description><![CDATA[ |
1267 | Class changer are used while creating a character. ]]> |
1347 | Class changer are used while creating a character.]]> |
1268 | </description> |
1348 | </description> |
1269 | <attribute arch="randomitems" editor="class items" type="treasurelist"> |
1349 | <attribute arch="randomitems" editor="class items" type="treasurelist"> |
1270 | This entry determines which initial items the character receives. |
1350 | This entry determines which initial items the character receives. |
1271 | </attribute> |
1351 | </attribute> |
1272 | <section name="stats"> |
1352 | <section name="stats"> |
… | |
… | |
1305 | <type number="87" name="Cloak"> |
1385 | <type number="87" name="Cloak"> |
1306 | <import_type name="Amulet" /> |
1386 | <import_type name="Amulet" /> |
1307 | <description><![CDATA[ |
1387 | <description><![CDATA[ |
1308 | Wearing a cloak, the object's stats will directly be inherited to |
1388 | Wearing a cloak, the object's stats will directly be inherited to |
1309 | the player. Cloaks usually add minor <armour class> and |
1389 | the player. Cloaks usually add minor <armour class> and |
1310 | sometimes a bit of resistance. ]]> |
1390 | sometimes a bit of resistance.]]> |
1311 | </description> |
1391 | </description> |
1312 | <use><![CDATA[ |
1392 | <use><![CDATA[ |
1313 | Feel free to create your own special artifacts. However, it is very |
1393 | Feel free to create your own special artifacts. However, it is very |
1314 | important that you keep your artifact in balance with existing maps. ]]> |
1394 | important that you keep your artifact in balance with existing maps.]]> |
1315 | </use> |
1395 | </use> |
1316 | <attribute arch="magic" editor="magic bonus" type="int"> |
1396 | <attribute arch="magic" editor="magic bonus" type="int"> |
1317 | <magic bonus> works just like ac, except that it can be improved by |
1397 | <magic bonus> works just like ac, except that it can be improved by |
1318 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1398 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1319 | than direct armour-class bonus on the cloak. |
1399 | than direct armour-class bonus on the cloak. |
… | |
… | |
1324 | </type> |
1404 | </type> |
1325 | |
1405 | |
1326 | <!--####################################################################--> |
1406 | <!--####################################################################--> |
1327 | <type number="9" name="Clock"> |
1407 | <type number="9" name="Clock"> |
1328 | <description><![CDATA[ |
1408 | <description><![CDATA[ |
1329 | Applying a clock, the time is displayed to the player. ]]> |
1409 | Applying a clock, the time is displayed to the player.]]> |
1330 | </description> |
1410 | </description> |
1331 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1411 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1332 | This text may describe the item |
1412 | This text may describe the item |
1333 | </attribute> |
1413 | </attribute> |
1334 | </type> |
1414 | </type> |
… | |
… | |
1339 | A player can put (certain kinds of) items in the container. |
1419 | A player can put (certain kinds of) items in the container. |
1340 | The overall weight of items is reduced when put inside a |
1420 | The overall weight of items is reduced when put inside a |
1341 | container, depending on the settings. |
1421 | container, depending on the settings. |
1342 | <br><br> |
1422 | <br><br> |
1343 | A special feature of containers is the "cauldron", |
1423 | A special feature of containers is the "cauldron", |
1344 | capable of mixing alchemical receipes. ]]> |
1424 | capable of mixing alchemical receipes.]]> |
1345 | </description> |
1425 | </description> |
1346 | <use><![CDATA[ |
1426 | <use><![CDATA[ |
1347 | Note on chests - There are two types of chests: |
1427 | Note on chests - There are two types of chests: |
1348 | <UL> |
1428 | <UL> |
1349 | <LI> First the random treasure chests - Those are NOT containers |
1429 | <LI> First the random treasure chests - Those are NOT containers |
1350 | (but object type Treasure), they create random treasures when |
1430 | (but object type Treasure), they create random treasures when |
1351 | applied. Archetype name is "chest". |
1431 | applied. Archetype name is "chest". |
1352 | <LI> Second there are the permanent chests - Those are containers, |
1432 | <LI> Second there are the permanent chests - Those are containers, |
1353 | they can be opened and closed again. Archetype name is "chest_2". |
1433 | they can be opened and closed again. Archetype name is "chest_2". |
1354 | </UL> ]]> |
1434 | </UL>]]> |
1355 | </use> |
1435 | </use> |
1356 | <attribute arch="race" editor="container class" type="string"> |
1436 | <attribute arch="race" editor="container class" type="string"> |
1357 | If set, the container will hold only certain types of objects. |
1437 | If set, the container will hold only certain types of objects. |
1358 | Possible choices for <container class> are: "gold and jewels", |
1438 | Possible choices for <container class> are: "gold and jewels", |
1359 | "arrows" and "keys". |
1439 | "arrows" and "keys". |
… | |
… | |
1414 | <attribute arch="title" /> |
1494 | <attribute arch="title" /> |
1415 | </ignore> |
1495 | </ignore> |
1416 | <description><![CDATA[ |
1496 | <description><![CDATA[ |
1417 | Converters are like "exchange tables". When the player drops a |
1497 | Converters are like "exchange tables". When the player drops a |
1418 | specific type of items, they get converted into other items, at a |
1498 | specific type of items, they get converted into other items, at a |
1419 | predefined exchange-ratio. ]]> |
1499 | predefined exchange-ratio.]]> |
1420 | </description> |
1500 | </description> |
1421 | <use><![CDATA[ |
1501 | <use><![CDATA[ |
1422 | Converters are better than shopping with doormats, because the |
1502 | Converters are better than shopping with doormats, because the |
1423 | converters never get sold out. For some items like food or jewels |
1503 | converters never get sold out. For some items like food or jewels |
1424 | those "exchange tables" are really nice, while for the more important |
1504 | those "exchange tables" are really nice, while for the more important |
… | |
… | |
1426 | <br><br> |
1506 | <br><br> |
1427 | VERY IMPORTANT: Be careful with the exchange-ratio! When you drop |
1507 | VERY IMPORTANT: Be careful with the exchange-ratio! When you drop |
1428 | items on a converter, the stuff you get must be of equal or lesser |
1508 | items on a converter, the stuff you get must be of equal or lesser |
1429 | value than before! (Except if you are using "rare" items like |
1509 | value than before! (Except if you are using "rare" items like |
1430 | dragonscales for payment). The code will not check if your ratio is |
1510 | dragonscales for payment). The code will not check if your ratio is |
1431 | sane, so the player could gain infinite wealth by using your converter. ]]> |
1511 | sane, so the player could gain infinite wealth by using your converter.]]> |
1432 | </use> |
1512 | </use> |
1433 | <attribute arch="no_pick" value="1" type="fixed" /> |
1513 | <attribute arch="no_pick" value="1" type="fixed" /> |
1434 | <attribute arch="slaying" editor="cost arch" type="string"> |
1514 | <attribute arch="slaying" editor="cost arch" type="string"> |
1435 | <cost arch> is the name of the archetype the player has to |
1515 | <cost arch> is the name of the archetype the player has to |
1436 | put on the converter, as payment. |
1516 | put on the converter, as payment. |
… | |
… | |
1463 | </ignore> |
1543 | </ignore> |
1464 | <description><![CDATA[ |
1544 | <description><![CDATA[ |
1465 | A creator is an object which creates another object when it |
1545 | A creator is an object which creates another object when it |
1466 | is triggered. The child object can be anything. Creators are |
1546 | is triggered. The child object can be anything. Creators are |
1467 | VERY useful for all kinds of map-mechanisms. They can even |
1547 | VERY useful for all kinds of map-mechanisms. They can even |
1468 | periodically create things. ]]> |
1548 | periodically create things.]]> |
1469 | </description> |
1549 | </description> |
1470 | <use><![CDATA[ |
1550 | <use><![CDATA[ |
1471 | Don't hesitate to hide your creators under the floor. |
1551 | Don't hesitate to hide your creators under the floor. |
1472 | The created items will still always appear ontop of the floor. ]]> |
1552 | The created items will still always appear ontop of the floor.]]> |
1473 | </use> |
1553 | </use> |
1474 | <attribute arch="no_pick" value="1" type="fixed" /> |
1554 | <attribute arch="no_pick" value="1" type="fixed" /> |
1475 | <attribute arch="other_arch" editor="create arch" type="string"> |
1555 | <attribute arch="other_arch" editor="create arch" type="string"> |
1476 | This string defines the object that will be created. |
1556 | This string defines the object that will be created. |
1477 | You can choose any of the existing arches. |
1557 | You can choose any of the existing arches. |
… | |
… | |
1519 | finds a specific object, it toggles its connected value. |
1599 | finds a specific object, it toggles its connected value. |
1520 | <br><br> |
1600 | <br><br> |
1521 | What is "unique" about them, compared to inv. checkers/ pedestals? |
1601 | What is "unique" about them, compared to inv. checkers/ pedestals? |
1522 | - First, detectors check their square for a match periodically, not |
1602 | - First, detectors check their square for a match periodically, not |
1523 | instantly. Second, detectors check directly for object names. Third, |
1603 | instantly. Second, detectors check directly for object names. Third, |
1524 | detectors do not check the inventory of players/monsters. ]]> |
1604 | detectors do not check the inventory of players/monsters.]]> |
1525 | </description> |
1605 | </description> |
1526 | <use><![CDATA[ |
1606 | <use><![CDATA[ |
1527 | There is one major speciality about detectors: You can detect spells |
1607 | There is one major speciality about detectors: You can detect spells |
1528 | blown over a detector! To detect a lighting bolt for example, set |
1608 | blown over a detector! To detect a lighting bolt for example, set |
1529 | "slaying ligthing" and "speed 1.0". In combination with spellcasting |
1609 | "slaying ligthing" and "speed 1.0". In combination with spellcasting |
1530 | walls, this can be very useful for map-mechanisms. ]]> |
1610 | walls, this can be very useful for map-mechanisms.]]> |
1531 | </use> |
1611 | </use> |
1532 | <attribute arch="no_pick" value="1" type="fixed" /> |
1612 | <attribute arch="no_pick" value="1" type="fixed" /> |
1533 | <attribute arch="slaying" editor="match name" type="string"> |
1613 | <attribute arch="slaying" editor="match name" type="string"> |
1534 | <match name> specifies the name of the object we are looking for. |
1614 | <match name> specifies the name of the object we are looking for. |
1535 | Actually it does also check for the <key string> in key-objects, |
1615 | Actually it does also check for the <key string> in key-objects, |
… | |
… | |
1560 | <description><![CDATA[ |
1640 | <description><![CDATA[ |
1561 | Directors change the direction of spell objects and other projectiles |
1641 | Directors change the direction of spell objects and other projectiles |
1562 | that fly past. Unlike spinners, directors always move objects in the |
1642 | that fly past. Unlike spinners, directors always move objects in the |
1563 | same direction. It does not make a difference from what angle you |
1643 | same direction. It does not make a difference from what angle you |
1564 | shoot into it.<br> |
1644 | shoot into it.<br> |
1565 | Directors are visible per default. ]]> |
1645 | Directors are visible per default.]]> |
1566 | </description> |
1646 | </description> |
1567 | <use><![CDATA[ |
1647 | <use><![CDATA[ |
1568 | Directors are rarely used in maps. Sometimes they are placed to |
1648 | Directors are rarely used in maps. Sometimes they are placed to |
1569 | change the direction of spells coming out of magic walls, |
1649 | change the direction of spells coming out of magic walls, |
1570 | "channeling" spell-projectiles in some direction. When doing this, |
1650 | "channeling" spell-projectiles in some direction. When doing this, |
… | |
… | |
1572 | into them!</B> The spell-projectiles bouncing between the directors |
1652 | into them!</B> The spell-projectiles bouncing between the directors |
1573 | would accumulate to huge numbers and at some point slow down the |
1653 | would accumulate to huge numbers and at some point slow down the |
1574 | server by eating memory- and CPU-time. |
1654 | server by eating memory- and CPU-time. |
1575 | <br><br> |
1655 | <br><br> |
1576 | You'd better not place directors in monster vs. player combat |
1656 | You'd better not place directors in monster vs. player combat |
1577 | areas too much, because that freaks out wizard-type players. ]]> |
1657 | areas too much, because that freaks out wizard-type players.]]> |
1578 | </use> |
1658 | </use> |
1579 | <attribute arch="sp" editor="direction" type="list_direction"> |
1659 | <attribute arch="sp" editor="direction" type="list_direction"> |
1580 | Projectiles will leave the director flying in the selected <direction>. |
1660 | Projectiles will leave the director flying in the selected <direction>. |
1581 | A director with direction <none> simply stops projectiles. |
1661 | A director with direction <none> simply stops projectiles. |
1582 | (The latter works out a bit strange for some spells). |
1662 | (The latter works out a bit strange for some spells). |
… | |
… | |
1588 | <type number="158" name="Disease"> |
1668 | <type number="158" name="Disease"> |
1589 | <ignore> |
1669 | <ignore> |
1590 | <ignore_list name="system_object" /> |
1670 | <ignore_list name="system_object" /> |
1591 | </ignore> |
1671 | </ignore> |
1592 | <description><![CDATA[ |
1672 | <description><![CDATA[ |
1593 | Diseases are an intersting form of spellcraft in Crossfire. |
1673 | Diseases are an intersting form of spellcraft in Deliantra. |
1594 | Once casted, they can spread out and infect creatures in a large |
1674 | Once casted, they can spread out and infect creatures in a large |
1595 | area. Being infected can have various effects, from amusing farts |
1675 | area. Being infected can have various effects, from amusing farts |
1596 | to horrible damage - almost everything is possible. ]]> |
1676 | to horrible damage - almost everything is possible.]]> |
1597 | </description> |
1677 | </description> |
1598 | <use><![CDATA[ |
1678 | <use><![CDATA[ |
1599 | Diseases are extremely flexible and usable in a many ways. |
1679 | Diseases are extremely flexible and usable in a many ways. |
1600 | So far they are mostly used for causing bad, unwanted effects. |
1680 | So far they are mostly used for causing bad, unwanted effects. |
1601 | You could just as well create a disease which helps the player |
1681 | You could just as well create a disease which helps the player |
1602 | (recharging mana for example). |
1682 | (recharging mana for example). |
1603 | Infection with a "positive disease" could even be a quest reward. ]]> |
1683 | Infection with a "positive disease" could even be a quest reward.]]> |
1604 | </use> |
1684 | </use> |
1605 | <attribute arch="invisible" value="1" type="fixed" /> |
1685 | <attribute arch="invisible" value="1" type="fixed" /> |
1606 | <attribute arch="level" editor="plaque level" type="int"> |
1686 | <attribute arch="level" editor="plaque level" type="int"> |
1607 | The <plaque level> is proportional to the disease's deadliness. |
1687 | The <plaque level> is proportional to the disease's deadliness. |
1608 | This mainly reflects in the <damage>. It has no effect on |
1688 | This mainly reflects in the <damage>. It has no effect on |
… | |
… | |
1753 | </ignore> |
1833 | </ignore> |
1754 | <description><![CDATA[ |
1834 | <description><![CDATA[ |
1755 | A door can be opened with a normal key. It also can be broken by attacking |
1835 | A door can be opened with a normal key. It also can be broken by attacking |
1756 | it, and it can be defeated with the lockpicking skill. If a door is |
1836 | it, and it can be defeated with the lockpicking skill. If a door is |
1757 | defeated, horizontally and vertically adjacent doors are automatically |
1837 | defeated, horizontally and vertically adjacent doors are automatically |
1758 | removed. ]]> |
1838 | removed.]]> |
1759 | </description> |
1839 | </description> |
1760 | <attribute arch="no_pick" value="1" type="fixed" /> |
1840 | <attribute arch="no_pick" value="1" type="fixed" /> |
1761 | <attribute arch="alive" value="1" type="fixed" /> |
1841 | <attribute arch="alive" value="1" type="fixed" /> |
1762 | &movement_types_terrain; |
1842 | &movement_types_terrain; |
1763 | <attribute arch="hp" editor="hitpoints" type="int"> |
1843 | <attribute arch="hp" editor="hitpoints" type="int"> |
… | |
… | |
1790 | When activated, a duplicator can duplicate, multiply or destroy a pile of |
1870 | When activated, a duplicator can duplicate, multiply or destroy a pile of |
1791 | objects which lies somewhere on top of the duplicator. |
1871 | objects which lies somewhere on top of the duplicator. |
1792 | The duplicator has one arch name specified as <target arch>, |
1872 | The duplicator has one arch name specified as <target arch>, |
1793 | and only objects of this archetype can be affected.<br> |
1873 | and only objects of this archetype can be affected.<br> |
1794 | It will multiply the number of items in the pile, by the <multiply factor>. |
1874 | It will multiply the number of items in the pile, by the <multiply factor>. |
1795 | If the latter is set to zero, it will destroy objects. ]]> |
1875 | If the latter is set to zero, it will destroy objects.]]> |
1796 | </description> |
1876 | </description> |
1797 | <use><![CDATA[ |
1877 | <use><![CDATA[ |
1798 | I hope it is clear that one must be very cautious when inserting a duplicator |
1878 | I hope it is clear that one must be very cautious when inserting a duplicator |
1799 | anywhere with <multiply factor> greater than one. |
1879 | anywhere with <multiply factor> greater than one. |
1800 | It is designed to be used for betting mechanisms only (bet -> win/loose). |
1880 | It is designed to be used for betting mechanisms only (bet -> win/loose). |
1801 | It is <b>not acceptable</b> to allow duplication of anything other than |
1881 | It is <b>not acceptable</b> to allow duplication of anything other than |
1802 | coins, gold and jewels. Besides, it is very important that the chance to |
1882 | coins, gold and jewels. Besides, it is very important that the chance to |
1803 | loose the input matches the chance to earn winnings.<br> |
1883 | loose the input matches the chance to earn winnings.<br> |
1804 | A duplicator with <multiply factor> 3 for example should have a |
1884 | A duplicator with <multiply factor> 3 for example should have a |
1805 | loosing rate of 2/3 = 67%. ]]> |
1885 | loosing rate of 2/3 = 67%.]]> |
1806 | </use> |
1886 | </use> |
1807 | <attribute arch="other_arch" editor="target arch" type="string"> |
1887 | <attribute arch="other_arch" editor="target arch" type="string"> |
1808 | Only objects of matching archtype, lying ontop of the duplicator will be |
1888 | Only objects of matching archtype, lying ontop of the duplicator will be |
1809 | duplicated, multiplied or removed. All other objects will be ignored. |
1889 | duplicated, multiplied or removed. All other objects will be ignored. |
1810 | </attribute> |
1890 | </attribute> |
… | |
… | |
1828 | </ignore> |
1908 | </ignore> |
1829 | <description><![CDATA[ |
1909 | <description><![CDATA[ |
1830 | When the player applies an exit, he is transferred to a different location. |
1910 | When the player applies an exit, he is transferred to a different location. |
1831 | (Monsters cannot use exits.) Depending on how it is set, the player applies |
1911 | (Monsters cannot use exits.) Depending on how it is set, the player applies |
1832 | the exit just by walking into it, or by pressing <a>pply when standing on |
1912 | the exit just by walking into it, or by pressing <a>pply when standing on |
1833 | the exit. ]]> |
1913 | the exit. ]]> |
1834 | </description> |
1914 | </description> |
1835 | <use><![CDATA[ |
1915 | <use><![CDATA[ |
1836 | If you want to have an invisible exit, set <invisible> (, of course |
1916 | If you want to have an invisible exit, set <invisible> (, of course |
1837 | <apply by walking>), and put it *under* the floor. Otherwise it could be |
1917 | <apply by walking>), and put it *under* the floor. Otherwise it could be |
