1 | <?xml version="1.0" standalone="no" ?> |
1 | <?xml version="1.0" standalone="no" ?> |
2 | <!-- |
2 | <!-- |
3 | ###################################################################### |
3 | ###################################################################### |
4 | # types.xml - This is the defintitions-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 | # Crossfire 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 Crossfire 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 | # # |
13 | # # |
14 | # If you encounter bugs, typos or missing entrys in the LATEST # |
14 | # If you encounter bugs, typos or missing entries in the LATEST # |
15 | # VERSION of this file - Don't hesitate to improve it, contact me # |
15 | # VERSION of this file - Don't hesitate to improve it, contact me # |
16 | # and eventually send the improved file to me: <red.blaze@gmx.net>. # |
16 | # and eventually send the improved file to me: <red.blaze@gmx.net>. # |
17 | # I will put it into the "official version" of the CFJavaEditor # |
17 | # I will put it into the "official version" of the CFJavaEditor # |
18 | # and all fellow Crossfire-Map-Makers can benefit from your work! # |
18 | # and all fellow Crossfire-Map-Makers can benefit from your work! # |
19 | # # |
19 | # # |
… | |
… | |
65 | # Created by Andreas Vogl. # |
65 | # Created by Andreas Vogl. # |
66 | ###################################################################### |
66 | ###################################################################### |
67 | --> |
67 | --> |
68 | <!DOCTYPE types [ |
68 | <!DOCTYPE types [ |
69 | <!ELEMENT types ((bitmask | list | ignore_list)*, default_type, ignore_list*, type+)> |
69 | <!ELEMENT types ((bitmask | list | ignore_list)*, default_type, ignore_list*, type+)> |
70 | |
70 | |
71 | <!ELEMENT bitmask (entry*)> |
71 | <!ELEMENT bitmask (entry*)> |
72 | <!ATTLIST bitmask name CDATA #REQUIRED> |
72 | <!ATTLIST bitmask name CDATA #REQUIRED> |
73 | |
73 | |
74 | <!ELEMENT list (entry*)> |
74 | <!ELEMENT list (entry*)> |
75 | <!ATTLIST list name CDATA #REQUIRED> |
75 | <!ATTLIST list name CDATA #REQUIRED> |
76 | |
76 | |
77 | <!ELEMENT entry EMPTY> |
77 | <!ELEMENT entry EMPTY> |
78 | <!ATTLIST entry bit CDATA #IMPLIED |
78 | <!ATTLIST entry bit CDATA #IMPLIED |
79 | value CDATA #IMPLIED |
79 | value CDATA #IMPLIED |
80 | name CDATA #REQUIRED> |
80 | name CDATA #REQUIRED> |
81 | |
81 | |
82 | <!ELEMENT ignore_list (attribute* | EMPTY)> |
82 | <!ELEMENT ignore_list (attribute* | EMPTY)> |
83 | <!ATTLIST ignore_list name CDATA #REQUIRED> |
83 | <!ATTLIST ignore_list name CDATA #REQUIRED> |
84 | |
84 | |
85 | <!ELEMENT default_type (attribute*)> |
85 | <!ELEMENT default_type (attribute*)> |
86 | |
86 | |
87 | <!ELEMENT type (import_type?,required?,ignore?,description?,use?,(section | attribute)*)> |
87 | <!ELEMENT type (import_type?,required?,ignore?,description?,use?,(section | attribute)*)> |
88 | <!ATTLIST type name CDATA #REQUIRED |
88 | <!ATTLIST type name CDATA #REQUIRED |
89 | number CDATA #REQUIRED> |
89 | number CDATA #REQUIRED> |
90 | |
90 | |
91 | <!ELEMENT description (#PCDATA)> |
91 | <!ELEMENT description (#PCDATA)> |
92 | <!ELEMENT use (#PCDATA)> |
92 | <!ELEMENT use (#PCDATA)> |
93 | |
93 | |
94 | <!ELEMENT import_type EMPTY> |
94 | <!ELEMENT import_type EMPTY> |
95 | <!ATTLIST import_type name CDATA #REQUIRED> |
95 | <!ATTLIST import_type name CDATA #REQUIRED> |
96 | |
96 | |
97 | <!ELEMENT required (attribute+)> |
97 | <!ELEMENT required (attribute+)> |
98 | <!ELEMENT ignore (attribute*,ignore_list*)> |
98 | <!ELEMENT ignore (attribute*,ignore_list*)> |
99 | |
99 | |
100 | <!ELEMENT section (attribute+)> |
100 | <!ELEMENT section (attribute+)> |
101 | <!ATTLIST section name CDATA #REQUIRED> |
101 | <!ATTLIST section name CDATA #REQUIRED> |
102 | |
102 | |
103 | <!ELEMENT attribute (#PCDATA)> |
103 | <!ELEMENT attribute (#PCDATA)> |
104 | <!ATTLIST attribute type CDATA #IMPLIED |
104 | <!ATTLIST attribute type CDATA #IMPLIED |
105 | arch CDATA #IMPLIED |
105 | arch CDATA #IMPLIED |
106 | arch_begin CDATA #IMPLIED |
106 | arch_begin CDATA #IMPLIED |
107 | arch_end CDATA #IMPLIED |
107 | arch_end CDATA #IMPLIED |
108 | editor CDATA #IMPLIED |
108 | editor CDATA #IMPLIED |
109 | value CDATA #IMPLIED |
109 | value CDATA #IMPLIED |
110 | length CDATA #IMPLIED |
110 | length CDATA #IMPLIED |
111 | true CDATA #IMPLIED |
111 | true CDATA #IMPLIED |
112 | false CDATA #IMPLIED> |
112 | false CDATA #IMPLIED> |
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113 | |
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114 | <!ENTITY move_on " |
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115 | <attribute arch='move_on' editor='movement type' type='bitmask_movement_type'> |
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116 | Which movement types automatically (as opposed to manually) activate this object. |
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117 | </attribute> |
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118 | "> |
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119 | <!ENTITY move_off " |
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120 | <attribute arch='move_off' editor='movement type' type='bitmask_movement_type'> |
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121 | Which movement types deactivate this object (e.g. button). |
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122 | </attribute> |
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123 | "> |
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124 | <!ENTITY move_type " |
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125 | <attribute arch='move_type' editor='movement type' type='bitmask_movement_type'> |
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126 | Determines which kinds of movement this object can use (e.g. for monsters) |
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127 | or grants (e.g. for amulets). |
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128 | </attribute> |
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129 | "> |
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130 | <!ENTITY movement_types_terrain " |
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131 | <attribute arch='move_block' editor='blocked movement' type='bitmask_movement_type'> |
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132 | Objects using these movement types cannot move over this space. |
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133 | </attribute> |
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134 | <attribute arch='move_allow' editor='allowed movement' type='bitmask_movement_type'> |
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135 | Objects using these movement types are allowed to move over this space. Takes |
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136 | precedence over 'blocked movements'. |
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137 | </attribute> |
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138 | <attribute arch='move_slow' editor='slowed movement' type='bitmask_movement_type'> |
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139 | The types of movement that should by slowed down by the 'slow movement penalty'. |
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140 | </attribute> |
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141 | <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> |
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142 | If <slow movement> is set to a value greater zero, all |
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143 | creatures matching 'slow move' will be slower than normal on this spot. |
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144 | |
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145 | <slow movement> 1 - rough terrain |
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146 | <slow movement> 2 - very rough terrain |
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147 | ... |
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148 | <slow movement> 5 - default for deep swamp |
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149 | ... |
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150 | <slow movement> 7 - spider web (sticky as hell) |
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151 | </attribute> |
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152 | "> |
113 | ]> |
153 | ]> |
114 | |
154 | |
115 | <types> |
155 | <types> |
116 | |
156 | |
117 | <!--###################### bitmask definitions ######################--> |
157 | <!--###################### bitmask definitions ######################--> |
… | |
… | |
150 | <entry bit="4" name="Wood" /> |
190 | <entry bit="4" name="Wood" /> |
151 | <entry bit="5" name="Organics" /> |
191 | <entry bit="5" name="Organics" /> |
152 | <entry bit="6" name="Stone" /> |
192 | <entry bit="6" name="Stone" /> |
153 | <entry bit="7" name="Cloth" /> |
193 | <entry bit="7" name="Cloth" /> |
154 | <entry bit="8" name="Adamantite" /> |
194 | <entry bit="8" name="Adamantite" /> |
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195 | <entry bit="9" name="Liquid" /> |
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196 | <entry bit="10" name="Soft Metal" /> |
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197 | <entry bit="11" name="Bone" /> |
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198 | <entry bit="12" name="Ice" /> |
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199 | <entry bit="13" name="(supress name on display)" /> |
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200 | |
155 | </bitmask> |
201 | </bitmask> |
156 | |
202 | |
157 | <bitmask name="spellpath"> |
203 | <bitmask name="spellpath"> |
158 | <entry bit="0" name="Protection" /> |
204 | <entry bit="0" name="Protection" /> |
159 | <entry bit="1" name="Fire" /> |
205 | <entry bit="1" name="Fire" /> |
… | |
… | |
190 | <entry bit="2" name="Food" /> |
236 | <entry bit="2" name="Food" /> |
191 | <entry bit="3" name="Weapons" /> |
237 | <entry bit="3" name="Weapons" /> |
192 | <entry bit="4" name="Armour" /> |
238 | <entry bit="4" name="Armour" /> |
193 | <entry bit="5" name="Inverse" /> |
239 | <entry bit="5" name="Inverse" /> |
194 | <entry bit="6" name="All" /> |
240 | <entry bit="6" name="All" /> |
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241 | </bitmask> |
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242 | |
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243 | <bitmask name="movement_type"> |
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244 | <entry bit="0" name="Walk" /> |
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245 | <entry bit="1" name="Fly Low" /> |
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246 | <entry bit="2" name="Fly High" /> |
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247 | <entry bit="3" name="Swim" /> |
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248 | <entry bit="4" name="Boat" /> |
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249 | <entry bit="16" name="Other" /> |
195 | </bitmask> |
250 | </bitmask> |
196 | |
251 | |
197 | <!--###################### list definitions ######################--> |
252 | <!--###################### list definitions ######################--> |
198 | |
253 | |
199 | <list name="direction"> |
254 | <list name="direction"> |
… | |
… | |
322 | <entry value="45" name="disease" /> |
377 | <entry value="45" name="disease" /> |
323 | <entry value="46" name="aura" /> |
378 | <entry value="46" name="aura" /> |
324 | <entry value="47" name="town portal" /> |
379 | <entry value="47" name="town portal" /> |
325 | </list> |
380 | </list> |
326 | |
381 | |
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382 | <list name="event_type"> |
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383 | <entry value="0" name="none" /> |
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384 | <entry value="1" name="apply" /> |
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385 | <entry value="2" name="attack" /> |
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386 | <entry value="3" name="death" /> |
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387 | <entry value="4" name="drop" /> |
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388 | <entry value="5" name="pickup" /> |
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389 | <entry value="6" name="say" /> |
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390 | <entry value="7" name="stop" /> |
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391 | <entry value="8" name="time" /> |
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392 | <entry value="9" name="throw" /> |
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393 | <entry value="10" name="trigger" /> |
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394 | <entry value="11" name="close" /> |
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395 | <entry value="12" name="timer" /> |
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396 | <entry value="28" name="move" /> |
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397 | </list> |
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398 | |
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399 | <list name="attack_movement_bits_0_3"> |
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400 | <entry value="0" name="default" /> |
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401 | <entry value="1" name="attack from distance" /> |
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402 | <entry value="2" name="run away" /> |
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403 | <entry value="3" name="hit and run" /> |
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404 | <entry value="4" name="wait, then hit, then move" /> |
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405 | <entry value="5" name="rush blindly" /> |
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406 | <entry value="6" name="always run" /> |
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407 | <entry value="7" name="attack from distance if hit" /> |
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408 | <entry value="8" name="do not approach" /> |
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409 | </list> |
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410 | |
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411 | <list name="attack_movement_bits_4_7"> |
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412 | <entry value="0" name="none" /> |
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413 | <entry value="16" name="pet" /> |
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414 | <entry value="32" name="small circle" /> |
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415 | <entry value="48" name="large circle" /> |
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416 | <entry value="64" name="small horizontal" /> |
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417 | <entry value="80" name="large horizontal" /> |
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418 | <entry value="96" name="random direction" /> |
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419 | <entry value="112" name="random movement" /> |
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420 | <entry value="128" name="small vertical" /> |
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421 | <entry value="144" name="large vertical" /> |
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422 | </list> |
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423 | |
327 | <!--###################### default attributes ######################--> |
424 | <!--###################### default attributes ######################--> |
328 | |
425 | |
329 | <!-- |
426 | <!-- |
330 | The attributes of the default_type get added to all other types by default. |
427 | The attributes of the default_type get added to all other types by default. |
331 | Every type can have an 'ignore' element however, which is used to specify |
428 | Every type can have an 'ignore' element however, which is used to specify |
… | |
… | |
339 | This is the plural name of the object. A plural name must be set for |
436 | This is the plural name of the object. A plural name must be set for |
340 | all items that can be picked up and collected by the player. |
437 | all items that can be picked up and collected by the player. |
341 | </attribute> |
438 | </attribute> |
342 | <attribute arch="title" editor="title" type="string"> |
439 | <attribute arch="title" editor="title" type="string"> |
343 | This is the object's title. Once an object is identified the title is |
440 | This is the object's title. Once an object is identified the title is |
344 | attached to the name. Typical titels are "of mostrai", "of xray vision" etc. |
441 | attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. |
345 | </attribute> |
442 | </attribute> |
346 | <attribute arch="face" editor="image" type="string"> |
443 | <attribute arch="face" editor="image" type="string"> |
347 | The image-name defines what image is displayed for this object in-game. |
444 | The image-name defines what image is displayed for this object in-game. |
348 | </attribute> |
445 | </attribute> |
349 | <attribute arch="nrof" editor="number" type="int"> |
446 | <attribute arch="nrof" editor="number" type="int"> |
350 | This value determines the number of objects in one stack (for example: |
447 | This value determines the number of objects in one stack (for example: |
351 | 100 goldcoins => "number = 100"). You should set this at least to one, for |
448 | 100 goldcoins => "number = 100"). You should set this at least to one, for |
352 | any pickable object - otherwise it won't be mergeable into a stack. |
449 | any pickable object - otherwise it won't be mergeable into a stack. |
353 | </attribute> |
450 | </attribute> |
354 | <attribute arch="weight" editor="weight" type="int"> |
451 | <attribute arch="weight" editor="weight" type="int"> |
355 | This value defines the object's weight in gramm (1000g is 1kg). Objects with |
452 | This value defines the object's weight in grams (1000g is 1kg). Objects with |
356 | zero weight are not pickable for players. Still, set the "non-pickable"-flag |
453 | zero weight are not pickable for players. Still, set the "non-pickable"-flag |
357 | for explicitly non-pickable objects (hey, this is opensource.. you |
454 | for explicitly non-pickable objects (hey, this is opensource.. you |
358 | never know ;) ). |
455 | never know ;) ). |
359 | </attribute> |
456 | </attribute> |
360 | <attribute arch="value" editor="value" type="int"> |
457 | <attribute arch="value" editor="value" type="int"> |
… | |
… | |
365 | usually inevitable. |
462 | usually inevitable. |
366 | </attribute> |
463 | </attribute> |
367 | <attribute arch="glow_radius" editor="glow radius" type="int"> |
464 | <attribute arch="glow_radius" editor="glow radius" type="int"> |
368 | If <glow radius> is set to a value greater zero, the object |
465 | If <glow radius> is set to a value greater zero, the object |
369 | appears lit up on dark maps. <glow radius> can be a value |
466 | appears lit up on dark maps. <glow radius> can be a value |
370 | between 0 and 4, the higher, the more light does the object emmit. |
467 | between 0 and 4, the higher, the more light does the object emit. |
371 | </attribute> |
468 | </attribute> |
372 | <attribute arch="material" editor="material" type="bitmask_material"> |
469 | <attribute arch="material" editor="material" type="bitmask_material"> |
373 | This bitmask-value informs the player of which material(s) the |
470 | This bitmask-value informs the player of which material(s) the |
374 | object consists. Material does also affect how likely the object |
471 | object consists. Material does also affect how likely the object |
375 | can be destroyed by hazardous spell-effects. |
472 | can be destroyed by hazardous spell-effects. |
… | |
… | |
435 | the fallback for all types which don't match any other defined types. |
532 | the fallback for all types which don't match any other defined types. |
436 | The required attribute "misc x" prevents that it gets confused with |
533 | The required attribute "misc x" prevents that it gets confused with |
437 | other types like "monster & npc" which also have type number 0. --> |
534 | other types like "monster & npc" which also have type number 0. --> |
438 | <attribute arch="misc" value="x" /> |
535 | <attribute arch="misc" value="x" /> |
439 | </required> |
536 | </required> |
440 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
537 | &movement_types_terrain; |
441 | If set, the object cannot be passed by players nor monsters. |
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442 | </attribute> |
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443 | <attribute arch="cursed" editor="cursed" type="bool"> |
538 | <attribute arch="cursed" editor="cursed" type="bool"> |
444 | Curses can have various effects: On equipment and food, |
