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" > # |
… | |
… | |
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 | "> |
169 | |
160 | |
170 | <!ENTITY resistances_flesh_desc " |
161 | <!ENTITY resistances_flesh_desc " |
… | |
… | |
650 | <attribute arch="title" editor="title" type="string"> |
641 | <attribute arch="title" editor="title" type="string"> |
651 | 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 |
652 | 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. |
653 | </attribute> |
644 | </attribute> |
654 | <attribute arch="face" editor="image" type="string"> |
645 | <attribute arch="face" editor="image" type="string"> |
655 | 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. |
656 | </attribute> |
653 | </attribute> |
657 | <attribute arch="tag" editor="tag" type="string"> |
654 | <attribute arch="tag" editor="tag" type="string"> |
658 | You can tag objects with an identifier. Tagged objects can be found quickly |
655 | You can tag objects with an identifier. Tagged objects can be found quickly |
659 | from their tag, which makes them useful to tag exits and refer to those by |
656 | from their tag, which makes them useful to tag exits and refer to those by |
660 | their name. |
657 | their name. |
… | |
… | |
781 | This text may describe the object. |
778 | This text may describe the object. |
782 | </attribute> |
779 | </attribute> |
783 | </type> |
780 | </type> |
784 | |
781 | |
785 | <!--####################################################################--> |
782 | <!--####################################################################--> |
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783 | <!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik --> |
786 | <type number="110" name="Ability"> |
784 | <type number="999" name="Ability"> |
787 | <ignore> |
785 | <ignore> |
788 | <ignore_list name="system_object" /> |
786 | <ignore_list name="system_object" /> |
789 | </ignore> |
787 | </ignore> |
790 | <description><![CDATA[ |
788 | <description><![CDATA[ |
791 | 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 |
792 | knowledge to cast spells. Spells from abilities are usually magical in |
790 | knowledge to cast spells. Spells from abilities are usually magical in |
793 | nature, thus adding magic attacktype to the spell-damage they produce. |
791 | nature, thus adding magic attacktype to the spell-damage they produce. |
794 | <br><br> |
792 | <br><br> |
795 | 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 |
796 | spells: One for short range- and one for long range use. |
794 | spells: One for short range - and one for long range use. |
797 | \n\n |
795 | \n\n |
798 | You should know that spellcasting monsters receive abilities via |
796 | You should know that spellcasting monsters receive abilities via |
799 | <treasurelist>. ]]> |
797 | <treasurelist>.]]> |
800 | </description> |
798 | </description> |
801 | <use><![CDATA[ |
799 | <use><![CDATA[ |
802 | If you want to create "customized" spellcasting monsters, you |
800 | If you want to create "customized" spellcasting monsters, you |
803 | should use abilities (rather than spellbooks/wands or something). |
801 | should use abilities (rather than spellbooks/wands or something). |
804 | The long/short-range spell feature can make boss-monsters more |
802 | The long/short-range spell feature can make boss-monsters more |
… | |
… | |
806 | <br><br> |
804 | <br><br> |
807 | You should keep in mind that magic abilities allow players |
805 | You should keep in mind that magic abilities allow players |
808 | 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 |
809 | make the spells more dangerous. However, this really shouldn't |
807 | make the spells more dangerous. However, this really shouldn't |
810 | be neccessary unless you work on very high level maps. |
808 | be neccessary unless you work on very high level maps. |
811 | 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?]]> |
812 | </use> |
810 | </use> |
813 | <attribute arch="invisible" value="1" type="fixed" /> |
811 | <attribute arch="invisible" value="1" type="fixed" /> |
814 | <attribute arch="no_drop" value="1" type="fixed" /> |
812 | <attribute arch="no_drop" value="1" type="fixed" /> |
815 | <attribute arch="sp" editor="short range spell" type="spell"> |
813 | <attribute arch="sp" editor="short range spell" type="spell"> |
816 | The monster will use the specified <short range spell> |
814 | The monster will use the specified <short range spell> |
… | |
… | |
853 | </ignore> |
851 | </ignore> |
854 | <description><![CDATA[ |
852 | <description><![CDATA[ |
855 | 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, |
856 | 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 |
857 | 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. |
858 | Either way, the sacrificed item disappears. ]]> |
856 | Either way, the sacrificed item disappears.]]> |
859 | </description> |
857 | </description> |
860 | <attribute arch="no_pick" value="1" type="fixed" /> |
858 | <attribute arch="no_pick" value="1" type="fixed" /> |
861 | &move_on; |
859 | &move_on; |
862 | <attribute arch="slaying" editor="match item name" type="string"> |
860 | <attribute arch="slaying" editor="match item name" type="string"> |
863 | 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 |
864 | 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 |
865 | 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. |
866 | 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". |
867 | expected to drop on the altar. (Often this is put in the altar's |
865 | See also the "drop amount" attribute. |
868 | name: E.g. "drop 100 platinums") |
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|
869 | </attribute> |
866 | </attribute> |
870 | <attribute arch="food" editor="drop amount" type="int"> |
867 | <attribute arch="food" editor="drop amount" type="int"> |
871 | The drop amount specifies the amount of items (specified |
868 | The drop amount specifies the amount of items (specified |
872 | 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. |
873 | |
870 | |
… | |
… | |
899 | <ignore_list name="non_pickable" /> |
896 | <ignore_list name="non_pickable" /> |
900 | </ignore> |
897 | </ignore> |
901 | <description><![CDATA[ |
898 | <description><![CDATA[ |
902 | Altar_triggers work pretty much like normal altars |
899 | Altar_triggers work pretty much like normal altars |
903 | (drop sacrifice -> connection activated), except for the fact that |
900 | (drop sacrifice -> connection activated), except for the fact that |
904 | they reset after usage. Hence, altar_triggers can be used infinitely. ]]> |
901 | they reset after usage. Hence, altar_triggers can be used infinitely.]]> |
905 | </description> |
902 | </description> |
906 | <use><![CDATA[ |
903 | <use><![CDATA[ |
907 | 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... |
908 | <UL> |
905 | <UL> |
909 | <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. |
910 | <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. |
911 | <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. |
912 | </UL> |
909 | </UL> |
913 | The big advantage over normal altars is the infinite usability |
910 | The big advantage over normal altars is the infinite usability |
914 | 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 |
915 | quite grateful if things work more than once. =) ]]> |
912 | quite grateful if things work more than once. =)]]> |
916 | </use> |
913 | </use> |
917 | <attribute arch="no_pick" value="1" type="fixed" /> |
914 | <attribute arch="no_pick" value="1" type="fixed" /> |
918 | <attribute arch="slaying" editor="match item name" type="string"> |
915 | <attribute arch="slaying" editor="match item name" type="string"> |
919 | 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 |
920 | 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 |
921 | 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. |
922 | 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". |
923 | expected to drop on the altar. (Often this is put in the altar's |
920 | See also the "drop amount" attribute. |
924 | name: E.g. "drop 100 platinums") |
|
|
925 | </attribute> |
921 | </attribute> |
926 | <attribute arch="food" editor="drop amount" type="int"> |
922 | <attribute arch="food" editor="drop amount" type="int"> |
927 | The drop amount specifies the amount of items (specified |
923 | The drop amount specifies the amount of items (specified |
928 | 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. |
929 | |
925 | |
… | |
… | |
968 | |
964 | |
969 | <!--####################################################################--> |
965 | <!--####################################################################--> |
970 | <type number="74" name="Skill Tool"> |
966 | <type number="74" name="Skill Tool"> |
971 | <description><![CDATA[ |
967 | <description><![CDATA[ |
972 | Wearing a skill tool will give the player the ability to use a skill. |
968 | Wearing a skill tool will give the player the ability to use a skill. |
973 | ]]> |
969 | ]]> |
974 | </description> |
970 | </description> |
975 | <use><![CDATA[ |
971 | <use><![CDATA[ |
976 | Feel free to assign resistancies and stats to a skill tools or change |
972 | Feel free to assign resistancies and stats to a skill tools or change |
977 | the skill that is given. |
973 | the skill that is given. |
978 | ]]> |
974 | ]]> |
979 | </use> |
975 | </use> |
980 | <attribute arch="skill" editor="skill name" type="string"> |
976 | <attribute arch="skill" editor="skill name" type="string"> |
981 | This field describes which skill the player will be able to use wearing this item. |
977 | This field describes which skill the player will be able to use wearing this item. |
982 | </attribute> |
978 | </attribute> |
983 | &player_stat_resist_sections; |
979 | &player_stat_resist_sections; |
984 | </type> |
980 | </type> |
985 | <!--####################################################################--> |
981 | <!--####################################################################--> |
986 | <type number="39" name="Amulet"> |
982 | <type number="39" name="Amulet"> |
987 | <description><![CDATA[ |
983 | <description><![CDATA[ |
988 | 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 |
989 | the player. Amulets are usually meant for protection and defense. ]]> |
985 | the player. Amulets are usually meant for protection and defense.]]> |
990 | </description> |
986 | </description> |
991 | <use><![CDATA[ |
987 | <use><![CDATA[ |
992 | 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 |
993 | important that you keep your artifact in balance with existing maps. ]]> |
989 | important that you keep your artifact in balance with existing maps.]]> |
994 | </use> |
990 | </use> |
995 | <attribute arch="ac" editor="armour class" type="int"> |
991 | <attribute arch="ac" editor="armour class" type="int"> |
996 | This value defines the amount of armour-class bonus for wearing |
992 | This value defines the amount of armour-class bonus for wearing |
997 | this item. <Armour class> lessens the chance of being hit. Lower |
993 | this item. <Armour class> lessens the chance of being hit. Lower |
998 | 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. |
… | |
… | |
1009 | 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 |
1010 | only way to prevent low level players to wear "undeserved" equipment |
1006 | only way to prevent low level players to wear "undeserved" equipment |
1011 | (like gifts from other players or cheated items). |
1007 | (like gifts from other players or cheated items). |
1012 | |
1008 | |
1013 | It is very important to adjust the <item power> value carefully |
1009 | It is very important to adjust the <item power> value carefully |
1014 | 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 |
1015 | calculate a provisional value at runtime, but this is never |
1011 | calculate a provisional value at runtime, but this is never |
1016 | going to be an accurate measurement of <item power>. |
1012 | going to be an accurate measurement of <item power>. |
1017 | </attribute> |
1013 | </attribute> |
1018 | <attribute arch="damned" editor="damnation" type="bool"> |
1014 | <attribute arch="damned" editor="damnation" type="bool"> |
1019 | A damned piece of equipment cannot be unwielded unless the curse |
1015 | A damned piece of equipment cannot be unwielded unless the curse |
… | |
… | |
1143 | Battleground is very special: In short, players can die on battleground |
1139 | Battleground is very special: In short, players can die on battleground |
1144 | without any death penalties. They don't loose or gain experience |
1140 | without any death penalties. They don't loose or gain experience |
1145 | while on battleground. Acid, draining and depletion effects don't |
1141 | while on battleground. Acid, draining and depletion effects don't |
1146 | work either. |
1142 | work either. |
1147 | 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 |
1148 | location which is defined in the battleground object. ]]> |
1144 | location which is defined in the battleground object.]]> |
1149 | </description> |
1145 | </description> |
1150 | <use><![CDATA[ |
1146 | <use><![CDATA[ |
1151 | Battleground is only meant for player vs. player duels. You can |
1147 | Battleground is only meant for player vs. player duels. You can |
1152 | design combat arenas similiar to the one in scorn.<br> |
1148 | design combat arenas similiar to the one in scorn.<br> |
1153 | What should NEVER be done is placing battleground tiles in |
1149 | What should NEVER be done is placing battleground tiles in |
… | |
… | |
1155 | It must not be possible to gain significant treasure for fighting |
1151 | It must not be possible to gain significant treasure for fighting |
1156 | on battleground, because it bears no risk.<br><br> |
1152 | on battleground, because it bears no risk.<br><br> |
1157 | (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, |
1158 | or when it is placed beneath another floor tile. |
1154 | or when it is placed beneath another floor tile. |
1159 | 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 |
1160 | "hidden" battleground tiles anywhere.) ]]> |
1156 | "hidden" battleground tiles anywhere.)]]> |
1161 | </use> |
1157 | </use> |
1162 | <attribute arch="no_pick" value="1" type="fixed" /> |
1158 | <attribute arch="no_pick" value="1" type="fixed" /> |
1163 | <attribute arch="is_floor" value="1" type="fixed" /> |
1159 | <attribute arch="is_floor" value="1" type="fixed" /> |
1164 | <attribute arch="hp" editor="destination X" type="int"> |
1160 | <attribute arch="hp" editor="destination X" type="int"> |
1165 | The exit destinations define the (x, y)-coordinates where players |
1161 | The exit destinations define the (x, y)-coordinates where players |
… | |
… | |
1170 | get teleported after they died on this battleground. |
1166 | get teleported after they died on this battleground. |
1171 | </attribute> |
1167 | </attribute> |
1172 | </type> |
1168 | </type> |
1173 | |
1169 | |
1174 | <!--####################################################################--> |
1170 | <!--####################################################################--> |
1175 | <type number="165" name="Safe ground (CF+)"> |
1171 | <type number="165" name="Safe ground"> |
1176 | <ignore> |
1172 | <ignore> |
1177 | <ignore_list name="non_pickable" /> |
1173 | <ignore_list name="non_pickable" /> |
1178 | </ignore> |
1174 | </ignore> |
1179 | <description><![CDATA[ |
1175 | <description><![CDATA[ |
1180 | 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 |
1181 | 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. |
1182 | It blocks all magic and prayers, usage of alchemy, prevents potions |
1178 | It blocks all magic and prayers, usage of alchemy, prevents potions |
1183 | 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 |
1184 | do cast spells still work. |
1180 | do cast spells still work. |
1185 | (This is a Crossfire+ feature, and might not work elsewhere) |
|
|
1186 | ]]> |
1181 | ]]> |
1187 | </description> |
1182 | </description> |
1188 | <use><![CDATA[ |
1183 | <use><![CDATA[ |
1189 | Safe ground can be used to prevents any means of burning |
1184 | Safe ground can be used to prevents any means of burning |
1190 | 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 |
1191 | 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 |
1192 | 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. |
1193 | ]]> |
1188 | ]]> |
1194 | </use> |
1189 | </use> |
|
|
1190 | &movement_types_terrain; |
1195 | <attribute arch="no_pick" value="1" type="fixed" /> |
1191 | <attribute arch="no_pick" value="1" type="fixed" /> |
1196 | </type> |
1192 | </type> |
1197 | |
1193 | |
1198 | <!--####################################################################--> |
1194 | <!--####################################################################--> |
1199 | <type number="8" name="Book"> |
1195 | <type number="8" name="Book"> |
1200 | <description><![CDATA[ |
1196 | <description><![CDATA[ |
1201 | Applying a book, the containing message is displayed to the player. ]]> |
1197 | Applying a book, the containing message is displayed to the player.]]> |