1838 | detected with the show_invisible spell. |
1918 | detected with the show_invisible spell. |
1839 | <br><br> |
1919 | <br><br> |
1840 | You can be quite creative with the outlook of secret exits (their "face"). |
1920 | You can be quite creative with the outlook of secret exits (their "face"). |
1841 | Don't forget to give the player relyable hints about them though. ]]> |
1921 | Don't forget to give the player relyable hints about them though.]]> |
1842 | </use> |
1922 | </use> |
1843 | <attribute arch="slaying" editor="exit path" type="string"> |
1923 | <attribute arch="slaying" editor="exit path" type="string"> |
1844 | The exit path defines the map that the player is transferred to. |
1924 | The exit path defines the map that the player is transferred to. |
1845 | You can enter an absolute path, beginning with '/' (for example |
1925 | You can enter an absolute path, beginning with '/' (for example |
1846 | "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning |
1926 | "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning |
… | |
… | |
1888 | little health by eating flesh-objects. <br> |
1968 | little health by eating flesh-objects. <br> |
1889 | For dragon players, flesh plays a very special role though: If the |
1969 | For dragon players, flesh plays a very special role though: If the |
1890 | flesh has resistances set, a dragon player has a chance to gain resistance in |
1970 | flesh has resistances set, a dragon player has a chance to gain resistance in |
1891 | those categories. The only constraint to this process is the <flesh level>. |
1971 | those categories. The only constraint to this process is the <flesh level>. |
1892 | Don't forget that flesh items with resistances have to be balanced |
1972 | Don't forget that flesh items with resistances have to be balanced |
1893 | according to map/monster difficulty. ]]> |
1973 | according to map/monster difficulty.]]> |
1894 | </description> |
1974 | </description> |
1895 | <use><![CDATA[ |
1975 | <use><![CDATA[ |
1896 | For dragon players, flesh items can be highly valuable. Note that many |
1976 | For dragon players, flesh items can be highly valuable. Note that many |
1897 | standard monsters carry flesh items from their <treasurelist>. |
1977 | standard monsters carry flesh items from their <treasurelist>. |
1898 | These flesh items "inherit" resistances and level from the monster they belong to. |
1978 | These flesh items "inherit" resistances and level from the monster they belong to. |
… | |
… | |
1900 | not the case - so you have to set it manually. |
1980 | not the case - so you have to set it manually. |
1901 | <br><br> |
1981 | <br><br> |
1902 | Generally adding special flesh-treaties for dragon players is a great thing |
1982 | Generally adding special flesh-treaties for dragon players is a great thing |
1903 | to do. Always consider that dragon players might really not be interested |
1983 | to do. Always consider that dragon players might really not be interested |
1904 | in that special piece of weapon or armour, so don't let the dragon-fellows miss |
1984 | in that special piece of weapon or armour, so don't let the dragon-fellows miss |
1905 | out on the reward completely. ]]> |
1985 | out on the reward completely.]]> |
1906 | </use> |
1986 | </use> |
1907 | <attribute arch="food" editor="foodpoints" type="int"> |
1987 | <attribute arch="food" editor="foodpoints" type="int"> |
1908 | The player's stomache will get filled with this amount of foodpoints. |
1988 | The player's stomache will get filled with this amount of foodpoints. |
1909 | The player's health will increase by <foodpoints>/50 hp. |
1989 | The player's health will increase by <foodpoints>/50 hp. |
1910 | </attribute> |
1990 | </attribute> |
… | |
… | |
1917 | </attribute> |
1997 | </attribute> |
1918 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
1998 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
1919 | A godgiven item vanishes as soon as the player |
1999 | A godgiven item vanishes as soon as the player |
1920 | drops it to the ground. |
2000 | drops it to the ground. |
1921 | </attribute> |
2001 | </attribute> |
1922 | <section name="resistance"> |
2002 | &resistances_flesh_section; |
1923 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
1924 | Resistances on flesh items make them more durable against spellcraft |
|
|
1925 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1926 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1927 | items in a monster's inventory. |
|
|
1928 | </attribute> |
|
|
1929 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
1930 | Resistances on flesh items make them more durable against spellcraft |
|
|
1931 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1932 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1933 | items in a monster's inventory. |
|
|
1934 | </attribute> |
|
|
1935 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
1936 | Resistances on flesh items make them more durable against spellcraft |
|
|
1937 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1938 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1939 | items in a monster's inventory. |
|
|
1940 | </attribute> |
|
|
1941 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
1942 | Resistances on flesh items make them more durable against spellcraft |
|
|
1943 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1944 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1945 | items in a monster's inventory. |
|
|
1946 | </attribute> |
|
|
1947 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
1948 | Resistances on flesh items make them more durable against spellcraft |
|
|
1949 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1950 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1951 | items in a monster's inventory. |
|
|
1952 | </attribute> |
|
|
1953 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
1954 | Resistances on flesh items make them more durable against spellcraft |
|
|
1955 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1956 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1957 | items in a monster's inventory. |
|
|
1958 | </attribute> |
|
|
1959 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
1960 | Resistances on flesh items make them more durable against spellcraft |
|
|
1961 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1962 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1963 | items in a monster's inventory. |
|
|
1964 | </attribute> |
|
|
1965 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
1966 | Resistances on flesh items make them more durable against spellcraft |
|
|
1967 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1968 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1969 | items in a monster's inventory. |
|
|
1970 | </attribute> |
|
|
1971 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
1972 | Resistances on flesh items make them more durable against spellcraft |
|
|
1973 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1974 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1975 | items in a monster's inventory. |
|
|
1976 | </attribute> |
|
|
1977 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
1978 | Resistances on flesh items make them more durable against spellcraft |
|
|
1979 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1980 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1981 | items in a monster's inventory. |
|
|
1982 | </attribute> |
|
|
1983 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
1984 | Resistances on flesh items make them more durable against spellcraft |
|
|
1985 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1986 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1987 | items in a monster's inventory. |
|
|
1988 | </attribute> |
|
|
1989 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
1990 | Resistances on flesh items make them more durable against spellcraft |
|
|
1991 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1992 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1993 | items in a monster's inventory. |
|
|
1994 | </attribute> |
|
|
1995 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
1996 | Resistances on flesh items make them more durable against spellcraft |
|
|
1997 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1998 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1999 | items in a monster's inventory. |
|
|
2000 | </attribute> |
|
|
2001 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
2002 | Resistances on flesh items make them more durable against spellcraft |
|
|
2003 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
2004 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
2005 | items in a monster's inventory. |
|
|
2006 | </attribute> |
|
|
2007 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
2008 | Resistances on flesh items make them more durable against spellcraft |
|
|
2009 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
2010 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
2011 | items in a monster's inventory. |
|
|
2012 | </attribute> |
|
|
2013 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
2014 | RResistances on flesh items make them more durable against spellcraft |
|
|
2015 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
2016 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
2017 | items in a monster's inventory. |
|
|
2018 | </attribute> |
|
|
2019 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
2020 | Resistances on flesh items make them more durable against spellcraft |
|
|
2021 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
2022 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
2023 | items in a monster's inventory. |
|
|
2024 | </attribute> |
|
|
2025 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
2026 | Resistances on flesh items make them more durable against spellcraft |
|
|
2027 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
2028 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
2029 | items in a monster's inventory. |
|
|
2030 | </attribute> |
|
|
2031 | </section> |
|
|
2032 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2003 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2033 | This text may describe the item. |
2004 | This text may describe the item. |
2034 | </attribute> |
2005 | </attribute> |
2035 | </type> |
2006 | </type> |
2036 | |
2007 | |
… | |
… | |
2043 | <ignore> |
2014 | <ignore> |
2044 | <ignore_list name="non_pickable" /> |
2015 | <ignore_list name="non_pickable" /> |
2045 | </ignore> |
2016 | </ignore> |
2046 | <description><![CDATA[ |
2017 | <description><![CDATA[ |
2047 | Floor is a very basic thing whithout too much |
2018 | Floor is a very basic thing whithout too much |
2048 | functionality. It's a floor - you stand on it. ]]> |
2019 | functionality. It's a floor - you stand on it.]]> |
2049 | </description> |
2020 | </description> |
2050 | <attribute arch="is_floor" value="1" type="fixed" /> |
2021 | <attribute arch="is_floor" value="1" type="fixed" /> |
2051 | <attribute arch="no_pick" value="1" type="fixed" /> |
2022 | <attribute arch="no_pick" value="1" type="fixed" /> |
2052 | <section name="terrain"> |
2023 | <section name="terrain"> |
2053 | &movement_types_terrain; |
2024 | &movement_types_terrain; |
… | |
… | |
2087 | Encounter-Floor is pretty much the same as normal floor. |
2058 | Encounter-Floor is pretty much the same as normal floor. |
2088 | Most outdoor floor/ground-arches are set to be "encounters". |
2059 | Most outdoor floor/ground-arches are set to be "encounters". |
2089 | That is kind of a relict from former code: When walking over |
2060 | That is kind of a relict from former code: When walking over |
2090 | encounter-floor, players sometimes got beamed to little maps |
2061 | encounter-floor, players sometimes got beamed to little maps |
2091 | with monsters on them. Nowadays this feature is disabled - |
2062 | with monsters on them. Nowadays this feature is disabled - |
2092 | Hence encounter floor is not different from normal floor. ]]> |
2063 | Hence encounter floor is not different from normal floor.]]> |
2093 | </description> |
2064 | </description> |
2094 | <attribute arch="is_floor" value="1" type="fixed" /> |
2065 | <attribute arch="is_floor" value="1" type="fixed" /> |
2095 | <attribute arch="no_pick" value="1" type="fixed" /> |
2066 | <attribute arch="no_pick" value="1" type="fixed" /> |
2096 | <section name="terrain"> |
2067 | <section name="terrain"> |
2097 | &movement_types_terrain; |
2068 | &movement_types_terrain; |
… | |
… | |
2124 | |
2095 | |
2125 | <!--####################################################################--> |
2096 | <!--####################################################################--> |
2126 | <type number="6" name="Food"> |
2097 | <type number="6" name="Food"> |
2127 | <description><![CDATA[ |
2098 | <description><![CDATA[ |
2128 | By eating/drinking food-objects, the player can fill his |
2099 | By eating/drinking food-objects, the player can fill his |
2129 | stomache and gain a little health. ]]> |
2100 | stomache and gain a little health.]]> |
2130 | </description> |
2101 | </description> |
2131 | <attribute arch="food" editor="foodpoints" type="int"> |
2102 | <attribute arch="food" editor="foodpoints" type="int"> |
2132 | The player's stomache will get filled with this amount of foodpoints. |
2103 | The player's stomache will get filled with this amount of foodpoints. |
2133 | The player's health will increase by <foodpoints>/50 hp. |
2104 | The player's health will increase by <foodpoints>/50 hp. |
2134 | </attribute> |
2105 | </attribute> |
… | |
… | |
2142 | <type number="91" name="Gate"> |
2113 | <type number="91" name="Gate"> |
2143 | <ignore> |
2114 | <ignore> |
2144 | <ignore_list name="non_pickable" /> |
2115 | <ignore_list name="non_pickable" /> |
2145 | </ignore> |
2116 | </ignore> |
2146 | <description><![CDATA[ |
2117 | <description><![CDATA[ |
2147 | Gates play an important role in Crossfire. Gates can be opened |
2118 | Gates play an important role in Deliantra. Gates can be opened |
2148 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2119 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2149 | or carrying special key-objects (-> inventory checker). |
2120 | or carrying special key-objects (-> inventory checker). |
2150 | Unlike locked doors, gates can get shut again after a player has |
2121 | Unlike locked doors, gates can get shut again after a player has |
2151 | passed, which makes them more practical in many cases. ]]> |
2122 | passed, which makes them more practical in many cases.]]> |
2152 | </description> |
2123 | </description> |
2153 | <use><![CDATA[ |
2124 | <use><![CDATA[ |
2154 | Use gates to divide your maps into seperated areas. After solving |
2125 | Use gates to divide your maps into seperated areas. After solving |
2155 | area A, the player gains access to area B, and so on. Make your |
2126 | area A, the player gains access to area B, and so on. Make your |
2156 | maps more complex than "one-way". ]]> |
2127 | maps more complex than "one-way".]]> |
2157 | </use> |
2128 | </use> |
2158 | <attribute arch="no_pick" value="1" type="fixed" /> |
2129 | <attribute arch="no_pick" value="1" type="fixed" /> |
2159 | <attribute arch="speed" value="1" type="float"> |
2130 | <attribute arch="speed" value="1" type="float"> |
2160 | The speed of the gate affects how fast it is closing/opening. |
2131 | The speed of the gate affects how fast it is closing/opening. |
2161 | </attribute> |
2132 | </attribute> |
… | |
… | |
2185 | <type number="113" name="Girdle"> |
2156 | <type number="113" name="Girdle"> |
2186 | <import_type name="Amulet" /> |
2157 | <import_type name="Amulet" /> |
2187 | <description><![CDATA[ |
2158 | <description><![CDATA[ |
2188 | Wearing a girdle, the object's stats will directly be inherited to |
2159 | Wearing a girdle, the object's stats will directly be inherited to |
2189 | the player. Girdles usually provide stats- or damage bonuses and no |
2160 | the player. Girdles usually provide stats- or damage bonuses and no |
2190 | defense. ]]> |
2161 | defense.]]> |
2191 | </description> |
2162 | </description> |
2192 | <use><![CDATA[ |
2163 | <use><![CDATA[ |
2193 | Feel free to create your own special artifacts. However, it is very |
2164 | Feel free to create your own special artifacts. However, it is very |
2194 | important that you keep your artifact in balance with existing maps. ]]> |
2165 | important that you keep your artifact in balance with existing maps.]]> |
2195 | </use> |
2166 | </use> |
2196 | <attribute arch="magic" editor="magic bonus" type="int"> |
2167 | <attribute arch="magic" editor="magic bonus" type="int"> |
2197 | <magic bonus> works just like ac, except that it can be improved by |
2168 | <magic bonus> works just like ac, except that it can be improved by |
2198 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2169 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2199 | than direct armour-class bonus on the helmet. |
2170 | than direct armour-class bonus on the helmet. |
… | |
… | |
2207 | <!--####################################################################--> |
2178 | <!--####################################################################--> |
2208 | <type number="100" name="Gloves"> |
2179 | <type number="100" name="Gloves"> |
2209 | <import_type name="Amulet" /> |
2180 | <import_type name="Amulet" /> |
2210 | <description><![CDATA[ |
2181 | <description><![CDATA[ |
2211 | Wearing gloves, the object's stats will directly be inherited to |
2182 | Wearing gloves, the object's stats will directly be inherited to |
2212 | the player. Gloves can add defense or damage bonuses. ]]> |
2183 | the player. Gloves can add defense or damage bonuses.]]> |
2213 | </description> |
2184 | </description> |
2214 | <use><![CDATA[ |
2185 | <use><![CDATA[ |
2215 | Feel free to create your own special artifacts. However, it is very |
2186 | Feel free to create your own special artifacts. However, it is very |
2216 | important that you keep your artifact in balance with existing maps. ]]> |
2187 | important that you keep your artifact in balance with existing maps.]]> |
2217 | </use> |
2188 | </use> |
2218 | <attribute arch="magic" editor="magic bonus" type="int"> |
2189 | <attribute arch="magic" editor="magic bonus" type="int"> |
2219 | If the gloves provide <armour class>, <magic bonus> will increase it. |
2190 | If the gloves provide <armour class>, <magic bonus> will increase it. |
2220 | If the gloves have <weapon class> instead, then <magic bonus> |
2191 | If the gloves have <weapon class> instead, then <magic bonus> |
2221 | will increase that. |
2192 | will increase that. |
… | |
… | |
2227 | <ignore> |
2198 | <ignore> |
2228 | <ignore_list name="non_pickable" /> |
2199 | <ignore_list name="non_pickable" /> |
2229 | </ignore> |
2200 | </ignore> |
2230 | <description><![CDATA[ |
2201 | <description><![CDATA[ |
2231 | A handle can be applied by players and (certain) monsters. |
2202 | A handle can be applied by players and (certain) monsters. |
2232 | Every time it is applied, the <connection> value is triggered. ]]> |
2203 | Every time it is applied, the <connection> value is triggered.]]> |
2233 | </description> |
2204 | </description> |
2234 | <use><![CDATA[ |
2205 | <use><![CDATA[ |
2235 | Handles are commonly used to move gates. When placing your lever, |
2206 | Handles are commonly used to move gates. When placing your lever, |
2236 | don't forget that some monsters are able to apply it. |
2207 | don't forget that some monsters are able to apply it. |
2237 | The ability to apply levers is rare among monsters - |
2208 | The ability to apply levers is rare among monsters - |
2238 | but vampires can do it for example. ]]> |
2209 | but vampires can do it for example.]]> |
2239 | </use> |
2210 | </use> |
2240 | <attribute arch="no_pick" value="1" type="fixed" /> |
2211 | <attribute arch="no_pick" value="1" type="fixed" /> |
2241 | <attribute arch="connected" editor="connection" type="int"> |
2212 | <attribute arch="connected" editor="connection" type="int"> |
2242 | Every time the handle is applied, all objects |
2213 | Every time the handle is applied, all objects |
2243 | with the same <connection> value are activated. |
2214 | with the same <connection> value are activated. |
… | |
… | |
2255 | <ignore_list name="non_pickable" /> |
2226 | <ignore_list name="non_pickable" /> |
2256 | </ignore> |
2227 | </ignore> |
2257 | <description><![CDATA[ |
2228 | <description><![CDATA[ |
2258 | Handle triggers are handles which reset after a short period |
2229 | Handle triggers are handles which reset after a short period |