539 | Curses can have various effects: On equipment and food, |
445 | they generally harm the player in some way. |
540 | they generally harm the player in some way. |
446 | </attribute> |
541 | </attribute> |
447 | <attribute arch="damned" editor="damned" type="bool"> |
542 | <attribute arch="damned" editor="damned" type="bool"> |
… | |
… | |
499 | </attribute> |
594 | </attribute> |
500 | <attribute arch="hp" editor="long range spell" type="nz_spell"> |
595 | <attribute arch="hp" editor="long range spell" type="nz_spell"> |
501 | The monster will use the specified <long range spell> |
596 | The monster will use the specified <long range spell> |
502 | when the player is at least 6 squares away (from the |
597 | when the player is at least 6 squares away (from the |
503 | monster's head). |
598 | monster's head). |
504 | |
599 | |
505 | Setting a <long range spell> is optional. If unset, the |
600 | Setting a <long range spell> is optional. If unset, the |
506 | <short range spell> gets used all the time. |
601 | <short range spell> gets used all the time. |
507 | </attribute> |
602 | </attribute> |
508 | <attribute arch="maxsp" editor="importance" type="int"> |
603 | <attribute arch="maxsp" editor="importance" type="int"> |
509 | Sometimes you'll want a monster to use one ability more than others. |
604 | Sometimes you'll want a monster to use one ability more than others. |
510 | To achieve this, set the <importance> to a value greater than |
605 | To achieve this, set the <importance> to a value greater than |
511 | one. Abilities with this value zero/unset are counted to be of |
606 | one. Abilities with this value zero/unset are counted to be of |
512 | <importance> one. |
607 | <importance> one. |
513 | |
608 | |
514 | Example: A monster with "small fireball" of <importance> 3 and |
609 | Example: A monster with "small fireball" of <importance> 3 and |
515 | "paralyze" of <importance> 1 will averagely cast three out of four |
610 | "paralyze" of <importance> 1 will averagely cast three out of four |
516 | times the "small fireball". |
611 | times the "small fireball". |
517 | </attribute> |
612 | </attribute> |
518 | <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special"> |
613 | <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special"> |
519 | This flag specifies wether the ability <is magical> in nature. |
614 | This flag specifies whether the ability <is magical> in nature. |
520 | If enabled, all spells produced by this ability will have magic |
615 | If enabled, all spells produced by this ability will have magic |
521 | attacktype added to the usual attacktypes. |
616 | attacktype added to the usual attacktypes. |
522 | |
617 | |
523 | This should always be set for spell-like abilities. "Natural" |
618 | This should always be set for spell-like abilities. "Natural" |
524 | abilities like a dragon's firebreath are an exception. |
619 | abilities like a dragon's firebreath are an exception. |
525 | Note that non-magical abilities are more dangerous because |
620 | Note that non-magical abilities are more dangerous because |
526 | magic resistance does not protect from those.</attribute> |
621 | magic resistance does not protect from those.</attribute> |
527 | </type> |
622 | </type> |
… | |
… | |
533 | </ignore> |
628 | </ignore> |
534 | <description><![CDATA[ |
629 | <description><![CDATA[ |
535 | When a player puts a defined number of certain items on the altar, |
630 | When a player puts a defined number of certain items on the altar, |
536 | then either a spell is casted (on the player) or a connector is |
631 | then either a spell is casted (on the player) or a connector is |
537 | triggered. If the latter is the case, the altar works only once. |
632 | triggered. If the latter is the case, the altar works only once. |
538 | Either way, the sacrificed item dissapears. ]]> |
633 | Either way, the sacrificed item disappears. ]]> |
539 | </description> |
634 | </description> |
540 | <attribute arch="no_pick" value="1" type="fixed" /> |
635 | <attribute arch="no_pick" value="1" type="fixed" /> |
541 | <attribute arch="walk_on" value="1" type="fixed" /> |
636 | &move_on; |
542 | <attribute arch="slaying" editor="match item name" type="string"> |
637 | <attribute arch="slaying" editor="match item name" type="string"> |
543 | This string specifies the item that must be put on the altar to |
638 | This string specifies the item that must be put on the altar to |
544 | activate it. It can either be the name of an archetype, or directly |
639 | activate it. It can either be the name of an archetype, or directly |
545 | the name of an object. Yet, titles are not recognized by altars. |
640 | the name of an object. Yet, titles are not recognized by altars. |
546 | Remember to put a note somewhere, telling the player what he is |
641 | Remember to put a note somewhere, telling the player what he is |
547 | expected to drop on the altar. (Often this is put in the altar's |
642 | expected to drop on the altar. (Often this is put in the altar's |
548 | name: E.g. "drop 100 platinums") |
643 | name: E.g. "drop 100 platinums") |
549 | </attribute> |
644 | </attribute> |
550 | <attribute arch="food" editor="drop amount" type="int"> |
645 | <attribute arch="food" editor="drop amount" type="int"> |
551 | The drop amount specifies the amount of items (specified |
646 | The drop amount specifies the amount of items (specified |
552 | in <match item name>) that must be dropped to activate the altar. |
647 | in <match item name>) that must be dropped to activate the altar. |
553 | |
648 | |
554 | If <match item name> is set to "money", then the value of the |
649 | If <match item name> is set to "money", then the value of the |
555 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
650 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
556 | 200 silver, 20 gold, or 4 platinum will all work.) |
651 | 200 silver, 20 gold, or 4 platinum will all work.) |
557 | |
652 | |
558 | Note that the maximum possible for <drop amount> is 32767. |
653 | Note that the maximum possible for <drop amount> is 32767. |
559 | </attribute> |
654 | </attribute> |
560 | <attribute arch="connected" editor="connection" type="int"> |
655 | <attribute arch="connected" editor="connection" type="int"> |
561 | If a connection value is set, the altar will trigger all objects |
656 | If a connection value is set, the altar will trigger all objects |
562 | with the same value, when activated. This will only work once. |
657 | with the same value, when activated. This will only work once. |
563 | </attribute> |
658 | </attribute> |
564 | <attribute arch="sp" editor="spell" type="spell"> |
659 | <attribute arch="sp" editor="spell" type="spell"> |
565 | When activated, the selected <spell> will be casted (once, on the |
660 | When activated, the selected <spell> will be casted (once, on the |
566 | player). This should work for any given spell. The altar will work |
661 | player). This should work for any given spell. The altar will work |
567 | infinitly in this way. Don't set both <spell> and <connection> for |
662 | infinitely in this way. Don't set both <spell> and <connection> for |
568 | one altar. |
663 | one altar. |
569 | </attribute> |
664 | </attribute> |
570 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
665 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
571 | This text will be displayed to the player |
666 | This text will be displayed to the player |
572 | in the exact moment when the altar is activated. |
667 | in the exact moment when the altar is activated. |
… | |
… | |
579 | <ignore_list name="non_pickable" /> |
674 | <ignore_list name="non_pickable" /> |
580 | </ignore> |
675 | </ignore> |
581 | <description><![CDATA[ |
676 | <description><![CDATA[ |
582 | Altar_triggers work pretty much like normal altars |
677 | Altar_triggers work pretty much like normal altars |
583 | (drop sacrifice -> connection activated), except for the fact that |
678 | (drop sacrifice -> connection activated), except for the fact that |
584 | they reset after usage. Hence, altar_triggers can be used infinitly. ]]> |
679 | they reset after usage. Hence, altar_triggers can be used infinitely. ]]> |
585 | </description> |
680 | </description> |
586 | <use><![CDATA[ |
681 | <use><![CDATA[ |
587 | Altar_triggers are very useful if you want to charge a price for... |
682 | Altar_triggers are very useful if you want to charge a price for... |
588 | <UL> |
683 | <UL> |
589 | <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. |
684 | <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. |
590 | <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. |
685 | <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. |
591 | <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. |
686 | <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. |
592 | </UL> |
687 | </UL> |
593 | The big advantage over normal altars is the infinite usability |
688 | The big advantage over normal altars is the infinite usability |
594 | of altar_triggers! If there are ten players on one server, they're |
689 | of altar_triggers! If there are ten players on one server, they're |
595 | quite grateful if things work more than once. =) ]]> |
690 | quite grateful if things work more than once. =) ]]> |
… | |
… | |
603 | expected to drop on the altar. (Often this is put in the altar's |
698 | expected to drop on the altar. (Often this is put in the altar's |
604 | name: E.g. "drop 100 platinums") |
699 | name: E.g. "drop 100 platinums") |
605 | </attribute> |
700 | </attribute> |
606 | <attribute arch="food" editor="drop amount" type="int"> |
701 | <attribute arch="food" editor="drop amount" type="int"> |
607 | The drop amount specifies the amount of items (specified |
702 | The drop amount specifies the amount of items (specified |
608 | in <match item name>) that must be dropped to activate the altar. |
703 | in <match item name>) that must be dropped to activate the altar. |
609 | |
704 | |
610 | If <match item name> is set to "money", then the value of the |
705 | If <match item name> is set to "money", then the value of the |
611 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
706 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
612 | 200 silver, 20 gold, or 4 platinum will all work.) |
707 | 200 silver, 20 gold, or 4 platinum will all work.) |
613 | |
708 | |
614 | Note that the maximum possible for <drop amount> is 32767. |
709 | Note that the maximum possible for <drop amount> is 32767. |
615 | </attribute> |
710 | </attribute> |
616 | <attribute arch="connected" editor="connection" type="int"> |
711 | <attribute arch="connected" editor="connection" type="int"> |
617 | If a connection value is set, the altar will trigger all objects |
712 | If a connection value is set, the altar will trigger all objects |
618 | with the same value, when activated. This will only work once. |
713 | with the same value, when activated. This will only work once. |
619 | </attribute> |
714 | </attribute> |
620 | <attribute arch="sp" editor="spell" type="spell"> |
715 | <attribute arch="sp" editor="spell" type="spell"> |
621 | When activated, this <spell> will be casted (once, on the player). |
716 | When activated, this <spell> will be casted (once, on the player). |
622 | This should work for any given spell. The altar will work infinitly |
717 | This should work for any given spell. The altar will work infinitely |
623 | in this way. Don't set both <spell> and <connection> for one altar. |
718 | in this way. Don't set both <spell> and <connection> for one altar. |
624 | </attribute> |
719 | </attribute> |
625 | <attribute arch="exp" editor="reset time" type="int"> |
720 | <attribute arch="exp" editor="reset time" type="int"> |
626 | Being activated, the altar will reset after <reset time> ticks. |
721 | Being activated, the altar will reset after <reset time> ticks. |
627 | After reset, the altar is ready to be activated once again. |
722 | After reset, the altar is ready to be activated once again. |
… | |
… | |
629 | </attribute> |
724 | </attribute> |
630 | <attribute arch="last_sp" editor="ignore reset" type="bool"> |
725 | <attribute arch="last_sp" editor="ignore reset" type="bool"> |
631 | If this attribute is enabled, the altar_trigger won't push the |
726 | If this attribute is enabled, the altar_trigger won't push the |
632 | connected value by altar reset. Only ONCE by dropping the sacrifice. |
727 | connected value by altar reset. Only ONCE by dropping the sacrifice. |
633 | This is typically used when the altar is connected to a creator, |
728 | This is typically used when the altar is connected to a creator, |
634 | e.g. for selling tickets. |
729 | e.g. for selling tickets. |
635 | |
730 | |
636 | If this attribute is disabled (default), the altar_trigger |
731 | If this attribute is disabled (default), the altar_trigger |
637 | will push the connected value TWICE per sacrifice: First by |
732 | will push the connected value TWICE per sacrifice: First by |
638 | dropping sacrifice, second by reset. This mode is typically |
733 | dropping sacrifice, second by reset. This mode is typically |
639 | used for altars being connected to gates, resulting in the |
734 | used for altars being connected to gates, resulting in the |
640 | gate being opened and closed again. |
735 | gate being opened and closed again. |
641 | </attribute> |
736 | </attribute> |
642 | <attribute arch="walk_on" value="1" type="fixed"> |
737 | &move_on; |
643 | </attribute> |
|
|
644 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
738 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
645 | This text will be displayed to the player |
739 | This text will be displayed to the player |
646 | in the exact moment when the altar is activated. |
740 | in the exact moment when the altar is activated. |
647 | </attribute> |
741 | </attribute> |
648 | </type> |
742 | </type> |
… | |
… | |
672 | The <item power> value measures how "powerful" an artifact is. |
766 | The <item power> value measures how "powerful" an artifact is. |
673 | Players will only be able to wear equipment with a certain total |
767 | Players will only be able to wear equipment with a certain total |
674 | amount of <item power>, depending on their own level. This is the |
768 | amount of <item power>, depending on their own level. This is the |
675 | only way to prevent low level players to wear "undeserved" equipment |
769 | only way to prevent low level players to wear "undeserved" equipment |
676 | (like gifts from other players or cheated items). |
770 | (like gifts from other players or cheated items). |
677 | |
771 | |
678 | It is very important to adjust the <item power> value carefully |
772 | It is very important to adjust the <item power> value carefully |
679 | for every artifact you create! If zero/unset, the CF server will |
773 | for every artifact you create! If zero/unset, the CF server will |
680 | calculate a provisional value at runtime, but this is never |
774 | calculate a provisional value at runtime, but this is never |
681 | going to be an accurate measurement of <item power>. |
775 | going to be an accurate measurement of <item power>. |
682 | </attribute> |
776 | </attribute> |
… | |
… | |
689 | unless the curse is removed. |
783 | unless the curse is removed. |
690 | </attribute> |
784 | </attribute> |
691 | <attribute arch="lifesave" editor="save life" type="bool"> |
785 | <attribute arch="lifesave" editor="save life" type="bool"> |
692 | An item with this flag enabled will save the players life |
786 | An item with this flag enabled will save the players life |
693 | for one time: When the player is wearing this item and his |
787 | for one time: When the player is wearing this item and his |
694 | healthpoints reach zero, the item dissapears, replenishing |
788 | health points reach zero, the item disappears, replenishing |
695 | half of the player's health. |
789 | half of the player's health. |
696 | |
790 | |
697 | An item with <save life> should not have |
791 | An item with <save life> should not have |
698 | any decent additional bonuses! |
792 | any decent additional bonuses! |
699 | </attribute> |
793 | </attribute> |
700 | <attribute arch="unique" editor="unique item" type="bool"> |
794 | <attribute arch="unique" editor="unique item" type="bool"> |
701 | Unique items exist only one time on a server. If the item |
795 | Unique items exist only one time on a server. If the item |
… | |
… | |
868 | additional <grace regen.> bonus should be VERY RARE!! |
962 | additional <grace regen.> bonus should be VERY RARE!! |
869 | </attribute> |
963 | </attribute> |
870 | <attribute arch="food" editor="food bonus" type="int"> |
964 | <attribute arch="food" editor="food bonus" type="int"> |
871 | Positive <food bonus> slows down the player's digestion, |
965 | Positive <food bonus> slows down the player's digestion, |
872 | thus he consumes less food. Negative values speed it up. |
966 | thus he consumes less food. Negative values speed it up. |
873 | |
967 | |
874 | Note that food is consumed not only for "being alive", but |
968 | Note that food is consumed not only for "being alive", but |
875 | also for healing and mana-regeneration. |
969 | also for healing and mana-regeneration. |
876 | <food bonus> only affects the amount of food consumed |
970 | <food bonus> only affects the amount of food consumed |
877 | for "being alive". Hence, even with high <food bonus>, |
971 | for "being alive". Hence, even with high <food bonus>, |
878 | during a fight a player can run out of food quickly. |
972 | during a fight a player can run out of food quickly. |
879 | </attribute> |
973 | </attribute> |
880 | <attribute arch="xrays" editor="xray vision" type="bool"> |
974 | <attribute arch="xrays" editor="xray vision" type="bool"> |
881 | Xray vision allows the player to see through obstacles |
975 | Xray vision allows the player to see through obstacles |
882 | in a two-square-wide radius. This is extremely helpful and |
976 | in a two-square-wide radius. This is extremely helpful and |
883 | desireable, so don't give it away for cheap on equipment. |
977 | desirable, so don't give it away for cheap on equipment. |
884 | </attribute> |
978 | </attribute> |
885 | <attribute arch="stealth" editor="stealth" type="bool"> |
979 | <attribute arch="stealth" editor="stealth" type="bool"> |
886 | Stealth allows the player to move silently. |
980 | Stealth allows the player to move silently. |
887 | This comes to effect if a player turns himself |
981 | This comes to effect if a player turns himself |
888 | invisible and tries to sneak around monsters. |
982 | invisible and tries to sneak around monsters. |
… | |
… | |
893 | the ability to <reflect spells>, all kinds of |
987 | the ability to <reflect spells>, all kinds of |
894 | spell-bullets and -beams will bounce off him. |
988 | spell-bullets and -beams will bounce off him. |
895 | This works only about 90% of all times, to |
989 | This works only about 90% of all times, to |
896 | avoid players being completely immune to certain |
990 | avoid players being completely immune to certain |
897 | types of attacks. |
991 | types of attacks. |
898 | |
992 | |
899 | This is a very powerful ability and it |
993 | This is a very powerful ability and it |
900 | shouldn't be handed out cheap! |
994 | shouldn't be handed out cheap! |
901 | </attribute> |
995 | </attribute> |
902 | <attribute arch="reflect_missile" editor="reflect missiles" type="bool"> |
996 | <attribute arch="reflect_missile" editor="reflect missiles" type="bool"> |
903 | If a player is wearing any piece of equipment with |
997 | If a player is wearing any piece of equipment with |
… | |
… | |
905 | projectiles (e.g. arrows, bolts, boulders) will |
999 | projectiles (e.g. arrows, bolts, boulders) will |
906 | bounce off him. This works only about 90% of all |
1000 | bounce off him. This works only about 90% of all |
907 | times, to avoid players being completely immune to |
1001 | times, to avoid players being completely immune to |
908 | certain types of attacks. |
1002 | certain types of attacks. |
909 | </attribute> |
1003 | </attribute> |
910 | <attribute arch="flying" editor="levitate" type="bool"> |
1004 | &move_type; |
911 | As soon as the player applies a piece of equipment with |
|
|
912 | <levitate> set, the player will start to float in the air. |
|
|
913 | </attribute> |
|
|
914 | <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath"> |
1005 | <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath"> |
915 | Click on the <attuned paths> button to select spellpaths. |
1006 | Click on the <attuned paths> button to select spellpaths. |
916 | The player will get attuned to the specified spellpaths |
1007 | The player will get attuned to the specified spellpaths |
917 | while wearing this item. |
1008 | while wearing this item. |
918 | </attribute> |
1009 | </attribute> |
… | |
… | |
969 | get teleported after they died on this battleground. |
1060 | get teleported after they died on this battleground. |
970 | </attribute> |
1061 | </attribute> |