1202 | </description> |
1198 | </description> |
1203 | <attribute arch="level" editor="literacy level" type="int"> |
1199 | <attribute arch="level" editor="literacy level" type="int"> |
1204 | 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 |
1205 | 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 |
1206 | 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 |
… | |
… | |
1230 | <type number="99" name="Boots"> |
1226 | <type number="99" name="Boots"> |
1231 | <import_type name="Amulet" /> |
1227 | <import_type name="Amulet" /> |
1232 | <description><![CDATA[ |
1228 | <description><![CDATA[ |
1233 | Wearing boots, the object's stats will directly be inherited to |
1229 | Wearing boots, the object's stats will directly be inherited to |
1234 | the player. Usually enhancing his speed, or granting some minor |
1230 | the player. Usually enhancing his speed, or granting some minor |
1235 | protection bonus. ]]> |
1231 | protection bonus.]]> |
1236 | </description> |
1232 | </description> |
1237 | <use><![CDATA[ |
1233 | <use><![CDATA[ |
1238 | 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 |
1239 | important that you keep your artifact in balance with existing maps. ]]> |
1235 | important that you keep your artifact in balance with existing maps.]]> |
1240 | </use> |
1236 | </use> |
1241 | <attribute arch="exp" editor="speed bonus" type="int"> |
1237 | <attribute arch="exp" editor="speed bonus" type="int"> |
1242 | Boots with <speed bonus> will increase the player's walking speed |
1238 | Boots with <speed bonus> will increase the player's walking speed |
1243 | 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- |
1244 | and medium level. High level players usually have fastest possible |
1240 | and medium level. High level players usually have fastest possible |
… | |
… | |
1260 | <type number="104" name="Bracers"> |
1256 | <type number="104" name="Bracers"> |
1261 | <import_type name="Amulet" /> |
1257 | <import_type name="Amulet" /> |
1262 | <description><![CDATA[ |
1258 | <description><![CDATA[ |
1263 | Bracers are armour-plates worn around the wrists. |
1259 | Bracers are armour-plates worn around the wrists. |
1264 | Wearing bracer, the object's stats will directly be inherited to |
1260 | Wearing bracer, the object's stats will directly be inherited to |
1265 | the player. Usually enhancing his defense. ]]> |
1261 | the player. Usually enhancing his defense.]]> |
1266 | </description> |
1262 | </description> |
1267 | <use><![CDATA[ |
1263 | <use><![CDATA[ |
1268 | 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 |
1269 | important that you keep your artifact in balance with existing maps. ]]> |
1265 | important that you keep your artifact in balance with existing maps.]]> |
1270 | </use> |
1266 | </use> |
1271 | <attribute arch="magic" editor="magic bonus" type="int"> |
1267 | <attribute arch="magic" editor="magic bonus" type="int"> |
1272 | <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 |
1273 | "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 |
1274 | than direct armour-class bonus on the bracers. |
1270 | than direct armour-class bonus on the bracers. |
… | |
… | |
1278 | <!--####################################################################--> |
1274 | <!--####################################################################--> |
1279 | <type number="16" name="Brestplate Armour"> |
1275 | <type number="16" name="Brestplate Armour"> |
1280 | <import_type name="Amulet" /> |
1276 | <import_type name="Amulet" /> |
1281 | <description><![CDATA[ |
1277 | <description><![CDATA[ |
1282 | 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 |
1283 | the player. Usually enhancing his defense. ]]> |
1279 | the player. Usually enhancing his defense.]]> |
1284 | </description> |
1280 | </description> |
1285 | <use><![CDATA[ |
1281 | <use><![CDATA[ |
1286 | 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 |
1287 | important that you keep your artifact in balance with existing maps. ]]> |
1283 | important that you keep your artifact in balance with existing maps.]]> |
1288 | </use> |
1284 | </use> |
1289 | <attribute arch="last_heal" editor="spellpoint penalty" type="int"> |
1285 | <attribute arch="last_heal" editor="spellpoint penalty" type="int"> |
1290 | 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. |
1291 | The bigger the spellpoint penalty, the worse. |
1287 | The bigger the spellpoint penalty, the worse. |
1292 | </attribute> |
1288 | </attribute> |
… | |
… | |
1308 | </ignore> |
1304 | </ignore> |
1309 | <description><![CDATA[ |
1305 | <description><![CDATA[ |
1310 | 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 |
1311 | <connection> value is triggered. In most cases this happens when a |
1307 | <connection> value is triggered. In most cases this happens when a |
1312 | 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 |
1313 | <connection> value get's triggered a second time. ]]> |
1309 | <connection> value get's triggered a second time.]]> |
1314 | </description> |
1310 | </description> |
1315 | &move_on; |
1311 | &move_on; |
1316 | &move_off; |
1312 | &move_off; |
1317 | <attribute arch="no_pick" value="1" type="fixed" /> |
1313 | <attribute arch="no_pick" value="1" type="fixed" /> |
1318 | <attribute arch="weight" editor="press weight" type="int"> |
1314 | <attribute arch="weight" editor="press weight" type="int"> |
… | |
… | |
1336 | <ignore_list name="non_pickable" /> |
1332 | <ignore_list name="non_pickable" /> |
1337 | </ignore> |
1333 | </ignore> |
1338 | <description><![CDATA[ |
1334 | <description><![CDATA[ |
1339 | Handle buttons are buttons which reset after a short period |
1335 | Handle buttons are buttons which reset after a short period |
1340 | of time. Every time it is either applied or reset, the |
1336 | of time. Every time it is either applied or reset, the |
1341 | <connection> value is triggered. ]]> |
1337 | <connection> value is triggered.]]> |
1342 | </description> |
1338 | </description> |
1343 | </type> |
1339 | </type> |
1344 | |
1340 | |
1345 | <!--####################################################################--> |
1341 | <!--####################################################################--> |
1346 | <type number="37" name="Class Changer"> |
1342 | <type number="37" name="Class Changer"> |
1347 | <ignore> |
1343 | <ignore> |
1348 | <ignore_list name="non_pickable" /> |
1344 | <ignore_list name="non_pickable" /> |
1349 | </ignore> |
1345 | </ignore> |
1350 | <description><![CDATA[ |
1346 | <description><![CDATA[ |
1351 | Class changer are used while creating a character. ]]> |
1347 | Class changer are used while creating a character.]]> |
1352 | </description> |
1348 | </description> |
1353 | <attribute arch="randomitems" editor="class items" type="treasurelist"> |
1349 | <attribute arch="randomitems" editor="class items" type="treasurelist"> |
1354 | This entry determines which initial items the character receives. |
1350 | This entry determines which initial items the character receives. |
1355 | </attribute> |
1351 | </attribute> |
1356 | <section name="stats"> |
1352 | <section name="stats"> |
… | |
… | |
1389 | <type number="87" name="Cloak"> |
1385 | <type number="87" name="Cloak"> |
1390 | <import_type name="Amulet" /> |
1386 | <import_type name="Amulet" /> |
1391 | <description><![CDATA[ |
1387 | <description><![CDATA[ |
1392 | 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 |
1393 | the player. Cloaks usually add minor <armour class> and |
1389 | the player. Cloaks usually add minor <armour class> and |
1394 | sometimes a bit of resistance. ]]> |
1390 | sometimes a bit of resistance.]]> |
1395 | </description> |
1391 | </description> |
1396 | <use><![CDATA[ |
1392 | <use><![CDATA[ |
1397 | 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 |
1398 | important that you keep your artifact in balance with existing maps. ]]> |
1394 | important that you keep your artifact in balance with existing maps.]]> |
1399 | </use> |
1395 | </use> |
1400 | <attribute arch="magic" editor="magic bonus" type="int"> |
1396 | <attribute arch="magic" editor="magic bonus" type="int"> |
1401 | <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 |
1402 | "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 |
1403 | than direct armour-class bonus on the cloak. |
1399 | than direct armour-class bonus on the cloak. |
… | |
… | |
1408 | </type> |
1404 | </type> |
1409 | |
1405 | |
1410 | <!--####################################################################--> |
1406 | <!--####################################################################--> |
1411 | <type number="9" name="Clock"> |
1407 | <type number="9" name="Clock"> |
1412 | <description><![CDATA[ |
1408 | <description><![CDATA[ |
1413 | Applying a clock, the time is displayed to the player. ]]> |
1409 | Applying a clock, the time is displayed to the player.]]> |
1414 | </description> |
1410 | </description> |
1415 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1411 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1416 | This text may describe the item |
1412 | This text may describe the item |
1417 | </attribute> |
1413 | </attribute> |
1418 | </type> |
1414 | </type> |
… | |
… | |
1423 | A player can put (certain kinds of) items in the container. |
1419 | A player can put (certain kinds of) items in the container. |
1424 | The overall weight of items is reduced when put inside a |
1420 | The overall weight of items is reduced when put inside a |
1425 | container, depending on the settings. |
1421 | container, depending on the settings. |
1426 | <br><br> |
1422 | <br><br> |
1427 | A special feature of containers is the "cauldron", |
1423 | A special feature of containers is the "cauldron", |
1428 | capable of mixing alchemical receipes. ]]> |
1424 | capable of mixing alchemical receipes.]]> |
1429 | </description> |
1425 | </description> |
1430 | <use><![CDATA[ |
1426 | <use><![CDATA[ |
1431 | Note on chests - There are two types of chests: |
1427 | Note on chests - There are two types of chests: |
1432 | <UL> |
1428 | <UL> |
1433 | <LI> First the random treasure chests - Those are NOT containers |
1429 | <LI> First the random treasure chests - Those are NOT containers |
1434 | (but object type Treasure), they create random treasures when |
1430 | (but object type Treasure), they create random treasures when |
1435 | applied. Archetype name is "chest". |
1431 | applied. Archetype name is "chest". |
1436 | <LI> Second there are the permanent chests - Those are containers, |
1432 | <LI> Second there are the permanent chests - Those are containers, |
1437 | 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". |
1438 | </UL> ]]> |
1434 | </UL>]]> |
1439 | </use> |
1435 | </use> |
1440 | <attribute arch="race" editor="container class" type="string"> |
1436 | <attribute arch="race" editor="container class" type="string"> |
1441 | If set, the container will hold only certain types of objects. |
1437 | If set, the container will hold only certain types of objects. |
1442 | Possible choices for <container class> are: "gold and jewels", |
1438 | Possible choices for <container class> are: "gold and jewels", |
1443 | "arrows" and "keys". |
1439 | "arrows" and "keys". |
… | |
… | |
1498 | <attribute arch="title" /> |
1494 | <attribute arch="title" /> |
1499 | </ignore> |
1495 | </ignore> |
1500 | <description><![CDATA[ |
1496 | <description><![CDATA[ |
1501 | Converters are like "exchange tables". When the player drops a |
1497 | Converters are like "exchange tables". When the player drops a |
1502 | 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 |
1503 | predefined exchange-ratio. ]]> |
1499 | predefined exchange-ratio.]]> |
1504 | </description> |
1500 | </description> |
1505 | <use><![CDATA[ |
1501 | <use><![CDATA[ |
1506 | Converters are better than shopping with doormats, because the |
1502 | Converters are better than shopping with doormats, because the |
1507 | 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 |
1508 | those "exchange tables" are really nice, while for the more important |
1504 | those "exchange tables" are really nice, while for the more important |
… | |
… | |
1510 | <br><br> |
1506 | <br><br> |
1511 | VERY IMPORTANT: Be careful with the exchange-ratio! When you drop |
1507 | VERY IMPORTANT: Be careful with the exchange-ratio! When you drop |
1512 | 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 |
1513 | value than before! (Except if you are using "rare" items like |
1509 | value than before! (Except if you are using "rare" items like |
1514 | 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 |
1515 | 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.]]> |
1516 | </use> |
1512 | </use> |
1517 | <attribute arch="no_pick" value="1" type="fixed" /> |
1513 | <attribute arch="no_pick" value="1" type="fixed" /> |
1518 | <attribute arch="slaying" editor="cost arch" type="string"> |
1514 | <attribute arch="slaying" editor="cost arch" type="string"> |
1519 | <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 |
1520 | put on the converter, as payment. |
1516 | put on the converter, as payment. |
… | |
… | |
1547 | </ignore> |
1543 | </ignore> |
1548 | <description><![CDATA[ |
1544 | <description><![CDATA[ |
1549 | A creator is an object which creates another object when it |
1545 | A creator is an object which creates another object when it |
1550 | is triggered. The child object can be anything. Creators are |
1546 | is triggered. The child object can be anything. Creators are |
1551 | VERY useful for all kinds of map-mechanisms. They can even |
1547 | VERY useful for all kinds of map-mechanisms. They can even |
1552 | periodically create things. ]]> |
1548 | periodically create things.]]> |
1553 | </description> |
1549 | </description> |
1554 | <use><![CDATA[ |
1550 | <use><![CDATA[ |
1555 | Don't hesitate to hide your creators under the floor. |
1551 | Don't hesitate to hide your creators under the floor. |
1556 | The created items will still always appear ontop of the floor. ]]> |
1552 | The created items will still always appear ontop of the floor.]]> |
1557 | </use> |
1553 | </use> |
1558 | <attribute arch="no_pick" value="1" type="fixed" /> |
1554 | <attribute arch="no_pick" value="1" type="fixed" /> |
1559 | <attribute arch="other_arch" editor="create arch" type="string"> |
1555 | <attribute arch="other_arch" editor="create arch" type="string"> |
1560 | This string defines the object that will be created. |
1556 | This string defines the object that will be created. |
1561 | You can choose any of the existing arches. |
1557 | You can choose any of the existing arches. |
… | |
… | |
1603 | finds a specific object, it toggles its connected value. |
1599 | finds a specific object, it toggles its connected value. |
1604 | <br><br> |
1600 | <br><br> |
1605 | What is "unique" about them, compared to inv. checkers/ pedestals? |
1601 | What is "unique" about them, compared to inv. checkers/ pedestals? |
1606 | - First, detectors check their square for a match periodically, not |
1602 | - First, detectors check their square for a match periodically, not |
1607 | instantly. Second, detectors check directly for object names. Third, |
1603 | instantly. Second, detectors check directly for object names. Third, |
1608 | detectors do not check the inventory of players/monsters. ]]> |
1604 | detectors do not check the inventory of players/monsters.]]> |
1609 | </description> |
1605 | </description> |
1610 | <use><![CDATA[ |
1606 | <use><![CDATA[ |
1611 | There is one major speciality about detectors: You can detect spells |
1607 | There is one major speciality about detectors: You can detect spells |
1612 | 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 |
1613 | "slaying ligthing" and "speed 1.0". In combination with spellcasting |
1609 | "slaying ligthing" and "speed 1.0". In combination with spellcasting |
1614 | walls, this can be very useful for map-mechanisms. ]]> |
1610 | walls, this can be very useful for map-mechanisms.]]> |
1615 | </use> |
1611 | </use> |
1616 | <attribute arch="no_pick" value="1" type="fixed" /> |
1612 | <attribute arch="no_pick" value="1" type="fixed" /> |
1617 | <attribute arch="slaying" editor="match name" type="string"> |
1613 | <attribute arch="slaying" editor="match name" type="string"> |
1618 | <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. |
1619 | 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, |
… | |
… | |
1644 | <description><![CDATA[ |
1640 | <description><![CDATA[ |
1645 | Directors change the direction of spell objects and other projectiles |
1641 | Directors change the direction of spell objects and other projectiles |
1646 | that fly past. Unlike spinners, directors always move objects in the |
1642 | that fly past. Unlike spinners, directors always move objects in the |
1647 | 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 |
1648 | shoot into it.<br> |
1644 | shoot into it.<br> |
1649 | Directors are visible per default. ]]> |
1645 | Directors are visible per default.]]> |
1650 | </description> |
1646 | </description> |
1651 | <use><![CDATA[ |
1647 | <use><![CDATA[ |
1652 | Directors are rarely used in maps. Sometimes they are placed to |