2259 | of time. Every time it is either applied or reset, the |
2230 | of time. Every time it is either applied or reset, the |
2260 | <connection> value is triggered. ]]> |
2231 | <connection> value is triggered.]]> |
2261 | </description> |
2232 | </description> |
2262 | <use><![CDATA[ |
2233 | <use><![CDATA[ |
2263 | When you connect an ordinary handle to a gate, the gate normally remains |
2234 | When you connect an ordinary handle to a gate, the gate normally remains |
2264 | opened after the first player passed. If you want to keep the gate shut, |
2235 | opened after the first player passed. If you want to keep the gate shut, |
2265 | connecting it to a handle trigger is an easy solution. ]]> |
2236 | connecting it to a handle trigger is an easy solution. ]]> |
2266 | </use> |
2237 | </use> |
2267 | </type> |
2238 | </type> |
2268 | |
2239 | |
2269 | <!--####################################################################--> |
2240 | <!--####################################################################--> |
2270 | <type number="88" name="Hazard Floor"> |
2241 | <type number="88" name="Hazard Floor"> |
… | |
… | |
2275 | <ignore_list name="non_pickable" /> |
2246 | <ignore_list name="non_pickable" /> |
2276 | </ignore> |
2247 | </ignore> |
2277 | <description><![CDATA[ |
2248 | <description><![CDATA[ |
2278 | The best example for Hazard Floor is lava. It works like standard |
2249 | The best example for Hazard Floor is lava. It works like standard |
2279 | floor, but damages all creatures standing on it. |
2250 | floor, but damages all creatures standing on it. |
2280 | Damage is taken in regular time intervals. ]]> |
2251 | Damage is taken in regular time intervals.]]> |
2281 | </description> |
2252 | </description> |
2282 | <use><![CDATA[ |
2253 | <use><![CDATA[ |
2283 | The default lava for example does minor damage. But you can turn |
2254 | The default lava for example does minor damage. But you can turn |
2284 | it up so that your hazard floor poses a real threat.<br> |
2255 | it up so that your hazard floor poses a real threat.<br> |
2285 | Like magic walls, such floors add a permanent thrill to your map. |
2256 | Like magic walls, such floors add a permanent thrill to your map. |
2286 | You can use that to safely chase off too-weak players, or just |
2257 | You can use that to safely chase off too-weak players, or just |
2287 | to have something different. ]]> |
2258 | to have something different.]]> |
2288 | </use> |
2259 | </use> |
2289 | <attribute arch="is_floor" value="1" type="fixed" /> |
2260 | <attribute arch="is_floor" value="1" type="fixed" /> |
2290 | <attribute arch="lifesave" value="1" type="fixed" /> |
2261 | <attribute arch="lifesave" value="1" type="fixed" /> |
2291 | &move_on; |
2262 | &move_on; |
2292 | <attribute arch="no_pick" value="1" type="fixed" /> |
2263 | <attribute arch="no_pick" value="1" type="fixed" /> |
… | |
… | |
2343 | <import_type name="Amulet" /> |
2314 | <import_type name="Amulet" /> |
2344 | <description><![CDATA[ |
2315 | <description><![CDATA[ |
2345 | Wearing a helmet, the object's stats will directly be inherited to |
2316 | Wearing a helmet, the object's stats will directly be inherited to |
2346 | the player. Normal helmets usually increase defense, while crowns |
2317 | the player. Normal helmets usually increase defense, while crowns |
2347 | add more special bonuses like stats/resistances paired with |
2318 | add more special bonuses like stats/resistances paired with |
2348 | low defense. ]]> |
2319 | low defense.]]> |
2349 | </description> |
2320 | </description> |
2350 | <use><![CDATA[ |
2321 | <use><![CDATA[ |
2351 | Feel free to create your own special artifacts. However, it is very |
2322 | Feel free to create your own special artifacts. However, it is very |
2352 | important that you keep your artifact in balance with existing maps. ]]> |
2323 | important that you keep your artifact in balance with existing maps.]]> |
2353 | </use> |
2324 | </use> |
2354 | <attribute arch="magic" editor="magic bonus" type="int"> |
2325 | <attribute arch="magic" editor="magic bonus" type="int"> |
2355 | <magic bonus> works just like ac, except that it can be improved by |
2326 | <magic bonus> works just like ac, except that it can be improved by |
2356 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2327 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2357 | than direct armour-class bonus on the helmet. |
2328 | than direct armour-class bonus on the helmet. |
… | |
… | |
2368 | <ignore_list name="non_pickable" /> |
2339 | <ignore_list name="non_pickable" /> |
2369 | </ignore> |
2340 | </ignore> |
2370 | <description><![CDATA[ |
2341 | <description><![CDATA[ |
2371 | Holy_altars are altars for the various religions. Praying |
2342 | Holy_altars are altars for the various religions. Praying |
2372 | at a Holy_altar will make you a follower of that god, and |
2343 | at a Holy_altar will make you a follower of that god, and |
2373 | if you already follow that god, you may get some extra bonus. ]]> |
2344 | if you already follow that god, you may get some extra bonus.]]> |
2374 | </description> |
2345 | </description> |
2375 | <attribute arch="no_pick" value="1" type="fixed" /> |
2346 | <attribute arch="no_pick" value="1" type="fixed" /> |
2376 | <attribute arch="other_arch" editor="god name" type="string"> |
2347 | <attribute arch="other_arch" editor="god name" type="string"> |
2377 | The altar belongs to the god of the given name. Possible options for |
2348 | The altar belongs to the god of the given name. Possible options for |
2378 | <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
2349 | <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
… | |
… | |
2401 | Horns are very similar to rods. The difference is that horns regenerate |
2372 | Horns are very similar to rods. The difference is that horns regenerate |
2402 | spellpoints faster and thus are more valuable than rods. |
2373 | spellpoints faster and thus are more valuable than rods. |
2403 | <br><br> |
2374 | <br><br> |
2404 | A horn contains a spell. The player can use this spell by applying and |
2375 | A horn contains a spell. The player can use this spell by applying and |
2405 | "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be |
2376 | "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be |
2406 | used endlessly. ]]> |
2377 | used endlessly.]]> |
2407 | </description> |
2378 | </description> |
2408 | <use><![CDATA[ |
2379 | <use><![CDATA[ |
2409 | Horns are powerful due to their fast recharge rate. They should |
2380 | Horns are powerful due to their fast recharge rate. They should |
2410 | never contain high level attacking spells. Even curing/healing spells |
2381 | never contain high level attacking spells. Even curing/healing spells |
2411 | are almost too good on a horn. ]]> |
2382 | are almost too good on a horn.]]> |
2412 | </use> |
2383 | </use> |
2413 | <attribute arch="sp" editor="spell" type="spell"> |
2384 | <attribute arch="sp" editor="spell" type="spell"> |
2414 | Sets the <spell> of the horn. Consider twice before handing out any |
2385 | Sets the <spell> of the horn. Consider twice before handing out any |
2415 | horns to players, since they can be used endlessly without any mana cost! |
2386 | horns to players, since they can be used endlessly without any mana cost! |
2416 | Horns with heal/ restoration/ protection spells, IF available, MUST be |
2387 | Horns with heal/ restoration/ protection spells, IF available, MUST be |
… | |
… | |
2442 | <!--####################################################################--> |
2413 | <!--####################################################################--> |
2443 | <type number="73" name="Inorganic"> |
2414 | <type number="73" name="Inorganic"> |
2444 | <description><![CDATA[ |
2415 | <description><![CDATA[ |
2445 | Inorganic materials are generally used as ingredients for |
2416 | Inorganic materials are generally used as ingredients for |
2446 | alchemical receipes. By themselves, they have no special |
2417 | alchemical receipes. By themselves, they have no special |
2447 | functionalities. ]]> |
2418 | functionalities.]]> |
2448 | </description> |
2419 | </description> |
2449 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2420 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2450 | </attribute> |
2421 | </attribute> |
2451 | <section name="resistance"> |
2422 | &resistances_basic; |
2452 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
2453 | </attribute> |
|
|
2454 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
2455 | </attribute> |
|
|
2456 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
2457 | </attribute> |
|
|
2458 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
2459 | </attribute> |
|
|
2460 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
2461 | </attribute> |
|
|
2462 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
2463 | </attribute> |
|
|
2464 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
2465 | </attribute> |
|
|
2466 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
2467 | </attribute> |
|
|
2468 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
2469 | </attribute> |
|
|
2470 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
2471 | </attribute> |
|
|
2472 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
2473 | </attribute> |
|
|
2474 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
2475 | </attribute> |
|
|
2476 | </section> |
|
|
2477 | </type> |
2423 | </type> |
2478 | |
2424 | |
2479 | <!--####################################################################--> |
2425 | <!--####################################################################--> |
2480 | <type number="64" name="Inventory Checker"> |
2426 | <type number="64" name="Inventory Checker"> |
2481 | <ignore> |
2427 | <ignore> |
… | |
… | |
2490 | <br><br> |
2436 | <br><br> |
2491 | Alternatively, you can set your inv. checker to block all players |
2437 | Alternatively, you can set your inv. checker to block all players |
2492 | that do/don't carry the matching object. |
2438 | that do/don't carry the matching object. |
2493 | <br><br> |
2439 | <br><br> |
2494 | As you can see, inv. checkers are quite powerful, holding a |
2440 | As you can see, inv. checkers are quite powerful, holding a |
2495 | great variety of possibilities. ]]> |
2441 | great variety of possibilities.]]> |
2496 | </description> |
2442 | </description> |
2497 | <use><![CDATA[ |
2443 | <use><![CDATA[ |
2498 | Putting a check_inventory space in front of a gate (one below) and |
2444 | Putting a check_inventory space in front of a gate (one below) and |
2499 | one on the opposite side works reasonably well as a control mechanism. |
2445 | one on the opposite side works reasonably well as a control mechanism. |
2500 | Unlike the key/door-combo, this one works infinite since it is |
2446 | Unlike the key/door-combo, this one works infinite since it is |
2501 | independant from map reset. Use it to put a "structure" into your |
2447 | independant from map reset. Use it to put a "structure" into your |
2502 | maps: Player must solve area A to gain access to area B. This concept |
2448 | maps: Player must solve area A to gain access to area B. This concept |
2503 | can be found in nearly every RPG - simple but effective. ]]> |
2449 | can be found in nearly every RPG - simple but effective.]]> |
2504 | </use> |
2450 | </use> |
2505 | <attribute arch="no_pick" value="1" type="fixed" /> |
2451 | <attribute arch="no_pick" value="1" type="fixed" /> |
2506 | <attribute arch="slaying" editor="match key string" type="string"> |
2452 | <attribute arch="slaying" editor="match key string" type="string"> |
2507 | This string specifies the object we are looking for: We have a match |
2453 | This string specifies the object we are looking for: We have a match |
2508 | if the player does/don't carry a key object or a mark with identical |
2454 | if the player does/don't carry a key object or a mark with identical |
… | |
… | |
2584 | <!--####################################################################--> |
2530 | <!--####################################################################--> |
2585 | <type number="60" name="Jewel"> |
2531 | <type number="60" name="Jewel"> |
2586 | <description><![CDATA[ |
2532 | <description><![CDATA[ |
2587 | Items of the type Gold & Jewels are handled like a currency. |
2533 | Items of the type Gold & Jewels are handled like a currency. |
2588 | Unlike for any other type of item, in shops, the buy- and selling |
2534 | Unlike for any other type of item, in shops, the buy- and selling |
2589 | prices differ only marginally. ]]> |
2535 | prices differ only marginally.]]> |
2590 | </description> |
2536 | </description> |
2591 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2537 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2592 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2538 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2593 | This text may describe the object. |
2539 | This text may describe the object. |
2594 | </attribute> |
2540 | </attribute> |
… | |
… | |
2596 | |
2542 | |
2597 | <!--####################################################################--> |
2543 | <!--####################################################################--> |
2598 | <type number="24" name="Key"> |
2544 | <type number="24" name="Key"> |
2599 | <description><![CDATA[ |
2545 | <description><![CDATA[ |
2600 | When carrying a key, a normal door can be opened. The key will |
2546 | When carrying a key, a normal door can be opened. The key will |
2601 | disappear. ]]> |
2547 | disappear.]]> |
2602 | </description> |
2548 | </description> |
2603 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
2549 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
2604 | A godgiven item vanishes as soon as the player |
2550 | A godgiven item vanishes as soon as the player |
2605 | drops it to the ground. |
2551 | drops it to the ground. |
2606 | </attribute> |
2552 | </attribute> |
… | |
… | |
2611 | <ignore> |
2557 | <ignore> |
2612 | <ignore_list name="non_pickable" /> |
2558 | <ignore_list name="non_pickable" /> |
2613 | </ignore> |
2559 | </ignore> |
2614 | <description><![CDATA[ |
2560 | <description><![CDATA[ |
2615 | A locked door can be opened only when carrying |
2561 | A locked door can be opened only when carrying |
2616 | the appropriate special key. ]]> |
2562 | the appropriate special key.]]> |
2617 | </description> |
2563 | </description> |
2618 | <use><![CDATA[ |
2564 | <use><![CDATA[ |
2619 | If you want to create a locked door that cannot be opened (no key), |
2565 | If you want to create a locked door that cannot be opened (no key), |
2620 | set a <key string> like "no_key_available". This will clearify things |
2566 | set a <key string> like "no_key_available". This will clearify things |
2621 | and only a fool would create a key matching that string. |
2567 | and only a fool would create a key matching that string. |
… | |
… | |
2623 | Door-objects can not only be used for "doors". In many maps these |
2569 | Door-objects can not only be used for "doors". In many maps these |
2624 | are used with all kinds of faces/names, especially often as |
2570 | are used with all kinds of faces/names, especially often as |
2625 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2571 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2626 | There you have magic forces (door objects) put under certain artifact |
2572 | There you have magic forces (door objects) put under certain artifact |
2627 | items. To get your hands on the artifacts, you need to bring up the |
2573 | items. To get your hands on the artifacts, you need to bring up the |
2628 | appropriate quest items (key objects). ]]> |
2574 | appropriate quest items (key objects).]]> |
2629 | </use> |
2575 | </use> |
2630 | <attribute arch="move_type" value="0" type="fixed" /> |
2576 | <attribute arch="move_type" value="0" type="fixed" /> |
2631 | <attribute arch="no_pick" value="1" type="fixed" /> |
2577 | <attribute arch="no_pick" value="1" type="fixed" /> |
2632 | <attribute arch="slaying" editor="key string" type="string"> |
2578 | <attribute arch="slaying" editor="key string" type="string"> |
2633 | The <key string> in the door must be identical with the |
2579 | The <key string> in the door must be identical with the |
2634 | <key string> in the special key, then the door is unlocked. |
2580 | <key string> in the special key, then the door is unlocked. |
2635 | It is VERY important to set the <key string> to something that |
2581 | It is VERY important to set the <key string> to something that |
2636 | is unique among the CF mapset. |
2582 | is unique among the Deliantra mapset. |
2637 | |
2583 | |
2638 | DONT EVER USE the default string "set_individual_value". |
2584 | DONT EVER USE the default string "set_individual_value". |
2639 | </attribute> |
2585 | </attribute> |
2640 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2586 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2641 | Restricting the use of spells to pass this door. |
2587 | Restricting the use of spells to pass this door. |
… | |
… | |
2660 | <ignore> |
2606 | <ignore> |
2661 | <ignore_list name="system_object" /> |
2607 | <ignore_list name="system_object" /> |
2662 | </ignore> |
2608 | </ignore> |
2663 | <description><![CDATA[ |
2609 | <description><![CDATA[ |
2664 | Magic_ears trigger a connected value |
2610 | Magic_ears trigger a connected value |
2665 | when the player speaks a specific keyword. ]]> |
2611 | when the player speaks a specific keyword.]]> |
2666 | </description> |
2612 | </description> |
2667 | <use><![CDATA[ |
2613 | <use><![CDATA[ |
2668 | Whenever you put magic_ears on your maps, make sure there are |
2614 | Whenever you put magic_ears on your maps, make sure there are |
2669 | CLEAR and RELYABLE hints about the keywords somewhere. Don't make |
2615 | CLEAR and RELYABLE hints about the keywords somewhere. Don't make |
2670 | something like a gate that is opened by speaking "open" or |
2616 | something like a gate that is opened by speaking "open" or |
… | |
… | |
2672 | <br><br> |
2618 | <br><br> |
2673 | Magic_ears are typically used for interaction with NPCs. You |
2619 | Magic_ears are typically used for interaction with NPCs. You |
2674 | can create the impression that the NPC actually *does* something |
2620 | can create the impression that the NPC actually *does* something |
2675 | according to his conversation with a player. Mostly this means |
2621 | according to his conversation with a player. Mostly this means |
2676 | opening a gate or handing out some item, but you could be quite |
2622 | opening a gate or handing out some item, but you could be quite |
2677 | creative here. ]]> |
2623 | creative here.]]> |
2678 | </use> |
2624 | </use> |
2679 | <attribute arch="no_pick" value="1" type="fixed" /> |
2625 | <attribute arch="no_pick" value="1" type="fixed" /> |
2680 | <attribute arch="connected" editor="connection" type="int"> |
2626 | <attribute arch="connected" editor="connection" type="int"> |
2681 | The Magic_ear will trigger all objects with the |
2627 | The Magic_ear will trigger all objects with the |
2682 | same connection value, every time it is activated. |
2628 | same connection value, every time it is activated. |
… | |
… | |
2704 | Magic walls can contain any spell. However, some spells do not |
2650 | Magic walls can contain any spell. However, some spells do not |
2705 | operate very successfully in them. The only way to know is to test |
2651 | operate very successfully in them. The only way to know is to test |
2706 | the spell you want to use with a wall. |
2652 | the spell you want to use with a wall. |
2707 | <br><br> |
2653 | <br><br> |
2708 | Several types of magical walls are predefined for you in the |
2654 | Several types of magical walls are predefined for you in the |
2709 | archetypes, and can be found on the "connected" Pickmap. ]]> |
2655 | archetypes, and can be found on the "connected" Pickmap.]]> |
2710 | </description> |
2656 | </description> |
2711 | <use><![CDATA[ |
2657 | <use><![CDATA[ |
2712 | Spellcasting walls pose an interesting alternative to monsters. |
2658 | Spellcasting walls pose an interesting alternative to monsters. |
2713 | Usually they are set to be undestroyable. Thus, while monsters |
2659 | Usually they are set to be undestroyable. Thus, while monsters |
2714 | in a map can be cleared out, the magic walls remain. Low level |
2660 | in a map can be cleared out, the magic walls remain. Low level |
… | |
… | |
2725 | walls' spell(s). |
2671 | walls' spell(s). |
2726 | <br><br> |
2672 | <br><br> |
2727 | It is possible to make walls rotate when triggered. But that is so |