971 | </type> |
1062 | </type> |
972 | |
1063 | |
973 | <!--####################################################################--> |
1064 | <!--####################################################################--> |
974 | <type number="104" name="Bracers"> |
|
|
975 | <import_type name="Amulet" /> |
|
|
976 | <description><![CDATA[ |
|
|
977 | Bracers are armour-plates worn around the wrists. |
|
|
978 | Wearing bracer, the object's stats will directly be inherited to |
|
|
979 | the player. Usually enhancing his defense. ]]> |
|
|
980 | </description> |
|
|
981 | <use><![CDATA[ |
|
|
982 | Feel free to create your own special artifacts. However, it is very |
|
|
983 | important that you keep your artifact in balance with existing maps. ]]> |
|
|
984 | </use> |
|
|
985 | <attribute arch="magic" editor="magic bonus" type="int"> |
|
|
986 | <magic bonus> works just like ac, except that it can be improved by |
|
|
987 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
|
|
988 | than direct armour-class bonus on the bracers. |
|
|
989 | </attribute> |
|
|
990 | </type> |
|
|
991 | |
|
|
992 | <!--####################################################################--> |
|
|
993 | <type number="16" name="Brestplate Armour"> |
|
|
994 | <import_type name="Amulet" /> |
|
|
995 | <description><![CDATA[ |
|
|
996 | Wearing an armour, the object's stats will directly be inherited to |
|
|
997 | the player. Usually enhancing his defense. ]]> |
|
|
998 | </description> |
|
|
999 | <use><![CDATA[ |
|
|
1000 | Feel free to create your own special artifacts. However, it is very |
|
|
1001 | important that you keep your artifact in balance with existing maps. ]]> |
|
|
1002 | </use> |
|
|
1003 | <attribute arch="last_heal" editor="spellpoint penalty" type="int"> |
|
|
1004 | This poses a penalty to spell regeneration speed, for wearing the armour. |
|
|
1005 | The bigger the spellpoint penalty, the worse. |
|
|
1006 | </attribute> |
|
|
1007 | <attribute arch="last_sp" editor="slowdown penalty" type="int"> |
|
|
1008 | Slowdown penalty reduces the player's walking speed when wearing the |
|
|
1009 | armour. Bigger values are worse - zero is best. |
|
|
1010 | </attribute> |
|
|
1011 | <attribute arch="magic" editor="magic bonus" type="int"> |
|
|
1012 | <magic bonus> works just like ac, except that it can be improved by |
|
|
1013 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
|
|
1014 | than direct armour-class bonus on the armour. |
|
|
1015 | </attribute> |
|
|
1016 | </type> |
|
|
1017 | |
|
|
1018 | <!--####################################################################--> |
|
|
1019 | <type number="8" name="Book"> |
1065 | <type number="8" name="Book"> |
1020 | <description><![CDATA[ |
1066 | <description><![CDATA[ |
1021 | Applying a book, the containing message is displayed to the player. ]]> |
1067 | Applying a book, the containing message is displayed to the player. ]]> |
1022 | </description> |
1068 | </description> |
1023 | <attribute arch="level" editor="literacy level" type="int"> |
1069 | <attribute arch="level" editor="literacy level" type="int"> |
… | |
… | |
1038 | is taken, lost or destroyed - it's gone for good. |
1084 | is taken, lost or destroyed - it's gone for good. |
1039 | </attribute> |
1085 | </attribute> |
1040 | <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text"> |
1086 | <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text"> |
1041 | This is the text that appears "written" in the book. |
1087 | This is the text that appears "written" in the book. |
1042 | </attribute> |
1088 | </attribute> |
|
|
1089 | <attribute arch="slaying" editor="key string" type="string"> |
|
|
1090 | This is the key string of the book. The key string is checked by an inventory checker. |
|
|
1091 | (This is used eg. for the gate/port passes in scorn) |
|
|
1092 | </attribute> |
1043 | </type> |
1093 | </type> |
1044 | |
1094 | |
1045 | <!--####################################################################--> |
1095 | <!--####################################################################--> |
1046 | <type number="99" name="Boots"> |
1096 | <type number="99" name="Boots"> |
1047 | <import_type name="Amulet" /> |
1097 | <import_type name="Amulet" /> |
… | |
… | |
1064 | </attribute> |
1114 | </attribute> |
1065 | <attribute arch="magic" editor="magic bonus" type="int"> |
1115 | <attribute arch="magic" editor="magic bonus" type="int"> |
1066 | <magic bonus> works just like ac, except that it can be improved by |
1116 | <magic bonus> works just like ac, except that it can be improved by |
1067 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1117 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1068 | than direct armour-class bonus on the boots. |
1118 | than direct armour-class bonus on the boots. |
1069 | |
1119 | |
1070 | Important: <magic bonus> on boots has no effect if there is no |
1120 | Important: <magic bonus> on boots has no effect if there is no |
1071 | <armour class> set. It only works in combination with <armour class>. |
1121 | <armour class> set. It only works in combination with <armour class>. |
|
|
1122 | </attribute> |
|
|
1123 | </type> |
|
|
1124 | |
|
|
1125 | <!--####################################################################--> |
|
|
1126 | <type number="104" name="Bracers"> |
|
|
1127 | <import_type name="Amulet" /> |
|
|
1128 | <description><![CDATA[ |
|
|
1129 | Bracers are armour-plates worn around the wrists. |
|
|
1130 | Wearing bracer, the object's stats will directly be inherited to |
|
|
1131 | the player. Usually enhancing his defense. ]]> |
|
|
1132 | </description> |
|
|
1133 | <use><![CDATA[ |
|
|
1134 | Feel free to create your own special artifacts. However, it is very |
|
|
1135 | important that you keep your artifact in balance with existing maps. ]]> |
|
|
1136 | </use> |
|
|
1137 | <attribute arch="magic" editor="magic bonus" type="int"> |
|
|
1138 | <magic bonus> works just like ac, except that it can be improved by |
|
|
1139 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
|
|
1140 | than direct armour-class bonus on the bracers. |
|
|
1141 | </attribute> |
|
|
1142 | </type> |
|
|
1143 | |
|
|
1144 | <!--####################################################################--> |
|
|
1145 | <type number="16" name="Brestplate Armour"> |
|
|
1146 | <import_type name="Amulet" /> |
|
|
1147 | <description><![CDATA[ |
|
|
1148 | Wearing an armour, the object's stats will directly be inherited to |
|
|
1149 | the player. Usually enhancing his defense. ]]> |
|
|
1150 | </description> |
|
|
1151 | <use><![CDATA[ |
|
|
1152 | Feel free to create your own special artifacts. However, it is very |
|
|
1153 | important that you keep your artifact in balance with existing maps. ]]> |
|
|
1154 | </use> |
|
|
1155 | <attribute arch="last_heal" editor="spellpoint penalty" type="int"> |
|
|
1156 | This poses a penalty to spell regeneration speed, for wearing the armour. |
|
|
1157 | The bigger the spellpoint penalty, the worse. |
|
|
1158 | </attribute> |
|
|
1159 | <attribute arch="last_sp" editor="slowdown penalty" type="int"> |
|
|
1160 | Slowdown penalty reduces the player's walking speed when wearing the |
|
|
1161 | armour. Bigger values are worse - zero is best. |
|
|
1162 | </attribute> |
|
|
1163 | <attribute arch="magic" editor="magic bonus" type="int"> |
|
|
1164 | <magic bonus> works just like ac, except that it can be improved by |
|
|
1165 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
|
|
1166 | than direct armour-class bonus on the armour. |
1072 | </attribute> |
1167 | </attribute> |
1073 | </type> |
1168 | </type> |
1074 | |
1169 | |
1075 | <!--####################################################################--> |
1170 | <!--####################################################################--> |
1076 | <type number="92" name="Button"> |
1171 | <type number="92" name="Button"> |
… | |
… | |
1081 | When a predefined amount of weigh is placed on a button, the |
1176 | When a predefined amount of weigh is placed on a button, the |
1082 | <connection> value is triggered. In most cases this happens when a |
1177 | <connection> value is triggered. In most cases this happens when a |
1083 | player or monster steps on it. When the button is "released", the |
1178 | player or monster steps on it. When the button is "released", the |
1084 | <connection> value get's triggered a second time. ]]> |
1179 | <connection> value get's triggered a second time. ]]> |
1085 | </description> |
1180 | </description> |
1086 | <attribute arch="walk_on" value="1" type="fixed" /> |
1181 | &move_on; |
1087 | <attribute arch="walk_off" value="1" type="fixed" /> |
1182 | &move_off; |
1088 | <attribute arch="no_pick" value="1" type="fixed" /> |
1183 | <attribute arch="no_pick" value="1" type="fixed" /> |
1089 | <attribute arch="weight" editor="press weight" type="string"> |
1184 | <attribute arch="weight" editor="press weight" type="int"> |
1090 | The button is pressed (triggered), as soon as |
1185 | The button is pressed (triggered), as soon as |
1091 | <press weigh> gram are placed ontop of it. |
1186 | <press weigh> gram are placed ontop of it. |
1092 | </attribute> |
1187 | </attribute> |
1093 | <attribute arch="connected" editor="connection" type="int"> |
1188 | <attribute arch="connected" editor="connection" type="int"> |
1094 | Every time the button is pressed or released, all objects |
1189 | Every time the button is pressed or released, all objects |
… | |
… | |
1096 | </attribute> |
1191 | </attribute> |
1097 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1192 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1098 | This text may describe the item. You can use this |
1193 | This text may describe the item. You can use this |
1099 | message to explain the button's purpose to the player. |
1194 | message to explain the button's purpose to the player. |
1100 | </attribute> |
1195 | </attribute> |
|
|
1196 | </type> |
|
|
1197 | |
|
|
1198 | <!--####################################################################--> |
|
|
1199 | <type number="30" name="Button Trigger"> |
|
|
1200 | <import_type name="Button" /> |
|
|
1201 | <ignore> |
|
|
1202 | <ignore_list name="non_pickable" /> |
|
|
1203 | </ignore> |
|
|
1204 | <description><![CDATA[ |
|
|
1205 | Handle buttons are buttons which reset after a short period |
|
|
1206 | of time. Every time it is either applied or reset, the |
|
|
1207 | <connection> value is triggered. ]]> |
|
|
1208 | </description> |
|
|
1209 | </type> |
|
|
1210 | |
|
|
1211 | <!--####################################################################--> |
|
|
1212 | <type number="37" name="Class Changer"> |
|
|
1213 | <ignore> |
|
|
1214 | <ignore_list name="non_pickable" /> |
|
|
1215 | </ignore> |
|
|
1216 | <description><![CDATA[ |
|
|
1217 | Class changer are used while creating a character. ]]> |
|
|
1218 | </description> |
|
|
1219 | <attribute arch="randomitems" editor="class items" type="treasurelist"> |
|
|
1220 | This entry determines which initial items the character receives. |
|
|
1221 | </attribute> |
|
|
1222 | <section name="stats"> |
|
|
1223 | <attribute arch="Str" editor="strength" type="int"> |
|
|
1224 | The player's strength will rise by the given value if he chooses this |
|
|
1225 | class. (Negative values make strength fall) |
|
|
1226 | </attribute> |
|
|
1227 | <attribute arch="Dex" editor="dexterity" type="int"> |
|
|
1228 | The player's dexterity will rise by the given value if he chooses this |
|
|
1229 | class. (Negative values make dexterity fall) |
|
|
1230 | </attribute> |
|
|
1231 | <attribute arch="Con" editor="constitution" type="int"> |
|
|
1232 | The player's constitution will rise by the given value if he chooses this |
|
|
1233 | class. (Negative values make constitution fall) |
|
|
1234 | </attribute> |
|
|
1235 | <attribute arch="Int" editor="intelligence" type="int"> |
|
|
1236 | The player's intelligence will rise by the given value if he chooses this |
|
|
1237 | class. (Negative values make intelligence fall) |
|
|
1238 | </attribute> |
|
|
1239 | <attribute arch="Pow" editor="power" type="int"> |
|
|
1240 | The player's power will rise by the given value if he chooses this |
|
|
1241 | class. (Negative values make power fall) |
|
|
1242 | </attribute> |
|
|
1243 | <attribute arch="Wis" editor="wisdom" type="int"> |
|
|
1244 | The player's wisdom will rise by the given value if he chooses this |
|
|
1245 | class. (Negative values make wisdom fall) |
|
|
1246 | </attribute> |
|
|
1247 | <attribute arch="Cha" editor="charisma" type="int"> |
|
|
1248 | The player's charisma will rise by the given value if he chooses this |
|
|
1249 | class. (Negative values make charisma fall) |
|
|
1250 | </attribute> |
|
|
1251 | </section> |
1101 | </type> |
1252 | </type> |
1102 | |
1253 | |
1103 | <!--####################################################################--> |
1254 | <!--####################################################################--> |
1104 | <type number="87" name="Cloak"> |
1255 | <type number="87" name="Cloak"> |
1105 | <import_type name="Amulet" /> |
1256 | <import_type name="Amulet" /> |
… | |
… | |
1114 | </use> |
1265 | </use> |
1115 | <attribute arch="magic" editor="magic bonus" type="int"> |
1266 | <attribute arch="magic" editor="magic bonus" type="int"> |
1116 | <magic bonus> works just like ac, except that it can be improved by |
1267 | <magic bonus> works just like ac, except that it can be improved by |
1117 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1268 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1118 | than direct armour-class bonus on the cloak. |
1269 | than direct armour-class bonus on the cloak. |
1119 | |
1270 | |
1120 | Important: <magic bonus> on cloaks has no effect if there is no |
1271 | Important: <magic bonus> on cloaks has no effect if there is no |
1121 | <armour class> set. It only works in combination with <armour class>. |
1272 | <armour class> set. It only works in combination with <armour class>. |
1122 | </attribute> |
1273 | </attribute> |
1123 | </type> |
1274 | </type> |
1124 | |
1275 | |
… | |
… | |
1153 | </UL> ]]> |
1304 | </UL> ]]> |
1154 | </use> |
1305 | </use> |
1155 | <attribute arch="race" editor="container class" type="string"> |
1306 | <attribute arch="race" editor="container class" type="string"> |
1156 | If set, the container will hold only certain types of objects. |
1307 | If set, the container will hold only certain types of objects. |
1157 | Possible choices for <container class> are: "gold and jewels", |
1308 | Possible choices for <container class> are: "gold and jewels", |
1158 | "arrows" and "keys". |
1309 | "arrows" and "keys". |
1159 | |
1310 | |
1160 | Unfortunately it is not easy to create new container |
1311 | Unfortunately it is not easy to create new container |
1161 | classes, because items need a matching counterpiece-attribute |
1312 | classes, because items need a matching counterpiece-attribute |
1162 | to the <container class> before they can be put inside a |
1313 | to the <container class> before they can be put inside a |
1163 | container. This attribute ("race") is set only for the existing |
1314 | container. This attribute ("race") is set only for the existing |
1164 | container classes. |
1315 | container classes. |
… | |
… | |
1239 | on the converter, in order to get <receive number> items |
1390 | on the converter, in order to get <receive number> items |
1240 | of <receive arch>. |
1391 | of <receive arch>. |
1241 | </attribute> |
1392 | </attribute> |
1242 | <attribute arch="other_arch" editor="receive arch" type="string"> |
1393 | <attribute arch="other_arch" editor="receive arch" type="string"> |
1243 | <receive arch> is the name of the archetype to convert into. |
1394 | <receive arch> is the name of the archetype to convert into. |
|
|
1395 | This field is ignored if the converter has items in inventory. In this |
|
|
1396 | case one of the inventory items is duplicated. The duplicated item is |
|
|
1397 | randomly chosen from all items present. |
1244 | </attribute> |
1398 | </attribute> |
1245 | <attribute arch="sp" editor="receive number" type="int"> |
1399 | <attribute arch="sp" editor="receive number" type="int"> |
1246 | The player has to put <cost number> items of <cost arch> |
1400 | The player has to put <cost number> items of <cost arch> |
1247 | on the converter, in order to get <receive number> items |
1401 | on the converter, in order to get <receive number> items |
1248 | of <receive arch>. |
1402 | of <receive arch>. |
… | |
… | |
1268 | </use> |
1422 | </use> |
1269 | <attribute arch="no_pick" value="1" type="fixed" /> |
1423 | <attribute arch="no_pick" value="1" type="fixed" /> |
1270 | <attribute arch="other_arch" editor="create arch" type="string"> |
1424 | <attribute arch="other_arch" editor="create arch" type="string"> |
1271 | This string defines the object that will be created. |
1425 | This string defines the object that will be created. |
1272 | You can choose any of the existing arches. |
1426 | You can choose any of the existing arches. |
|
|
1427 | This field is ignored if the creator has items in inventory. In this case |
|
|
1428 | one of the inventory items is duplicated. The duplicated item is randomly |
|
|
1429 | chosen from all items present. |
1273 | </attribute> |
1430 | </attribute> |
1274 | <attribute arch="connected" editor="connection" type="int"> |
1431 | <attribute arch="connected" editor="connection" type="int"> |
1275 | Whenever the connection value is activated, |
1432 | Whenever the connection value is activated, |
1276 | the creator gets triggered. |
1433 | the creator gets triggered. |
1277 | </attribute> |
1434 | </attribute> |
1278 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1435 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1279 | If <infinit uses> is set, the creator will work |
1436 | If <infinit uses> is set, the creator will work |
1280 | infinitly, regardless of the value in <number of uses>. |
1437 | infinitely, regardless of the value in <number of uses>. |
1281 | </attribute> |
1438 | </attribute> |
1282 | <attribute arch="hp" editor="number of uses" type="int"> |
1439 | <attribute arch="hp" editor="number of uses" type="int"> |
1283 | The creator can be triggered <number of uses> times, thus |
1440 | The creator can be triggered <number of uses> times, thus |
1284 | creating that many objects, before it dissappears. |
1441 | creating that many objects, before it dissappears. |
1285 | Default is <number of uses> 1 (-> one-time usage). |
1442 | Default is <number of uses> 1 (-> one-time usage). |
1286 | </attribute> |
1443 | </attribute> |
1287 | <attribute arch="slaying" editor="name of creation" type="string"> |
1444 | <attribute arch="slaying" editor="name of creation" type="string"> |
1288 | The created object will bear the name specified in <name creation>. |
1445 | The created object will bear the name and title specified in <name of |
1289 | If nothing is set, the standard name of the archetype is used. |
1446 | creation>. If nothing is set, the standard name and title of the |
|
|
1447 | archetype is used. |
1290 | </attribute> |
1448 | </attribute> |
1291 | <attribute arch="level" editor="level of creation" type="int"> |
1449 | <attribute arch="level" editor="level of creation" type="int"> |
1292 | The created object will be of that level. If zero/unset, |
1450 | The created object will be of that level. If zero/unset, |
1293 | the standard level of the archetype is used. |
1451 | the standard level of the archetype is used. |
1294 | </attribute> |
1452 | </attribute> |
… | |
… | |
1358 | <attribute arch="sp" editor="direction" type="list_direction"> |
1516 | <attribute arch="sp" editor="direction" type="list_direction"> |
1359 | Projectiles will leave the director flying in the selected <direction>. |
1517 | Projectiles will leave the director flying in the selected <direction>. |
1360 | A director with direction <none> simply stops projectiles. |
1518 | A director with direction <none> simply stops projectiles. |
1361 | (The latter works out a bit strange for some spells). |
1519 | (The latter works out a bit strange for some spells). |
1362 | </attribute> |
1520 | </attribute> |
1363 | <attribute arch="walk_on" value="1" type="fixed" /> |
1521 | &move_on; |
1364 | <attribute arch="fly_on" value="1" type="fixed" /> |
|
|
1365 | </type> |
1522 | </type> |
1366 | |
1523 | |
1367 | <!--####################################################################--> |
1524 | <!--####################################################################--> |
1368 | <type number="158" name="Disease"> |
1525 | <type number="158" name="Disease"> |
1369 | <ignore> |
1526 | <ignore> |
… | |
… | |
1400 | <section name="spreading"> |
1557 | <section name="spreading"> |
1401 | <attribute arch="wc" editor="infectiosness" type="int"> |
1558 | <attribute arch="wc" editor="infectiosness" type="int"> |
1402 | The <infectiosness> defines the chance of new creatures getting |
1559 | The <infectiosness> defines the chance of new creatures getting |