1648 | Directors are rarely used in maps. Sometimes they are placed to |
1653 | change the direction of spells coming out of magic walls, |
1649 | change the direction of spells coming out of magic walls, |
1654 | "channeling" spell-projectiles in some direction. When doing this, |
1650 | "channeling" spell-projectiles in some direction. When doing this, |
… | |
… | |
1656 | into them!</B> The spell-projectiles bouncing between the directors |
1652 | into them!</B> The spell-projectiles bouncing between the directors |
1657 | 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 |
1658 | server by eating memory- and CPU-time. |
1654 | server by eating memory- and CPU-time. |
1659 | <br><br> |
1655 | <br><br> |
1660 | You'd better not place directors in monster vs. player combat |
1656 | You'd better not place directors in monster vs. player combat |
1661 | areas too much, because that freaks out wizard-type players. ]]> |
1657 | areas too much, because that freaks out wizard-type players.]]> |
1662 | </use> |
1658 | </use> |
1663 | <attribute arch="sp" editor="direction" type="list_direction"> |
1659 | <attribute arch="sp" editor="direction" type="list_direction"> |
1664 | Projectiles will leave the director flying in the selected <direction>. |
1660 | Projectiles will leave the director flying in the selected <direction>. |
1665 | A director with direction <none> simply stops projectiles. |
1661 | A director with direction <none> simply stops projectiles. |
1666 | (The latter works out a bit strange for some spells). |
1662 | (The latter works out a bit strange for some spells). |
… | |
… | |
1672 | <type number="158" name="Disease"> |
1668 | <type number="158" name="Disease"> |
1673 | <ignore> |
1669 | <ignore> |
1674 | <ignore_list name="system_object" /> |
1670 | <ignore_list name="system_object" /> |
1675 | </ignore> |
1671 | </ignore> |
1676 | <description><![CDATA[ |
1672 | <description><![CDATA[ |
1677 | Diseases are an intersting form of spellcraft in Crossfire. |
1673 | Diseases are an intersting form of spellcraft in Deliantra. |
1678 | 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 |
1679 | area. Being infected can have various effects, from amusing farts |
1675 | area. Being infected can have various effects, from amusing farts |
1680 | to horrible damage - almost everything is possible. ]]> |
1676 | to horrible damage - almost everything is possible.]]> |
1681 | </description> |
1677 | </description> |
1682 | <use><![CDATA[ |
1678 | <use><![CDATA[ |
1683 | Diseases are extremely flexible and usable in a many ways. |
1679 | Diseases are extremely flexible and usable in a many ways. |
1684 | So far they are mostly used for causing bad, unwanted effects. |
1680 | So far they are mostly used for causing bad, unwanted effects. |
1685 | 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 |
1686 | (recharging mana for example). |
1682 | (recharging mana for example). |
1687 | Infection with a "positive disease" could even be a quest reward. ]]> |
1683 | Infection with a "positive disease" could even be a quest reward.]]> |
1688 | </use> |
1684 | </use> |
1689 | <attribute arch="invisible" value="1" type="fixed" /> |
1685 | <attribute arch="invisible" value="1" type="fixed" /> |
1690 | <attribute arch="level" editor="plaque level" type="int"> |
1686 | <attribute arch="level" editor="plaque level" type="int"> |
1691 | The <plaque level> is proportional to the disease's deadliness. |
1687 | The <plaque level> is proportional to the disease's deadliness. |
1692 | This mainly reflects in the <damage>. It has no effect on |
1688 | This mainly reflects in the <damage>. It has no effect on |
… | |
… | |
1837 | </ignore> |
1833 | </ignore> |
1838 | <description><![CDATA[ |
1834 | <description><![CDATA[ |
1839 | 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 |
1840 | 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 |
1841 | defeated, horizontally and vertically adjacent doors are automatically |
1837 | defeated, horizontally and vertically adjacent doors are automatically |
1842 | removed. ]]> |
1838 | removed.]]> |
1843 | </description> |
1839 | </description> |
1844 | <attribute arch="no_pick" value="1" type="fixed" /> |
1840 | <attribute arch="no_pick" value="1" type="fixed" /> |
1845 | <attribute arch="alive" value="1" type="fixed" /> |
1841 | <attribute arch="alive" value="1" type="fixed" /> |
1846 | &movement_types_terrain; |
1842 | &movement_types_terrain; |
1847 | <attribute arch="hp" editor="hitpoints" type="int"> |
1843 | <attribute arch="hp" editor="hitpoints" type="int"> |
… | |
… | |
1874 | 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 |
1875 | objects which lies somewhere on top of the duplicator. |
1871 | objects which lies somewhere on top of the duplicator. |
1876 | The duplicator has one arch name specified as <target arch>, |
1872 | The duplicator has one arch name specified as <target arch>, |
1877 | and only objects of this archetype can be affected.<br> |
1873 | and only objects of this archetype can be affected.<br> |
1878 | 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>. |
1879 | If the latter is set to zero, it will destroy objects. ]]> |
1875 | If the latter is set to zero, it will destroy objects.]]> |
1880 | </description> |
1876 | </description> |
1881 | <use><![CDATA[ |
1877 | <use><![CDATA[ |
1882 | 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 |
1883 | anywhere with <multiply factor> greater than one. |
1879 | anywhere with <multiply factor> greater than one. |
1884 | 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). |
1885 | 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 |
1886 | 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 |
1887 | loose the input matches the chance to earn winnings.<br> |
1883 | loose the input matches the chance to earn winnings.<br> |
1888 | A duplicator with <multiply factor> 3 for example should have a |
1884 | A duplicator with <multiply factor> 3 for example should have a |
1889 | loosing rate of 2/3 = 67%. ]]> |
1885 | loosing rate of 2/3 = 67%.]]> |
1890 | </use> |
1886 | </use> |
1891 | <attribute arch="other_arch" editor="target arch" type="string"> |
1887 | <attribute arch="other_arch" editor="target arch" type="string"> |
1892 | 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 |
1893 | duplicated, multiplied or removed. All other objects will be ignored. |
1889 | duplicated, multiplied or removed. All other objects will be ignored. |
1894 | </attribute> |
1890 | </attribute> |
… | |
… | |
1912 | </ignore> |
1908 | </ignore> |
1913 | <description><![CDATA[ |
1909 | <description><![CDATA[ |
1914 | 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. |
1915 | (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 |
1916 | 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 |
1917 | the exit. ]]> |
1913 | the exit. ]]> |
1918 | </description> |
1914 | </description> |
1919 | <use><![CDATA[ |
1915 | <use><![CDATA[ |
1920 | 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 |
1921 | <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 |
1922 | detected with the show_invisible spell. |
1918 | detected with the show_invisible spell. |
1923 | <br><br> |
1919 | <br><br> |
1924 | 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"). |
1925 | 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.]]> |
1926 | </use> |
1922 | </use> |
1927 | <attribute arch="slaying" editor="exit path" type="string"> |
1923 | <attribute arch="slaying" editor="exit path" type="string"> |
1928 | 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. |
1929 | You can enter an absolute path, beginning with '/' (for example |
1925 | You can enter an absolute path, beginning with '/' (for example |
1930 | "/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 |
… | |
… | |
1972 | little health by eating flesh-objects. <br> |
1968 | little health by eating flesh-objects. <br> |
1973 | 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 |
1974 | 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 |
1975 | 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>. |
1976 | 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 |
1977 | according to map/monster difficulty. ]]> |
1973 | according to map/monster difficulty.]]> |
1978 | </description> |
1974 | </description> |
1979 | <use><![CDATA[ |
1975 | <use><![CDATA[ |
1980 | 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 |
1981 | standard monsters carry flesh items from their <treasurelist>. |
1977 | standard monsters carry flesh items from their <treasurelist>. |
1982 | 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. |
… | |
… | |
1984 | not the case - so you have to set it manually. |
1980 | not the case - so you have to set it manually. |
1985 | <br><br> |
1981 | <br><br> |
1986 | 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 |
1987 | 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 |
1988 | 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 |
1989 | out on the reward completely. ]]> |
1985 | out on the reward completely.]]> |
1990 | </use> |
1986 | </use> |
1991 | <attribute arch="food" editor="foodpoints" type="int"> |
1987 | <attribute arch="food" editor="foodpoints" type="int"> |
1992 | 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. |
1993 | The player's health will increase by <foodpoints>/50 hp. |
1989 | The player's health will increase by <foodpoints>/50 hp. |
1994 | </attribute> |
1990 | </attribute> |
… | |
… | |
2018 | <ignore> |
2014 | <ignore> |
2019 | <ignore_list name="non_pickable" /> |
2015 | <ignore_list name="non_pickable" /> |
2020 | </ignore> |
2016 | </ignore> |
2021 | <description><![CDATA[ |
2017 | <description><![CDATA[ |
2022 | Floor is a very basic thing whithout too much |
2018 | Floor is a very basic thing whithout too much |
2023 | functionality. It's a floor - you stand on it. ]]> |
2019 | functionality. It's a floor - you stand on it.]]> |
2024 | </description> |
2020 | </description> |
2025 | <attribute arch="is_floor" value="1" type="fixed" /> |
2021 | <attribute arch="is_floor" value="1" type="fixed" /> |
2026 | <attribute arch="no_pick" value="1" type="fixed" /> |
2022 | <attribute arch="no_pick" value="1" type="fixed" /> |
2027 | <section name="terrain"> |
2023 | <section name="terrain"> |
2028 | &movement_types_terrain; |
2024 | &movement_types_terrain; |
… | |
… | |
2062 | Encounter-Floor is pretty much the same as normal floor. |
2058 | Encounter-Floor is pretty much the same as normal floor. |
2063 | Most outdoor floor/ground-arches are set to be "encounters". |
2059 | Most outdoor floor/ground-arches are set to be "encounters". |
2064 | 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 |
2065 | encounter-floor, players sometimes got beamed to little maps |
2061 | encounter-floor, players sometimes got beamed to little maps |
2066 | with monsters on them. Nowadays this feature is disabled - |
2062 | with monsters on them. Nowadays this feature is disabled - |
2067 | Hence encounter floor is not different from normal floor. ]]> |
2063 | Hence encounter floor is not different from normal floor.]]> |
2068 | </description> |
2064 | </description> |
2069 | <attribute arch="is_floor" value="1" type="fixed" /> |
2065 | <attribute arch="is_floor" value="1" type="fixed" /> |
2070 | <attribute arch="no_pick" value="1" type="fixed" /> |
2066 | <attribute arch="no_pick" value="1" type="fixed" /> |
2071 | <section name="terrain"> |
2067 | <section name="terrain"> |
2072 | &movement_types_terrain; |
2068 | &movement_types_terrain; |
… | |
… | |
2099 | |
2095 | |
2100 | <!--####################################################################--> |
2096 | <!--####################################################################--> |
2101 | <type number="6" name="Food"> |
2097 | <type number="6" name="Food"> |
2102 | <description><![CDATA[ |
2098 | <description><![CDATA[ |
2103 | By eating/drinking food-objects, the player can fill his |
2099 | By eating/drinking food-objects, the player can fill his |
2104 | stomache and gain a little health. ]]> |
2100 | stomache and gain a little health.]]> |
2105 | </description> |
2101 | </description> |
2106 | <attribute arch="food" editor="foodpoints" type="int"> |
2102 | <attribute arch="food" editor="foodpoints" type="int"> |
2107 | 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. |
2108 | The player's health will increase by <foodpoints>/50 hp. |
2104 | The player's health will increase by <foodpoints>/50 hp. |
2109 | </attribute> |
2105 | </attribute> |
… | |
… | |
2117 | <type number="91" name="Gate"> |
2113 | <type number="91" name="Gate"> |
2118 | <ignore> |
2114 | <ignore> |
2119 | <ignore_list name="non_pickable" /> |
2115 | <ignore_list name="non_pickable" /> |
2120 | </ignore> |
2116 | </ignore> |
2121 | <description><![CDATA[ |
2117 | <description><![CDATA[ |
2122 | Gates play an important role in Crossfire. Gates can be opened |
2118 | Gates play an important role in Deliantra. Gates can be opened |
2123 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2119 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2124 | or carrying special key-objects (-> inventory checker). |
2120 | or carrying special key-objects (-> inventory checker). |
2125 | 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 |
2126 | passed, which makes them more practical in many cases. ]]> |
2122 | passed, which makes them more practical in many cases.]]> |
2127 | </description> |
2123 | </description> |
2128 | <use><![CDATA[ |
2124 | <use><![CDATA[ |
2129 | Use gates to divide your maps into seperated areas. After solving |
2125 | Use gates to divide your maps into seperated areas. After solving |
2130 | 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 |
2131 | maps more complex than "one-way". ]]> |
2127 | maps more complex than "one-way".]]> |
2132 | </use> |
2128 | </use> |
2133 | <attribute arch="no_pick" value="1" type="fixed" /> |
2129 | <attribute arch="no_pick" value="1" type="fixed" /> |
2134 | <attribute arch="speed" value="1" type="float"> |
2130 | <attribute arch="speed" value="1" type="float"> |
2135 | 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. |
2136 | </attribute> |
2132 | </attribute> |
… | |
… | |
2160 | <type number="113" name="Girdle"> |
2156 | <type number="113" name="Girdle"> |
2161 | <import_type name="Amulet" /> |
2157 | <import_type name="Amulet" /> |
2162 | <description><![CDATA[ |
2158 | <description><![CDATA[ |
2163 | 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 |
2164 | the player. Girdles usually provide stats- or damage bonuses and no |
2160 | the player. Girdles usually provide stats- or damage bonuses and no |
2165 | defense. ]]> |
2161 | defense.]]> |
2166 | </description> |
2162 | </description> |
2167 | <use><![CDATA[ |
2163 | <use><![CDATA[ |
2168 | 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 |
2169 | important that you keep your artifact in balance with existing maps. ]]> |
2165 | important that you keep your artifact in balance with existing maps.]]> |
2170 | </use> |
2166 | </use> |
2171 | <attribute arch="magic" editor="magic bonus" type="int"> |
2167 | <attribute arch="magic" editor="magic bonus" type="int"> |
2172 | <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 |
2173 | "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 |
2174 | than direct armour-class bonus on the helmet. |
2170 | than direct armour-class bonus on the helmet. |
… | |
… | |
2182 | <!--####################################################################--> |
2178 | <!--####################################################################--> |
2183 | <type number="100" name="Gloves"> |
2179 | <type number="100" name="Gloves"> |
2184 | <import_type name="Amulet" /> |
2180 | <import_type name="Amulet" /> |
2185 | <description><![CDATA[ |
2181 | <description><![CDATA[ |
2186 | Wearing gloves, the object's stats will directly be inherited to |
2182 | Wearing gloves, the object's stats will directly be inherited to |
2187 | the player. Gloves can add defense or damage bonuses. ]]> |
2183 | the player. Gloves can add defense or damage bonuses.]]> |
2188 | </description> |
2184 | </description> |
2189 | <use><![CDATA[ |
2185 | <use><![CDATA[ |
2190 | 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 |
2191 | important that you keep your artifact in balance with existing maps. ]]> |
2187 | important that you keep your artifact in balance with existing maps.]]> |
2192 | </use> |
2188 | </use> |
2193 | <attribute arch="magic" editor="magic bonus" type="int"> |
2189 | <attribute arch="magic" editor="magic bonus" type="int"> |
2194 | If the gloves provide <armour class>, <magic bonus> will increase it. |
2190 | If the gloves provide <armour class>, <magic bonus> will increase it. |
2195 | If the gloves have <weapon class> instead, then <magic bonus> |
2191 | If the gloves have <weapon class> instead, then <magic bonus> |
2196 | will increase that. |
2192 | will increase that. |
… | |
… | |
2202 | <ignore> |
2198 | <ignore> |
2203 | <ignore_list name="non_pickable" /> |
2199 | <ignore_list name="non_pickable" /> |
2204 | </ignore> |
2200 | </ignore> |
2205 | <description><![CDATA[ |