2673 | It is possible to make walls rotate when triggered. But that is so |
2728 | confusing (and useless IMHO) that I did not mention it above. You |
2674 | confusing (and useless IMHO) that I did not mention it above. You |
2729 | can find a working example on the map |
2675 | can find a working example on the map |
2730 | "/pup_land/castle_eureca/castle_eureca8". ]]> |
2676 | "/pup_land/castle_eureca/castle_eureca8".]]> |
2731 | </use> |
2677 | </use> |
2732 | <attribute arch="dam" editor="spell" type="spell"> |
2678 | <attribute arch="dam" editor="spell" type="spell"> |
2733 | The magic wall will cast this <spell>. |
2679 | The magic wall will cast this <spell>. |
2734 | </attribute> |
2680 | </attribute> |
2735 | <attribute arch="level" editor="spell level" type="int"> |
2681 | <attribute arch="level" editor="spell level" type="int"> |
… | |
… | |
2775 | A magic wall of high <armour class> is less likely to get hit from |
2721 | A magic wall of high <armour class> is less likely to get hit from |
2776 | an opponent. <armour class> can be considered the "counterpiece" |
2722 | an opponent. <armour class> can be considered the "counterpiece" |
2777 | to <weapon class>. |
2723 | to <weapon class>. |
2778 | </attribute> |
2724 | </attribute> |
2779 | </section> |
2725 | </section> |
2780 | <section name="resistance"> |
2726 | &resistances_basic; |
2781 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
2782 | </attribute> |
|
|
2783 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
2784 | </attribute> |
|
|
2785 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
2786 | </attribute> |
|
|
2787 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
2788 | </attribute> |
|
|
2789 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
2790 | </attribute> |
|
|
2791 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
2792 | </attribute> |
|
|
2793 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
2794 | </attribute> |
|
|
2795 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
2796 | </attribute> |
|
|
2797 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
2798 | </attribute> |
|
|
2799 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
2800 | </attribute> |
|
|
2801 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
2802 | </attribute> |
|
|
2803 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
2804 | </attribute> |
|
|
2805 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
2806 | </attribute> |
|
|
2807 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
2808 | </attribute> |
|
|
2809 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
2810 | </attribute> |
|
|
2811 | <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int"> |
|
|
2812 | </attribute> |
|
|
2813 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
2814 | </attribute> |
|
|
2815 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
2816 | </attribute> |
|
|
2817 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
2818 | </attribute> |
|
|
2819 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
2820 | </attribute> |
|
|
2821 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
|
|
2822 | </attribute> |
|
|
2823 | </section> |
|
|
2824 | </type> |
2727 | </type> |
2825 | |
2728 | |
2826 | <!--####################################################################--> |
2729 | <!--####################################################################--> |
2827 | <type number="55" name="Marker"> |
2730 | <type number="55" name="Marker"> |
2828 | <ignore> |
2731 | <ignore> |
… | |
… | |
2833 | player stepping on it. This force does nothing except containing a |
2736 | player stepping on it. This force does nothing except containing a |
2834 | <key string> which can be discovered by detectors or inventory |
2737 | <key string> which can be discovered by detectors or inventory |
2835 | checkers. It is also possible to use markers for removing marks again. |
2738 | checkers. It is also possible to use markers for removing marks again. |
2836 | <br><br> |
2739 | <br><br> |
2837 | Note that the player has no possibility to "see" his own marks, |
2740 | Note that the player has no possibility to "see" his own marks, |
2838 | except by the effect that they cause on the maps. ]]> |
2741 | except by the effect that they cause on the maps.]]> |
2839 | </description> |
2742 | </description> |
2840 | <use><![CDATA[ |
2743 | <use><![CDATA[ |
2841 | Markers hold real cool possibilities for map-making. I encourage |
2744 | Markers hold real cool possibilities for map-making. I encourage |
2842 | you to use them frequently. However there is one negative point |
2745 | you to use them frequently. However there is one negative point |
2843 | about markers: Players don't "see" what's going on with them. It is |
2746 | about markers: Players don't "see" what's going on with them. It is |
2844 | your task, as map-creator, to make sure the player is always well |
2747 | your task, as map-creator, to make sure the player is always well |
2845 | informed and never confused. |
2748 | informed and never confused. |
2846 | <br><br> |
2749 | <br><br> |
2847 | Please avoid infinite markers when they aren't needed. They're |
2750 | Please avoid infinite markers when they aren't needed. They're |
2848 | using a little space in the player file after all, so if there |
2751 | using a little space in the player file after all, so if there |
2849 | is no real purpose, set an expire time. ]]> |
2752 | is no real purpose, set an expire time.]]> |
2850 | </use> |
2753 | </use> |
2851 | <attribute arch="no_pick" value="1" type="fixed" /> |
2754 | <attribute arch="no_pick" value="1" type="fixed" /> |
2852 | <attribute arch="slaying" editor="key string" type="string"> |
2755 | <attribute arch="slaying" editor="key string" type="string"> |
2853 | The <key string> can be detected by inv. checkers/detectors. |
2756 | The <key string> can be detected by inv. checkers/detectors. |
2854 | If the player already has a force with that <key string>, |
2757 | If the player already has a force with that <key string>, |
… | |
… | |
2900 | When a player picks an item from a shop and attempts to |
2803 | When a player picks an item from a shop and attempts to |
2901 | walk over the shop mat, the item's selling-price is automatically |
2804 | walk over the shop mat, the item's selling-price is automatically |
2902 | subtracted from the player's money. |
2805 | subtracted from the player's money. |
2903 | <br><br> |
2806 | <br><br> |
2904 | For money, always use the default arches. |
2807 | For money, always use the default arches. |
2905 | Don't modify them. ]]> |
2808 | Don't modify them.]]> |
2906 | </description> |
2809 | </description> |
2907 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2810 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2908 | </type> |
2811 | </type> |
2909 | |
2812 | |
2910 | <!--####################################################################--> |
2813 | <!--####################################################################--> |
… | |
… | |
2925 | Monsters can behave in various kinds of ways. |
2828 | Monsters can behave in various kinds of ways. |
2926 | They can be aggressive, attacking the player. Or peaceful, |
2829 | They can be aggressive, attacking the player. Or peaceful, |
2927 | helping the player - maybe joining him as pet. |
2830 | helping the player - maybe joining him as pet. |
2928 | The unagressive creatures who communicate with players are |
2831 | The unagressive creatures who communicate with players are |
2929 | usually called "NPCs" (Non Player Character), a well-known |
2832 | usually called "NPCs" (Non Player Character), a well-known |
2930 | term in role-play environments. ]]> |
2833 | term in role-play environments.]]> |
2931 | </description> |
2834 | </description> |
2932 | <use><![CDATA[ |
2835 | <use><![CDATA[ |
2933 | Monsters play a central role in most maps. Choosing the right |
2836 | Monsters play a central role in most maps. Choosing the right |
2934 | combination of monsters for your map is vital: |
2837 | combination of monsters for your map is vital: |
2935 | <UL> |
2838 | <UL> |
… | |
… | |
2960 | can use. |
2863 | can use. |
2961 | </UL> |
2864 | </UL> |
2962 | I know it's impossible to make the perfectly balanced map. There's always |
2865 | I know it's impossible to make the perfectly balanced map. There's always |
2963 | some part which is found too easy or too hard for a certain kind of player. |
2866 | some part which is found too easy or too hard for a certain kind of player. |
2964 | Just give it your best shot. And listen to feedback from players if you |
2867 | Just give it your best shot. And listen to feedback from players if you |
2965 | receive some. :-) ]]> |
2868 | receive some. :-)]]> |
2966 | </use> |
2869 | </use> |
2967 | <attribute arch="alive" value="1" type="fixed" /> |
2870 | <attribute arch="alive" value="1" type="fixed" /> |
2968 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
2871 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
2969 | When the monster is killed, items from the treasurelist will |
2872 | When the monster is killed, items from the treasurelist will |
2970 | drop to the ground. This is a common way to reward players |
2873 | drop to the ground. This is a common way to reward players |
… | |
… | |
3218 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3121 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3219 | Monsters which <stand still> won't move to leave their position. |
3122 | Monsters which <stand still> won't move to leave their position. |
3220 | When agressive, they will attack all enemies who get close to |
3123 | When agressive, they will attack all enemies who get close to |
3221 | them. This behaviour is commonly known from castle guards. |
3124 | them. This behaviour is commonly known from castle guards. |
3222 | |
3125 | |
3223 | In older versions of Crossfire it was possible to eventually |
3126 | In older versions of Deliantra it was possible to eventually |
3224 | push a <stand still>-monster out of position by force. |
3127 | push a <stand still>-monster out of position by force. |
3225 | I believe this is no longer possible. Neverthless, you should |
3128 | I believe this is no longer possible. Neverthless, you should |
3226 | still be cautious when lining up <stand still>-monster in order |
3129 | still be cautious when lining up <stand still>-monster in order |
3227 | to "defend" something: Such monsters are rather easy to kill. |
3130 | to "defend" something: Such monsters are rather easy to kill. |
3228 | It's good for low level maps, but not much more. |
3131 | It's good for low level maps, but not much more. |
… | |
… | |
3264 | When the monster's health points drop below this percentage |
3167 | When the monster's health points drop below this percentage |
3265 | (relative to max health), it attempts to run away from the |
3168 | (relative to max health), it attempts to run away from the |
3266 | attacker. |
3169 | attacker. |
3267 | </attribute> |
3170 | </attribute> |
3268 | </section> |
3171 | </section> |
3269 | |
3172 | &resistances_basic; |
3270 | <section name="resistance"> |
|
|
3271 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
3272 | </attribute> |
|
|
3273 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
3274 | </attribute> |
|
|
3275 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
3276 | </attribute> |
|
|
3277 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
3278 | </attribute> |
|
|
3279 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
3280 | </attribute> |
|
|
3281 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
3282 | </attribute> |
|
|
3283 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
3284 | </attribute> |
|
|
3285 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
3286 | </attribute> |
|
|
3287 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
3288 | </attribute> |
|
|
3289 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
3290 | </attribute> |
|
|
3291 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
3292 | </attribute> |
|
|
3293 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
3294 | </attribute> |
|
|
3295 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
3296 | </attribute> |
|
|
3297 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
3298 | </attribute> |
|
|
3299 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
3300 | </attribute> |
|
|
3301 | <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int"> |
|
|
3302 | </attribute> |
|
|
3303 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
3304 | </attribute> |
|
|
3305 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
3306 | </attribute> |
|
|
3307 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
3308 | </attribute> |
|
|
3309 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
3310 | </attribute> |
|
|
3311 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
|
|
3312 | </attribute> |
|
|
3313 | </section> |
|
|
3314 | <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> |
3173 | <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> |
3315 | </attribute> |
3174 | </attribute> |
3316 | </type> |
3175 | </type> |
3317 | |
3176 | |
3318 | <!--####################################################################--> |
3177 | <!--####################################################################--> |
… | |
… | |
3343 | </ignore> |
3202 | </ignore> |
3344 | <description><![CDATA[ |
3203 | <description><![CDATA[ |
3345 | As the name implies, mood floors can change the "mood" of |
3204 | As the name implies, mood floors can change the "mood" of |
3346 | a monsters/NPC. For example, an unagressive monster could be |
3205 | a monsters/NPC. For example, an unagressive monster could be |
3347 | turned mad to start attacking. Similar, an agressive monster |
3206 | turned mad to start attacking. Similar, an agressive monster |
3348 | could be calmed. ]]> |
3207 | could be calmed.]]> |
3349 | </description> |
3208 | </description> |
3350 | <use><![CDATA[ |
3209 | <use><![CDATA[ |
3351 | Mood floors are absolutely cool for NPC interaction. To make an |
3210 | Mood floors are absolutely cool for NPC interaction. To make an |
3352 | unaggressive monster/NPC attack, put a creator with "other_arch |
3211 | unaggressive monster/NPC attack, put a creator with "other_arch |
3353 | furious_floor" under it. Connect the creator to a magic_ear, so the |
3212 | furious_floor" under it. Connect the creator to a magic_ear, so the |
… | |
… | |
3357 | it directly to a magic_ear. Then the player speaks a keyword like |
3216 | it directly to a magic_ear. Then the player speaks a keyword like |
3358 | "help me" - and the NPC joins him as pet. |
3217 | "help me" - and the NPC joins him as pet. |
3359 | <br><br> |
3218 | <br><br> |
3360 | (Of course you must always give clear hints about keywords! |
3219 | (Of course you must always give clear hints about keywords! |
3361 | And there is no reason why you couldn't use a button/lever/pedestal |
3220 | And there is no reason why you couldn't use a button/lever/pedestal |
3362 | etc. instead of a magic_ear.) ]]> |
3221 | etc. instead of a magic_ear.)]]> |
3363 | </use> |
3222 | </use> |
3364 | <attribute arch="no_pick" value="1" type="fixed" /> |
3223 | <attribute arch="no_pick" value="1" type="fixed" /> |
3365 | <attribute arch="last_sp" editor="mood" type="list_mood"> |
3224 | <attribute arch="last_sp" editor="mood" type="list_mood"> |
3366 | <mood> is used to determine what will happen to the |
3225 | <mood> is used to determine what will happen to the |
3367 | monster when affected by the mood floor: |
3226 | monster when affected by the mood floor: |
… | |
… | |
3411 | can monsters. Motion is involuntary. Additionally, players or |
3270 | can monsters. Motion is involuntary. Additionally, players or |
3412 | monsters can be "frozen" while ontop of movers so that they MUST |
3271 | monsters can be "frozen" while ontop of movers so that they MUST |
3413 | move along a chain of them. |
3272 | move along a chain of them. |
3414 | <br><br> |
3273 | <br><br> |
3415 | Multisquare monsters can be moved as well, given |
3274 | Multisquare monsters can be moved as well, given |
3416 | enough space. Movers are usually invisible. ]]> |
3275 | enough space. Movers are usually invisible.]]> |
3417 | </description> |
3276 | </description> |
3418 | <use><![CDATA[ |
3277 | <use><![CDATA[ |
3419 | NEVER EVER consider a mover being unpassable in the backwards |
3278 | NEVER EVER consider a mover being unpassable in the backwards |
3420 | direction. Setting "forced movement" makes it seemingly impossible |
3279 | direction. Setting "forced movement" makes it seemingly impossible |
3421 | but there is still a trick: One player can push a second player |
3280 | but there is still a trick: One player can push a second player |
… | |
… | |
3428 | cannot be discovered with the show_invisible spell. |
3287 | cannot be discovered with the show_invisible spell. |
3429 | <br><br> |
3288 | <br><br> |
3430 | Note that Movers and Directors are seperate objects, even though |
3289 | Note that Movers and Directors are seperate objects, even though |
3431 | they look and act similar. Directors only do spells/missiles, |
3290 | they look and act similar. Directors only do spells/missiles, |
3432 | while movers only do living creatures (depending on how it |
3291 | while movers only do living creatures (depending on how it |
3433 | is set: monsters and players). ]]> |
3292 | is set: monsters and players).]]> |
3434 | </use> |
3293 | </use> |
3435 | <attribute arch="attacktype" editor="forced movement" type="bool"> |
3294 | <attribute arch="attacktype" editor="forced movement" type="bool"> |
3436 | If forced movement is enabled, the mover "freezes" anyone it |
3295 | If forced movement is enabled, the mover "freezes" anyone it |
3437 | moves (so they are forced to move along a chain). |
3296 | moves (so they are forced to move along a chain). |
3438 | For players there is no way to escape this forced movement, |
3297 | For players there is no way to escape this forced movement, |
… | |
… | |
3490 | <ignore_list name="non_pickable" /> |
3349 | <ignore_list name="non_pickable" /> |
3491 | </ignore> |
3350 | </ignore> |
3492 | <description><![CDATA[ |
3351 | <description><![CDATA[ |
3493 | Pedestals are designed to detect certain types of living objects. |
3352 | Pedestals are designed to detect certain types of living objects. |
3494 | When a predefined type of living creature steps on the pedestal, the |
3353 | When a predefined type of living creature steps on the pedestal, the |
3495 | connected value is triggered. ]]> |
3354 | connected value is triggered.]]> |
3496 | </description> |
3355 | </description> |
3497 | <use><![CDATA[ |
3356 | <use><![CDATA[ |
3498 | If you want to create a place where only players of a certain race |
3357 | If you want to create a place where only players of a certain race |
3499 | can enter, put a teleporter over your pedestal. So the teleporter is |
3358 | can enter, put a teleporter over your pedestal. So the teleporter is |
3500 | only activated for players of the matching race. Do not use gates, |
3359 | only activated for players of the matching race. Do not use gates, |
3501 | because many other players could sneak in. If you put powerful |
3360 | because many other players could sneak in. If you put powerful |
3502 | artifacts into such places, generally set "startequip 1", so that |
3361 | artifacts into such places, generally set "startequip 1", so that |
3503 | they are preserved for that one race and can't be traded to others. ]]> |
3362 | they are preserved for that one race and can't be traded to others.]]> |
3504 | </use> |
3363 | </use> |
3505 | <attribute arch="no_pick" value="1" type="fixed" /> |
3364 | <attribute arch="no_pick" value="1" type="fixed" /> |
3506 | <attribute arch="slaying" editor="match race" type="string"> |
3365 | <attribute arch="slaying" editor="match race" type="string"> |
3507 | the <match race> defines the object we're looking for. If <match race> |
3366 | the <match race> defines the object we're looking for. If <match race> |
3508 | matches the monster's or the player's race, we have a match. |
3367 | matches the monster's or the player's race, we have a match. |
… | |
… | |
3526 | <ignore_list name="non_pickable" /> |
3385 | <ignore_list name="non_pickable" /> |
3527 | </ignore> |
3386 | </ignore> |
3528 | <description><![CDATA[ |
3387 | <description><![CDATA[ |
3529 | Pits are holes, transporting the player when he walks (and falls) into them. |
3388 | Pits are holes, transporting the player when he walks (and falls) into them. |