1403 | infected. If you set this too high, the disease is very likely to |
1560 | infected. If you set this too high, the disease is very likely to |
1404 | be too effective. |
1561 | be too effective. |
1405 | |
1562 | |
1406 | <infectiosness>/127 is the chance of someone in range catching it. |
1563 | <infectiosness>/127 is the chance of someone in range catching it. |
1407 | </attribute> |
1564 | </attribute> |
1408 | <attribute arch="last_grace" editor="attenuation" type="int"> |
1565 | <attribute arch="last_grace" editor="attenuation" type="int"> |
1409 | The <attenuation> value reduces the diseases' <infectiosness> |
1566 | The <attenuation> value reduces the diseases' <infectiosness> |
1410 | everytime it infects someone new. This limits how many generations |
1567 | everytime it infects someone new. This limits how many generations |
… | |
… | |
1413 | <attribute arch="magic" editor="infection range" type="int"> |
1570 | <attribute arch="magic" editor="infection range" type="int"> |
1414 | <infection range> sets the range at which infection may occur. |
1571 | <infection range> sets the range at which infection may occur. |
1415 | If positive, the <infection range> is level dependant - If negative, |
1572 | If positive, the <infection range> is level dependant - If negative, |
1416 | it is not: |
1573 | it is not: |
1417 | E.g. "<infection range> -6" means creatures can be infected in |
1574 | E.g. "<infection range> -6" means creatures can be infected in |
1418 | six square range, and <plaque level> doesn't modify that. |
1575 | six square range, and <plaque level> doesn't modify that. |
1419 | </attribute> |
1576 | </attribute> |
1420 | <attribute arch="maxhp" editor="persistence" type="int"> |
1577 | <attribute arch="maxhp" editor="persistence" type="int"> |
1421 | <persistence> defines how long the disease can persist OUTSIDE a host. |
1578 | <persistence> defines how long the disease can persist OUTSIDE a host. |
1422 | The disease can "move" <persistence> times outside a host before it |
1579 | The disease can "move" <persistence> times outside a host before it |
1423 | vanishes. A negative value means the disease lasts for permanent |
1580 | vanishes. A negative value means the disease lasts for permanent |
… | |
… | |
1426 | <attribute arch="maxgrace" editor="curing duration" type="int"> |
1583 | <attribute arch="maxgrace" editor="curing duration" type="int"> |
1427 | The disease will last in the host for <curing duration> "disease moves" |
1584 | The disease will last in the host for <curing duration> "disease moves" |
1428 | (Assuming the host survives and doesn't use a curing spell). |
1585 | (Assuming the host survives and doesn't use a curing spell). |
1429 | After this period the disease is naturally cured, which provides the |
1586 | After this period the disease is naturally cured, which provides the |
1430 | host with immunity from this particular disease of lower or equal level. |
1587 | host with immunity from this particular disease of lower or equal level. |
1431 | |
1588 | |
1432 | A negative value means the disease can never be cured naturally. |
1589 | A negative value means the disease can never be cured naturally. |
1433 | |
1590 | |
1434 | Note that this value can be further modulated by spell-parameters, |
1591 | Note that this value can be further modulated by spell-parameters, |
1435 | if the disease is registered as spell in the code. Due to that, |
1592 | if the disease is registered as spell in the code. Due to that, |
1436 | most default diseases take a lot longer to cure than it seems. |
1593 | most default diseases take a lot longer to cure than it seems. |
1437 | </attribute> |
1594 | </attribute> |
1438 | <attribute arch="speed" editor="moving speed" type="float"> |
1595 | <attribute arch="speed" editor="moving speed" type="float"> |
… | |
… | |
1448 | <attribute arch="dam" editor="damage" type="int"> |
1605 | <attribute arch="dam" editor="damage" type="int"> |
1449 | A disease with a positive <damage> value will strike the player for that |
1606 | A disease with a positive <damage> value will strike the player for that |
1450 | amount of damage every time the symptoms occur. |
1607 | amount of damage every time the symptoms occur. |
1451 | A negative <damage> value produces %-based damage: "<damage> -10" means |
1608 | A negative <damage> value produces %-based damage: "<damage> -10" means |
1452 | the player's health is reduced by 10% every time the symptoms strike. |
1609 | the player's health is reduced by 10% every time the symptoms strike. |
1453 | |
1610 | |
1454 | Diseases with %-based damage can be dangerous - but not deadly - |
1611 | Diseases with %-based damage can be dangerous - but not deadly - |
1455 | for players of all levels. |
1612 | for players of all levels. |
1456 | </attribute> |
1613 | </attribute> |
1457 | <attribute arch="other_arch" editor="create arch" type="string"> |
1614 | <attribute arch="other_arch" editor="create arch" type="string"> |
1458 | If set, the specified arch is created and dropped every time the |
1615 | If set, the specified arch is created and dropped every time the |
1459 | symptoms strike. |
1616 | symptoms strike. |
1460 | |
1617 | |
1461 | This can be various things: farts, body pieces, eggs ... |
1618 | This can be various things: farts, body pieces, eggs ... |
1462 | Even monsters can be created that way. You could also make a |
1619 | Even monsters can be created that way. You could also make a |
1463 | disease where some exotic stuff like money/gems is created. |
1620 | disease where some exotic stuff like money/gems is created. |
1464 | </attribute> |
1621 | </attribute> |
1465 | <attribute arch="last_sp" editor="slowdown penalty" type="int"> |
1622 | <attribute arch="last_sp" editor="slowdown penalty" type="int"> |
… | |
… | |
1520 | </attribute> |
1677 | </attribute> |
1521 | </section> |
1678 | </section> |
1522 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
1679 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
1523 | This text is displayed to the player every time the |
1680 | This text is displayed to the player every time the |
1524 | symptoms strike. |
1681 | symptoms strike. |
|
|
1682 | </attribute> |
|
|
1683 | </type> |
|
|
1684 | |
|
|
1685 | <!--####################################################################--> |
|
|
1686 | <type number="23" name="Door"> |
|
|
1687 | <ignore> |
|
|
1688 | <ignore_list name="non_pickable" /> |
|
|
1689 | </ignore> |
|
|
1690 | <description><![CDATA[ |
|
|
1691 | A door can be opened with a normal key. It also can be broken by attacking |
|
|
1692 | it, and it can be defeated with the lockpicking skill. If a door is |
|
|
1693 | defeated, horizontally and vertically adjacent doors are automatically |
|
|
1694 | removed. ]]> |
|
|
1695 | </description> |
|
|
1696 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
1697 | <attribute arch="alive" value="1" type="fixed" /> |
|
|
1698 | &movement_types_terrain; |
|
|
1699 | <attribute arch="hp" editor="hitpoints" type="int"> |
|
|
1700 | The more <hitpoints> the door has, the longer it takes to be broken. |
|
|
1701 | </attribute> |
|
|
1702 | <attribute arch="ac" editor="armour class" type="int"> |
|
|
1703 | Doors of high <armour class> are less likely to get hit. |
|
|
1704 | <armour class> can be considered the "counterpiece" to |
|
|
1705 | <weapon class>. |
|
|
1706 | </attribute> |
|
|
1707 | <attribute arch="other_arch" editor="drop arch" type="string"> |
|
|
1708 | This string defines the object that will be created when the door was |
|
|
1709 | defeated. |
|
|
1710 | </attribute> |
|
|
1711 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
|
|
1712 | This entry determines what kind of traps will appear in the door. |
1525 | </attribute> |
1713 | </attribute> |
1526 | </type> |
1714 | </type> |
1527 | |
1715 | |
1528 | <!--####################################################################--> |
1716 | <!--####################################################################--> |
1529 | <type number="83" name="Duplicator"> |
1717 | <type number="83" name="Duplicator"> |
… | |
… | |
1574 | (Monsters cannot use exits.) Depending on how it is set, the player applies |
1762 | (Monsters cannot use exits.) Depending on how it is set, the player applies |
1575 | the exit just by walking into it, or by pressing <a>pply when standing on |
1763 | the exit just by walking into it, or by pressing <a>pply when standing on |
1576 | the exit. ]]> |
1764 | the exit. ]]> |
1577 | </description> |
1765 | </description> |
1578 | <use><![CDATA[ |
1766 | <use><![CDATA[ |
1579 | If you want to have an invisible exit, set <invisible> (, of course |
1767 | If you want to have an invisible exit, set <invisible> (, of course |
1580 | <apply by walking>), and put it *under* the floor. Otherwise it could be |
1768 | <apply by walking>), and put it *under* the floor. Otherwise it could be |
1581 | detected with the show_invisible spell. |
1769 | detected with the show_invisible spell. |
1582 | <br><br> |
1770 | <br><br> |
1583 | You can be quite creative with the outlook of secret exits (their "face"). |
1771 | You can be quite creative with the outlook of secret exits (their "face"). |
1584 | Don't forget to give the player relyable hints about them though. ]]> |
1772 | Don't forget to give the player relyable hints about them though. ]]> |
… | |
… | |
1588 | You can enter an absolute path, beginning with '/' (for example |
1776 | You can enter an absolute path, beginning with '/' (for example |
1589 | "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning |
1777 | "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning |
1590 | with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the |
1778 | with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the |
1591 | relative path "Fire1"). Use relative paths whenever possible! Note that |
1779 | relative path "Fire1"). Use relative paths whenever possible! Note that |
1592 | upper/lower case must always be set correctly. However, please use lower |
1780 | upper/lower case must always be set correctly. However, please use lower |
1593 | case only. |
1781 | case only. |
1594 | It is well possible to have an exit pointing to the same map that the exit |
1782 | It is well possible to have an exit pointing to the same map that the exit |
1595 | is on. If slaying is not set in an exit, the player will see a message like |
1783 | is on. If slaying is not set in an exit, the player will see a message like |
1596 | "the exit is closed". |
1784 | "the exit is closed". |
1597 | </attribute> |
1785 | </attribute> |
1598 | <attribute arch="hp" editor="destination X" type="int"> |
1786 | <attribute arch="hp" editor="destination X" type="int"> |
… | |
… | |
1609 | If both are set to zero, the player will be transferred to the "default |
1797 | If both are set to zero, the player will be transferred to the "default |
1610 | enter location" of the destined map. The latter can be set in the map- |
1798 | enter location" of the destined map. The latter can be set in the map- |
1611 | properties as "Enter X/Y". Though, please DO NOT use that. |
1799 | properties as "Enter X/Y". Though, please DO NOT use that. |
1612 | It turned out to be a source for numerous map-bugs. |
1800 | It turned out to be a source for numerous map-bugs. |
1613 | </attribute> |
1801 | </attribute> |
1614 | <attribute arch="walk_on" editor="apply by walking" type="bool"> |
1802 | &move_on; |
1615 | If set, the player will apply the exit by just walking into it. This must |
|
|
1616 | be set for the invisible exits for example. If unset, the player has |
|
|
1617 | to step onto the exit and press 'a' to get transferred. |
|
|
1618 | </attribute> |
|
|
1619 | <attribute arch="fly_on" editor="apply by flying" type="bool"> |
|
|
1620 | If set, the player will apply the exit by "flying into it". Flying means |
|
|
1621 | the player is levitating. E.g. wearing levitation boots. |
|
|
1622 | </attribute> |
|
|
1623 | <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text"> |
1803 | <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text"> |
1624 | If set, this message will be displayed to the player when he applies the exit. |
1804 | If set, this message will be displayed to the player when he applies the exit. |
1625 | This is quite useful to throw in some "role-play feeling": "As you enter the |
1805 | This is quite useful to throw in some "role-play feeling": "As you enter the |
1626 | dark cave you hear the sound of rustling dragonscales...". Well, my english |
1806 | dark cave you hear the sound of rustling dragonscales...". Well, my english |
1627 | is poor, but you get the point. =) |
1807 | is poor, but you get the point. =) |
… | |
… | |
1805 | Floor is a very basic thing whithout too much |
1985 | Floor is a very basic thing whithout too much |
1806 | functionality. It's a floor - you stand on it. ]]> |
1986 | functionality. It's a floor - you stand on it. ]]> |
1807 | </description> |
1987 | </description> |
1808 | <attribute arch="is_floor" value="1" type="fixed" /> |
1988 | <attribute arch="is_floor" value="1" type="fixed" /> |
1809 | <attribute arch="no_pick" value="1" type="fixed" /> |
1989 | <attribute arch="no_pick" value="1" type="fixed" /> |
1810 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
|
|
1811 | If set, the object cannot be passed by players nor monsters. |
|
|
1812 | </attribute> |
|
|
1813 | <section name="terrain"> |
1990 | <section name="terrain"> |
1814 | <attribute arch="slow_move" editor="slow movement" type="int"> |
1991 | &movement_types_terrain; |
1815 | If <slow movement> is set to a value greater zero, all |
|
|
1816 | creatures moving over this spot will be slower than normal. |
|
|
1817 | |
|
|
1818 | <slow movement> 1 - rough terrain |
|
|
1819 | <slow movement> 2 - very rough terrain |
|
|
1820 | ... |
|
|
1821 | <slow movement> 7 - spider web (sticky as hell) |
|
|
1822 | </attribute> |
|
|
1823 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
1992 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
1824 | This flag indicates this spot contains wood or high grass. |
1993 | This flag indicates this spot contains wood or high grass. |
1825 | Players with activated woodsman skill can move faster here. |
1994 | Players with activated woodsman skill can move faster here. |
1826 | </attribute> |
1995 | </attribute> |
1827 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
1996 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
… | |
… | |
1860 | with monsters on them. Nowadays this feature is disabled - |
2029 | with monsters on them. Nowadays this feature is disabled - |
1861 | Hence encounter floor is not different from normal floor. ]]> |
2030 | Hence encounter floor is not different from normal floor. ]]> |
1862 | </description> |
2031 | </description> |
1863 | <attribute arch="is_floor" value="1" type="fixed" /> |
2032 | <attribute arch="is_floor" value="1" type="fixed" /> |
1864 | <attribute arch="no_pick" value="1" type="fixed" /> |
2033 | <attribute arch="no_pick" value="1" type="fixed" /> |
1865 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
|
|
1866 | If set, the object cannot be passed by players nor monsters. |
|
|
1867 | </attribute> |
|
|
1868 | <section name="terrain"> |
2034 | <section name="terrain"> |
1869 | <attribute arch="slow_move" editor="slow movement" type="int"> |
2035 | &movement_types_terrain; |
1870 | If <slow movement> is set to a value greater zero, all |
|
|
1871 | creatures moving over this spot will be slower than normal. |
|
|
1872 | |
|
|
1873 | <slow movement> 1 - rough terrain |
|
|
1874 | <slow movement> 2 - very rough terrain |
|
|
1875 | ... |
|
|
1876 | <slow movement> 7 - spider web (sticky as hell) |
|
|
1877 | </attribute> |
|
|
1878 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
2036 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
1879 | This flag indicates this spot contains wood or high grass. |
2037 | This flag indicates this spot contains wood or high grass. |
1880 | Players with activated woodsman skill can move faster here. |
2038 | Players with activated woodsman skill can move faster here. |
1881 | </attribute> |
2039 | </attribute> |
1882 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
2040 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
… | |
… | |
1945 | The <position state> defines the position of the gate: |
2103 | The <position state> defines the position of the gate: |
1946 | Zero means completely open/down, the "number of animation-steps" (usually |
2104 | Zero means completely open/down, the "number of animation-steps" (usually |
1947 | about 6 or 7) means completely closed/up state. I suggest you don't |
2105 | about 6 or 7) means completely closed/up state. I suggest you don't |
1948 | mess with this value - Leave the default in place. |
2106 | mess with this value - Leave the default in place. |
1949 | </attribute> |
2107 | </attribute> |
1950 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
2108 | &movement_types_terrain; |
1951 | For open gates, <blocking passage> should be unset. |
|
|
1952 | For closed gates it must be set. |
|
|
1953 | </attribute> |
|
|
1954 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2109 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
1955 | Restricting the use of spells to pass this gate. This has |
2110 | Restricting the use of spells to pass this gate. This has |
1956 | an effect only if <block view> is disabled. |
2111 | an effect only if <block view> is disabled. |
1957 | </attribute> |
2112 | </attribute> |
1958 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
2113 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
… | |
… | |
1975 | </use> |
2130 | </use> |
1976 | <attribute arch="magic" editor="magic bonus" type="int"> |
2131 | <attribute arch="magic" editor="magic bonus" type="int"> |
1977 | <magic bonus> works just like ac, except that it can be improved by |
2132 | <magic bonus> works just like ac, except that it can be improved by |
1978 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2133 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1979 | than direct armour-class bonus on the helmet. |
2134 | than direct armour-class bonus on the helmet. |
1980 | |
2135 | |
1981 | Important: <magic bonus> on girdles has no effect if there is no |
2136 | Important: <magic bonus> on girdles has no effect if there is no |
1982 | <armour class> set. Girdles shouldn't have <armour class>, thus |
2137 | <armour class> set. Girdles shouldn't have <armour class>, thus |
1983 | <magic bonus> is pointless here. |
2138 | <magic bonus> is pointless here. |
1984 | </attribute> |
2139 | </attribute> |
1985 | </type> |
2140 | </type> |
… | |
… | |
2066 | You can use that to safely chase off too-weak players, or just |
2221 | You can use that to safely chase off too-weak players, or just |
2067 | to have something different. ]]> |
2222 | to have something different. ]]> |
2068 | </use> |
2223 | </use> |
2069 | <attribute arch="is_floor" value="1" type="fixed" /> |
2224 | <attribute arch="is_floor" value="1" type="fixed" /> |
2070 | <attribute arch="lifesave" value="1" type="fixed" /> |
2225 | <attribute arch="lifesave" value="1" type="fixed" /> |
2071 | <attribute arch="walk_on" value="1" type="fixed" /> |
2226 | &move_on; |
2072 | <attribute arch="no_pick" value="1" type="fixed" /> |
2227 | <attribute arch="no_pick" value="1" type="fixed" /> |
2073 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2228 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2074 | This attribute specifys the attacktypes that this floor uses to |
2229 | This attribute specifys the attacktypes that this floor uses to |
2075 | damage it's victims. Attacktypes are: physical, fire, cold.. etc. |
2230 | damage it's victims. Attacktypes are: physical, fire, cold.. etc. |
2076 | If you want a real tough hazard floor, add more than just one attacktype. |
2231 | If you want a real tough hazard floor, add more than just one attacktype. |
… | |
… | |
2091 | I guess this value is supposed to work similar to monster levels. |
2246 | I guess this value is supposed to work similar to monster levels. |
2092 | But in fact, it does not seem to have an effect. Set any non-zero |
2247 | But in fact, it does not seem to have an effect. Set any non-zero |
2093 | value to be on the safe side. |
2248 | value to be on the safe side. |
2094 | </attribute> |
2249 | </attribute> |
2095 | <section name="terrain"> |
2250 | <section name="terrain"> |
2096 | <attribute arch="slow_move" editor="slow movement" type="int"> |
2251 | &movement_types_terrain; |
2097 | If <slow movement> is set to a value greater zero, all |
|
|
2098 | creatures moving over this spot will be slower than normal. |
|
|
2099 | |
|
|
2100 | <slow movement> 1 - rough terrain |
|
|
2101 | <slow movement> 2 - very rough terrain |
|
|
2102 | ... |
|
|
2103 | <slow movement> 7 - spider web (sticky as hell) |
|
|
2104 | </attribute> |
|
|
2105 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
2252 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