2201 | <description><![CDATA[ |
2206 | A handle can be applied by players and (certain) monsters. |
2202 | A handle can be applied by players and (certain) monsters. |
2207 | Every time it is applied, the <connection> value is triggered. ]]> |
2203 | Every time it is applied, the <connection> value is triggered.]]> |
2208 | </description> |
2204 | </description> |
2209 | <use><![CDATA[ |
2205 | <use><![CDATA[ |
2210 | Handles are commonly used to move gates. When placing your lever, |
2206 | Handles are commonly used to move gates. When placing your lever, |
2211 | don't forget that some monsters are able to apply it. |
2207 | don't forget that some monsters are able to apply it. |
2212 | The ability to apply levers is rare among monsters - |
2208 | The ability to apply levers is rare among monsters - |
2213 | but vampires can do it for example. ]]> |
2209 | but vampires can do it for example.]]> |
2214 | </use> |
2210 | </use> |
2215 | <attribute arch="no_pick" value="1" type="fixed" /> |
2211 | <attribute arch="no_pick" value="1" type="fixed" /> |
2216 | <attribute arch="connected" editor="connection" type="int"> |
2212 | <attribute arch="connected" editor="connection" type="int"> |
2217 | Every time the handle is applied, all objects |
2213 | Every time the handle is applied, all objects |
2218 | with the same <connection> value are activated. |
2214 | with the same <connection> value are activated. |
… | |
… | |
2230 | <ignore_list name="non_pickable" /> |
2226 | <ignore_list name="non_pickable" /> |
2231 | </ignore> |
2227 | </ignore> |
2232 | <description><![CDATA[ |
2228 | <description><![CDATA[ |
2233 | Handle triggers are handles which reset after a short period |
2229 | Handle triggers are handles which reset after a short period |
2234 | of time. Every time it is either applied or reset, the |
2230 | of time. Every time it is either applied or reset, the |
2235 | <connection> value is triggered. ]]> |
2231 | <connection> value is triggered.]]> |
2236 | </description> |
2232 | </description> |
2237 | <use><![CDATA[ |
2233 | <use><![CDATA[ |
2238 | 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 |
2239 | 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, |
2240 | connecting it to a handle trigger is an easy solution. ]]> |
2236 | connecting it to a handle trigger is an easy solution. ]]> |
2241 | </use> |
2237 | </use> |
2242 | </type> |
2238 | </type> |
2243 | |
2239 | |
2244 | <!--####################################################################--> |
2240 | <!--####################################################################--> |
2245 | <type number="88" name="Hazard Floor"> |
2241 | <type number="88" name="Hazard Floor"> |
… | |
… | |
2250 | <ignore_list name="non_pickable" /> |
2246 | <ignore_list name="non_pickable" /> |
2251 | </ignore> |
2247 | </ignore> |
2252 | <description><![CDATA[ |
2248 | <description><![CDATA[ |
2253 | 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 |
2254 | floor, but damages all creatures standing on it. |
2250 | floor, but damages all creatures standing on it. |
2255 | Damage is taken in regular time intervals. ]]> |
2251 | Damage is taken in regular time intervals.]]> |
2256 | </description> |
2252 | </description> |
2257 | <use><![CDATA[ |
2253 | <use><![CDATA[ |
2258 | 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 |
2259 | 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> |
2260 | 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. |
2261 | 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 |
2262 | to have something different. ]]> |
2258 | to have something different.]]> |
2263 | </use> |
2259 | </use> |
2264 | <attribute arch="is_floor" value="1" type="fixed" /> |
2260 | <attribute arch="is_floor" value="1" type="fixed" /> |
2265 | <attribute arch="lifesave" value="1" type="fixed" /> |
2261 | <attribute arch="lifesave" value="1" type="fixed" /> |
2266 | &move_on; |
2262 | &move_on; |
2267 | <attribute arch="no_pick" value="1" type="fixed" /> |
2263 | <attribute arch="no_pick" value="1" type="fixed" /> |
… | |
… | |
2318 | <import_type name="Amulet" /> |
2314 | <import_type name="Amulet" /> |
2319 | <description><![CDATA[ |
2315 | <description><![CDATA[ |
2320 | 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 |
2321 | the player. Normal helmets usually increase defense, while crowns |
2317 | the player. Normal helmets usually increase defense, while crowns |
2322 | add more special bonuses like stats/resistances paired with |
2318 | add more special bonuses like stats/resistances paired with |
2323 | low defense. ]]> |
2319 | low defense.]]> |
2324 | </description> |
2320 | </description> |
2325 | <use><![CDATA[ |
2321 | <use><![CDATA[ |
2326 | 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 |
2327 | important that you keep your artifact in balance with existing maps. ]]> |
2323 | important that you keep your artifact in balance with existing maps.]]> |
2328 | </use> |
2324 | </use> |
2329 | <attribute arch="magic" editor="magic bonus" type="int"> |
2325 | <attribute arch="magic" editor="magic bonus" type="int"> |
2330 | <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 |
2331 | "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 |
2332 | than direct armour-class bonus on the helmet. |
2328 | than direct armour-class bonus on the helmet. |
… | |
… | |
2343 | <ignore_list name="non_pickable" /> |
2339 | <ignore_list name="non_pickable" /> |
2344 | </ignore> |
2340 | </ignore> |
2345 | <description><![CDATA[ |
2341 | <description><![CDATA[ |
2346 | Holy_altars are altars for the various religions. Praying |
2342 | Holy_altars are altars for the various religions. Praying |
2347 | 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 |
2348 | 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.]]> |
2349 | </description> |
2345 | </description> |
2350 | <attribute arch="no_pick" value="1" type="fixed" /> |
2346 | <attribute arch="no_pick" value="1" type="fixed" /> |
2351 | <attribute arch="other_arch" editor="god name" type="string"> |
2347 | <attribute arch="other_arch" editor="god name" type="string"> |
2352 | 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 |
2353 | <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
2349 | <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
… | |
… | |
2376 | 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 |
2377 | spellpoints faster and thus are more valuable than rods. |
2373 | spellpoints faster and thus are more valuable than rods. |
2378 | <br><br> |
2374 | <br><br> |
2379 | 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 |
2380 | "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be |
2376 | "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be |
2381 | used endlessly. ]]> |
2377 | used endlessly.]]> |
2382 | </description> |
2378 | </description> |
2383 | <use><![CDATA[ |
2379 | <use><![CDATA[ |
2384 | Horns are powerful due to their fast recharge rate. They should |
2380 | Horns are powerful due to their fast recharge rate. They should |
2385 | never contain high level attacking spells. Even curing/healing spells |
2381 | never contain high level attacking spells. Even curing/healing spells |
2386 | are almost too good on a horn. ]]> |
2382 | are almost too good on a horn.]]> |
2387 | </use> |
2383 | </use> |
2388 | <attribute arch="sp" editor="spell" type="spell"> |
2384 | <attribute arch="sp" editor="spell" type="spell"> |
2389 | 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 |
2390 | 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! |
2391 | Horns with heal/ restoration/ protection spells, IF available, MUST be |
2387 | Horns with heal/ restoration/ protection spells, IF available, MUST be |
… | |
… | |
2417 | <!--####################################################################--> |
2413 | <!--####################################################################--> |
2418 | <type number="73" name="Inorganic"> |
2414 | <type number="73" name="Inorganic"> |
2419 | <description><![CDATA[ |
2415 | <description><![CDATA[ |
2420 | Inorganic materials are generally used as ingredients for |
2416 | Inorganic materials are generally used as ingredients for |
2421 | alchemical receipes. By themselves, they have no special |
2417 | alchemical receipes. By themselves, they have no special |
2422 | functionalities. ]]> |
2418 | functionalities.]]> |
2423 | </description> |
2419 | </description> |
2424 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2420 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2425 | </attribute> |
2421 | </attribute> |
2426 | &resistances_basic; |
2422 | &resistances_basic; |
2427 | </type> |
2423 | </type> |
… | |
… | |
2440 | <br><br> |
2436 | <br><br> |
2441 | Alternatively, you can set your inv. checker to block all players |
2437 | Alternatively, you can set your inv. checker to block all players |
2442 | that do/don't carry the matching object. |
2438 | that do/don't carry the matching object. |
2443 | <br><br> |
2439 | <br><br> |
2444 | As you can see, inv. checkers are quite powerful, holding a |
2440 | As you can see, inv. checkers are quite powerful, holding a |
2445 | great variety of possibilities. ]]> |
2441 | great variety of possibilities.]]> |
2446 | </description> |
2442 | </description> |
2447 | <use><![CDATA[ |
2443 | <use><![CDATA[ |
2448 | 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 |
2449 | 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. |
2450 | 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 |
2451 | 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 |
2452 | 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 |
2453 | can be found in nearly every RPG - simple but effective. ]]> |
2449 | can be found in nearly every RPG - simple but effective.]]> |
2454 | </use> |
2450 | </use> |
2455 | <attribute arch="no_pick" value="1" type="fixed" /> |
2451 | <attribute arch="no_pick" value="1" type="fixed" /> |
2456 | <attribute arch="slaying" editor="match key string" type="string"> |
2452 | <attribute arch="slaying" editor="match key string" type="string"> |
2457 | 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 |
2458 | 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 |
… | |
… | |
2534 | <!--####################################################################--> |
2530 | <!--####################################################################--> |
2535 | <type number="60" name="Jewel"> |
2531 | <type number="60" name="Jewel"> |
2536 | <description><![CDATA[ |
2532 | <description><![CDATA[ |
2537 | Items of the type Gold & Jewels are handled like a currency. |
2533 | Items of the type Gold & Jewels are handled like a currency. |
2538 | 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 |
2539 | prices differ only marginally. ]]> |
2535 | prices differ only marginally.]]> |
2540 | </description> |
2536 | </description> |
2541 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2537 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2542 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2538 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2543 | This text may describe the object. |
2539 | This text may describe the object. |
2544 | </attribute> |
2540 | </attribute> |
… | |
… | |
2546 | |
2542 | |
2547 | <!--####################################################################--> |
2543 | <!--####################################################################--> |
2548 | <type number="24" name="Key"> |
2544 | <type number="24" name="Key"> |
2549 | <description><![CDATA[ |
2545 | <description><![CDATA[ |
2550 | 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 |
2551 | disappear. ]]> |
2547 | disappear.]]> |
2552 | </description> |
2548 | </description> |
2553 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
2549 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
2554 | A godgiven item vanishes as soon as the player |
2550 | A godgiven item vanishes as soon as the player |
2555 | drops it to the ground. |
2551 | drops it to the ground. |
2556 | </attribute> |
2552 | </attribute> |
… | |
… | |
2561 | <ignore> |
2557 | <ignore> |
2562 | <ignore_list name="non_pickable" /> |
2558 | <ignore_list name="non_pickable" /> |
2563 | </ignore> |
2559 | </ignore> |
2564 | <description><![CDATA[ |
2560 | <description><![CDATA[ |
2565 | A locked door can be opened only when carrying |
2561 | A locked door can be opened only when carrying |
2566 | the appropriate special key. ]]> |
2562 | the appropriate special key.]]> |
2567 | </description> |
2563 | </description> |
2568 | <use><![CDATA[ |
2564 | <use><![CDATA[ |
2569 | 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), |
2570 | 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 |
2571 | and only a fool would create a key matching that string. |
2567 | and only a fool would create a key matching that string. |
… | |
… | |
2573 | 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 |
2574 | are used with all kinds of faces/names, especially often as |
2570 | are used with all kinds of faces/names, especially often as |
2575 | "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". |
2576 | There you have magic forces (door objects) put under certain artifact |
2572 | There you have magic forces (door objects) put under certain artifact |
2577 | 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 |
2578 | appropriate quest items (key objects). ]]> |
2574 | appropriate quest items (key objects).]]> |
2579 | </use> |
2575 | </use> |
2580 | <attribute arch="move_type" value="0" type="fixed" /> |
2576 | <attribute arch="move_type" value="0" type="fixed" /> |
2581 | <attribute arch="no_pick" value="1" type="fixed" /> |
2577 | <attribute arch="no_pick" value="1" type="fixed" /> |
2582 | <attribute arch="slaying" editor="key string" type="string"> |
2578 | <attribute arch="slaying" editor="key string" type="string"> |
2583 | The <key string> in the door must be identical with the |
2579 | The <key string> in the door must be identical with the |
2584 | <key string> in the special key, then the door is unlocked. |
2580 | <key string> in the special key, then the door is unlocked. |
2585 | 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 |
2586 | is unique among the CF mapset. |
2582 | is unique among the Deliantra mapset. |
2587 | |
2583 | |
2588 | DONT EVER USE the default string "set_individual_value". |
2584 | DONT EVER USE the default string "set_individual_value". |
2589 | </attribute> |
2585 | </attribute> |
2590 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2586 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2591 | Restricting the use of spells to pass this door. |
2587 | Restricting the use of spells to pass this door. |
… | |
… | |
2610 | <ignore> |
2606 | <ignore> |
2611 | <ignore_list name="system_object" /> |
2607 | <ignore_list name="system_object" /> |
2612 | </ignore> |
2608 | </ignore> |
2613 | <description><![CDATA[ |
2609 | <description><![CDATA[ |
2614 | Magic_ears trigger a connected value |
2610 | Magic_ears trigger a connected value |
2615 | when the player speaks a specific keyword. ]]> |
2611 | when the player speaks a specific keyword.]]> |
2616 | </description> |
2612 | </description> |
2617 | <use><![CDATA[ |
2613 | <use><![CDATA[ |
2618 | 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 |
2619 | CLEAR and RELYABLE hints about the keywords somewhere. Don't make |
2615 | CLEAR and RELYABLE hints about the keywords somewhere. Don't make |
2620 | something like a gate that is opened by speaking "open" or |
2616 | something like a gate that is opened by speaking "open" or |
… | |
… | |
2622 | <br><br> |
2618 | <br><br> |
2623 | Magic_ears are typically used for interaction with NPCs. You |
2619 | Magic_ears are typically used for interaction with NPCs. You |
2624 | can create the impression that the NPC actually *does* something |
2620 | can create the impression that the NPC actually *does* something |
2625 | according to his conversation with a player. Mostly this means |
2621 | according to his conversation with a player. Mostly this means |
2626 | 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 |
2627 | creative here. ]]> |
2623 | creative here.]]> |
2628 | </use> |
2624 | </use> |
2629 | <attribute arch="no_pick" value="1" type="fixed" /> |
2625 | <attribute arch="no_pick" value="1" type="fixed" /> |
2630 | <attribute arch="connected" editor="connection" type="int"> |
2626 | <attribute arch="connected" editor="connection" type="int"> |
2631 | The Magic_ear will trigger all objects with the |
2627 | The Magic_ear will trigger all objects with the |
2632 | same connection value, every time it is activated. |
2628 | same connection value, every time it is activated. |
… | |
… | |
2654 | Magic walls can contain any spell. However, some spells do not |
2650 | Magic walls can contain any spell. However, some spells do not |
2655 | 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 |
2656 | the spell you want to use with a wall. |
2652 | the spell you want to use with a wall. |
2657 | <br><br> |
2653 | <br><br> |
2658 | Several types of magical walls are predefined for you in the |