3530 | A speciality about pits is that they don't transport the player to |
3389 | A speciality about pits is that they don't transport the player to |
3531 | the exact destination, but within a two-square radius of the destination |
3390 | the exact destination, but within a configurable radius of the destination |
3532 | (never on blocked squares).<br> |
3391 | (never on blocked squares).<br> |
3533 | Optionally, pits can get closed and opened, similar to gates.<br><br> |
3392 | Optionally, pits can get closed and opened, similar to gates.<br><br> |
3534 | Monsters and items are affected by pits just as well as players. |
3393 | Monsters and items are affected by pits just as well as players. |
3535 | Even multipart monsters can fall through them, given enough space. ]]> |
3394 | Even multipart monsters can fall through them, given enough space.]]> |
3536 | </description> |
3395 | </description> |
3537 | <use><![CDATA[ |
3396 | <use><![CDATA[ |
3538 | Pits can add interesting effects to your map. When using them, make |
3397 | Pits can add interesting effects to your map. When using them, make |
3539 | sure to use them in a "logical way": Pits should always drop the |
3398 | sure to use them in a "logical way": Pits should always drop the |
3540 | player to some kind of lower level. They should not be used to |
3399 | player to some kind of lower level. They should not be used to |
3541 | randomly interconnect maps like teleporters do. ]]> |
3400 | randomly interconnect maps like teleporters do.]]> |
3542 | </use> |
3401 | </use> |
3543 | <attribute arch="no_pick" value="1" type="fixed" /> |
3402 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
3403 | <attribute arch="range" editor="spread radius" type="int"> |
|
|
3404 | The radius of the square area that the pit will randomly put the player into (0 to 3, default 1). |
|
|
3405 | </attribute> |
3544 | <attribute arch="connected" editor="connection" type="int"> |
3406 | <attribute arch="connected" editor="connection" type="int"> |
3545 | When a <connection> value is set, the pit can be opened/closed |
3407 | When a <connection> value is set, the pit can be opened/closed |
3546 | by activating the connection. |
3408 | by activating the connection. |
3547 | </attribute> |
3409 | </attribute> |
3548 | &activate_on; |
3410 | &activate_on; |
… | |
… | |
3569 | |
3431 | |
3570 | <!--####################################################################--> |
3432 | <!--####################################################################--> |
3571 | <type number="7" name="Poison Food"> |
3433 | <type number="7" name="Poison Food"> |
3572 | <description><![CDATA[ |
3434 | <description><![CDATA[ |
3573 | When eating, the player's stomache is drained by 1/4 of food. |
3435 | When eating, the player's stomache is drained by 1/4 of food. |
3574 | If his food drops to zero, the player might even die. ]]> |
3436 | If his food drops to zero, the player might even die.]]> |
3575 | </description> |
3437 | </description> |
3576 | </type> |
3438 | </type> |
3577 | |
3439 | |
3578 | <!--####################################################################--> |
3440 | <!--####################################################################--> |
3579 | <type number="5" name="Potion"> |
3441 | <type number="5" name="Potion"> |
3580 | <description><![CDATA[ |
3442 | <description><![CDATA[ |
3581 | The player can drink these and gain various kinds of benefits |
3443 | The player can drink these and gain various kinds of benefits |
3582 | (/penalties) by doing so. ]]> |
3444 | (/penalties) by doing so.]]> |
3583 | </description> |
3445 | </description> |
3584 | <use><![CDATA[ |
3446 | <use><![CDATA[ |
3585 | One potion should never give multiple benefits at once. ]]> |
3447 | One potion should never give multiple benefits at once.]]> |
3586 | </use> |
3448 | </use> |
3587 | <attribute arch="level" editor="potion level" type="int"> |
3449 | <attribute arch="level" editor="potion level" type="int"> |
3588 | If the potion contains a spell, the spell is cast at this level. |
3450 | If the potion contains a spell, the spell is cast at this level. |
3589 | For other potions it should be set at least to 1. |
3451 | For other potions it should be set at least to 1. |
3590 | </attribute> |
3452 | </attribute> |
… | |
… | |
3608 | </attribute> |
3470 | </attribute> |
3609 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
3471 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
3610 | A godgiven item vanishes as soon as the player |
3472 | A godgiven item vanishes as soon as the player |
3611 | drops it to the ground. |
3473 | drops it to the ground. |
3612 | </attribute> |
3474 | </attribute> |
3613 | <section name="stats"> |
3475 | &player_stat_resist_sections; |
3614 | <attribute arch="Str" editor="strength" type="int"> |
|
|
3615 | The player's strentgh will rise/fall by the given value for permanent |
|
|
3616 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3617 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3618 | stats if positive. |
|
|
3619 | </attribute> |
|
|
3620 | <attribute arch="Dex" editor="dexterity" type="int"> |
|
|
3621 | The player's dexterity will rise/fall by the given value for permanent |
|
|
3622 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3623 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3624 | stats if positive. |
|
|
3625 | </attribute> |
|
|
3626 | <attribute arch="Con" editor="constitution" type="int"> |
|
|
3627 | The player's constitution will rise/fall by the given value for permanent |
|
|
3628 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3629 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3630 | stats if positive. |
|
|
3631 | </attribute> |
|
|
3632 | <attribute arch="Int" editor="intelligence" type="int"> |
|
|
3633 | The player's intelligence will rise/fall by the given value for permanent |
|
|
3634 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3635 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3636 | stats if positive. |
|
|
3637 | </attribute> |
|
|
3638 | <attribute arch="Pow" editor="power" type="int"> |
|
|
3639 | The player's power will rise/fall by the given value for permanent |
|
|
3640 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3641 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3642 | stats if positive. |
|
|
3643 | </attribute> |
|
|
3644 | <attribute arch="Wis" editor="wisdom" type="int"> |
|
|
3645 | The player's wisdom will rise/fall by the given value for permanent |
|
|
3646 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3647 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3648 | stats if positive. |
|
|
3649 | </attribute> |
|
|
3650 | <attribute arch="Cha" editor="charisma" type="int"> |
|
|
3651 | The player's charisma will rise/fall by the given value for permanent |
|
|
3652 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3653 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3654 | stats if positive. |
|
|
3655 | </attribute> |
|
|
3656 | </section> |
|
|
3657 | <section name="resistance"> |
|
|
3658 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
3659 | The player's resistance to physical will rise by this value in percent |
|
|
3660 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3661 | add on the values from the player's equipment. |
|
|
3662 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3663 | </attribute> |
|
|
3664 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
3665 | The player's resistance to magic will rise by this value in percent |
|
|
3666 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3667 | add on the values from the player's equipment. |
|
|
3668 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3669 | </attribute> |
|
|
3670 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
3671 | The player's resistance to fire will rise by this value in percent |
|
|
3672 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3673 | add on the values from the player's equipment. |
|
|
3674 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3675 | </attribute> |
|
|
3676 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
3677 | The player's resistance to electricity will rise by this value in percent |
|
|
3678 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3679 | add on the values from the player's equipment. |
|
|
3680 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3681 | </attribute> |
|
|
3682 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
3683 | The player's resistance to cold will rise by this value in percent |
|
|
3684 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3685 | add on the values from the player's equipment. |
|
|
3686 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3687 | </attribute> |
|
|
3688 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
3689 | The player's resistance to acid will rise by this value in percent |
|
|
3690 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3691 | add on the values from the player's equipment. |
|
|
3692 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3693 | </attribute> |
|
|
3694 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
3695 | The player's resistance to confusion will rise by this value in percent |
|
|
3696 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3697 | add on the values from the player's equipment. |
|
|
3698 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3699 | </attribute> |
|
|
3700 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
3701 | The player's resistance to weaponmagic will rise by this value in percent |
|
|
3702 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3703 | add on the values from the player's equipment. |
|
|
3704 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3705 | </attribute> |
|
|
3706 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
3707 | The player's resistance to paralyze will rise by this value in percent |
|
|
3708 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3709 | add on the values from the player's equipment. |
|
|
3710 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3711 | </attribute> |
|
|
3712 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
3713 | The player's resistance to draining will rise by this value in percent |
|
|
3714 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3715 | add on the values from the player's equipment. |
|
|
3716 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3717 | </attribute> |
|
|
3718 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
3719 | The player's resistance to depletion will rise by this value in percent |
|
|
3720 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3721 | add on the values from the player's equipment. |
|
|
3722 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3723 | </attribute> |
|
|
3724 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
3725 | The player's resistance to poison will rise by this value in percent |
|
|
3726 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3727 | add on the values from the player's equipment. |
|
|
3728 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3729 | </attribute> |
|
|
3730 | </section> |
|
|
3731 | </type> |
3476 | </type> |
3732 | |
3477 | |
3733 | <!--####################################################################--> |
3478 | <!--####################################################################--> |
3734 | <type number="156" name="Power Crystal"> |
3479 | <type number="156" name="Power Crystal"> |
3735 | <description><![CDATA[ |
3480 | <description><![CDATA[ |
3736 | Power crystals can store a player's mana: |
3481 | Power crystals can store a player's mana: |
3737 | When the player applies the crystal with full mana, half of |
3482 | When the player applies the crystal with full mana, half of |
3738 | it flows into the crystal. When the player applies it with |
3483 | it flows into the crystal. When the player applies it with |
3739 | lacking mana, the crystal replenishes the player's mana. ]]> |
3484 | lacking mana, the crystal replenishes the player's mana.]]> |
3740 | </description> |
3485 | </description> |
3741 | <attribute arch="sp" editor="initial mana" type="int"> |
3486 | <attribute arch="sp" editor="initial mana" type="int"> |
3742 | <initial mana> is the amount of spellpoints that the |
3487 | <initial mana> is the amount of spellpoints that the |
3743 | crystal holds when the map is loaded. |
3488 | crystal holds when the map is loaded. |
3744 | </attribute> |
3489 | </attribute> |
… | |
… | |
3756 | Projectiles like arrows/crossbow bolts are used as ammunition |
3501 | Projectiles like arrows/crossbow bolts are used as ammunition |
3757 | for shooting weapons. |
3502 | for shooting weapons. |
3758 | <br><br> |
3503 | <br><br> |
3759 | It's very easy to add new pairs of weapons & projectiles. |
3504 | It's very easy to add new pairs of weapons & projectiles. |
3760 | Just set matching <ammunition class> both for shooting |
3505 | Just set matching <ammunition class> both for shooting |
3761 | weapon and projectile. ]]> |
3506 | weapon and projectile.]]> |
3762 | </description> |
3507 | </description> |
3763 | <use><![CDATA[ |
3508 | <use><![CDATA[ |
3764 | If you want to create new kinds of projectiles, you could |
3509 | If you want to create new kinds of projectiles, you could |
3765 | add an alchemical receipe to create these. |
3510 | add an alchemical receipe to create these. |
3766 | |
3511 | |
3767 | Don't create new pairs of weapons & projectiles unless |
3512 | Don't create new pairs of weapons & projectiles unless |
3768 | they really fullfill a useful purpose. In fact, even bows |
3513 | they really fullfill a useful purpose. In fact, even bows |
3769 | and crossbows are rarely ever used. ]]> |
3514 | and crossbows are rarely ever used.]]> |
3770 | </use> |
3515 | </use> |
3771 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3516 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3772 | This number is a bitmask, specifying the projectile's attacktypes. |
3517 | This number is a bitmask, specifying the projectile's attacktypes. |
3773 | Attacktypes are: physical, magical, fire, cold.. etc. |
3518 | Attacktypes are: physical, magical, fire, cold.. etc. |
3774 | This works identical to melee weapons. Note that shooting |
3519 | This works identical to melee weapons. Note that shooting |
… | |
… | |
3836 | <type number="70" name="Ring"> |
3581 | <type number="70" name="Ring"> |
3837 | <import_type name="Amulet" /> |
3582 | <import_type name="Amulet" /> |
3838 | <description><![CDATA[ |
3583 | <description><![CDATA[ |
3839 | Rings are worn on the hands - one ring each. |
3584 | Rings are worn on the hands - one ring each. |
3840 | Wearing rings, the object's stats will directly be inherited to |
3585 | Wearing rings, the object's stats will directly be inherited to |
3841 | the player. Usually enhancing his spellcasting potential. ]]> |
3586 | the player. Usually enhancing his spellcasting potential.]]> |
3842 | </description> |
3587 | </description> |
3843 | <use><![CDATA[ |
3588 | <use><![CDATA[ |
3844 | When you create an artifact ring, never forget that players can |
3589 | When you create an artifact ring, never forget that players can |
3845 | wear <B>two</B> rings! Due to that it is extremely important to |
3590 | wear <B>two</B> rings! Due to that it is extremely important to |
3846 | keep rings in balance with the game. |
3591 | keep rings in balance with the game. |
3847 | <br><br> |
3592 | <br><br> |
3848 | Also keep in mind that rings are generally the wizard's tools. |
3593 | Also keep in mind that rings are generally the wizard's tools. |
3849 | They should primarily grant bonuses to spellcasting abilities |
3594 | They should primarily grant bonuses to spellcasting abilities |
3850 | and non-physical resistances. ]]> |
3595 | and non-physical resistances.]]> |
3851 | </use> |
3596 | </use> |
3852 | </type> |
3597 | </type> |
3853 | |
3598 | |
3854 | <!--####################################################################--> |
3599 | <!--####################################################################--> |
3855 | <type number="3" name="Rod"> |
3600 | <type number="3" name="Rod"> |
… | |
… | |
3858 | </ignore> |
3603 | </ignore> |
3859 | <description><![CDATA[ |
3604 | <description><![CDATA[ |
3860 | A rod contains a spell. The player can use this spell by applying and |
3605 | A rod contains a spell. The player can use this spell by applying and |
3861 | fireing the rod. Rods need time to regenerate their "internal" spellpoints, |
3606 | fireing the rod. Rods need time to regenerate their "internal" spellpoints, |
3862 | lowering the effectiveness in combat. But unlike wands/scrolls, rods can be |
3607 | lowering the effectiveness in combat. But unlike wands/scrolls, rods can be |
3863 | used endlessly. ]]> |
3608 | used endlessly.]]> |
3864 | </description> |
3609 | </description> |
3865 | <use><![CDATA[ |
3610 | <use><![CDATA[ |
3866 | Rods with healing/curing spells are extremely powerful. Usually, potions have |
3611 | Rods with healing/curing spells are extremely powerful. Usually, potions have |
3867 | to be used for that purpose. Though, potions are expensive and only good for |
3612 | to be used for that purpose. Though, potions are expensive and only good for |
3868 | one-time-use.<br> ]]> |
3613 | one-time-use.<br>]]> |
3869 | </use> |
3614 | </use> |
3870 | <attribute arch="sp" editor="spell" type="spell"> |
3615 | <attribute arch="sp" editor="spell" type="spell"> |
3871 | Sets the <spell> of the rod. Consider twice before handing out special |
3616 | Sets the <spell> of the rod. Consider twice before handing out special |
3872 | rods to players, since they can be used endlessly without any mana cost! |
3617 | rods to players, since they can be used endlessly without any mana cost! |
3873 | Rods with heal/ restoration/ protection spells, IF available, MUST be |
3618 | Rods with heal/ restoration/ protection spells, IF available, MUST be |
… | |
… | |
3913 | Runes hit any monster or person who steps on them for 'dam' damage in |
3658 | Runes hit any monster or person who steps on them for 'dam' damage in |
3914 | 'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3659 | 'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3915 | and will cast this spell when it detonates. Yet another kind is the |
3660 | and will cast this spell when it detonates. Yet another kind is the |
3916 | "summoning rune", summoning predefined monsters of any kind, at detonation. |
3661 | "summoning rune", summoning predefined monsters of any kind, at detonation. |
3917 | <br><br> |
3662 | <br><br> |
3918 | Many runes are already defined in the archetypes. ]]> |
3663 | Many runes are already defined in the archetypes.]]> |
3919 | </description> |
3664 | </description> |
3920 | <use><![CDATA[ |
3665 | <use><![CDATA[ |
3921 | Avoid monsters stepping on your runes. For example, summoning runes |
3666 | Avoid monsters stepping on your runes. For example, summoning runes |
3922 | together with spellcasting- and attack-runes is usually a bad idea. ]]> |
3667 | together with spellcasting- and attack-runes is usually a bad idea.]]> |
3923 | </use> |
3668 | </use> |
3924 | <attribute arch="no_pick" value="1" type="fixed" /> |
3669 | <attribute arch="no_pick" value="1" type="fixed" /> |
3925 | &move_on; |
3670 | &move_on; |
3926 | <attribute arch="level" editor="rune level" type="int"> |
3671 | <attribute arch="level" editor="rune level" type="int"> |
3927 | This value sets the level the rune will cast the spell it contains at, |
3672 | This value sets the level the rune will cast the spell it contains at, |
… | |
… | |
3995 | <ignore_list name="non_pickable" /> |
3740 | <ignore_list name="non_pickable" /> |
3996 | </ignore> |
3741 | </ignore> |
3997 | <description><![CDATA[ |
3742 | <description><![CDATA[ |
3998 | When the player applies a savebed, he is not only saved. Both his |
3743 | When the player applies a savebed, he is not only saved. Both his |
3999 | respawn-after-death and his word-of-recall positions are pointing |
3744 | respawn-after-death and his word-of-recall positions are pointing |
4000 | to the last-applied savebed. ]]> |
3745 | to the last-applied savebed.]]> |
4001 | </description> |
3746 | </description> |
4002 | <use><![CDATA[ |
3747 | <use><![CDATA[ |
4003 | Put savebed locations in towns, do not put them into dungeons. |
3748 | Put savebed locations in towns, do not put them into dungeons. |
4004 | It is absolutely neccessary that a place with savebeds is 100% secure. |
3749 | It is absolutely neccessary that a place with savebeds is 100% secure. |
4005 | That means: |