2106 | This flag indicates this spot contains wood or high grass. |
2253 | This flag indicates this spot contains wood or high grass. |
2107 | Players with activated woodsman skill can move faster here. |
2254 | Players with activated woodsman skill can move faster here. |
2108 | </attribute> |
2255 | </attribute> |
2109 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
2256 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
… | |
… | |
2141 | </use> |
2288 | </use> |
2142 | <attribute arch="magic" editor="magic bonus" type="int"> |
2289 | <attribute arch="magic" editor="magic bonus" type="int"> |
2143 | <magic bonus> works just like ac, except that it can be improved by |
2290 | <magic bonus> works just like ac, except that it can be improved by |
2144 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2291 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2145 | than direct armour-class bonus on the helmet. |
2292 | than direct armour-class bonus on the helmet. |
2146 | |
2293 | |
2147 | Important: <magic bonus> on helmets has no effect if there is no |
2294 | Important: <magic bonus> on helmets has no effect if there is no |
2148 | <armour class> set. It only works in combination with <armour class>. |
2295 | <armour class> set. It only works in combination with <armour class>. |
2149 | Crowns for instance typically provide no <amour class>. |
2296 | Crowns for instance typically provide no <amour class>. |
2150 | </attribute> |
2297 | </attribute> |
2151 | </type> |
2298 | </type> |
… | |
… | |
2162 | </description> |
2309 | </description> |
2163 | <attribute arch="no_pick" value="1" type="fixed" /> |
2310 | <attribute arch="no_pick" value="1" type="fixed" /> |
2164 | <attribute arch="other_arch" editor="god name" type="string"> |
2311 | <attribute arch="other_arch" editor="god name" type="string"> |
2165 | The altar belongs to the god of the given name. Possible options for |
2312 | The altar belongs to the god of the given name. Possible options for |
2166 | <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
2313 | <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
2167 | Gorokh, Valriel and Sorig. |
2314 | Gorokh, Valriel and Sorig. |
2168 | |
2315 | |
2169 | If you want to have an unconsecrated altar, set |
2316 | If you want to have an unconsecrated altar, set |
2170 | <god name> 0 and eventually <reconsecrate level> 0. |
2317 | <god name> 0 and eventually <reconsecrate level> 0. |
2171 | </attribute> |
2318 | </attribute> |
2172 | <attribute arch="level" editor="reconsecrate level" type="int"> |
2319 | <attribute arch="level" editor="reconsecrate level" type="int"> |
2173 | To re-consecrate an altar, the player's wisdom level must be as |
2320 | To re-consecrate an altar, the player's wisdom level must be as |
2174 | high or higher than this value. In that way, some altars can not |
2321 | high or higher than this value. In that way, some altars can not |
2175 | be re-consecrated, while other altars, like those in dungeons, could be. |
2322 | be re-consecrated, while other altars, like those in dungeons, could be. |
2176 | |
2323 | |
2177 | Altars located in temples should have at least <reconsecrate level> 100. |
2324 | Altars located in temples should have at least <reconsecrate level> 100. |
2178 | Some characters might need those altars, they would be very unhappy to |
2325 | Some characters might need those altars, they would be very unhappy to |
2179 | see them re-consecrated to another cult. |
2326 | see them re-consecrated to another cult. |
2180 | </attribute> |
2327 | </attribute> |
2181 | </type> |
2328 | </type> |
… | |
… | |
2275 | either if that object is present or missing (-> "last_sp") when a |
2422 | either if that object is present or missing (-> "last_sp") when a |
2276 | player walks over the inv. checker. A valid option is to remove the |
2423 | player walks over the inv. checker. A valid option is to remove the |
2277 | matching object (usually not recommended, see "last_heal"). |
2424 | matching object (usually not recommended, see "last_heal"). |
2278 | <br><br> |
2425 | <br><br> |
2279 | Alternatively, you can set your inv. checker to block all players |
2426 | Alternatively, you can set your inv. checker to block all players |
2280 | that do/don't carry the matching object (-> "no_pass"). |
2427 | that do/don't carry the matching object. |
2281 | <br><br> |
2428 | <br><br> |
2282 | As you can see, inv. checkers are quite powerful, holding a |
2429 | As you can see, inv. checkers are quite powerful, holding a |
2283 | great variety of possibilities. ]]> |
2430 | great variety of possibilities. ]]> |
2284 | </description> |
2431 | </description> |
2285 | <use><![CDATA[ |
2432 | <use><![CDATA[ |
… | |
… | |
2301 | This string specifies the object we are looking for: We have a match |
2448 | This string specifies the object we are looking for: We have a match |
2302 | if the player does/don't carry an object of archtype <match arch name>. |
2449 | if the player does/don't carry an object of archtype <match arch name>. |
2303 | </attribute> |
2450 | </attribute> |
2304 | <attribute arch="hp" editor="match type" type="int"> |
2451 | <attribute arch="hp" editor="match type" type="int"> |
2305 | This value specifies the object we are looking for: We have a match |
2452 | This value specifies the object we are looking for: We have a match |
2306 | if the player does/don't carry an object that is of type <match type>. |
2453 | if the player does/don't carry an object that is of type <match type>. |
2307 | |
2454 | |
2308 | Example: Set <match type> 15 (type 15 => weapon) and <blocking passage> |
2455 | Example: Set <match type> 15 (type 15 => weapon) and <blocking passage> |
2309 | enabled. Now you have an inv. checker blocking all players that carry any |
2456 | enabled. Now you have an inv. checker blocking all players that carry any |
2310 | kind of melee weapon. To pass, a player is forced to leave behind all |
2457 | kind of melee weapon. To pass, a player is forced to leave behind all |
2311 | his weaponry... bad news for a warrior. ;) |
2458 | his weaponry... bad news for a warrior. ;) |
2312 | </attribute> |
2459 | </attribute> |
… | |
… | |
2317 | <attribute arch="connected" editor="connection" type="int"> |
2464 | <attribute arch="connected" editor="connection" type="int"> |
2318 | Whenever the inventory checker is triggered, all objects with identical |
2465 | Whenever the inventory checker is triggered, all objects with identical |
2319 | <connection> value get activated. This only makes sense together with |
2466 | <connection> value get activated. This only makes sense together with |
2320 | <blocking passage> disabled. |
2467 | <blocking passage> disabled. |
2321 | </attribute> |
2468 | </attribute> |
2322 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
2469 | &movement_types_terrain; |
2323 | If set, only players meeting the match criteria can pass |
|
|
2324 | through that space. If unset (default), the inventory |
|
|
2325 | checker acts like a trigger/button. |
|
|
2326 | </attribute> |
|
|
2327 | <attribute arch="last_heal" editor="remove match" type="bool"> |
2470 | <attribute arch="last_heal" editor="remove match" type="bool"> |
2328 | <remove match> means remove object if found. Setting this is usually not |
2471 | <remove match> means remove object if found. Setting this is usually not |
2329 | recommended because inv. checkers are in general invisible. So, unlike |
2472 | recommended because inv. checkers are in general invisible. So, unlike |
2330 | for altars/ locked doors, the player won't expect to lose an object when |
2473 | for altars/ locked doors, the player won't expect to lose an object when |
2331 | walking over that square. And he doesn't even get a message either. |
2474 | walking over that square. And he doesn't even get a message either. |
2332 | |
2475 | |
2333 | So, *if* you enable <remove match>, make sure |
2476 | So, *if* you enable <remove match>, make sure |
2334 | to inform the player what's going on! |
2477 | to inform the player what's going on! |
|
|
2478 | </attribute> |
|
|
2479 | </type> |
|
|
2480 | |
|
|
2481 | <!--####################################################################--> |
|
|
2482 | <type number="163" name="Item Transformer"> |
|
|
2483 | <description><![CDATA[ |
|
|
2484 | An item transformer is simply applied, after having marked a 'victim' |
|
|
2485 | item. If the victim is suitable, it will be transformed into something |
|
|
2486 | else.]]> |
|
|
2487 | </description> |
|
|
2488 | <use><![CDATA[ |
|
|
2489 | To make an item transformable, you just have to fill the 'slaying' field. |
|
|
2490 | The syntax is: |
|
|
2491 | <br> |
|
|
2492 | <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre> |
|
|
2493 | <br> |
|
|
2494 | with [] denoting optional part, and * any number of preceding []. |
|
|
2495 | 'new_item' must be the name of an existing archetype. |
|
|
2496 | <br><br> |
|
|
2497 | Example, for object apple: slaying knife:2 half_apple |
|
|
2498 | <br><br> |
|
|
2499 | This means that, when applying a knife (should be an Item Transformer), |
|
|
2500 | one 'apple' will be transformed into 2 'half_apple'.]]> |
|
|
2501 | </use> |
|
|
2502 | <attribute arch="food" editor="number of uses" type="int"> |
|
|
2503 | <number of uses> controls how many times the item transformer can |
|
|
2504 | be used. The value 0 means "unlimited" |
|
|
2505 | </attribute> |
|
|
2506 | <attribute arch="slaying" editor="verb" type="string"> |
|
|
2507 | Contains the verb that is used to construct a message to the player |
|
|
2508 | applying the item transformer. |
|
|
2509 | </attribute> |
|
|
2510 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
|
|
2511 | A godgiven item vanishes as soon as the player |
|
|
2512 | drops it to the ground. |
|
|
2513 | </attribute> |
|
|
2514 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
|
|
2515 | This text may contain a description of the item transformer. |
2335 | </attribute> |
2516 | </attribute> |
2336 | </type> |
2517 | </type> |
2337 | |
2518 | |
2338 | <!--####################################################################--> |
2519 | <!--####################################################################--> |
2339 | <type number="60" name="Jewel"> |
2520 | <type number="60" name="Jewel"> |
… | |
… | |
2347 | This text may describe the object. |
2528 | This text may describe the object. |
2348 | </attribute> |
2529 | </attribute> |
2349 | </type> |
2530 | </type> |
2350 | |
2531 | |
2351 | <!--####################################################################--> |
2532 | <!--####################################################################--> |
|
|
2533 | <type number="24" name="Key"> |
|
|
2534 | <description><![CDATA[ |
|
|
2535 | When carrying a key, a normal door can be opened. The key will |
|
|
2536 | disappear. ]]> |
|
|
2537 | </description> |
|
|
2538 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
|
|
2539 | A godgiven item vanishes as soon as the player |
|
|
2540 | drops it to the ground. |
|
|
2541 | </attribute> |
|
|
2542 | </type> |
|
|
2543 | |
|
|
2544 | <!--####################################################################--> |
2352 | <type number="20" name="Locked Door"> |
2545 | <type number="20" name="Locked Door"> |
2353 | <ignore> |
2546 | <ignore> |
2354 | <ignore_list name="non_pickable" /> |
2547 | <ignore_list name="non_pickable" /> |
2355 | </ignore> |
2548 | </ignore> |
2356 | <description><![CDATA[ |
2549 | <description><![CDATA[ |
… | |
… | |
2358 | the appropriate special key. ]]> |
2551 | the appropriate special key. ]]> |
2359 | </description> |
2552 | </description> |
2360 | <use><![CDATA[ |
2553 | <use><![CDATA[ |
2361 | If you want to create a locked door that cannot be opened (no key), |
2554 | If you want to create a locked door that cannot be opened (no key), |
2362 | set a <key string> like "no_key_available". This will clearify things |
2555 | set a <key string> like "no_key_available". This will clearify things |
2363 | and only a fool would create a key matching that string. |
2556 | and only a fool would create a key matching that string. |
2364 | |
2557 | |
2365 | Door-objects can not only be used for "doors". In many maps these |
2558 | Door-objects can not only be used for "doors". In many maps these |
2366 | are used with all kinds of faces/names, especially often as |
2559 | are used with all kinds of faces/names, especially often as |
2367 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2560 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2368 | There you have magic forces (door objects) put under certain artifact |
2561 | There you have magic forces (door objects) put under certain artifact |
2369 | items. To get your hands on the artifacts, you need to bring up the |
2562 | items. To get your hands on the artifacts, you need to bring up the |
2370 | appropriate quest items (key objects). ]]> |
2563 | appropriate quest items (key objects). ]]> |
2371 | </use> |
2564 | </use> |
2372 | <attribute arch="no_pass" value="1" type="fixed" /> |
2565 | <attribute arch="move_type" value="0" type="fixed" /> |
2373 | <attribute arch="no_pick" value="1" type="fixed" /> |
2566 | <attribute arch="no_pick" value="1" type="fixed" /> |
2374 | <attribute arch="slaying" editor="key string" type="string"> |
2567 | <attribute arch="slaying" editor="key string" type="string"> |
2375 | The <key string> in the door must be identical with the |
2568 | The <key string> in the door must be identical with the |
2376 | <key string> in the special key, then the door is unlocked. |
2569 | <key string> in the special key, then the door is unlocked. |
2377 | It is VERY important to set the <key string> to something that |
2570 | It is VERY important to set the <key string> to something that |
2378 | is unique among the CF mapset. |
2571 | is unique among the CF mapset. |
2379 | |
2572 | |
2380 | DONT EVER USE the default string "set_individual_value". |
2573 | DONT EVER USE the default string "set_individual_value". |
2381 | </attribute> |
2574 | </attribute> |
2382 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2575 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2383 | Restricting the use of spells to pass this door. |
2576 | Restricting the use of spells to pass this door. |
2384 | This should be set in most cases. |
2577 | This should be set in most cases. |
… | |
… | |
2426 | <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> |
2619 | <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> |
2427 | This textfield contains the keyword-matching-syntax. The text should |
2620 | This textfield contains the keyword-matching-syntax. The text should |
2428 | have the following format: "@match <keyword1>|<keyword2>|... ". |
2621 | have the following format: "@match <keyword1>|<keyword2>|... ". |
2429 | Any number of keywords from one to infinite is allowed. Make sure |
2622 | Any number of keywords from one to infinite is allowed. Make sure |
2430 | they are seperated by a '|'. |
2623 | they are seperated by a '|'. |
2431 | |
2624 | |
2432 | Examples: "@match yes", "@match gold|treasure". The connected |
2625 | Examples: "@match yes", "@match gold|treasure". The connected |
2433 | value will be triggerd when the player speaks any of the given |
2626 | value will be triggerd when the player speaks any of the given |
2434 | keywords within a two-square radius. IMPORTANT: Upper/lower case |
2627 | keywords within a two-square radius. IMPORTANT: Upper/lower case |
2435 | does not make a difference! |
2628 | does not make a difference! |
2436 | </attribute> |
2629 | </attribute> |
… | |
… | |
2494 | <attribute arch="sp" editor="direction" type="list_direction"> |
2687 | <attribute arch="sp" editor="direction" type="list_direction"> |
2495 | The magic wall will cast it's spells always in the specified |
2688 | The magic wall will cast it's spells always in the specified |
2496 | <direction>. A magic wall with direction set to <none> will |
2689 | <direction>. A magic wall with direction set to <none> will |
2497 | always fire in a random direction. |
2690 | always fire in a random direction. |
2498 | </attribute> |
2691 | </attribute> |
2499 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
2692 | &movement_types_terrain; |
2500 | If set, the object cannot be passed by players nor monsters. |
|
|
2501 | </attribute> |
|
|
2502 | <section name="destroyable"> |
2693 | <section name="destroyable"> |
2503 | <attribute arch="alive" editor="is destroyable" type="bool"> |
2694 | <attribute arch="alive" editor="is destroyable" type="bool"> |
2504 | Walls with <is destroyable> enabled can be attacked and (eventually) |
2695 | Walls with <is destroyable> enabled can be attacked and (eventually) |
2505 | destroyed by the player. If disabled, all other attributes on |
2696 | destroyed by the player. If disabled, all other attributes on |
2506 | this tab, as well as resistances, are meaningless. |
2697 | this tab, as well as resistances, are meaningless. |
… | |
… | |
2614 | </attribute> |
2805 | </attribute> |
2615 | <attribute arch="name" editor="delete mark" type="string"> |
2806 | <attribute arch="name" editor="delete mark" type="string"> |
2616 | When the player steps onto the marker, all existing forces in |
2807 | When the player steps onto the marker, all existing forces in |
2617 | the players inventory with a <key string> matching <delete mark> |
2808 | the players inventory with a <key string> matching <delete mark> |
2618 | will be removed. If you don't want to remove any marks, leave |
2809 | will be removed. If you don't want to remove any marks, leave |
2619 | this textfield empty. |
2810 | this textfield empty. |
2620 | |
2811 | |
2621 | Note that the string <delete mark> is set as the name of |
2812 | Note that the string <delete mark> is set as the name of |
2622 | this marker. So don't be confused, and remember changing the |
2813 | this marker. So don't be confused, and remember changing the |
2623 | name will take effect on the marker's functionality. |
2814 | name will take effect on the marker's functionality. |
2624 | </attribute> |
2815 | </attribute> |
2625 | <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text"> |
2816 | <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text"> |
2626 | In the moment when the player gets marked, this text is displayed |
2817 | In the moment when the player gets marked, this text is displayed |
2627 | to him. You should really set a message in any marker you create, |
2818 | to him. You should really set a message in any marker you create, |
2628 | because it's the only way for the player to notice what's going on. |
2819 | because it's the only way for the player to notice what's going on. |
2629 | </attribute> |
2820 | </attribute> |
2630 | </type> |
2821 | </type> |
2631 | <!--####################################################################--> |
2822 | |
2632 | <type number="52" name="Trigger Marker"> |
|
|
2633 | <ignore> |
|
|
2634 | <ignore_list name="system_object" /> |
|
|
2635 | </ignore> |
|
|
2636 | <description><![CDATA[ |
|
|
2637 | A trigger marker is an object that inserts an invisible force (a mark) into a |
|
|
2638 | player stepping on it WHEN TRIGGERED. This force does nothing except containing a |
|
|
2639 | <key string> which can be discovered by detectors or inventory |
|
|
2640 | checkers. It is also possible to use markers for removing marks again. |
|
|
2641 | <br><br> |
|
|
2642 | Note that the player has no possibility to "see" his own marks, |
|
|
2643 | except by the effect that they cause on the maps. ]]> |
|
|
2644 | </description> |
|
|
2645 | <use><![CDATA[ |
|
|
2646 | Markers hold real cool possibilities for map-making. I encourage |
|
|
2647 | you to use them frequently. However there is one negative point |
|
|
2648 | about markers: Players don't "see" what's going on with them. It is |
|
|
2649 | your task, as map-creator, to make sure the player is always well |
|
|
2650 | informed and never confused. |
|
|
2651 | <br><br> |
|
|
2652 | Please avoid infinite markers when they aren't needed. They're |
|
|
2653 | using a little space in the player file after all, so if there |
|
|
2654 | is no real purpose, set an expire time. ]]> |
|
|
2655 | </use> |
|
|
2656 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
2657 | <attribute arch="slaying" editor="key string" type="string"> |
|
|
2658 | The <key string> can be detected by inv. checkers/detectors. |
|
|
2659 | If the player already has a force with that <key string>, |
|
|
2660 | there won't be inserted a second one. |
|
|
2661 | </attribute> |
|
|
2662 | <attribute arch="connected" editor="connection" type="int"> |
|
|
2663 | Unlike a regular marker this is the connection that triggers this marker to activate. |
|
|
2664 | </attribute> |
|
|
2665 | <attribute arch="food" editor="mark duration" type="int"> |
|
|
2666 | This value defines the duration of the force it inserts. |
|
|
2667 | If nonzero, the duration of the player's mark is finite: |
|
|
2668 | about 1 food per 10 seconds. <mark duration> zero/unset |