2654 | Several types of magical walls are predefined for you in the |
2659 | archetypes, and can be found on the "connected" Pickmap. ]]> |
2655 | archetypes, and can be found on the "connected" Pickmap.]]> |
2660 | </description> |
2656 | </description> |
2661 | <use><![CDATA[ |
2657 | <use><![CDATA[ |
2662 | Spellcasting walls pose an interesting alternative to monsters. |
2658 | Spellcasting walls pose an interesting alternative to monsters. |
2663 | Usually they are set to be undestroyable. Thus, while monsters |
2659 | Usually they are set to be undestroyable. Thus, while monsters |
2664 | 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 |
… | |
… | |
2675 | walls' spell(s). |
2671 | walls' spell(s). |
2676 | <br><br> |
2672 | <br><br> |
2677 | 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 |
2678 | 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 |
2679 | can find a working example on the map |
2675 | can find a working example on the map |
2680 | "/pup_land/castle_eureca/castle_eureca8". ]]> |
2676 | "/pup_land/castle_eureca/castle_eureca8".]]> |
2681 | </use> |
2677 | </use> |
2682 | <attribute arch="dam" editor="spell" type="spell"> |
2678 | <attribute arch="dam" editor="spell" type="spell"> |
2683 | The magic wall will cast this <spell>. |
2679 | The magic wall will cast this <spell>. |
2684 | </attribute> |
2680 | </attribute> |
2685 | <attribute arch="level" editor="spell level" type="int"> |
2681 | <attribute arch="level" editor="spell level" type="int"> |
… | |
… | |
2740 | player stepping on it. This force does nothing except containing a |
2736 | player stepping on it. This force does nothing except containing a |
2741 | <key string> which can be discovered by detectors or inventory |
2737 | <key string> which can be discovered by detectors or inventory |
2742 | 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. |
2743 | <br><br> |
2739 | <br><br> |
2744 | 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, |
2745 | except by the effect that they cause on the maps. ]]> |
2741 | except by the effect that they cause on the maps.]]> |
2746 | </description> |
2742 | </description> |
2747 | <use><![CDATA[ |
2743 | <use><![CDATA[ |
2748 | Markers hold real cool possibilities for map-making. I encourage |
2744 | Markers hold real cool possibilities for map-making. I encourage |
2749 | you to use them frequently. However there is one negative point |
2745 | you to use them frequently. However there is one negative point |
2750 | 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 |
2751 | 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 |
2752 | informed and never confused. |
2748 | informed and never confused. |
2753 | <br><br> |
2749 | <br><br> |
2754 | Please avoid infinite markers when they aren't needed. They're |
2750 | Please avoid infinite markers when they aren't needed. They're |
2755 | 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 |
2756 | is no real purpose, set an expire time. ]]> |
2752 | is no real purpose, set an expire time.]]> |
2757 | </use> |
2753 | </use> |
2758 | <attribute arch="no_pick" value="1" type="fixed" /> |
2754 | <attribute arch="no_pick" value="1" type="fixed" /> |
2759 | <attribute arch="slaying" editor="key string" type="string"> |
2755 | <attribute arch="slaying" editor="key string" type="string"> |
2760 | The <key string> can be detected by inv. checkers/detectors. |
2756 | The <key string> can be detected by inv. checkers/detectors. |
2761 | If the player already has a force with that <key string>, |
2757 | If the player already has a force with that <key string>, |
… | |
… | |
2807 | 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 |
2808 | 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 |
2809 | subtracted from the player's money. |
2805 | subtracted from the player's money. |
2810 | <br><br> |
2806 | <br><br> |
2811 | For money, always use the default arches. |
2807 | For money, always use the default arches. |
2812 | Don't modify them. ]]> |
2808 | Don't modify them.]]> |
2813 | </description> |
2809 | </description> |
2814 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2810 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2815 | </type> |
2811 | </type> |
2816 | |
2812 | |
2817 | <!--####################################################################--> |
2813 | <!--####################################################################--> |
… | |
… | |
2832 | Monsters can behave in various kinds of ways. |
2828 | Monsters can behave in various kinds of ways. |
2833 | They can be aggressive, attacking the player. Or peaceful, |
2829 | They can be aggressive, attacking the player. Or peaceful, |
2834 | helping the player - maybe joining him as pet. |
2830 | helping the player - maybe joining him as pet. |
2835 | The unagressive creatures who communicate with players are |
2831 | The unagressive creatures who communicate with players are |
2836 | usually called "NPCs" (Non Player Character), a well-known |
2832 | usually called "NPCs" (Non Player Character), a well-known |
2837 | term in role-play environments. ]]> |
2833 | term in role-play environments.]]> |
2838 | </description> |
2834 | </description> |
2839 | <use><![CDATA[ |
2835 | <use><![CDATA[ |
2840 | Monsters play a central role in most maps. Choosing the right |
2836 | Monsters play a central role in most maps. Choosing the right |
2841 | combination of monsters for your map is vital: |
2837 | combination of monsters for your map is vital: |
2842 | <UL> |
2838 | <UL> |
… | |
… | |
2867 | can use. |
2863 | can use. |
2868 | </UL> |
2864 | </UL> |
2869 | 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 |
2870 | 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. |
2871 | 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 |
2872 | receive some. :-) ]]> |
2868 | receive some. :-)]]> |
2873 | </use> |
2869 | </use> |
2874 | <attribute arch="alive" value="1" type="fixed" /> |
2870 | <attribute arch="alive" value="1" type="fixed" /> |
2875 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
2871 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
2876 | When the monster is killed, items from the treasurelist will |
2872 | When the monster is killed, items from the treasurelist will |
2877 | 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 |
… | |
… | |
3125 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3121 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3126 | Monsters which <stand still> won't move to leave their position. |
3122 | Monsters which <stand still> won't move to leave their position. |
3127 | When agressive, they will attack all enemies who get close to |
3123 | When agressive, they will attack all enemies who get close to |
3128 | them. This behaviour is commonly known from castle guards. |
3124 | them. This behaviour is commonly known from castle guards. |
3129 | |
3125 | |
3130 | In older versions of Crossfire it was possible to eventually |
3126 | In older versions of Deliantra it was possible to eventually |
3131 | push a <stand still>-monster out of position by force. |
3127 | push a <stand still>-monster out of position by force. |
3132 | I believe this is no longer possible. Neverthless, you should |
3128 | I believe this is no longer possible. Neverthless, you should |
3133 | still be cautious when lining up <stand still>-monster in order |
3129 | still be cautious when lining up <stand still>-monster in order |
3134 | to "defend" something: Such monsters are rather easy to kill. |
3130 | to "defend" something: Such monsters are rather easy to kill. |
3135 | It's good for low level maps, but not much more. |
3131 | It's good for low level maps, but not much more. |
… | |
… | |
3206 | </ignore> |
3202 | </ignore> |
3207 | <description><![CDATA[ |
3203 | <description><![CDATA[ |
3208 | As the name implies, mood floors can change the "mood" of |
3204 | As the name implies, mood floors can change the "mood" of |
3209 | a monsters/NPC. For example, an unagressive monster could be |
3205 | a monsters/NPC. For example, an unagressive monster could be |
3210 | turned mad to start attacking. Similar, an agressive monster |
3206 | turned mad to start attacking. Similar, an agressive monster |
3211 | could be calmed. ]]> |
3207 | could be calmed.]]> |
3212 | </description> |
3208 | </description> |
3213 | <use><![CDATA[ |
3209 | <use><![CDATA[ |
3214 | Mood floors are absolutely cool for NPC interaction. To make an |
3210 | Mood floors are absolutely cool for NPC interaction. To make an |
3215 | unaggressive monster/NPC attack, put a creator with "other_arch |
3211 | unaggressive monster/NPC attack, put a creator with "other_arch |
3216 | 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 |
… | |
… | |
3220 | 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 |
3221 | "help me" - and the NPC joins him as pet. |
3217 | "help me" - and the NPC joins him as pet. |
3222 | <br><br> |
3218 | <br><br> |
3223 | (Of course you must always give clear hints about keywords! |
3219 | (Of course you must always give clear hints about keywords! |
3224 | 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 |
3225 | etc. instead of a magic_ear.) ]]> |
3221 | etc. instead of a magic_ear.)]]> |
3226 | </use> |
3222 | </use> |
3227 | <attribute arch="no_pick" value="1" type="fixed" /> |
3223 | <attribute arch="no_pick" value="1" type="fixed" /> |
3228 | <attribute arch="last_sp" editor="mood" type="list_mood"> |
3224 | <attribute arch="last_sp" editor="mood" type="list_mood"> |
3229 | <mood> is used to determine what will happen to the |
3225 | <mood> is used to determine what will happen to the |
3230 | monster when affected by the mood floor: |
3226 | monster when affected by the mood floor: |
… | |
… | |
3274 | can monsters. Motion is involuntary. Additionally, players or |
3270 | can monsters. Motion is involuntary. Additionally, players or |
3275 | 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 |
3276 | move along a chain of them. |
3272 | move along a chain of them. |
3277 | <br><br> |
3273 | <br><br> |
3278 | Multisquare monsters can be moved as well, given |
3274 | Multisquare monsters can be moved as well, given |
3279 | enough space. Movers are usually invisible. ]]> |
3275 | enough space. Movers are usually invisible.]]> |
3280 | </description> |
3276 | </description> |
3281 | <use><![CDATA[ |
3277 | <use><![CDATA[ |
3282 | NEVER EVER consider a mover being unpassable in the backwards |
3278 | NEVER EVER consider a mover being unpassable in the backwards |
3283 | direction. Setting "forced movement" makes it seemingly impossible |
3279 | direction. Setting "forced movement" makes it seemingly impossible |
3284 | 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 |
… | |
… | |
3291 | cannot be discovered with the show_invisible spell. |
3287 | cannot be discovered with the show_invisible spell. |
3292 | <br><br> |
3288 | <br><br> |
3293 | Note that Movers and Directors are seperate objects, even though |
3289 | Note that Movers and Directors are seperate objects, even though |
3294 | they look and act similar. Directors only do spells/missiles, |
3290 | they look and act similar. Directors only do spells/missiles, |
3295 | while movers only do living creatures (depending on how it |
3291 | while movers only do living creatures (depending on how it |
3296 | is set: monsters and players). ]]> |
3292 | is set: monsters and players).]]> |
3297 | </use> |
3293 | </use> |
3298 | <attribute arch="attacktype" editor="forced movement" type="bool"> |
3294 | <attribute arch="attacktype" editor="forced movement" type="bool"> |
3299 | If forced movement is enabled, the mover "freezes" anyone it |
3295 | If forced movement is enabled, the mover "freezes" anyone it |
3300 | moves (so they are forced to move along a chain). |
3296 | moves (so they are forced to move along a chain). |
3301 | For players there is no way to escape this forced movement, |
3297 | For players there is no way to escape this forced movement, |
… | |
… | |
3353 | <ignore_list name="non_pickable" /> |
3349 | <ignore_list name="non_pickable" /> |
3354 | </ignore> |
3350 | </ignore> |
3355 | <description><![CDATA[ |
3351 | <description><![CDATA[ |
3356 | Pedestals are designed to detect certain types of living objects. |
3352 | Pedestals are designed to detect certain types of living objects. |
3357 | 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 |
3358 | connected value is triggered. ]]> |
3354 | connected value is triggered.]]> |
3359 | </description> |
3355 | </description> |
3360 | <use><![CDATA[ |
3356 | <use><![CDATA[ |
3361 | 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 |
3362 | 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 |
3363 | 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, |
3364 | because many other players could sneak in. If you put powerful |
3360 | because many other players could sneak in. If you put powerful |
3365 | artifacts into such places, generally set "startequip 1", so that |
3361 | artifacts into such places, generally set "startequip 1", so that |
3366 | 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.]]> |
3367 | </use> |
3363 | </use> |
3368 | <attribute arch="no_pick" value="1" type="fixed" /> |
3364 | <attribute arch="no_pick" value="1" type="fixed" /> |
3369 | <attribute arch="slaying" editor="match race" type="string"> |
3365 | <attribute arch="slaying" editor="match race" type="string"> |
3370 | 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> |
3371 | 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. |
… | |
… | |
3389 | <ignore_list name="non_pickable" /> |
3385 | <ignore_list name="non_pickable" /> |
3390 | </ignore> |
3386 | </ignore> |
3391 | <description><![CDATA[ |
3387 | <description><![CDATA[ |
3392 | 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. |
3393 | 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 |
3394 | the exact destination, but within a two-square radius of the destination |
3390 | the exact destination, but within a configurable radius of the destination |
3395 | (never on blocked squares).<br> |
3391 | (never on blocked squares).<br> |
3396 | 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> |
3397 | 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. |
3398 | Even multipart monsters can fall through them, given enough space. ]]> |
3394 | Even multipart monsters can fall through them, given enough space.]]> |
3399 | </description> |
3395 | </description> |
3400 | <use><![CDATA[ |
3396 | <use><![CDATA[ |
3401 | 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 |
3402 | 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 |
3403 | 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 |
3404 | randomly interconnect maps like teleporters do. ]]> |
3400 | randomly interconnect maps like teleporters do.]]> |
3405 | </use> |
3401 | </use> |
3406 | <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> |
3407 | <attribute arch="connected" editor="connection" type="int"> |
3406 | <attribute arch="connected" editor="connection" type="int"> |
3408 | 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 |
3409 | by activating the connection. |
3408 | by activating the connection. |
3410 | </attribute> |
3409 | </attribute> |
3411 | &activate_on; |
3410 | &activate_on; |
… | |
… | |
3432 | |
3431 | |
3433 | <!--####################################################################--> |
3432 | <!--####################################################################--> |
3434 | <type number="7" name="Poison Food"> |
3433 | <type number="7" name="Poison Food"> |
3435 | <description><![CDATA[ |
3434 | <description><![CDATA[ |
3436 | 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. |
3437 | If his food drops to zero, the player might even die. ]]> |
3436 | If his food drops to zero, the player might even die.]]> |
3438 | </description> |
3437 | </description> |
3439 | </type> |
3438 | </type> |
3440 | |
3439 | |
3441 | <!--####################################################################--> |
3440 | <!--####################################################################--> |
3442 | <type number="5" name="Potion"> |
3441 | <type number="5" name="Potion"> |
3443 | <description><![CDATA[ |
3442 | <description><![CDATA[ |
3444 | The player can drink these and gain various kinds of benefits |
3443 | The player can drink these and gain various kinds of benefits |
3445 | (/penalties) by doing so. ]]> |
3444 | (/penalties) by doing so.]]> |
3446 | </description> |
3445 | </description> |
3447 | <use><![CDATA[ |
3446 | <use><![CDATA[ |
3448 | One potion should never give multiple benefits at once. ]]> |
3447 | One potion should never give multiple benefits at once.]]> |
3449 | </use> |
3448 | </use> |
3450 | <attribute arch="level" editor="potion level" type="int"> |
3449 | <attribute arch="level" editor="potion level" type="int"> |
3451 | 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. |
3452 | For other potions it should be set at least to 1. |
3451 | For other potions it should be set at least to 1. |
3453 | </attribute> |
3452 | </attribute> |
… | |
… | |
3480 | <type number="156" name="Power Crystal"> |
3479 | <type number="156" name="Power Crystal"> |