3750 | That means: |
4006 | <UL> |
3751 | <UL> |
4007 | <LI> Monsters must not be able to reach the savebeds under any circumstances! |
3752 | <LI> Monsters must not be able to reach the savebeds under any circumstances! |
4008 | <LI> If there are NPCs around, make sure they have the friendly-flag set. |
3753 | <LI> If there are NPCs around, make sure they have the friendly-flag set. |
4009 | <LI> Insert a relyable exit! Make sure there is no possibility that |
3754 | <LI> Insert a reliable exit! Make sure there is no possibility that |
4010 | players get trapped in a savebed location. |
3755 | players get trapped in a savebed location. |
4011 | <LI> If possible, mark the whole site as no-spell area (Insert this |
3756 | <LI> If possible, mark the whole site as no-spell area (Insert this |
4012 | arch called "dungeon_magic" everywhere). This is not required, |
3757 | arch called "dungeon_magic" everywhere). This is not required, |
4013 | but it makes the place much more safe. |
3758 | but it makes the place much more safe. |
4014 | </UL> ]]> |
3759 | </UL>]]> |
4015 | </use> |
3760 | </use> |
4016 | <attribute arch="no_pick" value="1" type="fixed" /> |
3761 | <attribute arch="no_pick" value="1" type="fixed" /> |
4017 | <attribute arch="no_magic" value="1" type="fixed" /> |
3762 | <attribute arch="no_magic" value="1" type="fixed" /> |
4018 | <attribute arch="damned" value="1" type="fixed" /> |
3763 | <attribute arch="damned" value="1" type="fixed" /> |
4019 | </type> |
3764 | </type> |
… | |
… | |
4026 | <description><![CDATA[ |
3771 | <description><![CDATA[ |
4027 | Scrolls contain spells (similar to spell-potions). Unlike potions, |
3772 | Scrolls contain spells (similar to spell-potions). Unlike potions, |
4028 | scrolls require a certain literacy skill to read successfully. |
3773 | scrolls require a certain literacy skill to read successfully. |
4029 | Accordingly, for a successful reading, a small amount of |
3774 | Accordingly, for a successful reading, a small amount of |
4030 | experience is gained. Scrolls allow only one time usage, but |
3775 | experience is gained. Scrolls allow only one time usage, but |
4031 | usually they are sold in bulks. ]]> |
3776 | usually they are sold in bulks.]]> |
4032 | </description> |
3777 | </description> |
4033 | <use><![CDATA[ |
3778 | <use><![CDATA[ |
4034 | For low level quests, scrolls of healing/curing-spells |
3779 | For low level quests, scrolls of healing/curing-spells |
4035 | can be a nice reward. At higher levels, scrolls become less |
3780 | can be a nice reward. At higher levels, scrolls become less |
4036 | and less useful. ]]> |
3781 | and less useful.]]> |
4037 | </use> |
3782 | </use> |
4038 | <attribute arch="level" editor="casting level" type="int"> |
3783 | <attribute arch="level" editor="casting level" type="int"> |
4039 | The spell of the scroll will be casted at this level. |
3784 | The spell of the scroll will be casted at this level. |
4040 | This value should always be set, at least to 1. |
3785 | This value should always be set, at least to 1. |
4041 | </attribute> |
3786 | </attribute> |
… | |
… | |
4053 | <type number="33" name="Shield"> |
3798 | <type number="33" name="Shield"> |
4054 | <import_type name="Amulet" /> |
3799 | <import_type name="Amulet" /> |
4055 | <description><![CDATA[ |
3800 | <description><![CDATA[ |
4056 | Wearing a shield, the object's stats will directly be inherited to |
3801 | Wearing a shield, the object's stats will directly be inherited to |
4057 | the player. Shields usually provide good defense, only surpassed |
3802 | the player. Shields usually provide good defense, only surpassed |
4058 | by brestplate armour. Resistances on shields aren't uncommon either. ]]> |
3803 | by brestplate armour. Resistances on shields aren't uncommon either.]]> |
4059 | </description> |
3804 | </description> |
4060 | <use><![CDATA[ |
3805 | <use><![CDATA[ |
4061 | Feel free to create your own special artifacts. However, it is very |
3806 | Feel free to create your own special artifacts. However, it is very |
4062 | important that you keep your artifact in balance with existing maps. ]]> |
3807 | important that you keep your artifact in balance with existing maps.]]> |
4063 | </use> |
3808 | </use> |
4064 | <attribute arch="magic" editor="magic bonus" type="int"> |
3809 | <attribute arch="magic" editor="magic bonus" type="int"> |
4065 | <magic bonus> works just like ac, except that it can be improved by |
3810 | <magic bonus> works just like ac, except that it can be improved by |
4066 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
3811 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
4067 | than direct armour-class bonus on the shield. |
3812 | than direct armour-class bonus on the shield. |
… | |
… | |
4076 | wielded both at the same time. Like with any other equipment, |
3821 | wielded both at the same time. Like with any other equipment, |
4077 | stats/bonuses from shooting weapons are directly inherited to the player. |
3822 | stats/bonuses from shooting weapons are directly inherited to the player. |
4078 | <br><br> |
3823 | <br><br> |
4079 | It's very easy to add new pairs of weapons & projectiles. |
3824 | It's very easy to add new pairs of weapons & projectiles. |
4080 | Just set matching <ammunition class> both for shooting |
3825 | Just set matching <ammunition class> both for shooting |
4081 | weapon and projectile. ]]> |
3826 | weapon and projectile.]]> |
4082 | </description> |
3827 | </description> |
4083 | <use><![CDATA[ |
3828 | <use><![CDATA[ |
4084 | Shooting weapons should not add bonuses in general. There's already |
3829 | Shooting weapons should not add bonuses in general. There's already |
4085 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
3830 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
4086 | Shooting weapons should especially not add bonuses to the player |
3831 | Shooting weapons should especially not add bonuses to the player |
4087 | that have nothing to do with schooting. A Wisdom bonus on a bow |
3832 | that have nothing to do with schooting. A Wisdom bonus on a bow |
4088 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
3833 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
4089 | - still crap. ]]> |
3834 | - still crap.]]> |
4090 | </use> |
3835 | </use> |
4091 | <attribute arch="race" editor="ammunition class" type="string"> |
3836 | <attribute arch="race" editor="ammunition class" type="string"> |
4092 | Only projectiles with matching <ammunition class> can be fired |
3837 | Only projectiles with matching <ammunition class> can be fired |
4093 | with this weapon. For normal bows set "arrows", for normal |
3838 | with this weapon. For normal bows set "arrows", for normal |
4094 | crossbows set "crossbow bolts". |
3839 | crossbows set "crossbow bolts". |
… | |
… | |
4123 | amount of <item power>, depending on their own level. This is the |
3868 | amount of <item power>, depending on their own level. This is the |
4124 | only way to prevent low level players to wear "undeserved" equipment |
3869 | only way to prevent low level players to wear "undeserved" equipment |
4125 | (like gifts from other players or cheated items). |
3870 | (like gifts from other players or cheated items). |
4126 | |
3871 | |
4127 | It is very important to adjust the <item power> value carefully |
3872 | It is very important to adjust the <item power> value carefully |
4128 | for every artifact you create! If zero/unset, the CF server will |
3873 | for every artifact you create! If zero/unset, the Deliantra server will |
4129 | calculate a provisional value at runtime, but this is never |
3874 | calculate a provisional value at runtime, but this is never |
4130 | going to be an accurate measurement of <item power>. |
3875 | going to be an accurate measurement of <item power>. |
4131 | </attribute> |
3876 | </attribute> |
4132 | <attribute arch="no_strength" editor="ignore strength" type="bool"> |
3877 | <attribute arch="no_strength" editor="ignore strength" type="bool"> |
4133 | Usually the player's strentgh takes effect on the damage |
3878 | Usually the player's strentgh takes effect on the damage |
… | |
… | |
4215 | These items are all flagged as unpaid. |
3960 | These items are all flagged as unpaid. |
4216 | When a player drops an item onto shop floor, the item becomes |
3961 | When a player drops an item onto shop floor, the item becomes |
4217 | unpaid and the player receives payment according to the item's |
3962 | unpaid and the player receives payment according to the item's |
4218 | selling-value. |
3963 | selling-value. |
4219 | Shopfloor always prevents magic (To hinder players from burning |
3964 | Shopfloor always prevents magic (To hinder players from burning |
4220 | or freezing the goods). ]]> |
3965 | or freezing the goods).]]> |
4221 | </description> |
3966 | </description> |
4222 | <use><![CDATA[ |
3967 | <use><![CDATA[ |
4223 | Tile your whole shop-interior space which shop floor. |
3968 | Tile your whole shop-interior space which shop floor. |
4224 | (That assures players receive payment for dropping items). |
3969 | (That assures players receive payment for dropping items). |
4225 | Place shop mats to enter/leave the shop, and make sure |
3970 | Place shop mats to enter/leave the shop, and make sure |
4226 | there is no other exit than the shop mat. ]]> |
3971 | there is no other exit than the shop mat.]]> |
4227 | </use> |
3972 | </use> |
4228 | <attribute arch="is_floor" value="1" type="fixed" /> |
3973 | <attribute arch="is_floor" value="1" type="fixed" /> |
4229 | <attribute arch="no_pick" value="1" type="fixed" /> |
3974 | <attribute arch="no_pick" value="1" type="fixed" /> |
4230 | <attribute arch="no_magic" value="1" type="fixed" /> |
3975 | <attribute arch="no_magic" value="1" type="fixed" /> |
4231 | <attribute arch="auto_apply" editor="generate goods" type="bool"> |
3976 | <attribute arch="auto_apply" editor="generate goods" type="bool"> |
… | |
… | |
4265 | "shopping-area" and one outside. Shop mats don't use exit paths/ |
4010 | "shopping-area" and one outside. Shop mats don't use exit paths/ |
4266 | or -destinations. When stepping onto a shopmat the player gets beamed |
4011 | or -destinations. When stepping onto a shopmat the player gets beamed |
4267 | to the nearest other mat. If the player has unpaid items in his |
4012 | to the nearest other mat. If the player has unpaid items in his |
4268 | inventory, the price gets charged from his coins automatically. |
4013 | inventory, the price gets charged from his coins automatically. |
4269 | If the player has insufficient coins to buy his unpaid items, he |
4014 | If the player has insufficient coins to buy his unpaid items, he |
4270 | is unable to pass any shopmat (So he has to drop unpaid items). ]]> |
4015 | is unable to pass any shopmat (So he has to drop unpaid items).]]> |
4271 | </description> |
4016 | </description> |
4272 | <use><![CDATA[ |
4017 | <use><![CDATA[ |
4273 | As stated above, always place TWO shop mats into your shop. |
4018 | As stated above, always place TWO shop mats into your shop. |
4274 | Not more and not less than that. ]]> |
4019 | Not more and not less than that.]]> |
4275 | </use> |
4020 | </use> |
4276 | <attribute arch="no_pick" value="1" type="fixed" /> |
4021 | <attribute arch="no_pick" value="1" type="fixed" /> |
4277 | &move_on; |
4022 | &move_on; |
4278 | </type> |
4023 | </type> |
4279 | |
4024 | |
… | |
… | |
4284 | </ignore> |
4029 | </ignore> |
4285 | <description><![CDATA[ |
4030 | <description><![CDATA[ |
4286 | The purpose of a sign or magic_mouth is to display a certain message to |
4031 | The purpose of a sign or magic_mouth is to display a certain message to |
4287 | the player. There are three ways to have the player get this message: |
4032 | the player. There are three ways to have the player get this message: |
4288 | The player walking onto it (-> magic_mouth), the player pressing <a>pply |
4033 | The player walking onto it (-> magic_mouth), the player pressing <a>pply |
4289 | (-> sign) or the player triggering a button/handle/etc (-> magic_mouth). ]]> |
4034 | (-> sign) or the player triggering a button/handle/etc (-> magic_mouth).]]> |
4290 | </description> |
4035 | </description> |
4291 | <use><![CDATA[ |
4036 | <use><![CDATA[ |
4292 | Use signs and magic_mouths, plenty of them! Place magic_mouths to add |
4037 | Use signs and magic_mouths, plenty of them! Place magic_mouths to add |
4293 | some true roleplay feeling to your maps, support your storyline or give |
4038 | some true roleplay feeling to your maps, support your storyline or give |
4294 | hints about hidden secrets/dangers. Place signs to provide the player |
4039 | hints about hidden secrets/dangers. Place signs to provide the player |
4295 | with all kinds of useful information for getting along in your maps. ]]> |
4040 | with all kinds of useful information for getting along in your maps.]]> |
4296 | </use> |
4041 | </use> |
4297 | <attribute arch="connected" editor="connection" type="int"> |
4042 | <attribute arch="connected" editor="connection" type="int"> |
4298 | When a connection value is set, the message will be printed whenever |
4043 | When a connection value is set, the message will be printed whenever |
4299 | the connection is triggered. This should be used in combination with |
4044 | the connection is triggered. This should be used in combination with |
4300 | <invisible> enabled and <activate by walking/flying> disabled. |
4045 | <invisible> enabled and <activate by walking/flying> disabled. |
… | |
… | |
4341 | <ignore_list name="system_object" /> |
4086 | <ignore_list name="system_object" /> |
4342 | </ignore> |
4087 | </ignore> |
4343 | <description><![CDATA[ |
4088 | <description><![CDATA[ |
4344 | Skills are objects which exist in the player/monster inventory. |
4089 | Skills are objects which exist in the player/monster inventory. |
4345 | Both NPC/monsters and players use the same skill archetypes. Not all skills |
4090 | Both NPC/monsters and players use the same skill archetypes. Not all skills |
4346 | are enabled for monster use however. ]]> |
4091 | are enabled for monster use however.]]> |
4347 | </description> |
4092 | </description> |
4348 | <use><![CDATA[ |
4093 | <use><![CDATA[ |
4349 | For mapmaking, Skill objects serve two purposes: |
4094 | For mapmaking, Skill objects serve two purposes: |
4350 | <p>First, the predefined skill archtypes (in the 'skills' directory) |
4095 | <p>First, the predefined skill archtypes (in the 'skills' directory) |
4351 | can be seen as the global skill definitions. A skill which doesn't |
4096 | can be seen as the global skill definitions. A skill which doesn't |
… | |
… | |
4356 | </p><p> |
4101 | </p><p> |
4357 | Secondly, in order to enable monsters to use skills, you will need to |
4102 | Secondly, in order to enable monsters to use skills, you will need to |
4358 | copy default skill archtypes into the monsters' inventories. |
4103 | copy default skill archtypes into the monsters' inventories. |
4359 | You can even customize the skills by changing stats. It is not |
4104 | You can even customize the skills by changing stats. It is not |
4360 | recommended however, to use skills in your maps which are totally |
4105 | recommended however, to use skills in your maps which are totally |
4361 | unrelated to any predefined skill archtype.</p> ]]> |
4106 | unrelated to any predefined skill archtype.</p>]]> |
4362 | </use> |
4107 | </use> |
4363 | <attribute arch="invisible" value="1" type="fixed" /> |
4108 | <attribute arch="invisible" value="1" type="fixed" /> |
4364 | <attribute arch="no_drop" value="1" type="fixed" /> |
4109 | <attribute arch="no_drop" value="1" type="fixed" /> |
4365 | <attribute arch="skill" editor="skill name" type="string"> |
4110 | <attribute arch="skill" editor="skill name" type="string"> |
4366 | The <skill name> is used for matchings. When a usable |
4111 | The <skill name> is used for matchings. When a usable |
… | |
… | |
4376 | expmul is 1, the player will get 500 added to that skill as well as |
4121 | expmul is 1, the player will get 500 added to that skill as well as |
4377 | 500 to their total. |
4122 | 500 to their total. |
4378 | </attribute> |
4123 | </attribute> |
4379 | <attribute arch="subtype" editor="skill type" type="list_skill_type"> |
4124 | <attribute arch="subtype" editor="skill type" type="list_skill_type"> |
4380 | The <skill type> defines the base functionality of the skill. |
4125 | The <skill type> defines the base functionality of the skill. |
4381 | Skill types are hardcoded in the Crossfire server. It isn't hard to |
4126 | Skill types are hardcoded in the Deliantra server. It isn't hard to |
4382 | create new skill types, but it requires a bit of server-coding. |
4127 | create new skill types, but it requires a bit of server-coding. |
4383 | </attribute> |
4128 | </attribute> |
4384 | <attribute arch="level" editor="level" type="int"> |
4129 | <attribute arch="level" editor="level" type="int"> |
4385 | </attribute> |
4130 | </attribute> |
4386 | <attribute arch="exp" editor="experience" type="int"> |
4131 | <attribute arch="exp" editor="experience" type="int"> |
… | |
… | |
4395 | |
4140 | |
4396 | <!--####################################################################--> |
4141 | <!--####################################################################--> |
4397 | <type number="130" name="Skill Scroll"> |
4142 | <type number="130" name="Skill Scroll"> |
4398 | <description><![CDATA[ |
4143 | <description><![CDATA[ |
4399 | By reading a skill scroll, a player has a chance to learn the |
4144 | By reading a skill scroll, a player has a chance to learn the |
4400 | contained skill. ]]> |
4145 | contained skill.]]> |
4401 | </description> |
4146 | </description> |
4402 | <use><![CDATA[ |
4147 | <use><![CDATA[ |
4403 | Skill scrolls are very much sought for by players. Currently, |
4148 | Skill scrolls are very much sought for by players. Currently, |
4404 | all skill scrolls are sold in shops randomly, which is in fact not |
4149 | all skill scrolls are sold in shops randomly, which is in fact not |
4405 | a good system. It would be nice to have some cool quests with |
4150 | a good system. It would be nice to have some cool quests with |
4406 | skill scrolls rewarded at the end. ]]> |
4151 | skill scrolls rewarded at the end.]]> |
4407 | </use> |
4152 | </use> |
4408 | <attribute arch="race" value="scrolls" type="fixed" /> |
4153 | <attribute arch="race" value="scrolls" type="fixed" /> |
4409 | <attribute arch="skill" editor="skill name" type="string"> |
4154 | <attribute arch="skill" editor="skill name" type="string"> |
4410 | The <skill name> matches the skill object that can |
4155 | The <skill name> matches the skill object that can |
4411 | be learned from this scroll. |
4156 | be learned from this scroll. |
… | |
… | |
4421 | When carrying the appropriate special key, a locked door can |
4166 | When carrying the appropriate special key, a locked door can |
4422 | be opened. The key will dissapear. |
4167 | be opened. The key will dissapear. |
4423 | <br><br> |
4168 | <br><br> |
4424 | This object-type can also be used for "passport"-like items: |
4169 | This object-type can also be used for "passport"-like items: |
4425 | When walking onto an invetory checker, a gate for example might |
4170 | When walking onto an invetory checker, a gate for example might |
4426 | get opened. The "passport" will stay in the player's inventory. ]]> |
4171 | get opened. The "passport" will stay in the player's inventory.]]> |
4427 | </description> |
4172 | </description> |
4428 | <use><![CDATA[ |
4173 | <use><![CDATA[ |
4429 | How to make a "passport": You take the special key arch |
4174 | How to make a "passport": You take the special key arch |
4430 | (archetype name is "key2"), set the face to something like |
4175 | (archetype name is "key2"), set the face to something like |
4431 | card.111 and the name to "passport" - that's all. The <key string> |
4176 | card.111 and the name to "passport" - that's all. The <key string> |
4432 | certainly must match with the appropiate inventory checker. |
4177 | certainly must match with the appropiate inventory checker. |
4433 | <br><br> |
4178 | <br><br> |
4434 | Of course you can be creative with names and faces of |
4179 | Of course you can be creative with names and faces of |
4435 | key-objects. A "mysterious crystal" or a "big dragon claw" |
4180 | key-objects. A "mysterious crystal" or a "big dragon claw" |
4436 | (with appropriate faces) appear more interesting than just |
4181 | (with appropriate faces) appear more interesting than just |
4437 | a "strange key", or "passport". ]]> |