|
|
2669 | means the mark will stay on the player forever. |
|
|
2670 | </attribute> |
|
|
2671 | <attribute arch="name" editor="delete mark" type="string"> |
|
|
2672 | When the player steps onto the marker, all existing forces in |
|
|
2673 | the players inventory with a <key string> matching <delete mark> |
|
|
2674 | will be removed. If you don't want to remove any marks, leave |
|
|
2675 | this textfield empty. |
|
|
2676 | |
|
|
2677 | Note that the string <delete mark> is set as the name of |
|
|
2678 | this marker. So don't be confused, and remember changing the |
|
|
2679 | name will take effect on the marker's functionality. |
|
|
2680 | </attribute> |
|
|
2681 | <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text"> |
|
|
2682 | In the moment when the player gets marked, this text is displayed |
|
|
2683 | to him. You should really set a message in any marker you create, |
|
|
2684 | because it's the only way for the player to notice what's going on. |
|
|
2685 | </attribute> |
|
|
2686 | </type> |
|
|
2687 | <!--####################################################################--> |
2823 | <!--####################################################################--> |
2688 | <type number="36" name="Money"> |
2824 | <type number="36" name="Money"> |
2689 | <ignore> |
2825 | <ignore> |
2690 | <attribute arch="unpaid" /> |
2826 | <attribute arch="unpaid" /> |
2691 | </ignore> |
2827 | </ignore> |
… | |
… | |
2733 | It's no fun to play for two hours just to find out the last |
2869 | It's no fun to play for two hours just to find out the last |
2734 | monster is unbeatable. Similar, it's not exciting to fight orcs |
2870 | monster is unbeatable. Similar, it's not exciting to fight orcs |
2735 | after passing a room of dragons.<br> |
2871 | after passing a room of dragons.<br> |
2736 | This rule applies only for linear maps (one room after the other), |
2872 | This rule applies only for linear maps (one room after the other), |
2737 | with treasure at the end. You can sprinkle the treasure around, |
2873 | with treasure at the end. You can sprinkle the treasure around, |
2738 | or make non-linear maps - That is often more entertaining. |
2874 | or make non-linear maps - That is often more entertaining. |
2739 | <LI> Places with high level monsters must not be easy to reach. |
2875 | <LI> Places with high level monsters must not be easy to reach. |
2740 | Balrogs, Dragonmen and the likes should be at the end of a quest, |
2876 | Balrogs, Dragonmen and the likes should be at the end of a quest, |
2741 | not at the beginning. |
2877 | not at the beginning. |
2742 | <LI> Don't stick monsters together that tend to kill each other. |
2878 | <LI> Don't stick monsters together that tend to kill each other. |
2743 | Fire- and cold dragons in one room for example is a bad idea. |
2879 | Fire- and cold dragons in one room for example is a bad idea. |
2744 | By weakening and killing each other they are easy prey for players, |
2880 | By weakening and killing each other they are easy prey for players, |
2745 | not worth the experience they hold. |
2881 | not worth the experience they hold. |
2746 | <LI> Create your own monsters, especially for "boss"-type monsters. |
2882 | <LI> Create your own monsters, especially for "boss"-type monsters. |
… | |
… | |
2763 | <attribute arch="alive" value="1" type="fixed" /> |
2899 | <attribute arch="alive" value="1" type="fixed" /> |
2764 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
2900 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
2765 | When the monster is killed, items from the treasurelist will |
2901 | When the monster is killed, items from the treasurelist will |
2766 | drop to the ground. This is a common way to reward players |
2902 | drop to the ground. This is a common way to reward players |
2767 | for killing (masses of) monsters. |
2903 | for killing (masses of) monsters. |
2768 | |
2904 | |
2769 | Note that you can always put items into the monster's |
2905 | Note that you can always put items into the monster's |
2770 | inventory. Those will drop-at-kill just like the stuff |
2906 | inventory. Those will drop-at-kill just like the stuff |
2771 | from the <treasurelist>. |
2907 | from the <treasurelist>. |
2772 | </attribute> |
2908 | </attribute> |
2773 | <attribute arch="level" editor="level" type="int"> |
2909 | <attribute arch="level" editor="level" type="int"> |
… | |
… | |
2782 | </attribute> |
2918 | </attribute> |
2783 | <attribute arch="exp" editor="experience" type="int"> |
2919 | <attribute arch="exp" editor="experience" type="int"> |
2784 | When a player kills this monster, he will get exactly this |
2920 | When a player kills this monster, he will get exactly this |
2785 | amount of <experience>. The experience will flow into |
2921 | amount of <experience>. The experience will flow into |
2786 | the skill-cathegory the player used for the kill. |
2922 | the skill-cathegory the player used for the kill. |
2787 | |
2923 | |
2788 | If you create special monsters of tweaked strenght/abilities, |
2924 | If you create special monsters of tweaked strenght/abilities, |
2789 | always make sure that the <experience> is set to a |
2925 | always make sure that the <experience> is set to a |
2790 | reasonable value. Compare with existing arches to get a feeling |
2926 | reasonable value. Compare with existing arches to get a feeling |
2791 | what reasonable means. Keep in mind that spellcasting monsters |
2927 | what reasonable means. Keep in mind that spellcasting monsters |
2792 | are a lot harder to kill than non-spellcasters! |
2928 | are a lot harder to kill than non-spellcasters! |
… | |
… | |
2811 | This only takes effect if <multiply> is enabled. The monster |
2947 | This only takes effect if <multiply> is enabled. The monster |
2812 | will create a new monster every once in a while by duplicating it's inventory. |
2948 | will create a new monster every once in a while by duplicating it's inventory. |
2813 | In this case, the <breed monster> value is never used and can be forgotten. |
2949 | In this case, the <breed monster> value is never used and can be forgotten. |
2814 | Each time the monster need to generate an object, it will be |
2950 | Each time the monster need to generate an object, it will be |
2815 | a randomly chosen item from the inventory. When generator is destroyed, |
2951 | a randomly chosen item from the inventory. When generator is destroyed, |
2816 | inventory is destroyed. |
2952 | inventory is destroyed. |
2817 | </attribute> |
2953 | </attribute> |
2818 | <attribute arch="flying" editor="flying" type="bool"> |
2954 | &move_type; |
2819 | Flying monsters won't get slowed down in rough terrain |
|
|
2820 | and they won't be affected by movers. |
|
|
2821 | </attribute> |
|
|
2822 | <attribute arch="undead" editor="undead" type="bool"> |
2955 | <attribute arch="undead" editor="undead" type="bool"> |
2823 | Several spells only affect undead monsters: |
2956 | Several spells only affect undead monsters: |
2824 | turn undead, banish undead, holy word, etc. |
2957 | turn undead, banish undead, holy word, etc. |
2825 | </attribute> |
2958 | </attribute> |
2826 | <attribute arch="carrying" editor="carries weight" type="int"> |
2959 | <attribute arch="carrying" editor="carries weight" type="int"> |
2827 | If a monster has something in the inventory, this |
2960 | If a monster has something in the inventory, this |
2828 | value can be set to reflect the slowdown due to |
2961 | value can be set to reflect the slowdown due to |
2829 | the carried weight. |
2962 | the carried weight. |
2830 | </attribute> |
2963 | </attribute> |
2831 | |
2964 | |
2832 | <section name="melee"> |
2965 | <section name="melee"> |
2833 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2966 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2834 | This number is a bitmask, specifying the monster's attacktypes |
2967 | This number is a bitmask, specifying the monster's attacktypes |
2835 | for melee damage. Attacktypes are: physical, magical, fire, cold.. etc. |
2968 | for melee damage. Attacktypes are: physical, magical, fire, cold.. etc. |
2836 | Strong monsters often have more than just physical attacktype. |
2969 | Strong monsters often have more than just physical attacktype. |
2837 | |
2970 | |
2838 | When a monster with multiple attacktypes hits aan oponent, it will do |
2971 | When a monster with multiple attacktypes hits aan oponent, it will do |
2839 | as much damage as the "best" of it's attacktypes does. So, the more |
2972 | as much damage as the "best" of it's attacktypes does. So, the more |
2840 | attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are |
2973 | attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are |
2841 | somehow exceptions. |
2974 | somehow exceptions. |
2842 | </attribute> |
2975 | </attribute> |
… | |
… | |
2865 | their opponent. <armour class> can be considered the "counterpiece" |
2998 | their opponent. <armour class> can be considered the "counterpiece" |
2866 | to <weapon class>. |
2999 | to <weapon class>. |
2867 | Values typically range between +20 (very bad) to -20 (quite good). |
3000 | Values typically range between +20 (very bad) to -20 (quite good). |
2868 | </attribute> |
3001 | </attribute> |
2869 | <attribute arch="Con" editor="healing rate" type="int"> |
3002 | <attribute arch="Con" editor="healing rate" type="int"> |
2870 | Monsters regenerate this many hit points each move. Each time the |
3003 | Monsters regenerate this many health points each 4 ticks. Hence, the |
2871 | monster has a move, it gets <healing rate> health points back. |
3004 | healing rate is independent of <speed>. |
2872 | Hence, <movement speed> has great effect on the monster's healing |
|
|
2873 | rate as well. |
|
|
2874 | </attribute> |
3005 | </attribute> |
2875 | <attribute arch="reflect_missile" editor="reflect missiles" type="bool"> |
3006 | <attribute arch="reflect_missile" editor="reflect missiles" type="bool"> |
2876 | A monster with this flag has the ability to <reflect missiles>, |
3007 | A monster with this flag has the ability to <reflect missiles>, |
2877 | all kinds of projectiles (e.g. arrows, bolts, boulders) will |
3008 | all kinds of projectiles (e.g. arrows, bolts, boulders) will |
2878 | bounce off. |
3009 | bounce off. |
… | |
… | |
2888 | <attribute arch="one_hit" editor="one hit only" type="bool"> |
3019 | <attribute arch="one_hit" editor="one hit only" type="bool"> |
2889 | Monsters with <one hit only> dissapear after one successful hit |
3020 | Monsters with <one hit only> dissapear after one successful hit |
2890 | to a player. |
3021 | to a player. |
2891 | </attribute> |
3022 | </attribute> |
2892 | </section> |
3023 | </section> |
2893 | |
3024 | |
2894 | <section name="spellcraft"> |
3025 | <section name="spellcraft"> |
2895 | <attribute arch="can_cast_spell" editor="can cast spell" type="bool"> |
3026 | <attribute arch="can_cast_spell" editor="can cast spell" type="bool"> |
2896 | If <can cast spell> is disabled, the monster cannot cast any spell. |
3027 | If <can cast spell> is disabled, the monster cannot cast any spell. |
2897 | Only wands/rods/etc can be used, given the appropriate abilities. |
3028 | Only wands/rods/etc can be used, given the appropriate abilities. |
2898 | </attribute> |
3029 | </attribute> |
2899 | <attribute arch="reflect_spell" editor="reflect spells" type="bool"> |
3030 | <attribute arch="reflect_spell" editor="reflect spells" type="bool"> |
2900 | A monster with this flag has the ability to <reflect spells>, |
3031 | A monster with this flag has the ability to <reflect spells>, |
2901 | all kinds of spell-bullets and -beams will bounce off. |
3032 | all kinds of spell-bullets and -beams will bounce off. |
2902 | |
3033 | |
2903 | Generally this flag should not be set because it puts |
3034 | Generally this flag should not be set because it puts |
2904 | wizard-type players at an unfair disadvantage. |
3035 | wizard-type players at an unfair disadvantage. |
2905 | </attribute> |
3036 | </attribute> |
2906 | <attribute arch="sp" editor="spellpoints" type="int"> |
3037 | <attribute arch="sp" editor="spellpoints" type="int"> |
2907 | Like players, monsters need <spellpoints> to do magic. Monsters use |
3038 | Like players, monsters need <spellpoints> to do magic. Monsters use |
… | |
… | |
2916 | can hold. Setting this to high values has little effect unless |
3047 | can hold. Setting this to high values has little effect unless |
2917 | the monster has a decent <spellpoint regen.>, or the spell |
3048 | the monster has a decent <spellpoint regen.>, or the spell |
2918 | "regenerate mana" at it's disposal. |
3049 | "regenerate mana" at it's disposal. |
2919 | </attribute> |
3050 | </attribute> |
2920 | <attribute arch="Pow" editor="spellpoint regen." type="int"> |
3051 | <attribute arch="Pow" editor="spellpoint regen." type="int"> |
2921 | Monsters regenerate this many spellpoints each move. Each time the |
3052 | Monsters regenerate this many spellpoints each 16 ticks. Hence, the |
2922 | monster has a move, it gets <spellpoint regen.> spellpoints back. |
3053 | spellpoint regeneration rate is independent of <speed>. |
2923 | Hence, <movement speed> has great effect on the monster's |
3054 | |
2924 | spellpoint regeneration as well. |
|
|
2925 | |
|
|
2926 | To make a real tough spellcasting monster, the rate of spellpoint |
3055 | To make a real tough spellcasting monster, the rate of spellpoint |
2927 | regeneration is most important. If your monster is still not casting |
3056 | regeneration is most important. If your monster is still not casting |
2928 | fast enough, give it the spell-ability of "regenerate mana". |
3057 | fast enough, give it the spell-ability of "regenerate mana". |
2929 | That, paired with high <max spellpoints>, is the ultimate thing. |
3058 | That, paired with high <max spellpoints>, is the ultimate thing. |
2930 | </attribute> |
3059 | </attribute> |
… | |
… | |
2939 | <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath"> |
3068 | <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath"> |
2940 | Click on the <denied paths> button to select spellpaths. |
3069 | Click on the <denied paths> button to select spellpaths. |
2941 | The creature won't be able to cast spells of the specified paths. |
3070 | The creature won't be able to cast spells of the specified paths. |
2942 | </attribute> |
3071 | </attribute> |
2943 | </section> |
3072 | </section> |
2944 | |
3073 | |
2945 | <section name="ability"> |
3074 | <section name="ability"> |
2946 | <attribute arch="Int" editor="detect hidden" type="int"> |
3075 | <attribute arch="Int" editor="detect hidden" type="int"> |
2947 | The <detect hidden> value gives monsters the ablitity to find |
3076 | The <detect hidden> value gives monsters the ablitity to find |
2948 | hidden/invisible creatures. Higher values make for better |
3077 | hidden/invisible creatures. Higher values make for better |
2949 | detection-skills. Enabling <see invisible> makes this value |
3078 | detection-skills. Enabling <see invisible> makes this value |
… | |
… | |
2984 | Monster is able to read scrolls. |
3113 | Monster is able to read scrolls. |
2985 | </attribute> |
3114 | </attribute> |
2986 | <attribute arch="can_use_skill" editor="can use skills" type="bool"> |
3115 | <attribute arch="can_use_skill" editor="can use skills" type="bool"> |
2987 | Monster is able to use skills from it's inventory. |
3116 | Monster is able to use skills from it's inventory. |
2988 | For example, you can put a throwing skill object and some |
3117 | For example, you can put a throwing skill object and some |
2989 | boulders into the monster's object and set <can use skills>. |
3118 | boulders into the monster's object and set <can use skills>. |
2990 | </attribute> |
3119 | </attribute> |
2991 | </section> |
3120 | </section> |
2992 | |
3121 | |
2993 | <section name="behave"> |
3122 | <section name="behave"> |
2994 | <attribute arch="monster" editor="monster behaviour" type="bool"> |
3123 | <attribute arch="monster" editor="monster behaviour" type="bool"> |
2995 | When <monster behaviour> is enabled, this object will behave |
3124 | When <monster behaviour> is enabled, this object will behave |
2996 | like a monster: It can move and attack enemies (which are |
3125 | like a monster: It can move and attack enemies (which are |
2997 | typically players). |
3126 | typically players). |
2998 | This flag should be set for all monsters as-such. |
3127 | This flag should be set for all monsters as-such. |
2999 | Monsters which don't move, like guards, should also have |
3128 | Monsters which don't move, like guards, should also have |
3000 | <monster behaviour>, but in combination with <stand still>. |
3129 | <monster behaviour>, but in combination with <stand still>. |
3001 | It should *not* be set for things like immobile generators. |
3130 | It should *not* be set for things like immobile generators. |
3002 | </attribute> |
3131 | </attribute> |
3003 | <attribute arch="unaggressive" editor="unaggressive" type="bool"> |
3132 | <attribute arch="unaggressive" editor="unaggressive" type="bool"> |
3004 | <unaggressive> monsters do not attack players unless attacked first. |
3133 | <unaggressive> monsters do not attack players unless attacked first. |
3005 | </attribute> |
3134 | </attribute> |
3006 | <attribute arch="friendly" editor="friendly" type="bool"> |
3135 | <attribute arch="friendly" editor="friendly" type="bool"> |
… | |
… | |
3009 | </attribute> |
3138 | </attribute> |
3010 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3139 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3011 | Monsters which <stand still> won't move to leave their position. |
3140 | Monsters which <stand still> won't move to leave their position. |
3012 | When agressive, they will attack all enemies who get close to |
3141 | When agressive, they will attack all enemies who get close to |
3013 | them. This behaviour is commonly known from castle guards. |
3142 | them. This behaviour is commonly known from castle guards. |
3014 | |
3143 | |
3015 | In older versions of Crossfire it was possible to eventually |
3144 | In older versions of Crossfire it was possible to eventually |
3016 | push a <stand still>-monster out of position by force. |
3145 | push a <stand still>-monster out of position by force. |
3017 | I believe this is no longer possible. Neverthless, you should |
3146 | I believe this is no longer possible. Neverthless, you should |
3018 | still be cautious when lining up <stand still>-monster in order |
3147 | still be cautious when lining up <stand still>-monster in order |
3019 | to "defend" something: Such monsters are rather easy to kill. |
3148 | to "defend" something: Such monsters are rather easy to kill. |
… | |
… | |
3030 | creature is able to perform. |
3159 | creature is able to perform. |
3031 | </attribute> |
3160 | </attribute> |
3032 | <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up"> |
3161 | <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up"> |
3033 | Click on the <pick up> button and select which types of objects |
3162 | Click on the <pick up> button and select which types of objects |
3034 | the creature should try to pick up. |
3163 | the creature should try to pick up. |
3035 | |
3164 | |
3036 | Note also that if <can use armor>, <can use weapon>, <can use ring>... |
3165 | Note also that if <can use armor>, <can use weapon>, <can use ring>... |
3037 | etc are set, then the creature will pick up the matching items even |
3166 | etc are set, then the creature will pick up the matching items even |
3038 | if this is not set here. |
3167 | if this is not set here. |
3039 | </attribute> |
3168 | </attribute> |
3040 | <attribute arch="Wis" editor="sensing range" type="int"> |
3169 | <attribute arch="Wis" editor="sensing range" type="int"> |
… | |
… | |
3042 | the creature wakes up. This is done as a square, for reasons of speed. |
3171 | the creature wakes up. This is done as a square, for reasons of speed. |
3043 | Thus, if the <sensing range> is 11, any player that moves within the |
3172 | Thus, if the <sensing range> is 11, any player that moves within the |
3044 | 11x11 square of the monster will wake the monster up. If the player |
3173 | 11x11 square of the monster will wake the monster up. If the player |
3045 | has stealth, the size of this square is reduced in half plus 1. |
3174 | has stealth, the size of this square is reduced in half plus 1. |
3046 | </attribute> |
3175 | </attribute> |
3047 | <attribute arch="attack_movement" editor="attack movement" type="int"> |
3176 | <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3"> |
|
|
3177 | If this is set to default, the standard mode of movement will be used. |
|
|
3178 | </attribute> |
|
|
3179 | <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7"> |
|
|
3180 | This movement is not in effect when the monster has an enemy and should |
|
|
3181 | only be used for non agressive monsters. |
3048 | </attribute> |
3182 | </attribute> |
3049 | <attribute arch="run_away" editor="run at % health" type="int"> |