3481 | <description><![CDATA[ |
3480 | <description><![CDATA[ |
3482 | Power crystals can store a player's mana: |
3481 | Power crystals can store a player's mana: |
3483 | When the player applies the crystal with full mana, half of |
3482 | When the player applies the crystal with full mana, half of |
3484 | it flows into the crystal. When the player applies it with |
3483 | it flows into the crystal. When the player applies it with |
3485 | lacking mana, the crystal replenishes the player's mana. ]]> |
3484 | lacking mana, the crystal replenishes the player's mana.]]> |
3486 | </description> |
3485 | </description> |
3487 | <attribute arch="sp" editor="initial mana" type="int"> |
3486 | <attribute arch="sp" editor="initial mana" type="int"> |
3488 | <initial mana> is the amount of spellpoints that the |
3487 | <initial mana> is the amount of spellpoints that the |
3489 | crystal holds when the map is loaded. |
3488 | crystal holds when the map is loaded. |
3490 | </attribute> |
3489 | </attribute> |
… | |
… | |
3502 | Projectiles like arrows/crossbow bolts are used as ammunition |
3501 | Projectiles like arrows/crossbow bolts are used as ammunition |
3503 | for shooting weapons. |
3502 | for shooting weapons. |
3504 | <br><br> |
3503 | <br><br> |
3505 | It's very easy to add new pairs of weapons & projectiles. |
3504 | It's very easy to add new pairs of weapons & projectiles. |
3506 | Just set matching <ammunition class> both for shooting |
3505 | Just set matching <ammunition class> both for shooting |
3507 | weapon and projectile. ]]> |
3506 | weapon and projectile.]]> |
3508 | </description> |
3507 | </description> |
3509 | <use><![CDATA[ |
3508 | <use><![CDATA[ |
3510 | If you want to create new kinds of projectiles, you could |
3509 | If you want to create new kinds of projectiles, you could |
3511 | add an alchemical receipe to create these. |
3510 | add an alchemical receipe to create these. |
3512 | |
3511 | |
3513 | Don't create new pairs of weapons & projectiles unless |
3512 | Don't create new pairs of weapons & projectiles unless |
3514 | they really fullfill a useful purpose. In fact, even bows |
3513 | they really fullfill a useful purpose. In fact, even bows |
3515 | and crossbows are rarely ever used. ]]> |
3514 | and crossbows are rarely ever used.]]> |
3516 | </use> |
3515 | </use> |
3517 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3516 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3518 | This number is a bitmask, specifying the projectile's attacktypes. |
3517 | This number is a bitmask, specifying the projectile's attacktypes. |
3519 | Attacktypes are: physical, magical, fire, cold.. etc. |
3518 | Attacktypes are: physical, magical, fire, cold.. etc. |
3520 | This works identical to melee weapons. Note that shooting |
3519 | This works identical to melee weapons. Note that shooting |
… | |
… | |
3582 | <type number="70" name="Ring"> |
3581 | <type number="70" name="Ring"> |
3583 | <import_type name="Amulet" /> |
3582 | <import_type name="Amulet" /> |
3584 | <description><![CDATA[ |
3583 | <description><![CDATA[ |
3585 | Rings are worn on the hands - one ring each. |
3584 | Rings are worn on the hands - one ring each. |
3586 | Wearing rings, the object's stats will directly be inherited to |
3585 | Wearing rings, the object's stats will directly be inherited to |
3587 | the player. Usually enhancing his spellcasting potential. ]]> |
3586 | the player. Usually enhancing his spellcasting potential.]]> |
3588 | </description> |
3587 | </description> |
3589 | <use><![CDATA[ |
3588 | <use><![CDATA[ |
3590 | When you create an artifact ring, never forget that players can |
3589 | When you create an artifact ring, never forget that players can |
3591 | 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 |
3592 | keep rings in balance with the game. |
3591 | keep rings in balance with the game. |
3593 | <br><br> |
3592 | <br><br> |
3594 | 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. |
3595 | They should primarily grant bonuses to spellcasting abilities |
3594 | They should primarily grant bonuses to spellcasting abilities |
3596 | and non-physical resistances. ]]> |
3595 | and non-physical resistances.]]> |
3597 | </use> |
3596 | </use> |
3598 | </type> |
3597 | </type> |
3599 | |
3598 | |
3600 | <!--####################################################################--> |
3599 | <!--####################################################################--> |
3601 | <type number="3" name="Rod"> |
3600 | <type number="3" name="Rod"> |
… | |
… | |
3604 | </ignore> |
3603 | </ignore> |
3605 | <description><![CDATA[ |
3604 | <description><![CDATA[ |
3606 | 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 |
3607 | fireing the rod. Rods need time to regenerate their "internal" spellpoints, |
3606 | fireing the rod. Rods need time to regenerate their "internal" spellpoints, |
3608 | 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 |
3609 | used endlessly. ]]> |
3608 | used endlessly.]]> |
3610 | </description> |
3609 | </description> |
3611 | <use><![CDATA[ |
3610 | <use><![CDATA[ |
3612 | Rods with healing/curing spells are extremely powerful. Usually, potions have |
3611 | Rods with healing/curing spells are extremely powerful. Usually, potions have |
3613 | 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 |
3614 | one-time-use.<br> ]]> |
3613 | one-time-use.<br>]]> |
3615 | </use> |
3614 | </use> |
3616 | <attribute arch="sp" editor="spell" type="spell"> |
3615 | <attribute arch="sp" editor="spell" type="spell"> |
3617 | 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 |
3618 | 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! |
3619 | Rods with heal/ restoration/ protection spells, IF available, MUST be |
3618 | Rods with heal/ restoration/ protection spells, IF available, MUST be |
… | |
… | |
3659 | 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 |
3660 | 'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3659 | 'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3661 | 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 |
3662 | "summoning rune", summoning predefined monsters of any kind, at detonation. |
3661 | "summoning rune", summoning predefined monsters of any kind, at detonation. |
3663 | <br><br> |
3662 | <br><br> |
3664 | Many runes are already defined in the archetypes. ]]> |
3663 | Many runes are already defined in the archetypes.]]> |
3665 | </description> |
3664 | </description> |
3666 | <use><![CDATA[ |
3665 | <use><![CDATA[ |
3667 | Avoid monsters stepping on your runes. For example, summoning runes |
3666 | Avoid monsters stepping on your runes. For example, summoning runes |
3668 | together with spellcasting- and attack-runes is usually a bad idea. ]]> |
3667 | together with spellcasting- and attack-runes is usually a bad idea.]]> |
3669 | </use> |
3668 | </use> |
3670 | <attribute arch="no_pick" value="1" type="fixed" /> |
3669 | <attribute arch="no_pick" value="1" type="fixed" /> |
3671 | &move_on; |
3670 | &move_on; |
3672 | <attribute arch="level" editor="rune level" type="int"> |
3671 | <attribute arch="level" editor="rune level" type="int"> |
3673 | 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, |
… | |
… | |
3741 | <ignore_list name="non_pickable" /> |
3740 | <ignore_list name="non_pickable" /> |
3742 | </ignore> |
3741 | </ignore> |
3743 | <description><![CDATA[ |
3742 | <description><![CDATA[ |
3744 | 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 |
3745 | respawn-after-death and his word-of-recall positions are pointing |
3744 | respawn-after-death and his word-of-recall positions are pointing |
3746 | to the last-applied savebed. ]]> |
3745 | to the last-applied savebed.]]> |
3747 | </description> |
3746 | </description> |
3748 | <use><![CDATA[ |
3747 | <use><![CDATA[ |
3749 | Put savebed locations in towns, do not put them into dungeons. |
3748 | Put savebed locations in towns, do not put them into dungeons. |
3750 | 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. |
3751 | That means: |
3750 | That means: |
3752 | <UL> |
3751 | <UL> |
3753 | <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! |
3754 | <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. |
3755 | <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 |
3756 | players get trapped in a savebed location. |
3755 | players get trapped in a savebed location. |
3757 | <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 |
3758 | arch called "dungeon_magic" everywhere). This is not required, |
3757 | arch called "dungeon_magic" everywhere). This is not required, |
3759 | but it makes the place much more safe. |
3758 | but it makes the place much more safe. |
3760 | </UL> ]]> |
3759 | </UL>]]> |
3761 | </use> |
3760 | </use> |
3762 | <attribute arch="no_pick" value="1" type="fixed" /> |
3761 | <attribute arch="no_pick" value="1" type="fixed" /> |
3763 | <attribute arch="no_magic" value="1" type="fixed" /> |
3762 | <attribute arch="no_magic" value="1" type="fixed" /> |
3764 | <attribute arch="damned" value="1" type="fixed" /> |
3763 | <attribute arch="damned" value="1" type="fixed" /> |
3765 | </type> |
3764 | </type> |
… | |
… | |
3772 | <description><![CDATA[ |
3771 | <description><![CDATA[ |
3773 | Scrolls contain spells (similar to spell-potions). Unlike potions, |
3772 | Scrolls contain spells (similar to spell-potions). Unlike potions, |
3774 | scrolls require a certain literacy skill to read successfully. |
3773 | scrolls require a certain literacy skill to read successfully. |
3775 | Accordingly, for a successful reading, a small amount of |
3774 | Accordingly, for a successful reading, a small amount of |
3776 | experience is gained. Scrolls allow only one time usage, but |
3775 | experience is gained. Scrolls allow only one time usage, but |
3777 | usually they are sold in bulks. ]]> |
3776 | usually they are sold in bulks.]]> |
3778 | </description> |
3777 | </description> |
3779 | <use><![CDATA[ |
3778 | <use><![CDATA[ |
3780 | For low level quests, scrolls of healing/curing-spells |
3779 | For low level quests, scrolls of healing/curing-spells |
3781 | can be a nice reward. At higher levels, scrolls become less |
3780 | can be a nice reward. At higher levels, scrolls become less |
3782 | and less useful. ]]> |
3781 | and less useful.]]> |
3783 | </use> |
3782 | </use> |
3784 | <attribute arch="level" editor="casting level" type="int"> |
3783 | <attribute arch="level" editor="casting level" type="int"> |
3785 | The spell of the scroll will be casted at this level. |
3784 | The spell of the scroll will be casted at this level. |
3786 | This value should always be set, at least to 1. |
3785 | This value should always be set, at least to 1. |
3787 | </attribute> |
3786 | </attribute> |
… | |
… | |
3799 | <type number="33" name="Shield"> |
3798 | <type number="33" name="Shield"> |
3800 | <import_type name="Amulet" /> |
3799 | <import_type name="Amulet" /> |
3801 | <description><![CDATA[ |
3800 | <description><![CDATA[ |
3802 | 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 |
3803 | the player. Shields usually provide good defense, only surpassed |
3802 | the player. Shields usually provide good defense, only surpassed |
3804 | by brestplate armour. Resistances on shields aren't uncommon either. ]]> |
3803 | by brestplate armour. Resistances on shields aren't uncommon either.]]> |
3805 | </description> |
3804 | </description> |
3806 | <use><![CDATA[ |
3805 | <use><![CDATA[ |
3807 | 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 |
3808 | important that you keep your artifact in balance with existing maps. ]]> |
3807 | important that you keep your artifact in balance with existing maps.]]> |
3809 | </use> |
3808 | </use> |
3810 | <attribute arch="magic" editor="magic bonus" type="int"> |
3809 | <attribute arch="magic" editor="magic bonus" type="int"> |
3811 | <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 |
3812 | "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 |
3813 | than direct armour-class bonus on the shield. |
3812 | than direct armour-class bonus on the shield. |
… | |
… | |
3822 | wielded both at the same time. Like with any other equipment, |
3821 | wielded both at the same time. Like with any other equipment, |
3823 | stats/bonuses from shooting weapons are directly inherited to the player. |
3822 | stats/bonuses from shooting weapons are directly inherited to the player. |
3824 | <br><br> |
3823 | <br><br> |
3825 | It's very easy to add new pairs of weapons & projectiles. |
3824 | It's very easy to add new pairs of weapons & projectiles. |
3826 | Just set matching <ammunition class> both for shooting |
3825 | Just set matching <ammunition class> both for shooting |
3827 | weapon and projectile. ]]> |
3826 | weapon and projectile.]]> |
3828 | </description> |
3827 | </description> |
3829 | <use><![CDATA[ |
3828 | <use><![CDATA[ |
3830 | Shooting weapons should not add bonuses in general. There's already |
3829 | Shooting weapons should not add bonuses in general. There's already |
3831 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
3830 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
3832 | Shooting weapons should especially not add bonuses to the player |
3831 | Shooting weapons should especially not add bonuses to the player |
3833 | 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 |
3834 | 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 |
3835 | - still crap. ]]> |
3834 | - still crap.]]> |
3836 | </use> |
3835 | </use> |
3837 | <attribute arch="race" editor="ammunition class" type="string"> |
3836 | <attribute arch="race" editor="ammunition class" type="string"> |
3838 | Only projectiles with matching <ammunition class> can be fired |
3837 | Only projectiles with matching <ammunition class> can be fired |
3839 | with this weapon. For normal bows set "arrows", for normal |
3838 | with this weapon. For normal bows set "arrows", for normal |
3840 | crossbows set "crossbow bolts". |
3839 | crossbows set "crossbow bolts". |
… | |
… | |
3869 | 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 |
3870 | only way to prevent low level players to wear "undeserved" equipment |
3869 | only way to prevent low level players to wear "undeserved" equipment |
3871 | (like gifts from other players or cheated items). |
3870 | (like gifts from other players or cheated items). |
3872 | |
3871 | |
3873 | It is very important to adjust the <item power> value carefully |
3872 | It is very important to adjust the <item power> value carefully |
3874 | 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 |
3875 | calculate a provisional value at runtime, but this is never |
3874 | calculate a provisional value at runtime, but this is never |
3876 | going to be an accurate measurement of <item power>. |
3875 | going to be an accurate measurement of <item power>. |
3877 | </attribute> |
3876 | </attribute> |
3878 | <attribute arch="no_strength" editor="ignore strength" type="bool"> |
3877 | <attribute arch="no_strength" editor="ignore strength" type="bool"> |
3879 | Usually the player's strentgh takes effect on the damage |
3878 | Usually the player's strentgh takes effect on the damage |
… | |
… | |
3961 | These items are all flagged as unpaid. |
3960 | These items are all flagged as unpaid. |
3962 | 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 |
3963 | unpaid and the player receives payment according to the item's |
3962 | unpaid and the player receives payment according to the item's |
3964 | selling-value. |
3963 | selling-value. |
3965 | Shopfloor always prevents magic (To hinder players from burning |
3964 | Shopfloor always prevents magic (To hinder players from burning |
3966 | or freezing the goods). ]]> |
3965 | or freezing the goods).]]> |
3967 | </description> |
3966 | </description> |
3968 | <use><![CDATA[ |
3967 | <use><![CDATA[ |
3969 | Tile your whole shop-interior space which shop floor. |
3968 | Tile your whole shop-interior space which shop floor. |
3970 | (That assures players receive payment for dropping items). |
3969 | (That assures players receive payment for dropping items). |
3971 | Place shop mats to enter/leave the shop, and make sure |
3970 | Place shop mats to enter/leave the shop, and make sure |
3972 | there is no other exit than the shop mat. ]]> |
3971 | there is no other exit than the shop mat.]]> |
3973 | </use> |
3972 | </use> |
3974 | <attribute arch="is_floor" value="1" type="fixed" /> |
3973 | <attribute arch="is_floor" value="1" type="fixed" /> |
3975 | <attribute arch="no_pick" value="1" type="fixed" /> |
3974 | <attribute arch="no_pick" value="1" type="fixed" /> |
3976 | <attribute arch="no_magic" value="1" type="fixed" /> |
3975 | <attribute arch="no_magic" value="1" type="fixed" /> |
3977 | <attribute arch="auto_apply" editor="generate goods" type="bool"> |
3976 | <attribute arch="auto_apply" editor="generate goods" type="bool"> |
… | |
… | |
4011 | "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/ |
4012 | or -destinations. When stepping onto a shopmat the player gets beamed |
4011 | or -destinations. When stepping onto a shopmat the player gets beamed |
4013 | 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 |