4182 | a "strange key", or "passport".]]> |
4438 | </use> |
4183 | </use> |
4439 | <attribute arch="slaying" editor="key string" type="string"> |
4184 | <attribute arch="slaying" editor="key string" type="string"> |
4440 | This string must be identical with the <key string> in the |
4185 | This string must be identical with the <key string> in the |
4441 | locked door, then it can be unlocked. It can also be used |
4186 | locked door, then it can be unlocked. It can also be used |
4442 | to trigger inventory checkers. |
4187 | to trigger inventory checkers. |
… | |
… | |
4477 | players can learn it by reading the book. Once learned, players |
4222 | players can learn it by reading the book. Once learned, players |
4478 | can use the spell as often as they like. With increasing skill level |
4223 | can use the spell as often as they like. With increasing skill level |
4479 | of the player, spells may gain power but also increase cost.<br> |
4224 | of the player, spells may gain power but also increase cost.<br> |
4480 | Monsters can use spells which are put in their inventory (provided |
4225 | Monsters can use spells which are put in their inventory (provided |
4481 | that certain "enabling" settings are correct). The monster's |
4226 | that certain "enabling" settings are correct). The monster's |
4482 | <treasurelist> can also be used to provide it with spells. ]]> |
4227 | <treasurelist> can also be used to provide it with spells.]]> |
4483 | </description> |
4228 | </description> |
4484 | <use><![CDATA[ |
4229 | <use><![CDATA[ |
4485 | A lot of the spells' settings can be tuned and customized. |
4230 | A lot of the spells' settings can be tuned and customized. |
4486 | When creating new spells which are accessible to players, it is |
4231 | When creating new spells which are accessible to players, it is |
4487 | important to think about balance. A single spell which is too |
4232 | important to think about balance. A single spell which is too |
4488 | powerful and/or too easy to use can eventually toss the whole skill |
4233 | powerful and/or too easy to use can eventually toss the whole skill |
4489 | and magic school system out of whack. Testing new spells is |
4234 | and magic school system out of whack. Testing new spells is |
4490 | quite important therefore. ]]> |
4235 | quite important therefore.]]> |
4491 | </use> |
4236 | </use> |
4492 | <attribute arch="no_drop" value="1" type="fixed" /> |
4237 | <attribute arch="no_drop" value="1" type="fixed" /> |
4493 | <attribute arch="invisible" value="1" type="fixed" /> |
4238 | <attribute arch="invisible" value="1" type="fixed" /> |
4494 | <attribute arch="skill" editor="skill name" type="string"> |
4239 | <attribute arch="skill" editor="skill name" type="string"> |
4495 | The <skill name> matches the skill which is needed |
4240 | The <skill name> matches the skill which is needed |
… | |
… | |
4527 | to read.<br><br> |
4272 | to read.<br><br> |
4528 | You can create widely customized spells only by adjusting the |
4273 | You can create widely customized spells only by adjusting the |
4529 | spell object in the spellbooks inventory. Refer to the description |
4274 | spell object in the spellbooks inventory. Refer to the description |
4530 | of spell objects for detailed information how to customize spells.<br> |
4275 | of spell objects for detailed information how to customize spells.<br> |
4531 | If you want to have a random spellbook instead, choose a <treasurelist> |
4276 | If you want to have a random spellbook instead, choose a <treasurelist> |
4532 | with a compilation of spells that the book may contain. ]]> |
4277 | with a compilation of spells that the book may contain.]]> |
4533 | </description> |
4278 | </description> |
4534 | <use><![CDATA[ |
4279 | <use><![CDATA[ |
4535 | Don't put any of the godgiven spells into a spellbook! These are |
4280 | Don't put any of the godgiven spells into a spellbook! These are |
4536 | reserved for the followers of the appropriate cults. Handing them |
4281 | reserved for the followers of the appropriate cults. Handing them |
4537 | out in a spellbook would violate the balance between different religions. |
4282 | out in a spellbook would violate the balance between different religions. |
4538 | <br><br> |
4283 | <br><br> |
4539 | Note that there is no fundamental difference between the spellbooks |
4284 | Note that there is no fundamental difference between the spellbooks |
4540 | of varying schools (pyromancy, sorcery, evocation, summoning, and |
4285 | of varying schools (pyromancy, sorcery, evocation, summoning, and |
4541 | even praying). The difference lies only in the spells they contain. |
4286 | even praying). The difference lies only in the spells they contain. |
4542 | It is up to you, the mapmaker, to pick the right type of book |
4287 | It is up to you, the mapmaker, to pick the right type of book |
4543 | for your spells. ]]> |
4288 | for your spells.]]> |
4544 | </use> |
4289 | </use> |
4545 | <attribute arch="skill" value="literacy" type="fixed" /> |
4290 | <attribute arch="skill" value="literacy" type="fixed" /> |
4546 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4291 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4547 | There are two ways to put spells into a spellbook: |
4292 | There are two ways to put spells into a spellbook: |
4548 | 1. Put a spell object in the books inventory. In this case, |
4293 | 1. Put a spell object in the books inventory. In this case, |
… | |
… | |
4567 | </ignore> |
4312 | </ignore> |
4568 | <description><![CDATA[ |
4313 | <description><![CDATA[ |
4569 | Spinners change the direction of spell objects and other projectiles |
4314 | Spinners change the direction of spell objects and other projectiles |
4570 | that fly past. Unlike directors, it does make a difference from what |
4315 | that fly past. Unlike directors, it does make a difference from what |
4571 | angle you shoot into the spinner. The direction of objects flying past |
4316 | angle you shoot into the spinner. The direction of objects flying past |
4572 | is always changed by a certain degree. ]]> |
4317 | is always changed by a certain degree.]]> |
4573 | </description> |
4318 | </description> |
4574 | <use><![CDATA[ |
4319 | <use><![CDATA[ |
4575 | Spinners are very rarely used. I believe they are quite |
4320 | Spinners are very rarely used. I believe they are quite |
4576 | confusing and pointless. The only use I can think of is building |
4321 | confusing and pointless. The only use I can think of is building |
4577 | some puzzle about where to shoot into spinners to shoot somewhere you |
4322 | some puzzle about where to shoot into spinners to shoot somewhere you |
4578 | otherwise couldn't. |
4323 | otherwise couldn't. |
4579 | |
4324 | |
4580 | When placing spinners on a map with magic walls, make sure the spell- |
4325 | When placing spinners on a map with magic walls, make sure the spell- |
4581 | projectiles from magic walls don't get to fly in loops. ]]> |
4326 | projectiles from magic walls don't get to fly in loops.]]> |
4582 | </use> |
4327 | </use> |
4583 | <attribute arch="sp" editor="direction number" type="int"> |
4328 | <attribute arch="sp" editor="direction number" type="int"> |
4584 | The spinner will change the direction of flying objects by |
4329 | The spinner will change the direction of flying objects by |
4585 | 45 degrees per <direction number>. Negative values spin clockwise, |
4330 | 45 degrees per <direction number>. Negative values spin clockwise, |
4586 | positive values counter clockwise. |
4331 | positive values counter clockwise. |
… | |
… | |
4599 | Swamp areas show a special behaviour: |
4344 | Swamp areas show a special behaviour: |
4600 | When a player stands still on a swamp-square for too long, |
4345 | When a player stands still on a swamp-square for too long, |
4601 | he will start to sink in and eventually drown and die. |
4346 | he will start to sink in and eventually drown and die. |
4602 | Items dropped on the swamp sink in and dissapear. |
4347 | Items dropped on the swamp sink in and dissapear. |
4603 | Players with knowledge of the woodsman skill are a lot less likely |
4348 | Players with knowledge of the woodsman skill are a lot less likely |
4604 | to die in the swamp. ]]> |
4349 | to die in the swamp.]]> |
4605 | </description> |
4350 | </description> |
4606 | <attribute arch="is_floor" value="1" type="fixed" /> |
4351 | <attribute arch="is_floor" value="1" type="fixed" /> |
4607 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4352 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4608 | <attribute arch="speed" editor="drowning speed" type="float"> |
4353 | <attribute arch="speed" editor="drowning speed" type="float"> |
4609 | The higher the <drowning speed>, the faster will players and items |
4354 | The higher the <drowning speed>, the faster will players and items |
… | |
… | |
4633 | different location. The main difference to the object-type exit |
4378 | different location. The main difference to the object-type exit |
4634 | is the possibility to have teleporters connected to levers/buttons/etc. |
4379 | is the possibility to have teleporters connected to levers/buttons/etc. |
4635 | Sometimes teleporters are activated even against the players will. |
4380 | Sometimes teleporters are activated even against the players will. |
4636 | <br><br> |
4381 | <br><br> |
4637 | Unlike exits, teleporters can also transfer items and |
4382 | Unlike exits, teleporters can also transfer items and |
4638 | monsters to different locations on the same map. ]]> |
4383 | monsters to different locations on the same map.]]> |
4639 | </description> |
4384 | </description> |
4640 | <use><![CDATA[ |
4385 | <use><![CDATA[ |
4641 | When creating maps, I guess sooner or later you'll want to have |
4386 | When creating maps, I guess sooner or later you'll want to have |
4642 | an invisible teleporter. If using "invisible 1", the teleporter |
4387 | an invisible teleporter. If using "invisible 1", the teleporter |
4643 | can still be discovered with the show_invisible spell. And in |
4388 | can still be discovered with the show_invisible spell. And in |
4644 | some cases you can't place it under the floor to prevent this. |
4389 | some cases you can't place it under the floor to prevent this. |
4645 | <br><br> |
4390 | <br><br> |
4646 | Fortunately, there is a cool trick to make a perfectly invisible |
4391 | Fortunately, there is a cool trick to make a perfectly invisible |
4647 | teleporter: You simply add teleporter functionality to the floor |
4392 | teleporter: You simply add teleporter functionality to the floor |
4648 | itself. That means: You take the floor arch (e.g. "flagstone"), |
4393 | itself. That means: You take the floor arch (e.g. "flagstone"), |
4649 | set "type 41", and add slaying/hp/sp/connected... everything you need. ]]> |
4394 | set "type 41", and add slaying/hp/sp/connected... everything you need.]]> |
4650 | </use> |
4395 | </use> |
4651 | <attribute arch="slaying" editor="exit path" type="string"> |
4396 | <attribute arch="slaying" editor="exit path" type="string"> |
4652 | The exit path specifies the map that the player is transferred to. |
4397 | The exit path specifies the map that the player is transferred to. |
4653 | <exit path> can be an absolute path, beginning with '/' |
4398 | <exit path> can be an absolute path, beginning with '/' |
4654 | (for example "/peterm/FireTemple/fire1"). It can also be a relative |
4399 | (for example "/peterm/FireTemple/fire1"). It can also be a relative |
… | |
… | |
4715 | <type number="26" name="Timed Gate"> |
4460 | <type number="26" name="Timed Gate"> |
4716 | <ignore> |
4461 | <ignore> |
4717 | <ignore_list name="non_pickable" /> |
4462 | <ignore_list name="non_pickable" /> |
4718 | </ignore> |
4463 | </ignore> |
4719 | <description><![CDATA[ |
4464 | <description><![CDATA[ |
4720 | Gates play an important role in Crossfire. Gates can be opened |
4465 | Gates play an important role in Deliantra. Gates can be opened |
4721 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
4466 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
4722 | or carrying special key-objects (-> inventory checker). |
4467 | or carrying special key-objects (-> inventory checker). |
4723 | Unlike locked doors, gates can get shut again after a player has |
4468 | Unlike locked doors, gates can get shut again after a player has |
4724 | passed, which makes them more practical in many cases. Unlike normal |
4469 | passed, which makes them more practical in many cases. Unlike normal |
4725 | gates, timed gates open when triggered but automatically close again |
4470 | gates, timed gates open when triggered but automatically close again |
4726 | after some time.]]> |
4471 | after some time.]]> |
4727 | </description> |
4472 | </description> |
4728 | <use><![CDATA[ |
4473 | <use><![CDATA[ |
4729 | Use gates to divide your maps into separated areas. After solving |
4474 | Use gates to divide your maps into separated areas. After solving |
4730 | area A, the player gains access to area B, and so on. Make your |
4475 | area A, the player gains access to area B, and so on. Make your |
4731 | maps more complex than "one-way". ]]> |
4476 | maps more complex than "one-way".]]> |
4732 | </use> |
4477 | </use> |
4733 | <attribute arch="no_pick" value="1" type="fixed" /> |
4478 | <attribute arch="no_pick" value="1" type="fixed" /> |
4734 | <attribute arch="connected" editor="connection" type="int"> |
4479 | <attribute arch="connected" editor="connection" type="int"> |
4735 | Whenever the inventory checker is triggered, all objects with identical |
4480 | Whenever the inventory checker is triggered, all objects with identical |
4736 | <connection> value get activated. This only makes sense together with |
4481 | <connection> value get activated. This only makes sense together with |
… | |
… | |
4828 | Trapdoors are very similar to pits. The difference is that they |
4573 | Trapdoors are very similar to pits. The difference is that they |
4829 | can not be closed. Instead, the weight of the object on the |
4574 | can not be closed. Instead, the weight of the object on the |
4830 | trapdoor determines weither it slams the trapdoor open and falls through |
4575 | trapdoor determines weither it slams the trapdoor open and falls through |
4831 | or not.<br> |
4576 | or not.<br> |
4832 | Once a trapdoor has been opened (by a creature or items of sufficient |
4577 | Once a trapdoor has been opened (by a creature or items of sufficient |
4833 | weight,) it remains open, acting like an opened pit. ]]> |
4578 | weight,) it remains open, acting like an opened pit.]]> |
4834 | </description> |
4579 | </description> |
4835 | <use><![CDATA[ |
4580 | <use><![CDATA[ |
4836 | Trapdoors should be used in the same fashion as pits: |
4581 | Trapdoors should be used in the same fashion as pits: |
4837 | They should always drop the victims to some kind of lower level. They |
4582 | They should always drop the victims to some kind of lower level. They |
4838 | are not supposed to be used to randomly interconnect maps like teleporters. ]]> |
4583 | are not supposed to be used to randomly interconnect maps like teleporters.]]> |
4839 | </use> |
4584 | </use> |
4840 | <attribute arch="no_pick" value="1" type="fixed" /> |
4585 | <attribute arch="no_pick" value="1" type="fixed" /> |
4841 | &move_on; |
4586 | &move_on; |
4842 | <attribute arch="weight" editor="hold weight" type="int"> |
4587 | <attribute arch="weight" editor="hold weight" type="int"> |
4843 | This value defines how much weight the trapdoor can hold. |
4588 | This value defines how much weight the trapdoor can hold. |
… | |
… | |
4869 | <attribute arch="value" /> |
4614 | <attribute arch="value" /> |
4870 | <attribute arch="material" /> |
4615 | <attribute arch="material" /> |
4871 | </ignore> |
4616 | </ignore> |
4872 | <description><![CDATA[ |
4617 | <description><![CDATA[ |
4873 | A treasure-object turns into certain randomitems when the map is loaded |
4618 | A treasure-object turns into certain randomitems when the map is loaded |
4874 | into the game. ]]> |
4619 | into the game.]]> |
4875 | </description> |
4620 | </description> |
4876 | <use><![CDATA[ |
4621 | <use><![CDATA[ |
4877 | About usage of the "random-artifact" treasurelist: |
4622 | About usage of the "random-artifact" treasurelist: |
4878 | This will generate powerful stuff like girdles, xray helmets, special |
4623 | This will generate powerful stuff like girdles, xray helmets, special |
4879 | swords etc. If you put this as reward to your quest, players might be |
4624 | swords etc. If you put this as reward to your quest, players might be |
4880 | motivated to do it more than once. BUT, by doing so they will get a huge |
4625 | motivated to do it more than once. BUT, by doing so they will get a huge |
4881 | number of different artifacts! Besides, players will always seek the place |
4626 | number of different artifacts! Besides, players will always seek the place |
4882 | with the most easy-to-get random artifact and ignore all others. |
4627 | with the most easy-to-get random artifact and ignore all others. |
4883 | My advice: Don't use it! Attract players with good fighting experience |
4628 | My advice: Don't use it! Attract players with good fighting experience |
4884 | (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> |
4629 | (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> |
4885 | </use> |
4630 | </use> |
4886 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4631 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4887 | This entry determines what kind of treasure will appear. Look into |
4632 | This entry determines what kind of treasure will appear. Look into |
4888 | /crossfire/share/crossfire/treasures for details about existing |
4633 | /crossfire/share/crossfire/treasures for details about existing |
4889 | treasurelists. |
4634 | treasurelists. |
… | |
… | |
4920 | player stepping on it WHEN TRIGGERED. This force does nothing except containing a |
4665 | player stepping on it WHEN TRIGGERED. This force does nothing except containing a |
4921 | <key string> which can be discovered by detectors or inventory |
4666 | <key string> which can be discovered by detectors or inventory |
4922 | checkers. It is also possible to use markers for removing marks again. |
4667 | checkers. It is also possible to use markers for removing marks again. |
4923 | <br><br> |
4668 | <br><br> |
4924 | Note that the player has no possibility to "see" his own marks, |
4669 | Note that the player has no possibility to "see" his own marks, |
4925 | except by the effect that they cause on the maps. ]]> |
4670 | except by the effect that they cause on the maps.]]> |
4926 | </description> |
4671 | </description> |
4927 | <use><![CDATA[ |
4672 | <use><![CDATA[ |
4928 | Markers hold real cool possibilities for map-making. I encourage |
4673 | Markers hold real cool possibilities for map-making. I encourage |
4929 | you to use them frequently. However there is one negative point |
4674 | you to use them frequently. However there is one negative point |
4930 | about markers: Players don't "see" what's going on with them. It is |
4675 | about markers: Players don't "see" what's going on with them. It is |
4931 | your task, as map-creator, to make sure the player is always well |
4676 | your task, as map-creator, to make sure the player is always well |
4932 | informed and never confused. |
4677 | informed and never confused. |
4933 | <br><br> |
4678 | <br><br> |
4934 | Please avoid infinite markers when they aren't needed. They're |
4679 | Please avoid infinite markers when they aren't needed. They're |
4935 | using a little space in the player file after all, so if there |
4680 | using a little space in the player file after all, so if there |
4936 | is no real purpose, set an expire time. ]]> |
4681 | is no real purpose, set an expire time.]]> |
4937 | </use> |
4682 | </use> |
4938 | <attribute arch="no_pick" value="1" type="fixed" /> |
4683 | <attribute arch="no_pick" value="1" type="fixed" /> |
4939 | <attribute arch="slaying" editor="key string" type="string"> |
4684 | <attribute arch="slaying" editor="key string" type="string"> |
4940 | The <key string> can be detected by inv. checkers/detectors. |
4685 | The <key string> can be detected by inv. checkers/detectors. |
4941 | If the player already has a force with that <key string>, |
4686 | If the player already has a force with that <key string>, |
… | |
… | |
4980 | <attribute arch="name_pl" /> |
4725 | <attribute arch="name_pl" /> |
4981 | <attribute arch="value" /> |
4726 | <attribute arch="value" /> |
4982 | <attribute arch="unpaid" /> |