3183 | <attribute arch="run_away" editor="run at % health" type="int"> |
3050 | This is a percentage value in the range 0-100. |
3184 | This is a percentage value in the range 0-100. |
3051 | When the monster's health points drop below this percentage |
3185 | When the monster's health points drop below this percentage |
3052 | (relative to max health), it attempts to run away from the |
3186 | (relative to max health), it attempts to run away from the |
3053 | attacker. |
3187 | attacker. |
3054 | </attribute> |
3188 | </attribute> |
3055 | </section> |
3189 | </section> |
3056 | |
3190 | |
3057 | <section name="resistance"> |
3191 | <section name="resistance"> |
3058 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
3192 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
3059 | </attribute> |
3193 | </attribute> |
3060 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
3194 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
3061 | </attribute> |
3195 | </attribute> |
… | |
… | |
3098 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
3232 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
3099 | </attribute> |
3233 | </attribute> |
3100 | </section> |
3234 | </section> |
3101 | <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> |
3235 | <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> |
3102 | </attribute> |
3236 | </attribute> |
|
|
3237 | </type> |
|
|
3238 | |
|
|
3239 | <!--####################################################################--> |
|
|
3240 | <type number="28" name="Monster (Grimreaper)"> |
|
|
3241 | <import_type name="Monster & NPC" /> |
|
|
3242 | <ignore> |
|
|
3243 | <attribute arch="material" /> |
|
|
3244 | <attribute arch="name_pl" /> |
|
|
3245 | <attribute arch="nrof" /> |
|
|
3246 | <attribute arch="value" /> |
|
|
3247 | <attribute arch="unpaid" /> |
|
|
3248 | </ignore> |
|
|
3249 | <description><![CDATA[ |
|
|
3250 | A grimreaper is a monster that vanishes after it did some number of |
|
|
3251 | draining attacks. ]]> <!-- XXX: is this ok? --> |
|
|
3252 | </description> |
|
|
3253 | <section name="grimreaper"> |
|
|
3254 | <attribute arch="value" editor="attacks" type="int"> |
|
|
3255 | The object vanishes after this number of draining attacks. |
|
|
3256 | </attribute> |
|
|
3257 | </section> |
3103 | </type> |
3258 | </type> |
3104 | |
3259 | |
3105 | <!--####################################################################--> |
3260 | <!--####################################################################--> |
3106 | <type number="65" name="Mood Floor"> |
3261 | <type number="65" name="Mood Floor"> |
3107 | <ignore> |
3262 | <ignore> |
… | |
… | |
3129 | </use> |
3284 | </use> |
3130 | <attribute arch="no_pick" value="1" type="fixed" /> |
3285 | <attribute arch="no_pick" value="1" type="fixed" /> |
3131 | <attribute arch="last_sp" editor="mood" type="list_mood"> |
3286 | <attribute arch="last_sp" editor="mood" type="list_mood"> |
3132 | <mood> is used to determine what will happen to the |
3287 | <mood> is used to determine what will happen to the |
3133 | monster when affected by the mood floor: |
3288 | monster when affected by the mood floor: |
3134 | |
3289 | |
3135 | <mood> 'furious': Makes all monsters aggressive |
3290 | <mood> 'furious': Makes all monsters aggressive |
3136 | |
3291 | |
3137 | <mood> 'angry': As above but pets are unaffected |
3292 | <mood> 'angry': As above but pets are unaffected |
3138 | |
3293 | |
3139 | <mood> 'calm': Makes all monsters unaggressive |
3294 | <mood> 'calm': Makes all monsters unaggressive |
3140 | |
3295 | |
3141 | <mood> 'sleep': Puts all monsters to sleep |
3296 | <mood> 'sleep': Puts all monsters to sleep |
3142 | |
3297 | |
3143 | <mood> 'charm': Turns monster into a pet of person |
3298 | <mood> 'charm': Turns monster into a pet of person |
3144 | who triggers the square. This setting is not |
3299 | who triggers the square. This setting is not |
3145 | enabled for continous operation, you need to |
3300 | enabled for continous operation, you need to |
3146 | insert a <connection> value! |
3301 | insert a <connection> value! |
3147 | </attribute> |
3302 | </attribute> |
3148 | <attribute arch="connected" editor="connection" type="int"> |
3303 | <attribute arch="connected" editor="connection" type="int"> |
3149 | This should only be set in combination with <mood number> 4. |
3304 | This should only be set in combination with <mood number> 4. |
3150 | Normally, monsters are affected by the mood floor as soon as they |
3305 | Normally, monsters are affected by the mood floor as soon as they |
3151 | step on it. But charming (monster -> pet) is too powerful, |
3306 | step on it. But charming (monster -> pet) is too powerful, |
3152 | so it needs to be activated. |
3307 | so it needs to be activated. |
3153 | |
3308 | |
3154 | Typically it is connected to an altar, for buying a "hireling". |
3309 | Typically it is connected to an altar, for buying a "hireling". |
3155 | But a powerful pet could as well be the reward for solving a |
3310 | But a powerful pet could as well be the reward for solving a |
3156 | quest. Or even better: It could be *part* of a quest! |
3311 | quest. Or even better: It could be *part* of a quest! |
3157 | </attribute> |
3312 | </attribute> |
3158 | <attribute arch="no_magic" editor="no spells" type="bool"> |
3313 | <attribute arch="no_magic" editor="no spells" type="bool"> |
… | |
… | |
3219 | A mover with direction set to <none> will spin clockwise, |
3374 | A mover with direction set to <none> will spin clockwise, |
3220 | thus pushing creatures in unpredictable directions. |
3375 | thus pushing creatures in unpredictable directions. |
3221 | </attribute> |
3376 | </attribute> |
3222 | <attribute arch="lifesave" editor="gets used up" type="bool"> |
3377 | <attribute arch="lifesave" editor="gets used up" type="bool"> |
3223 | If enabled, the mover gets "used up" after a certain number of moves |
3378 | If enabled, the mover gets "used up" after a certain number of moves |
3224 | (specified by <number of uses>). If disabled, the mover works infinitly. |
3379 | (specified by <number of uses>). If disabled, the mover works infinitely. |
3225 | </attribute> |
3380 | </attribute> |
3226 | <attribute arch="hp" editor="number of uses" type="int"> |
3381 | <attribute arch="hp" editor="number of uses" type="int"> |
3227 | This value has only a meaning if <gets used up> is set: |
3382 | This value has only a meaning if <gets used up> is set: |
3228 | <number of uses> is the number of times minus one, that it |
3383 | <number of uses> is the number of times minus one, that it |
3229 | will move a creature before disappearing. (It will move |
3384 | will move a creature before disappearing. (It will move |
3230 | someone <number of uses>+1 times, then vanish). |
3385 | someone <number of uses>+1 times, then vanish). |
3231 | </attribute> |
3386 | </attribute> |
3232 | <section name="targets"> |
3387 | <section name="targets"> |
3233 | <attribute arch="level" editor="move players" type="bool"> |
3388 | <attribute arch="level" editor="move players" type="bool"> |
3234 | If <move players> is enabled, both players and monsters will be |
3389 | If <move players> is enabled, both players and monsters will be |
3235 | moved. In the arches' default it is disabled - thus ONLY monsters |
3390 | moved. In the arches' default it is disabled - thus ONLY monsters |
3236 | get moved. Remember that "monsters" includes NPCs! |
3391 | get moved. Remember that "monsters" includes NPCs! |
3237 | |
3392 | |
3238 | This feature provides you with the possibility to make NPCs |
3393 | This feature provides you with the possibility to make NPCs |
3239 | literally "come to life". Example: The player is talking with an |
3394 | literally "come to life". Example: The player is talking with an |
3240 | NPC, speaking a certain keyword. This triggers a magic_ear and |
3395 | NPC, speaking a certain keyword. This triggers a magic_ear and |
3241 | activates creators, creating (per default: monster-only) movers |
3396 | activates creators, creating (per default: monster-only) movers |
3242 | under the NPC's feet. The NPC starts "walking" on a predefined |
3397 | under the NPC's feet. The NPC starts "walking" on a predefined |
3243 | route! Note that it's useful to set this NPC immune to everything, |
3398 | route! Note that it's useful to set this NPC immune to everything, |
3244 | preventing the player to push the NPC off his trace. |
3399 | preventing the player to push the NPC off his trace. |
3245 | </attribute> |
3400 | </attribute> |
3246 | <attribute arch="walk_on" editor="move walking creatures" type="bool"> |
3401 | <attribute arch="move_on" editor="movement type" type="movement_type"> |
3247 | This should always be set. |
3402 | Which movement types activate the mover. |
3248 | </attribute> |
|
|
3249 | <attribute arch="fly_on" editor="move flying creatures" type="bool"> |
|
|
3250 | Move flying creatures enabled means all flying (living) |
|
|
3251 | objects will get moved too. If disabled, only walking |
|
|
3252 | (non-flying) creatures will get moved. |
|
|
3253 | </attribute> |
3403 | </attribute> |
3254 | </section> |
3404 | </section> |
3255 | </type> |
3405 | </type> |
3256 | |
3406 | |
3257 | <!--####################################################################--> |
3407 | <!--####################################################################--> |
… | |
… | |
3275 | <attribute arch="no_pick" value="1" type="fixed" /> |
3425 | <attribute arch="no_pick" value="1" type="fixed" /> |
3276 | <attribute arch="slaying" editor="match race" type="string"> |
3426 | <attribute arch="slaying" editor="match race" type="string"> |
3277 | the <match race> defines the object we're looking for. If <match race> |
3427 | the <match race> defines the object we're looking for. If <match race> |
3278 | matches the monster's or the player's race, we have a match. |
3428 | matches the monster's or the player's race, we have a match. |
3279 | Yes, pedestals can detect a player's race! E.g. you could create a |
3429 | Yes, pedestals can detect a player's race! E.g. you could create a |
3280 | place where only fireborns can enter, by setting "slaying unnatural". |
3430 | place where only fireborns can enter, by setting "slaying unnatural". |
3281 | |
3431 | |
3282 | If it is set to "player", any player stepping on the pedestal |
3432 | If it is set to "player", any player stepping on the pedestal |
3283 | is a match. Very useful if you want to open a gate for players |
3433 | is a match. Very useful if you want to open a gate for players |
3284 | but not for monsters. |
3434 | but not for monsters. |
3285 | </attribute> |
3435 | </attribute> |
3286 | <attribute arch="connected" editor="connection" type="int"> |
3436 | <attribute arch="connected" editor="connection" type="int"> |
3287 | When the pedestal is triggered, all objects with the same |
3437 | When the pedestal is triggered, all objects with the same |
3288 | connection value get activated. |
3438 | connection value get activated. |
3289 | </attribute> |
3439 | </attribute> |
3290 | <attribute arch="walk_on" value="1" type="fixed" /> |
3440 | &move_on; |
3291 | <attribute arch="walk_off" value="1" type="fixed" /> |
|
|
3292 | </type> |
3441 | </type> |
3293 | |
3442 | |
3294 | <!--####################################################################--> |
3443 | <!--####################################################################--> |
3295 | <type number="94" name="Pit"> |
3444 | <type number="94" name="Pit"> |
3296 | <ignore> |
3445 | <ignore> |
… | |
… | |
3332 | The <position state> defines the position of the gate: |
3481 | The <position state> defines the position of the gate: |
3333 | Zero means completely open/down, the "number of animation-steps" (usually |
3482 | Zero means completely open/down, the "number of animation-steps" (usually |
3334 | about 6 or 7) means completely closed/up state. I suggest you don't |
3483 | about 6 or 7) means completely closed/up state. I suggest you don't |
3335 | mess with this value - Leave the default in place. |
3484 | mess with this value - Leave the default in place. |
3336 | </attribute> |
3485 | </attribute> |
3337 | <attribute arch="walk_on" editor="swallow walking" type="bool"> |
3486 | &move_on; |
3338 | If set, all walking creatures will fall into the pit. |
|
|
3339 | This does NOT need to be set for closed pits! |
|
|
3340 | </attribute> |
|
|
3341 | <attribute arch="fly_on" editor="swallow flying" type="bool"> |
|
|
3342 | If set, all flying creatures will fall into the pit as well. |
|
|
3343 | This is not the behaviour expected from a pit, and it should |
|
|
3344 | only be used for map-mechanisms (e.g. for transporting flying |
|
|
3345 | monsters). |
|
|
3346 | An interesting side-effect: If this flag is enabled, spell |
|
|
3347 | effects like fire/snow also make their way through the pit. |
|
|
3348 | </attribute> |
|
|
3349 | </type> |
3487 | </type> |
3350 | |
3488 | |
3351 | <!--####################################################################--> |
3489 | <!--####################################################################--> |
3352 | <type number="7" name="Poison Food"> |
3490 | <type number="7" name="Poison Food"> |
3353 | <description><![CDATA[ |
3491 | <description><![CDATA[ |
… | |
… | |
3376 | </attribute> |
3514 | </attribute> |
3377 | <attribute arch="attacktype" editor="special effect" type="list_potion_effect"> |
3515 | <attribute arch="attacktype" editor="special effect" type="list_potion_effect"> |
3378 | There are two types of special effects for potions: |
3516 | There are two types of special effects for potions: |
3379 | 'life restoration' - restore the player's stats lost by death or draining |
3517 | 'life restoration' - restore the player's stats lost by death or draining |
3380 | (this has nothing in common with the restoration spell!) |
3518 | (this has nothing in common with the restoration spell!) |
3381 | 'improvement' - increase the player's maximum health/mana/grace |
3519 | 'improvement' - increase the player's maximum health/mana/grace |
3382 | by a very small amount. |
3520 | by a very small amount. |
3383 | </attribute> |
3521 | </attribute> |
3384 | <attribute arch="cursed" editor="cursed" type="bool"> |
3522 | <attribute arch="cursed" editor="cursed" type="bool"> |
3385 | If a potion is cursed, benefits generally turn into penalties. |
3523 | If a potion is cursed, benefits generally turn into penalties. |
3386 | Note that potions can be "uncursed" by praying over an altar, |
3524 | Note that potions can be "uncursed" by praying over an altar, |
… | |
… | |
3542 | weapon and projectile. ]]> |
3680 | weapon and projectile. ]]> |
3543 | </description> |
3681 | </description> |
3544 | <use><![CDATA[ |
3682 | <use><![CDATA[ |
3545 | If you want to create new kinds of projectiles, you could |
3683 | If you want to create new kinds of projectiles, you could |
3546 | add an alchemical receipe to create these. |
3684 | add an alchemical receipe to create these. |
3547 | |
3685 | |
3548 | Don't create new pairs of weapons & projectiles unless |
3686 | Don't create new pairs of weapons & projectiles unless |
3549 | they really fullfill a useful purpose. In fact, even bows |
3687 | they really fullfill a useful purpose. In fact, even bows |
3550 | and crossbows are rarely ever used. ]]> |
3688 | and crossbows are rarely ever used. ]]> |
3551 | </use> |
3689 | </use> |
3552 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3690 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
… | |
… | |
3557 | </attribute> |
3695 | </attribute> |
3558 | <attribute arch="race" editor="ammunition class" type="string"> |
3696 | <attribute arch="race" editor="ammunition class" type="string"> |
3559 | Only shooting weapons with matching <ammunition class> can fire |
3697 | Only shooting weapons with matching <ammunition class> can fire |
3560 | these projectiles. For arrows set "arrows", for crossbow bolts |
3698 | these projectiles. For arrows set "arrows", for crossbow bolts |
3561 | set "crossbow bolts" (big surprise). |
3699 | set "crossbow bolts" (big surprise). |
3562 | |
3700 | |
3563 | In certain cases, the ammunition class is displayed in the game. |
3701 | In certain cases, the ammunition class is displayed in the game. |
3564 | Hence, when you create a new ammunition class, choose an |
3702 | Hence, when you create a new ammunition class, choose an |
3565 | intuitive name like "missiles", "spirit bolts" - whatever. |
3703 | intuitive name like "missiles", "spirit bolts" - whatever. |
3566 | |
3704 | |
3567 | You can also make special containers holding these projectiles |
3705 | You can also make special containers holding these projectiles |
3568 | by setting the <container class> to match your <ammunition class>. |
3706 | by setting the <container class> to match your <ammunition class>. |
3569 | </attribute> |
3707 | </attribute> |
3570 | <attribute arch="slaying" editor="slaying race" type="string"> |
3708 | <attribute arch="slaying" editor="slaying race" type="string"> |
3571 | Slaying means the weapon does tripple (3x) damage to monsters |
3709 | Slaying means the weapon does tripple (3x) damage to monsters |
… | |
… | |
3687 | <attribute arch="value" /> |
3825 | <attribute arch="value" /> |
3688 | <attribute arch="material" /> |
3826 | <attribute arch="material" /> |
3689 | <attribute arch="unpaid" /> |
3827 | <attribute arch="unpaid" /> |
3690 | </ignore> |
3828 | </ignore> |
3691 | <description><![CDATA[ |
3829 | <description><![CDATA[ |
3692 | A rune is a magical enscription on the dungeon floor. |
3830 | A rune is a magical enscription on the dungeon floor. |
3693 | <br><br> |
3831 | <br><br> |
3694 | Runes hit any monster or person who steps on them for 'dam' damage in |
3832 | Runes hit any monster or person who steps on them for 'dam' damage in |
3695 | 'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3833 | 'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3696 | and will cast this spell when it detonates. Yet another kind is the |
3834 | and will cast this spell when it detonates. Yet another kind is the |
3697 | "summoning rune", summoning predefined monsters of any kind, at detonation. |
3835 | "summoning rune", summoning predefined monsters of any kind, at detonation. |
… | |
… | |
3701 | <use><![CDATA[ |
3839 | <use><![CDATA[ |
3702 | Avoid monsters stepping on your runes. For example, summoning runes |
3840 | Avoid monsters stepping on your runes. For example, summoning runes |
3703 | together with spellcasting- and attack-runes is usually a bad idea. ]]> |
3841 | together with spellcasting- and attack-runes is usually a bad idea. ]]> |
3704 | </use> |
3842 | </use> |
3705 | <attribute arch="no_pick" value="1" type="fixed" /> |
3843 | <attribute arch="no_pick" value="1" type="fixed" /> |
3706 | <attribute arch="walk_on" value="1" type="fixed" /> |
3844 | &move_on; |
3707 | <attribute arch="level" editor="rune level" type="int"> |
3845 | <attribute arch="level" editor="rune level" type="int"> |
3708 | This value sets the level the rune will cast the spell it contains at, |
3846 | This value sets the level the rune will cast the spell it contains at, |
3709 | if applicable. A level 99 rune casts a very, very mean spell of whatever. |
3847 | if applicable. A level 99 rune casts a very, very mean spell of whatever. |
3710 | (<rune level> 0 runes won't detonate at all!) |
3848 | (<rune level> 0 runes won't detonate at all!) |
3711 | |
3849 | |
3712 | Level Also effects how easily a rune may be found and disarmed, and |
3850 | Level Also effects how easily a rune may be found and disarmed, and |
3713 | how much experience the player gets for doing so. Beware: High level |
3851 | how much experience the player gets for doing so. Beware: High level |
3714 | runes can be quite a cheap source of experience! So either make them |
3852 | runes can be quite a cheap source of experience! So either make them |
3715 | tough, or keep the level low. |
3853 | tough, or keep the level low. |
3716 | </attribute> |
3854 | </attribute> |
… | |
… | |
3723 | The rune will detonate <number of charges> times before disappearing. |
3861 | The rune will detonate <number of charges> times before disappearing. |
3724 | </attribute> |
3862 | </attribute> |
3725 | <attribute arch="dam" editor="direct damage" type="int"> |
3863 | <attribute arch="dam" editor="direct damage" type="int"> |
3726 | <direct damage> specifies how much damage is done by the rune, |
3864 | <direct damage> specifies how much damage is done by the rune, |
3727 | if it doesn't contain a spell. This should be set in reasonable |
3865 | if it doesn't contain a spell. This should be set in reasonable |
3728 | relation to the rune's level. |
3866 | relation to the rune's level. |
3729 | </attribute> |
3867 | </attribute> |
3730 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3868 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3731 | If there isn't any spell (and <summon monster> is unset), this |
3869 | If there isn't any spell (and <summon monster> is unset), this |