4014 | inventory, the price gets charged from his coins automatically. |
4013 | inventory, the price gets charged from his coins automatically. |
4015 | 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 |
4016 | 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).]]> |
4017 | </description> |
4016 | </description> |
4018 | <use><![CDATA[ |
4017 | <use><![CDATA[ |
4019 | As stated above, always place TWO shop mats into your shop. |
4018 | As stated above, always place TWO shop mats into your shop. |
4020 | Not more and not less than that. ]]> |
4019 | Not more and not less than that.]]> |
4021 | </use> |
4020 | </use> |
4022 | <attribute arch="no_pick" value="1" type="fixed" /> |
4021 | <attribute arch="no_pick" value="1" type="fixed" /> |
4023 | &move_on; |
4022 | &move_on; |
4024 | </type> |
4023 | </type> |
4025 | |
4024 | |
… | |
… | |
4030 | </ignore> |
4029 | </ignore> |
4031 | <description><![CDATA[ |
4030 | <description><![CDATA[ |
4032 | 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 |
4033 | 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: |
4034 | 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 |
4035 | (-> sign) or the player triggering a button/handle/etc (-> magic_mouth). ]]> |
4034 | (-> sign) or the player triggering a button/handle/etc (-> magic_mouth).]]> |
4036 | </description> |
4035 | </description> |
4037 | <use><![CDATA[ |
4036 | <use><![CDATA[ |
4038 | 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 |
4039 | 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 |
4040 | hints about hidden secrets/dangers. Place signs to provide the player |
4039 | hints about hidden secrets/dangers. Place signs to provide the player |
4041 | 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.]]> |
4042 | </use> |
4041 | </use> |
4043 | <attribute arch="connected" editor="connection" type="int"> |
4042 | <attribute arch="connected" editor="connection" type="int"> |
4044 | 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 |
4045 | the connection is triggered. This should be used in combination with |
4044 | the connection is triggered. This should be used in combination with |
4046 | <invisible> enabled and <activate by walking/flying> disabled. |
4045 | <invisible> enabled and <activate by walking/flying> disabled. |
… | |
… | |
4087 | <ignore_list name="system_object" /> |
4086 | <ignore_list name="system_object" /> |
4088 | </ignore> |
4087 | </ignore> |
4089 | <description><![CDATA[ |
4088 | <description><![CDATA[ |
4090 | Skills are objects which exist in the player/monster inventory. |
4089 | Skills are objects which exist in the player/monster inventory. |
4091 | 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 |
4092 | are enabled for monster use however. ]]> |
4091 | are enabled for monster use however.]]> |
4093 | </description> |
4092 | </description> |
4094 | <use><![CDATA[ |
4093 | <use><![CDATA[ |
4095 | For mapmaking, Skill objects serve two purposes: |
4094 | For mapmaking, Skill objects serve two purposes: |
4096 | <p>First, the predefined skill archtypes (in the 'skills' directory) |
4095 | <p>First, the predefined skill archtypes (in the 'skills' directory) |
4097 | 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 |
… | |
… | |
4102 | </p><p> |
4101 | </p><p> |
4103 | 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 |
4104 | copy default skill archtypes into the monsters' inventories. |
4103 | copy default skill archtypes into the monsters' inventories. |
4105 | 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 |
4106 | recommended however, to use skills in your maps which are totally |
4105 | recommended however, to use skills in your maps which are totally |
4107 | unrelated to any predefined skill archtype.</p> ]]> |
4106 | unrelated to any predefined skill archtype.</p>]]> |
4108 | </use> |
4107 | </use> |
4109 | <attribute arch="invisible" value="1" type="fixed" /> |
4108 | <attribute arch="invisible" value="1" type="fixed" /> |
4110 | <attribute arch="no_drop" value="1" type="fixed" /> |
4109 | <attribute arch="no_drop" value="1" type="fixed" /> |
4111 | <attribute arch="skill" editor="skill name" type="string"> |
4110 | <attribute arch="skill" editor="skill name" type="string"> |
4112 | The <skill name> is used for matchings. When a usable |
4111 | The <skill name> is used for matchings. When a usable |
… | |
… | |
4122 | 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 |
4123 | 500 to their total. |
4122 | 500 to their total. |
4124 | </attribute> |
4123 | </attribute> |
4125 | <attribute arch="subtype" editor="skill type" type="list_skill_type"> |
4124 | <attribute arch="subtype" editor="skill type" type="list_skill_type"> |
4126 | The <skill type> defines the base functionality of the skill. |
4125 | The <skill type> defines the base functionality of the skill. |
4127 | 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 |
4128 | 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. |
4129 | </attribute> |
4128 | </attribute> |
4130 | <attribute arch="level" editor="level" type="int"> |
4129 | <attribute arch="level" editor="level" type="int"> |
4131 | </attribute> |
4130 | </attribute> |
4132 | <attribute arch="exp" editor="experience" type="int"> |
4131 | <attribute arch="exp" editor="experience" type="int"> |
… | |
… | |
4141 | |
4140 | |
4142 | <!--####################################################################--> |
4141 | <!--####################################################################--> |
4143 | <type number="130" name="Skill Scroll"> |
4142 | <type number="130" name="Skill Scroll"> |
4144 | <description><![CDATA[ |
4143 | <description><![CDATA[ |
4145 | 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 |
4146 | contained skill. ]]> |
4145 | contained skill.]]> |
4147 | </description> |
4146 | </description> |
4148 | <use><![CDATA[ |
4147 | <use><![CDATA[ |
4149 | Skill scrolls are very much sought for by players. Currently, |
4148 | Skill scrolls are very much sought for by players. Currently, |
4150 | 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 |
4151 | 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 |
4152 | skill scrolls rewarded at the end. ]]> |
4151 | skill scrolls rewarded at the end.]]> |
4153 | </use> |
4152 | </use> |
4154 | <attribute arch="race" value="scrolls" type="fixed" /> |
4153 | <attribute arch="race" value="scrolls" type="fixed" /> |
4155 | <attribute arch="skill" editor="skill name" type="string"> |
4154 | <attribute arch="skill" editor="skill name" type="string"> |
4156 | The <skill name> matches the skill object that can |
4155 | The <skill name> matches the skill object that can |
4157 | be learned from this scroll. |
4156 | be learned from this scroll. |
… | |
… | |
4167 | When carrying the appropriate special key, a locked door can |
4166 | When carrying the appropriate special key, a locked door can |
4168 | be opened. The key will dissapear. |
4167 | be opened. The key will dissapear. |
4169 | <br><br> |
4168 | <br><br> |
4170 | This object-type can also be used for "passport"-like items: |
4169 | This object-type can also be used for "passport"-like items: |
4171 | When walking onto an invetory checker, a gate for example might |
4170 | When walking onto an invetory checker, a gate for example might |
4172 | get opened. The "passport" will stay in the player's inventory. ]]> |
4171 | get opened. The "passport" will stay in the player's inventory.]]> |
4173 | </description> |
4172 | </description> |
4174 | <use><![CDATA[ |
4173 | <use><![CDATA[ |
4175 | How to make a "passport": You take the special key arch |
4174 | How to make a "passport": You take the special key arch |
4176 | (archetype name is "key2"), set the face to something like |
4175 | (archetype name is "key2"), set the face to something like |
4177 | 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> |
4178 | certainly must match with the appropiate inventory checker. |
4177 | certainly must match with the appropiate inventory checker. |
4179 | <br><br> |
4178 | <br><br> |
4180 | Of course you can be creative with names and faces of |
4179 | Of course you can be creative with names and faces of |
4181 | key-objects. A "mysterious crystal" or a "big dragon claw" |
4180 | key-objects. A "mysterious crystal" or a "big dragon claw" |
4182 | (with appropriate faces) appear more interesting than just |
4181 | (with appropriate faces) appear more interesting than just |
4183 | a "strange key", or "passport". ]]> |
4182 | a "strange key", or "passport".]]> |
4184 | </use> |
4183 | </use> |
4185 | <attribute arch="slaying" editor="key string" type="string"> |
4184 | <attribute arch="slaying" editor="key string" type="string"> |
4186 | This string must be identical with the <key string> in the |
4185 | This string must be identical with the <key string> in the |
4187 | 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 |
4188 | to trigger inventory checkers. |
4187 | to trigger inventory checkers. |
… | |
… | |
4223 | players can learn it by reading the book. Once learned, players |
4222 | players can learn it by reading the book. Once learned, players |
4224 | 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 |
4225 | 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> |
4226 | Monsters can use spells which are put in their inventory (provided |
4225 | Monsters can use spells which are put in their inventory (provided |
4227 | that certain "enabling" settings are correct). The monster's |
4226 | that certain "enabling" settings are correct). The monster's |
4228 | <treasurelist> can also be used to provide it with spells. ]]> |
4227 | <treasurelist> can also be used to provide it with spells.]]> |
4229 | </description> |
4228 | </description> |
4230 | <use><![CDATA[ |
4229 | <use><![CDATA[ |
4231 | A lot of the spells' settings can be tuned and customized. |
4230 | A lot of the spells' settings can be tuned and customized. |
4232 | When creating new spells which are accessible to players, it is |
4231 | When creating new spells which are accessible to players, it is |
4233 | important to think about balance. A single spell which is too |
4232 | important to think about balance. A single spell which is too |
4234 | 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 |
4235 | and magic school system out of whack. Testing new spells is |
4234 | and magic school system out of whack. Testing new spells is |
4236 | quite important therefore. ]]> |
4235 | quite important therefore.]]> |
4237 | </use> |
4236 | </use> |
4238 | <attribute arch="no_drop" value="1" type="fixed" /> |
4237 | <attribute arch="no_drop" value="1" type="fixed" /> |
4239 | <attribute arch="invisible" value="1" type="fixed" /> |
4238 | <attribute arch="invisible" value="1" type="fixed" /> |
4240 | <attribute arch="skill" editor="skill name" type="string"> |
4239 | <attribute arch="skill" editor="skill name" type="string"> |
4241 | The <skill name> matches the skill which is needed |
4240 | The <skill name> matches the skill which is needed |
… | |
… | |
4273 | to read.<br><br> |
4272 | to read.<br><br> |
4274 | You can create widely customized spells only by adjusting the |
4273 | You can create widely customized spells only by adjusting the |
4275 | spell object in the spellbooks inventory. Refer to the description |
4274 | spell object in the spellbooks inventory. Refer to the description |
4276 | of spell objects for detailed information how to customize spells.<br> |
4275 | of spell objects for detailed information how to customize spells.<br> |
4277 | 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> |
4278 | with a compilation of spells that the book may contain. ]]> |
4277 | with a compilation of spells that the book may contain.]]> |
4279 | </description> |
4278 | </description> |
4280 | <use><![CDATA[ |
4279 | <use><![CDATA[ |
4281 | 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 |
4282 | reserved for the followers of the appropriate cults. Handing them |
4281 | reserved for the followers of the appropriate cults. Handing them |
4283 | out in a spellbook would violate the balance between different religions. |
4282 | out in a spellbook would violate the balance between different religions. |
4284 | <br><br> |
4283 | <br><br> |
4285 | Note that there is no fundamental difference between the spellbooks |
4284 | Note that there is no fundamental difference between the spellbooks |
4286 | of varying schools (pyromancy, sorcery, evocation, summoning, and |
4285 | of varying schools (pyromancy, sorcery, evocation, summoning, and |
4287 | even praying). The difference lies only in the spells they contain. |
4286 | even praying). The difference lies only in the spells they contain. |
4288 | 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 |
4289 | for your spells. ]]> |
4288 | for your spells.]]> |
4290 | </use> |
4289 | </use> |
4291 | <attribute arch="skill" value="literacy" type="fixed" /> |
4290 | <attribute arch="skill" value="literacy" type="fixed" /> |
4292 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4291 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4293 | There are two ways to put spells into a spellbook: |
4292 | There are two ways to put spells into a spellbook: |
4294 | 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, |
… | |
… | |
4313 | </ignore> |
4312 | </ignore> |
4314 | <description><![CDATA[ |
4313 | <description><![CDATA[ |
4315 | Spinners change the direction of spell objects and other projectiles |
4314 | Spinners change the direction of spell objects and other projectiles |
4316 | 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 |
4317 | 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 |
4318 | is always changed by a certain degree. ]]> |
4317 | is always changed by a certain degree.]]> |
4319 | </description> |
4318 | </description> |
4320 | <use><![CDATA[ |
4319 | <use><![CDATA[ |
4321 | Spinners are very rarely used. I believe they are quite |
4320 | Spinners are very rarely used. I believe they are quite |
4322 | 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 |
4323 | 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 |
4324 | otherwise couldn't. |
4323 | otherwise couldn't. |
4325 | |
4324 | |
4326 | 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- |
4327 | projectiles from magic walls don't get to fly in loops. ]]> |
4326 | projectiles from magic walls don't get to fly in loops.]]> |
4328 | </use> |
4327 | </use> |
4329 | <attribute arch="sp" editor="direction number" type="int"> |
4328 | <attribute arch="sp" editor="direction number" type="int"> |
4330 | The spinner will change the direction of flying objects by |
4329 | The spinner will change the direction of flying objects by |
4331 | 45 degrees per <direction number>. Negative values spin clockwise, |
4330 | 45 degrees per <direction number>. Negative values spin clockwise, |
4332 | positive values counter clockwise. |
4331 | positive values counter clockwise. |
… | |
… | |
4345 | Swamp areas show a special behaviour: |
4344 | Swamp areas show a special behaviour: |
4346 | 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, |
4347 | he will start to sink in and eventually drown and die. |
4346 | he will start to sink in and eventually drown and die. |
4348 | Items dropped on the swamp sink in and dissapear. |
4347 | Items dropped on the swamp sink in and dissapear. |
4349 | 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 |
4350 | to die in the swamp. ]]> |
4349 | to die in the swamp.]]> |
4351 | </description> |
4350 | </description> |
4352 | <attribute arch="is_floor" value="1" type="fixed" /> |
4351 | <attribute arch="is_floor" value="1" type="fixed" /> |
4353 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4352 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4354 | <attribute arch="speed" editor="drowning speed" type="float"> |
4353 | <attribute arch="speed" editor="drowning speed" type="float"> |
4355 | The higher the <drowning speed>, the faster will players and items |
4354 | The higher the <drowning speed>, the faster will players and items |
… | |
… | |
4379 | different location. The main difference to the object-type exit |
4378 | different location. The main difference to the object-type exit |
4380 | is the possibility to have teleporters connected to levers/buttons/etc. |
4379 | is the possibility to have teleporters connected to levers/buttons/etc. |
4381 | Sometimes teleporters are activated even against the players will. |
4380 | Sometimes teleporters are activated even against the players will. |
4382 | <br><br> |
4381 | <br><br> |
4383 | Unlike exits, teleporters can also transfer items and |
4382 | Unlike exits, teleporters can also transfer items and |
4384 | monsters to different locations on the same map. ]]> |
4383 | monsters to different locations on the same map.]]> |
4385 | </description> |
4384 | </description> |
4386 | <use><![CDATA[ |
4385 | <use><![CDATA[ |
4387 | 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 |
4388 | an invisible teleporter. If using "invisible 1", the teleporter |
4387 | an invisible teleporter. If using "invisible 1", the teleporter |