4727 | <attribute arch="unpaid" /> |
4983 | </ignore> |
4728 | </ignore> |
4984 | <description><![CDATA[ |
4729 | <description><![CDATA[ |
4985 | Walls usually block passage and sight. ]]> |
4730 | Walls usually block passage and sight.]]> |
4986 | </description> |
4731 | </description> |
4987 | &movement_types_terrain; |
4732 | &movement_types_terrain; |
4988 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4733 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4989 | If set, the object is able to "roll", so it can be pushed around. |
4734 | If set, the object is able to "roll", so it can be pushed around. |
4990 | This setting is used for boulders and barrels. |
4735 | This setting is used for boulders and barrels. |
… | |
… | |
5003 | <type number="109" name="Wand & Staff"> |
4748 | <type number="109" name="Wand & Staff"> |
5004 | <description><![CDATA[ |
4749 | <description><![CDATA[ |
5005 | Wands contain a certain spell. The player can apply (ready) and |
4750 | Wands contain a certain spell. The player can apply (ready) and |
5006 | fire the wand. After a defined number of casts, the wand is |
4751 | fire the wand. After a defined number of casts, the wand is |
5007 | "used up". It is possible to recharge a wand with scrolls of |
4752 | "used up". It is possible to recharge a wand with scrolls of |
5008 | charging, but usually that isn't worth the cost. ]]> |
4753 | charging, but usually that isn't worth the cost.]]> |
5009 | </description> |
4754 | </description> |
5010 | <use><![CDATA[ |
4755 | <use><![CDATA[ |
5011 | Wands are quite seldomly used. The reason prolly is that they're |
4756 | Wands are quite seldomly used. The reason prolly is that they're |
5012 | generally not cost-efficient. Handing out high-level wands with |
4757 | generally not cost-efficient. Handing out high-level wands with |
5013 | powerful special spells isn't a good idea either, because of |
4758 | powerful special spells isn't a good idea either, because of |
5014 | the recharge ability. |
4759 | the recharge ability. |
5015 | <br><br> |
4760 | <br><br> |
5016 | For low levels, staffs of healing/cure and word of recall are |
4761 | For low levels, staffs of healing/cure and word of recall are |
5017 | quite desirable though. Ideal rewards for low level quests. ]]> |
4762 | quite desirable though. Ideal rewards for low level quests.]]> |
5018 | </use> |
4763 | </use> |
5019 | <attribute arch="sp" editor="spell" type="spell"> |
4764 | <attribute arch="sp" editor="spell" type="spell"> |
5020 | The <spell> specifies the contained spell. |
4765 | The <spell> specifies the contained spell. |
5021 | </attribute> |
4766 | </attribute> |
5022 | <attribute arch="level" editor="casting level" type="int"> |
4767 | <attribute arch="level" editor="casting level" type="int"> |
… | |
… | |
5047 | <ignore_list name="non_pickable" /> |
4792 | <ignore_list name="non_pickable" /> |
5048 | </ignore> |
4793 | </ignore> |
5049 | <description><![CDATA[ |
4794 | <description><![CDATA[ |
5050 | A weak wall is a breakable spot amidsts a solid wall. Typically |
4795 | A weak wall is a breakable spot amidsts a solid wall. Typically |
5051 | these weak walls look similar to their solid "relatives" except |
4796 | these weak walls look similar to their solid "relatives" except |
5052 | for a small crack or little chunks of wall on the ground. ]]> |
4797 | for a small crack or little chunks of wall on the ground.]]> |
5053 | </description> |
4798 | </description> |
5054 | <use><![CDATA[ |
4799 | <use><![CDATA[ |
5055 | If you want to create hidden rooms, using weak walls is alot |
4800 | If you want to create hidden rooms, using weak walls is alot |
5056 | better than completely indiscernible passages in a wall.<br> |
4801 | better than completely indiscernible passages in a wall.<br> |
5057 | Anyways, there can be a lot more to weak walls than just finding |
4802 | Anyways, there can be a lot more to weak walls than just finding |
5058 | them: Rising their defensive stats, weak walls can become a |
4803 | them: Rising their defensive stats, weak walls can become a |
5059 | serious obstacle. An ice wall might only be torn down by a fire |
4804 | serious obstacle. An ice wall might only be torn down by a fire |
5060 | attack for example. A granite wall for instance might be very |
4805 | attack for example. A granite wall for instance might be very |
5061 | hard to destroy. ]]> |
4806 | hard to destroy.]]> |
5062 | </use> |
4807 | </use> |
5063 | <attribute arch="alive" value="1" type="fixed" /> |
4808 | <attribute arch="alive" value="1" type="fixed" /> |
5064 | <attribute arch="no_pick" value="1" type="fixed" /> |
4809 | <attribute arch="no_pick" value="1" type="fixed" /> |
5065 | <attribute arch="tear_down" value="1" type="fixed" /> |
4810 | <attribute arch="tear_down" value="1" type="fixed" /> |
5066 | <attribute arch="race" editor="race" type="string"> |
4811 | <attribute arch="race" editor="race" type="string"> |
… | |
… | |
5087 | </attribute> |
4832 | </attribute> |
5088 | <attribute arch="ac" editor="armour class" type="int"> |
4833 | <attribute arch="ac" editor="armour class" type="int"> |
5089 | Weak walls of high <armour class> are less likely to get hit. |
4834 | Weak walls of high <armour class> are less likely to get hit. |
5090 | <armour class> can be considered the "counterpiece" to <weapon class>. |
4835 | <armour class> can be considered the "counterpiece" to <weapon class>. |
5091 | </attribute> |
4836 | </attribute> |
5092 | <section name="resistance"> |
4837 | &resistances_basic; |
5093 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
5094 | </attribute> |
|
|
5095 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
5096 | </attribute> |
|
|
5097 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
5098 | </attribute> |
|
|
5099 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
5100 | </attribute> |
|
|
5101 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
5102 | </attribute> |
|
|
5103 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
5104 | </attribute> |
|
|
5105 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
5106 | </attribute> |
|
|
5107 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
5108 | </attribute> |
|
|
5109 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
5110 | </attribute> |
|
|
5111 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
5112 | </attribute> |
|
|
5113 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
5114 | </attribute> |
|
|
5115 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
5116 | </attribute> |
|
|
5117 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
5118 | </attribute> |
|
|
5119 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
5120 | </attribute> |
|
|
5121 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
5122 | </attribute> |
|
|
5123 | <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int"> |
|
|
5124 | </attribute> |
|
|
5125 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
5126 | </attribute> |
|
|
5127 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
5128 | </attribute> |
|
|
5129 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
5130 | </attribute> |
|
|
5131 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
5132 | </attribute> |
|
|
5133 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
|
|
5134 | </attribute> |
|
|
5135 | </section> |
|
|
5136 | </type> |
4838 | </type> |
5137 | |
4839 | |
5138 | <!--####################################################################--> |
4840 | <!--####################################################################--> |
5139 | <type number="15" name="Weapon"> |
4841 | <type number="15" name="Weapon"> |
5140 | <description><![CDATA[ |
4842 | <description><![CDATA[ |
5141 | Wielding a weapon, the object's stats will directly be inherited to the |
4843 | Wielding a weapon, the object's stats will directly be inherited to the |
5142 | player. Usually enhancing his fighting-abilities. Non-magical weapons can |
4844 | player. Usually enhancing his fighting-abilities. Non-magical weapons can |
5143 | be improved with scrolls. ]]> |
4845 | be improved with scrolls.]]> |
5144 | </description> |
4846 | </description> |
5145 | <use><![CDATA[ |
4847 | <use><![CDATA[ |
5146 | If you create artifacts (equipment) with stats- or resistance-bonus: |
4848 | If you create artifacts (equipment) with stats- or resistance-bonus: |
5147 | Keep playbalance in mind! Such items mustn't be reachable without hard |
4849 | Keep playbalance in mind! Such items mustn't be reachable without hard |
5148 | fighting AND questing. ]]> |
4850 | fighting AND questing.]]> |
5149 | </use> |
4851 | </use> |
5150 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4852 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
5151 | This number is a bitmask, specifying the weapon's attacktypes. |
4853 | This number is a bitmask, specifying the weapon's attacktypes. |
5152 | Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons |
4854 | Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons |
5153 | have no more than one or two attacktypes. Keep in mind that all weapons |
4855 | have no more than one or two attacktypes. Keep in mind that all weapons |
… | |
… | |
5208 | amount of <item power>, depending on their own level. This is the |
4910 | amount of <item power>, depending on their own level. This is the |
5209 | only way to prevent low level players to wear "undeserved" equipment |
4911 | only way to prevent low level players to wear "undeserved" equipment |
5210 | (like gifts from other players or cheated items). |
4912 | (like gifts from other players or cheated items). |
5211 | |
4913 | |
5212 | It is very important to adjust the <item power> value carefully |
4914 | It is very important to adjust the <item power> value carefully |
5213 | for every artifact you create! If zero/unset, the CF server will |
4915 | for every artifact you create! If zero/unset, the Deliantra server will |
5214 | calculate a provisional value at runtime, but this is never |
4916 | calculate a provisional value at runtime, but this is never |
5215 | going to be an accurate measurement of <item power>. |
4917 | going to be an accurate measurement of <item power>. |
5216 | </attribute> |
4918 | </attribute> |
5217 | <attribute arch="damned" editor="damnation" type="bool"> |
4919 | <attribute arch="damned" editor="damnation" type="bool"> |
5218 | A damned weapon cannot be unwielded unless |
4920 | A damned weapon cannot be unwielded unless |
… | |
… | |
5238 | </attribute> |
4940 | </attribute> |
5239 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
4941 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
5240 | A godgiven item vanishes as soon as the player |
4942 | A godgiven item vanishes as soon as the player |
5241 | drops it to the ground. |
4943 | drops it to the ground. |
5242 | </attribute> |
4944 | </attribute> |
5243 | <section name="resistance"> |
4945 | &player_stat_resist_sections; |
5244 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
5245 | This adds physical resistance to the weapon (= armour value). The number is |
|
|
5246 | a percent-value in the range 0-100. Treat this with CARE. Look at other maps |
|
|
5247 | and what they require to do for getting this-and-that artifact. |
|
|
5248 | </attribute> |
|
|
5249 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
5250 | This adds magic resistance to the weapon. The number is a percent-value in |
|
|
5251 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5252 | require to do for getting this-and-that artifact. |
|
|
5253 | </attribute> |
|
|
5254 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
5255 | This adds fire resistance to the weapon. The number is a percent-value in |
|
|
5256 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5257 | require to do for getting this-and-that artifact. |
|
|
5258 | </attribute> |
|
|
5259 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
5260 | This adds electricity resistance to the weapon. The number is a percent-value in |
|
|
5261 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5262 | require to do for getting this-and-that artifact. |
|
|
5263 | </attribute> |
|
|
5264 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
5265 | This adds fire resistance to the weapon. The number is a percent-value in |
|
|
5266 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5267 | require to do for getting this-and-that artifact. |
|
|
5268 | </attribute> |
|
|
5269 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
5270 | This adds confusion resistance to the weapon. The number is a percent-value in |
|
|
5271 | the range 0-100. Confusion resistance is not very effective |
|
|
5272 | unless the value comes close to 100 (= perfect immunity). |
|
|
5273 | </attribute> |
|
|
5274 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
5275 | This adds acid resistance to the weapon. The number is a percent-value in |
|
|
5276 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5277 | require to do for getting this-and-that artifact. |
|
|
5278 | </attribute> |
|
|
5279 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
5280 | This adds draining resistance to the weapon. The number is a percent-value |
|
|
5281 | in the range 0-100. Draining resistance is little effective |
|
|
5282 | unless the value is 100 (= perfect immunity). |
|
|
5283 | </attribute> |
|
|
5284 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
5285 | This adds weaponmagic resistance to the weapon. The number is a percent-value in |
|
|
5286 | the range 0-100. Weaponmagic resistance generally should not exist on |
|
|
5287 | equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) |
|
|
5288 | are not meant to be easily resisted. |
|
|
5289 | </attribute> |
|
|
5290 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
5291 | This adds ghosthit resistance to the weapon. The number is a percent-value |
|
|
5292 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5293 | require to do for getting this-and-that artifact. |
|
|
5294 | </attribute> |
|
|
5295 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
5296 | This adds poison resistance to the weapon. The number is a percent-value in |
|
|
5297 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5298 | require to do for getting this-and-that artifact. |
|
|
5299 | </attribute> |
|
|
5300 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
5301 | This adds fear resistance to the weapon. The number is a percent-value in |
|
|
5302 | the range 0-100. Resistance to fear is pretty useless. |
|
|
5303 | </attribute> |
|
|
5304 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
5305 | This adds paralyze resistance to the weapon. The number is a percent-value in |
|
|
5306 | the range 0-100. Paralyze resistance is little effective |
|
|
5307 | unless the value is 100 (= perfect immunity). |
|
|
5308 | </attribute> |
|
|
5309 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
5310 | This adds fear resistance to the weapon. The number is a percent-value in |
|
|
5311 | the range 0-100. Resistance to fear is pretty useless. |
|
|
5312 | </attribute> |
|
|
5313 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
5314 | This adds depletion resistance to the weapon. The number is a percent-value |
|
|
5315 | in the range 0-100. Depletion resistance is little effective |
|
|
5316 | unless the value is 100 (= perfect immunity). |
|
|
5317 | </attribute> |
|
|
5318 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
5319 | This adds death-attack resistance to the weapon. The number is a |
|
|
5320 | percent-value in the range 0-100. Death-attack resistance is little |
|
|
5321 | effective unless the value is 100 (= perfect immunity). |
|
|
5322 | Generally, resistance to death-attack is not supposed to be |
|
|
5323 | available to players! |
|
|
5324 | </attribute> |
|
|
5325 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
5326 | This adds chaos resistance to the weapon. The number is a percent-value in |
|
|
5327 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5328 | require to do for getting this-and-that artifact. |
|
|
5329 | Note that chaos is not a stand-alone attacktype. Chaos "contains" a |
|
|
5330 | combination of other attacktypes. |
|
|
5331 | </attribute> |
|
|
5332 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
5333 | This adds blinding resistance to the weapon. The number is a percent-value |
|
|
5334 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5335 | require to do for getting this-and-that artifact. |
|
|
5336 | </attribute> |
|
|
5337 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
5338 | This adds holy power resistance to the weapon. The number is a percent-value |
|
|
5339 | in the range 0-100. Holy power is the attacktype that holyword-type spells |
|
|
5340 | use to hurt undead creatures. This kind of resistance is only reasonable |
|
|
5341 | for undead players (wraith or devourer cult). |
|
|
5342 | Generally, resistance to holy word should not be available for players. |
|
|
5343 | </attribute> |
|
|
5344 | </section> |
|
|
5345 | <section name="stats"> |
|
|
5346 | <attribute arch="Str" editor="strength" type="int"> |
|
|
5347 | The player's strentgh will rise/fall by the given value |
|
|
5348 | while wearing this weapon. |
|
|
5349 | </attribute> |
|
|
5350 | <attribute arch="Dex" editor="dexterity" type="int"> |
|
|
5351 | The player's dexterity will rise/fall by the given value |
|
|
5352 | while wearing this weapon. |
|
|
5353 | </attribute> |
|
|
5354 | <attribute arch="Con" editor="constitution" type="int"> |
|
|
5355 | The player's constitution will rise/fall by the given value |
|
|
5356 | while wearing this weapon. |
|
|
5357 | </attribute> |
|
|
5358 | <attribute arch="Int" editor="intelligence" type="int"> |
|
|
5359 | The player's intelligence will rise/fall by the given value |
|
|
5360 | while wearing this weapon. |
|
|
5361 | </attribute> |
|
|
5362 | <attribute arch="Pow" editor="power" type="int"> |
|
|
5363 | The player's power will rise/fall by the given value |
|
|
5364 | while wearing this weapon. |
|
|
5365 | </attribute> |
|
|
5366 | <attribute arch="Wis" editor="wisdom" type="int"> |
|
|
5367 | The player's wisdom will rise/fall by the given value while |
|
|
5368 | wearing this weapon. |
|
|
5369 | </attribute> |
|
|
5370 | <attribute arch="Cha" editor="charisma" type="int"> |
|
|
5371 | The player's charisma will rise/fall by the given value |
|
|
5372 | while wearing this weapon. |
|
|
5373 | </attribute> |
|
|
5374 | </section> |
|
|
5375 | <section name="misc"> |
4946 | <section name="misc"> |
5376 | <attribute arch="luck" editor="luck bonus" type="int"> |
4947 | <attribute arch="luck" editor="luck bonus" type="int"> |
5377 | With positive luck bonus, the player is more likely to |
4948 | With positive luck bonus, the player is more likely to |
5378 | succeed in all sorts of things (spellcasting, praying,...). |
4949 | succeed in all sorts of things (spellcasting, praying,...). |
5379 | Unless the <luck bonus> is very high, the effect will be |
4950 | Unless the <luck bonus> is very high, the effect will be |
… | |
… | |
5458 | </type> |
5029 | </type> |
5459 | |
5030 | |
5460 | <type number="116" name="Event Connector"> |
5031 | <type number="116" name="Event Connector"> |
5461 | <description><![CDATA[ |
5032 | <description><![CDATA[ |
5462 | Event connectors link specific events that happen to objects to |
5033 | Event connectors link specific events that happen to objects to |
5463 | a crossfire plug-in. ]]> |
5034 | a crossfire plug-in. They are not used at all in Deliantra.]]> |
5464 | </description> |
5035 | </description> |
5465 | <attribute arch="subtype" editor="event type" type="list_event_type"> |
|
|
5466 | The type of event that triggers a notify to the plug-in. |
|
|
5467 | </attribute> |
|
|
5468 | <attribute arch="title" editor="plug-in" type="string"> |
|
|
5469 | The name of the plug-in that should be notified of the event, e.g. "cfpython" |
|
|
5470 | for python and "perl" for the Crossfire-Perl plug-in. |
|
|
5471 | </attribute> |
|
|
5472 | <attribute arch="slaying" editor="extension" type="string"> |
|
|
5473 | The name of the extension to invoke (for python, this is the path to a script, |
|
|
5474 | for perl this is the name of a extension package without the ".ext" extension. |
|
|
5475 | </attribute> |
|
|
5476 | <attribute arch="name" editor="options" type="string"> |
|
|
5477 | A string that is passed unaltered to the extension above. Often used to pass |
|
|
5478 | options to the extension that alter its behaviour. |
|
|
5479 | </attribute> |
|
|
5480 | </type> |
5036 | </type> |
5481 | |
5037 | |
5482 | </types> |
5038 | </types> |