4389 | can still be discovered with the show_invisible spell. And in |
4388 | can still be discovered with the show_invisible spell. And in |
4390 | 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. |
4391 | <br><br> |
4390 | <br><br> |
4392 | Fortunately, there is a cool trick to make a perfectly invisible |
4391 | Fortunately, there is a cool trick to make a perfectly invisible |
4393 | teleporter: You simply add teleporter functionality to the floor |
4392 | teleporter: You simply add teleporter functionality to the floor |
4394 | itself. That means: You take the floor arch (e.g. "flagstone"), |
4393 | itself. That means: You take the floor arch (e.g. "flagstone"), |
4395 | 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.]]> |
4396 | </use> |
4395 | </use> |
4397 | <attribute arch="slaying" editor="exit path" type="string"> |
4396 | <attribute arch="slaying" editor="exit path" type="string"> |
4398 | 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. |
4399 | <exit path> can be an absolute path, beginning with '/' |
4398 | <exit path> can be an absolute path, beginning with '/' |
4400 | (for example "/peterm/FireTemple/fire1"). It can also be a relative |
4399 | (for example "/peterm/FireTemple/fire1"). It can also be a relative |
… | |
… | |
4461 | <type number="26" name="Timed Gate"> |
4460 | <type number="26" name="Timed Gate"> |
4462 | <ignore> |
4461 | <ignore> |
4463 | <ignore_list name="non_pickable" /> |
4462 | <ignore_list name="non_pickable" /> |
4464 | </ignore> |
4463 | </ignore> |
4465 | <description><![CDATA[ |
4464 | <description><![CDATA[ |
4466 | Gates play an important role in Crossfire. Gates can be opened |
4465 | Gates play an important role in Deliantra. Gates can be opened |
4467 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
4466 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
4468 | or carrying special key-objects (-> inventory checker). |
4467 | or carrying special key-objects (-> inventory checker). |
4469 | 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 |
4470 | passed, which makes them more practical in many cases. Unlike normal |
4469 | passed, which makes them more practical in many cases. Unlike normal |
4471 | gates, timed gates open when triggered but automatically close again |
4470 | gates, timed gates open when triggered but automatically close again |
4472 | after some time.]]> |
4471 | after some time.]]> |
4473 | </description> |
4472 | </description> |
4474 | <use><![CDATA[ |
4473 | <use><![CDATA[ |
4475 | Use gates to divide your maps into separated areas. After solving |
4474 | Use gates to divide your maps into separated areas. After solving |
4476 | 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 |
4477 | maps more complex than "one-way". ]]> |
4476 | maps more complex than "one-way".]]> |
4478 | </use> |
4477 | </use> |
4479 | <attribute arch="no_pick" value="1" type="fixed" /> |
4478 | <attribute arch="no_pick" value="1" type="fixed" /> |
4480 | <attribute arch="connected" editor="connection" type="int"> |
4479 | <attribute arch="connected" editor="connection" type="int"> |
4481 | Whenever the inventory checker is triggered, all objects with identical |
4480 | Whenever the inventory checker is triggered, all objects with identical |
4482 | <connection> value get activated. This only makes sense together with |
4481 | <connection> value get activated. This only makes sense together with |
… | |
… | |
4574 | Trapdoors are very similar to pits. The difference is that they |
4573 | Trapdoors are very similar to pits. The difference is that they |
4575 | 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 |
4576 | trapdoor determines weither it slams the trapdoor open and falls through |
4575 | trapdoor determines weither it slams the trapdoor open and falls through |
4577 | or not.<br> |
4576 | or not.<br> |
4578 | 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 |
4579 | weight,) it remains open, acting like an opened pit. ]]> |
4578 | weight,) it remains open, acting like an opened pit.]]> |
4580 | </description> |
4579 | </description> |
4581 | <use><![CDATA[ |
4580 | <use><![CDATA[ |
4582 | Trapdoors should be used in the same fashion as pits: |
4581 | Trapdoors should be used in the same fashion as pits: |
4583 | 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 |
4584 | 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.]]> |
4585 | </use> |
4584 | </use> |
4586 | <attribute arch="no_pick" value="1" type="fixed" /> |
4585 | <attribute arch="no_pick" value="1" type="fixed" /> |
4587 | &move_on; |
4586 | &move_on; |
4588 | <attribute arch="weight" editor="hold weight" type="int"> |
4587 | <attribute arch="weight" editor="hold weight" type="int"> |
4589 | This value defines how much weight the trapdoor can hold. |
4588 | This value defines how much weight the trapdoor can hold. |
… | |
… | |
4615 | <attribute arch="value" /> |
4614 | <attribute arch="value" /> |
4616 | <attribute arch="material" /> |
4615 | <attribute arch="material" /> |
4617 | </ignore> |
4616 | </ignore> |
4618 | <description><![CDATA[ |
4617 | <description><![CDATA[ |
4619 | 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 |
4620 | into the game. ]]> |
4619 | into the game.]]> |
4621 | </description> |
4620 | </description> |
4622 | <use><![CDATA[ |
4621 | <use><![CDATA[ |
4623 | About usage of the "random-artifact" treasurelist: |
4622 | About usage of the "random-artifact" treasurelist: |
4624 | This will generate powerful stuff like girdles, xray helmets, special |
4623 | This will generate powerful stuff like girdles, xray helmets, special |
4625 | 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 |
4626 | 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 |
4627 | number of different artifacts! Besides, players will always seek the place |
4626 | number of different artifacts! Besides, players will always seek the place |
4628 | 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. |
4629 | 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 |
4630 | (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> |
4629 | (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> |
4631 | </use> |
4630 | </use> |
4632 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4631 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4633 | This entry determines what kind of treasure will appear. Look into |
4632 | This entry determines what kind of treasure will appear. Look into |
4634 | /crossfire/share/crossfire/treasures for details about existing |
4633 | /crossfire/share/crossfire/treasures for details about existing |
4635 | treasurelists. |
4634 | treasurelists. |
… | |
… | |
4666 | 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 |
4667 | <key string> which can be discovered by detectors or inventory |
4666 | <key string> which can be discovered by detectors or inventory |
4668 | 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. |
4669 | <br><br> |
4668 | <br><br> |
4670 | 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, |
4671 | except by the effect that they cause on the maps. ]]> |
4670 | except by the effect that they cause on the maps.]]> |
4672 | </description> |
4671 | </description> |
4673 | <use><![CDATA[ |
4672 | <use><![CDATA[ |
4674 | Markers hold real cool possibilities for map-making. I encourage |
4673 | Markers hold real cool possibilities for map-making. I encourage |
4675 | you to use them frequently. However there is one negative point |
4674 | you to use them frequently. However there is one negative point |
4676 | 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 |
4677 | 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 |
4678 | informed and never confused. |
4677 | informed and never confused. |
4679 | <br><br> |
4678 | <br><br> |
4680 | Please avoid infinite markers when they aren't needed. They're |
4679 | Please avoid infinite markers when they aren't needed. They're |
4681 | 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 |
4682 | is no real purpose, set an expire time. ]]> |
4681 | is no real purpose, set an expire time.]]> |
4683 | </use> |
4682 | </use> |
4684 | <attribute arch="no_pick" value="1" type="fixed" /> |
4683 | <attribute arch="no_pick" value="1" type="fixed" /> |
4685 | <attribute arch="slaying" editor="key string" type="string"> |
4684 | <attribute arch="slaying" editor="key string" type="string"> |
4686 | The <key string> can be detected by inv. checkers/detectors. |
4685 | The <key string> can be detected by inv. checkers/detectors. |
4687 | If the player already has a force with that <key string>, |
4686 | If the player already has a force with that <key string>, |
… | |
… | |
4726 | <attribute arch="name_pl" /> |
4725 | <attribute arch="name_pl" /> |
4727 | <attribute arch="value" /> |
4726 | <attribute arch="value" /> |
4728 | <attribute arch="unpaid" /> |
4727 | <attribute arch="unpaid" /> |
4729 | </ignore> |
4728 | </ignore> |
4730 | <description><![CDATA[ |
4729 | <description><![CDATA[ |
4731 | Walls usually block passage and sight. ]]> |
4730 | Walls usually block passage and sight.]]> |
4732 | </description> |
4731 | </description> |
4733 | &movement_types_terrain; |
4732 | &movement_types_terrain; |
4734 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4733 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4735 | 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. |
4736 | This setting is used for boulders and barrels. |
4735 | This setting is used for boulders and barrels. |
… | |
… | |
4749 | <type number="109" name="Wand & Staff"> |
4748 | <type number="109" name="Wand & Staff"> |
4750 | <description><![CDATA[ |
4749 | <description><![CDATA[ |
4751 | Wands contain a certain spell. The player can apply (ready) and |
4750 | Wands contain a certain spell. The player can apply (ready) and |
4752 | 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 |
4753 | "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 |
4754 | charging, but usually that isn't worth the cost. ]]> |
4753 | charging, but usually that isn't worth the cost.]]> |
4755 | </description> |
4754 | </description> |
4756 | <use><![CDATA[ |
4755 | <use><![CDATA[ |
4757 | 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 |
4758 | generally not cost-efficient. Handing out high-level wands with |
4757 | generally not cost-efficient. Handing out high-level wands with |
4759 | powerful special spells isn't a good idea either, because of |
4758 | powerful special spells isn't a good idea either, because of |
4760 | the recharge ability. |
4759 | the recharge ability. |
4761 | <br><br> |
4760 | <br><br> |
4762 | 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 |
4763 | quite desirable though. Ideal rewards for low level quests. ]]> |
4762 | quite desirable though. Ideal rewards for low level quests.]]> |
4764 | </use> |
4763 | </use> |
4765 | <attribute arch="sp" editor="spell" type="spell"> |
4764 | <attribute arch="sp" editor="spell" type="spell"> |
4766 | The <spell> specifies the contained spell. |
4765 | The <spell> specifies the contained spell. |
4767 | </attribute> |
4766 | </attribute> |
4768 | <attribute arch="level" editor="casting level" type="int"> |
4767 | <attribute arch="level" editor="casting level" type="int"> |
… | |
… | |
4793 | <ignore_list name="non_pickable" /> |
4792 | <ignore_list name="non_pickable" /> |
4794 | </ignore> |
4793 | </ignore> |
4795 | <description><![CDATA[ |
4794 | <description><![CDATA[ |
4796 | 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 |
4797 | these weak walls look similar to their solid "relatives" except |
4796 | these weak walls look similar to their solid "relatives" except |
4798 | 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.]]> |
4799 | </description> |
4798 | </description> |
4800 | <use><![CDATA[ |
4799 | <use><![CDATA[ |
4801 | 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 |
4802 | better than completely indiscernible passages in a wall.<br> |
4801 | better than completely indiscernible passages in a wall.<br> |
4803 | 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 |
4804 | them: Rising their defensive stats, weak walls can become a |
4803 | them: Rising their defensive stats, weak walls can become a |
4805 | 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 |
4806 | attack for example. A granite wall for instance might be very |
4805 | attack for example. A granite wall for instance might be very |
4807 | hard to destroy. ]]> |
4806 | hard to destroy.]]> |
4808 | </use> |
4807 | </use> |
4809 | <attribute arch="alive" value="1" type="fixed" /> |
4808 | <attribute arch="alive" value="1" type="fixed" /> |
4810 | <attribute arch="no_pick" value="1" type="fixed" /> |
4809 | <attribute arch="no_pick" value="1" type="fixed" /> |
4811 | <attribute arch="tear_down" value="1" type="fixed" /> |
4810 | <attribute arch="tear_down" value="1" type="fixed" /> |
4812 | <attribute arch="race" editor="race" type="string"> |
4811 | <attribute arch="race" editor="race" type="string"> |
… | |
… | |
4841 | <!--####################################################################--> |
4840 | <!--####################################################################--> |
4842 | <type number="15" name="Weapon"> |
4841 | <type number="15" name="Weapon"> |
4843 | <description><![CDATA[ |
4842 | <description><![CDATA[ |
4844 | 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 |
4845 | player. Usually enhancing his fighting-abilities. Non-magical weapons can |
4844 | player. Usually enhancing his fighting-abilities. Non-magical weapons can |
4846 | be improved with scrolls. ]]> |
4845 | be improved with scrolls.]]> |
4847 | </description> |
4846 | </description> |
4848 | <use><![CDATA[ |
4847 | <use><![CDATA[ |
4849 | If you create artifacts (equipment) with stats- or resistance-bonus: |
4848 | If you create artifacts (equipment) with stats- or resistance-bonus: |
4850 | 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 |
4851 | fighting AND questing. ]]> |
4850 | fighting AND questing.]]> |
4852 | </use> |
4851 | </use> |
4853 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4852 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4854 | This number is a bitmask, specifying the weapon's attacktypes. |
4853 | This number is a bitmask, specifying the weapon's attacktypes. |
4855 | Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons |
4854 | Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons |
4856 | 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 |
… | |
… | |
4911 | 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 |
4912 | only way to prevent low level players to wear "undeserved" equipment |
4911 | only way to prevent low level players to wear "undeserved" equipment |
4913 | (like gifts from other players or cheated items). |
4912 | (like gifts from other players or cheated items). |
4914 | |
4913 | |
4915 | It is very important to adjust the <item power> value carefully |
4914 | It is very important to adjust the <item power> value carefully |
4916 | 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 |
4917 | calculate a provisional value at runtime, but this is never |
4916 | calculate a provisional value at runtime, but this is never |
4918 | going to be an accurate measurement of <item power>. |
4917 | going to be an accurate measurement of <item power>. |
4919 | </attribute> |
4918 | </attribute> |
4920 | <attribute arch="damned" editor="damnation" type="bool"> |
4919 | <attribute arch="damned" editor="damnation" type="bool"> |
4921 | A damned weapon cannot be unwielded unless |
4920 | A damned weapon cannot be unwielded unless |
… | |
… | |
5030 | </type> |
5029 | </type> |
5031 | |
5030 | |
5032 | <type number="116" name="Event Connector"> |
5031 | <type number="116" name="Event Connector"> |
5033 | <description><![CDATA[ |
5032 | <description><![CDATA[ |
5034 | Event connectors link specific events that happen to objects to |
5033 | Event connectors link specific events that happen to objects to |
5035 | a crossfire plug-in. ]]> |
5034 | a crossfire plug-in. They are not used at all in Deliantra.]]> |
5036 | </description> |
5035 | </description> |
5037 | <attribute arch="subtype" editor="event type" type="list_event_type"> |
|
|
5038 | The type of event that triggers a notify to the plug-in. |
|
|
5039 | </attribute> |
|
|
5040 | <attribute arch="title" editor="plug-in" type="string"> |
|
|
5041 | The name of the plug-in that should be notified of the event, e.g. "cfpython" |
|
|
5042 | for python and "perl" for the Crossfire-Perl plug-in. |
|
|
5043 | </attribute> |
|
|
5044 | <attribute arch="slaying" editor="extension" type="string"> |
|
|
5045 | The name of the extension to invoke (for python, this is the path to a script, |
|
|
5046 | for perl this is the name of a extension package without the ".ext" extension. |
|
|
5047 | </attribute> |
|
|
5048 | <attribute arch="name" editor="options" type="string"> |
|
|
5049 | A string that is passed unaltered to the extension above. Often used to pass |
|
|
5050 | options to the extension that alter its behaviour. |
|
|
5051 | </attribute> |
|
|
5052 | </type> |
5036 | </type> |
5053 | |
5037 | |
5054 | </types> |
5038 | </types> |