3732 | attribute defines what attacktype to use for direct damage when |
3870 | attribute defines what attacktype to use for direct damage when |
3733 | the rune detonates. |
3871 | the rune detonates. |
… | |
… | |
3798 | <attribute arch="no_magic" value="1" type="fixed" /> |
3936 | <attribute arch="no_magic" value="1" type="fixed" /> |
3799 | <attribute arch="damned" value="1" type="fixed" /> |
3937 | <attribute arch="damned" value="1" type="fixed" /> |
3800 | </type> |
3938 | </type> |
3801 | |
3939 | |
3802 | <!--####################################################################--> |
3940 | <!--####################################################################--> |
|
|
3941 | <type number="111" name="Scroll"> |
|
|
3942 | <ignore> |
|
|
3943 | <attribute arch="title" /> |
|
|
3944 | </ignore> |
|
|
3945 | <description><![CDATA[ |
|
|
3946 | Scrolls contain spells (similar to spell-potions). Unlike potions, |
|
|
3947 | scrolls require a certain literacy skill to read successfully. |
|
|
3948 | Accordingly, for a successful reading, a small amount of |
|
|
3949 | experience is gained. Scrolls allow only one time usage, but |
|
|
3950 | usually they are sold in bulks. ]]> |
|
|
3951 | </description> |
|
|
3952 | <use><![CDATA[ |
|
|
3953 | For low level quests, scrolls of healing/curing-spells |
|
|
3954 | can be a nice reward. At higher levels, scrolls become less |
|
|
3955 | and less useful. ]]> |
|
|
3956 | </use> |
|
|
3957 | <attribute arch="level" editor="casting level" type="int"> |
|
|
3958 | The spell of the scroll will be casted at this level. |
|
|
3959 | This value should always be set, at least to 1. |
|
|
3960 | </attribute> |
|
|
3961 | <attribute arch="sp" editor="spell" type="spell"> |
|
|
3962 | When a player/monster applies this scroll, the selected <spell> |
|
|
3963 | will be casted (once). This should work for any given spell. |
|
|
3964 | </attribute> |
|
|
3965 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
|
|
3966 | A godgiven item vanishes as soon as the player |
|
|
3967 | drops it to the ground. |
|
|
3968 | </attribute> |
|
|
3969 | </type> |
|
|
3970 | |
|
|
3971 | <!--####################################################################--> |
|
|
3972 | <type number="33" name="Shield"> |
|
|
3973 | <import_type name="Amulet" /> |
|
|
3974 | <description><![CDATA[ |
|
|
3975 | Wearing a shield, the object's stats will directly be inherited to |
|
|
3976 | the player. Shields usually provide good defense, only surpassed |
|
|
3977 | by brestplate armour. Resistances on shields aren't uncommon either. ]]> |
|
|
3978 | </description> |
|
|
3979 | <use><![CDATA[ |
|
|
3980 | Feel free to create your own special artifacts. However, it is very |
|
|
3981 | important that you keep your artifact in balance with existing maps. ]]> |
|
|
3982 | </use> |
|
|
3983 | <attribute arch="magic" editor="magic bonus" type="int"> |
|
|
3984 | <magic bonus> works just like ac, except that it can be improved by |
|
|
3985 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
|
|
3986 | than direct armour-class bonus on the shield. |
|
|
3987 | </attribute> |
|
|
3988 | </type> |
|
|
3989 | |
|
|
3990 | <!--####################################################################--> |
3803 | <type number="14" name="Shooting Weapon"> |
3991 | <type number="14" name="Shooting Weapon"> |
3804 | <description><![CDATA[ |
3992 | <description><![CDATA[ |
3805 | Schooting weapons like bows/crossbows are used to shoot projectiles |
3993 | Schooting weapons like bows/crossbows are used to shoot projectiles |
3806 | (arrows/bolts). Shooting weapons and normal (melee) weapons can be |
3994 | (arrows/bolts). Shooting weapons and normal (melee) weapons can be |
3807 | wielded both at the same time. Like with any other equipment, |
3995 | wielded both at the same time. Like with any other equipment, |
… | |
… | |
3821 | </use> |
4009 | </use> |
3822 | <attribute arch="race" editor="ammunition class" type="string"> |
4010 | <attribute arch="race" editor="ammunition class" type="string"> |
3823 | Only projectiles with matching <ammunition class> can be fired |
4011 | Only projectiles with matching <ammunition class> can be fired |
3824 | with this weapon. For normal bows set "arrows", for normal |
4012 | with this weapon. For normal bows set "arrows", for normal |
3825 | crossbows set "crossbow bolts". |
4013 | crossbows set "crossbow bolts". |
3826 | |
4014 | |
3827 | In certain cases, the ammunition class is displayed in the game. |
4015 | In certain cases, the ammunition class is displayed in the game. |
3828 | Hence, when you create a new ammunition class, choose an |
4016 | Hence, when you create a new ammunition class, choose an |
3829 | intuitive name like "missiles", "spirit bolts" - whatever. |
4017 | intuitive name like "missiles", "spirit bolts" - whatever. |
3830 | </attribute> |
4018 | </attribute> |
3831 | <attribute arch="sp" editor="shooting speed" type="int"> |
4019 | <attribute arch="sp" editor="shooting speed" type="int"> |
3832 | After shooting a projectile, the player is frozen for a short |
4020 | After shooting a projectile, the player is frozen for a short |
3833 | period of time (to prevent shooting arrows machine-gun-like). |
4021 | period of time (to prevent shooting arrows machine-gun-like). |
3834 | The greater <shooting speed>, the shorter this period of time. |
4022 | The greater <shooting speed>, the shorter this period of time. |
3835 | 1 is minimum (=worst) and 100 is maximum (=best) value. |
4023 | 1 is minimum (=worst) and 100 is maximum (=best) value. |
3836 | |
4024 | |
3837 | You shouldn't set <shooting speed> lower than 10. YOU MUST NOT |
4025 | You shouldn't set <shooting speed> lower than 10. YOU MUST NOT |
3838 | SET IT TO ZERO! (That would freeze the player for eternety). |
4026 | SET IT TO ZERO! (That would freeze the player for eternety). |
3839 | </attribute> |
4027 | </attribute> |
3840 | <attribute arch="dam" editor="base damage" type="int"> |
4028 | <attribute arch="dam" editor="base damage" type="int"> |
3841 | The <base damage> significantly affects the damage done |
4029 | The <base damage> significantly affects the damage done |
… | |
… | |
3852 | The <item power> value measures how "powerful" an artifact is. |
4040 | The <item power> value measures how "powerful" an artifact is. |
3853 | Players will only be able to wear equipment with a certain total |
4041 | Players will only be able to wear equipment with a certain total |
3854 | amount of <item power>, depending on their own level. This is the |
4042 | amount of <item power>, depending on their own level. This is the |
3855 | only way to prevent low level players to wear "undeserved" equipment |
4043 | only way to prevent low level players to wear "undeserved" equipment |
3856 | (like gifts from other players or cheated items). |
4044 | (like gifts from other players or cheated items). |
3857 | |
4045 | |
3858 | It is very important to adjust the <item power> value carefully |
4046 | It is very important to adjust the <item power> value carefully |
3859 | for every artifact you create! If zero/unset, the CF server will |
4047 | for every artifact you create! If zero/unset, the CF server will |
3860 | calculate a provisional value at runtime, but this is never |
4048 | calculate a provisional value at runtime, but this is never |
3861 | going to be an accurate measurement of <item power>. |
4049 | going to be an accurate measurement of <item power>. |
3862 | </attribute> |
4050 | </attribute> |
… | |
… | |
3933 | should have such a description. |
4121 | should have such a description. |
3934 | </attribute> |
4122 | </attribute> |
3935 | </type> |
4123 | </type> |
3936 | |
4124 | |
3937 | <!--####################################################################--> |
4125 | <!--####################################################################--> |
3938 | <type number="111" name="Scroll"> |
|
|
3939 | <ignore> |
|
|
3940 | <attribute arch="title" /> |
|
|
3941 | </ignore> |
|
|
3942 | <description><![CDATA[ |
|
|
3943 | Scrolls contain spells (similar to spell-potions). Unlike potions, |
|
|
3944 | scrolls require a certain literacy skill to read successfully. |
|
|
3945 | Accordingly, for a successful reading, a small amount of |
|
|
3946 | experience is gained. Scrolls allow only one time usage, but |
|
|
3947 | usually they are sold in bulks. ]]> |
|
|
3948 | </description> |
|
|
3949 | <use><![CDATA[ |
|
|
3950 | For low level quests, scrolls of healing/curing-spells |
|
|
3951 | can be a nice reward. At higher levels, scrolls become less |
|
|
3952 | and less useful. ]]> |
|
|
3953 | </use> |
|
|
3954 | <attribute arch="level" editor="casting level" type="int"> |
|
|
3955 | The spell of the scroll will be casted at this level. |
|
|
3956 | This value should always be set, at least to 1. |
|
|
3957 | </attribute> |
|
|
3958 | <attribute arch="sp" editor="spell" type="spell"> |
|
|
3959 | When a player/monster applies this scroll, the selected <spell> |
|
|
3960 | will be casted (once). This should work for any given spell. |
|
|
3961 | </attribute> |
|
|
3962 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
|
|
3963 | A godgiven item vanishes as soon as the player |
|
|
3964 | drops it to the ground. |
|
|
3965 | </attribute> |
|
|
3966 | </type> |
|
|
3967 | |
|
|
3968 | <!--####################################################################--> |
|
|
3969 | <type number="33" name="Shield"> |
|
|
3970 | <import_type name="Amulet" /> |
|
|
3971 | <description><![CDATA[ |
|
|
3972 | Wearing a shield, the object's stats will directly be inherited to |
|
|
3973 | the player. Shields usually provide good defense, only surpassed |
|
|
3974 | by brestplate armour. Resistances on shields aren't uncommon either. ]]> |
|
|
3975 | </description> |
|
|
3976 | <use><![CDATA[ |
|
|
3977 | Feel free to create your own special artifacts. However, it is very |
|
|
3978 | important that you keep your artifact in balance with existing maps. ]]> |
|
|
3979 | </use> |
|
|
3980 | <attribute arch="magic" editor="magic bonus" type="int"> |
|
|
3981 | <magic bonus> works just like ac, except that it can be improved by |
|
|
3982 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
|
|
3983 | than direct armour-class bonus on the shield. |
|
|
3984 | </attribute> |
|
|
3985 | </type> |
|
|
3986 | |
|
|
3987 | <!--####################################################################--> |
|
|
3988 | <type number="68" name="Shop Floor"> |
4126 | <type number="68" name="Shop Floor"> |
3989 | <ignore> |
4127 | <ignore> |
3990 | <ignore_list name="non_pickable" /> |
4128 | <ignore_list name="non_pickable" /> |
3991 | </ignore> |
4129 | </ignore> |
3992 | <description><![CDATA[ |
4130 | <description><![CDATA[ |
… | |
… | |
4053 | <use><![CDATA[ |
4191 | <use><![CDATA[ |
4054 | As stated above, always place TWO shop mats into your shop. |
4192 | As stated above, always place TWO shop mats into your shop. |
4055 | Not more and not less than that. ]]> |
4193 | Not more and not less than that. ]]> |
4056 | </use> |
4194 | </use> |
4057 | <attribute arch="no_pick" value="1" type="fixed" /> |
4195 | <attribute arch="no_pick" value="1" type="fixed" /> |
4058 | <attribute arch="walk_on" editor="apply by walking" type="bool"> |
4196 | &move_on; |
4059 | If set, the player can enter/leave the |
|
|
4060 | shop by just walking into the shop mat. |
|
|
4061 | </attribute> |
|
|
4062 | <attribute arch="fly_on" editor="apply by flying" type="bool"> |
|
|
4063 | If set, the player can enter/leave the |
|
|
4064 | shop by "flying" into the shop mat. |
|
|
4065 | </attribute> |
|
|
4066 | </type> |
4197 | </type> |
4067 | |
4198 | |
4068 | <!--####################################################################--> |
4199 | <!--####################################################################--> |
4069 | <type number="98" name="Sign & MagicMouth"> |
4200 | <type number="98" name="Sign & MagicMouth"> |
4070 | <ignore> |
4201 | <ignore> |
… | |
… | |
4087 | the connection is triggered. This should be used in combination with |
4218 | the connection is triggered. This should be used in combination with |
4088 | <invisible> enabled and <activate by walking/flying> disabled. |
4219 | <invisible> enabled and <activate by walking/flying> disabled. |
4089 | If activating your magic_mouth this way, the message will not only be |
4220 | If activating your magic_mouth this way, the message will not only be |
4090 | printed to one player, but all players on the current map. |
4221 | printed to one player, but all players on the current map. |
4091 | </attribute> |
4222 | </attribute> |
4092 | <attribute arch="walk_on" editor="activate by walking" type="bool"> |
4223 | &move_on; |
4093 | If set, the player gets the message when walking ontop of the object. |
|
|
4094 | "invisible 1" should be set in this case. This is the typical configuration |
|
|
4095 | for a "magic_mouth": The player walks through a dungeon and suddenly he |
|
|
4096 | gets a message. Use this to create some roleplay atmosphere, and to inform |
|
|
4097 | the player about possible dangers or secrets. |
|
|
4098 | </attribute> |
|
|
4099 | <attribute arch="fly_on" editor="activate by flying" type="bool"> |
|
|
4100 | If set, the player gets the message when flying (=levitating) ontop |
|
|
4101 | of the object. Usually this should be set together with walk_on. |
|
|
4102 | </attribute> |
|
|
4103 | <attribute arch="food" editor="counter" type="int"> |
4224 | <attribute arch="food" editor="counter" type="int"> |
4104 | If a counter-value is set (greater zero), the sign/magic_mouth can be applied |
4225 | If a counter-value is set (greater zero), the sign/magic_mouth can be applied |
4105 | (printing the message) only that many times. For signs this really shouldn't |
4226 | (printing the message) only that many times. For signs this really shouldn't |
4106 | be used, while for magic_mouths it is extremely helpful. |
4227 | be used, while for magic_mouths it is extremely helpful. |
4107 | Monsters walking over the magic_mouth do not decrease the counter. |
4228 | Monsters walking over the magic_mouth do not decrease the counter. |
4108 | |
4229 | |
4109 | Often, you might want to have a message displayed only one time. For example: |
4230 | Often, you might want to have a message displayed only one time. For example: |
4110 | The player enters your map and you put a magic_mouth to tell him about the |
4231 | The player enters your map and you put a magic_mouth to tell him about the |
4111 | monsters and how dangerous they look and all. Later, when all the monsters |
4232 | monsters and how dangerous they look and all. Later, when all the monsters |
4112 | are killed and the player leaves the map, displaying the same message a |
4233 | are killed and the player leaves the map, displaying the same message a |
4113 | second time would be silly. <counter> 1 does a perfect job in such cases. |
4234 | second time would be silly. <counter> 1 does a perfect job in such cases. |
… | |
… | |
4230 | burned or otherwise destroyed. |
4351 | burned or otherwise destroyed. |
4231 | </attribute> |
4352 | </attribute> |
4232 | <attribute arch="unique" editor="unique item" type="bool"> |
4353 | <attribute arch="unique" editor="unique item" type="bool"> |
4233 | Unique items exist only one time on a server. If the item |
4354 | Unique items exist only one time on a server. If the item |
4234 | is taken, lost or destroyed - it's gone for good. |
4355 | is taken, lost or destroyed - it's gone for good. |
4235 | |
4356 | |
4236 | This can be used if you want to sell apartments on your |
4357 | This can be used if you want to sell apartments on your |
4237 | map: Simply sell a unique passport/key, and place |
4358 | map: Simply sell a unique passport/key, and place |
4238 | an inventory checker at the entrance of your apartment. |
4359 | an inventory checker at the entrance of your apartment. |
4239 | </attribute> |
4360 | </attribute> |
4240 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
4361 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
… | |
… | |
4357 | <use><![CDATA[ |
4478 | <use><![CDATA[ |
4358 | Spinners are very rarely used. I believe they are quite |
4479 | Spinners are very rarely used. I believe they are quite |
4359 | confusing and pointless. The only use I can think of is building |
4480 | confusing and pointless. The only use I can think of is building |
4360 | some puzzle about where to shoot into spinners to shoot somewhere you |
4481 | some puzzle about where to shoot into spinners to shoot somewhere you |
4361 | otherwise couldn't. |
4482 | otherwise couldn't. |
4362 | |
4483 | |
4363 | When placing spinners on a map with magic walls, make sure the spell- |
4484 | When placing spinners on a map with magic walls, make sure the spell- |
4364 | projectiles from magic walls don't get to fly in loops. ]]> |
4485 | projectiles from magic walls don't get to fly in loops. ]]> |
4365 | </use> |
4486 | </use> |
4366 | <attribute arch="sp" editor="direction number" type="int"> |
4487 | <attribute arch="sp" editor="direction number" type="int"> |
4367 | The spinner will change the direction of flying objects by |
4488 | The spinner will change the direction of flying objects by |
4368 | 45 degrees per <direction number>. Negative values spin clockwise, |
4489 | 45 degrees per <direction number>. Negative values spin clockwise, |
4369 | positive values counter clockwise. |
4490 | positive values counter clockwise. |
4370 | |
4491 | |
4371 | Example: <direction number> -2 means spin 90 degrees clockwise. |
4492 | Example: <direction number> -2 means spin 90 degrees clockwise. |
4372 | </attribute> |
4493 | </attribute> |
4373 | <attribute arch="walk_on" value="1" type="fixed" /> |
4494 | &move_on; |
4374 | <attribute arch="fly_on" value="1" type="fixed" /> |
|
|
4375 | </type> |
4495 | </type> |
4376 | |
4496 | |
4377 | <!--####################################################################--> |
4497 | <!--####################################################################--> |
4378 | <type number="138" name="Swamp"> |
4498 | <type number="138" name="Swamp"> |
4379 | <ignore> |
4499 | <ignore> |
… | |
… | |
4385 | he will start to sink in and eventually drown and die. |
4505 | he will start to sink in and eventually drown and die. |
4386 | Items dropped on the swamp sink in and dissapear. |
4506 | Items dropped on the swamp sink in and dissapear. |
4387 | Players with knowledge of the woodsman skill are a lot less likely |
4507 | Players with knowledge of the woodsman skill are a lot less likely |
4388 | to die in the swamp. ]]> |
4508 | to die in the swamp. ]]> |
4389 | </description> |
4509 | </description> |
4390 | <attribute arch="walk_on" value="1" type="fixed" /> |
|
|
4391 | <attribute arch="is_floor" value="1" type="fixed" /> |
4510 | <attribute arch="is_floor" value="1" type="fixed" /> |
4392 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4511 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4393 | <attribute arch="speed" editor="drowning speed" type="float"> |
4512 | <attribute arch="speed" editor="drowning speed" type="float"> |
4394 | The higher the <drowning speed>, the faster will players and items |
4513 | The higher the <drowning speed>, the faster will players and items |
4395 | sink into the swamp. Swamp with very high <drowning speed> can be a nasty |
4514 | sink into the swamp. Swamp with very high <drowning speed> can be a nasty |
4396 | and unexpected death-trap. Players should get a warning before such areas. |
4515 | and unexpected death-trap. Players should get a warning before such areas. |
4397 | </attribute> |
4516 | </attribute> |
4398 | <attribute arch="slow_move" editor="slow movement" type="int"> |
4517 | &move_on; |
4399 | If <slow movement> is set to a value greater zero, all |
4518 | &movement_types_terrain; |
4400 | creatures moving over this spot will be slower than normal. |
|
|
4401 | |
|
|
4402 | <slow movement> 1 - rough terrain |
|
|
4403 | <slow movement> 2 - very rough terrain |
|
|
4404 | ... |
|
|
4405 | <slow movement> 5 - default for deep swamp |
|
|
4406 | </attribute> |
|
|
4407 | <attribute arch="no_magic" editor="no spells" type="bool"> |
4519 | <attribute arch="no_magic" editor="no spells" type="bool"> |
4408 | If enabled, it is impossible for players to use (wizard-) |
4520 | If enabled, it is impossible for players to use (wizard-) |
4409 | spells on that spot. |
4521 | spells on that spot. |
4410 | </attribute> |
4522 | </attribute> |
4411 | <attribute arch="damned" editor="no prayers" type="bool"> |
4523 | <attribute arch="damned" editor="no prayers" type="bool"> |
… | |
… | |
4445 | (for example "/peterm/FireTemple/fire1"). It can also be a relative |
4557 | (for example "/peterm/FireTemple/fire1"). It can also be a relative |
4446 | path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2" |
4558 | path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2" |
4447 | for example I could use the relative path "Fire1"). Use relative |
4559 | for example I could use the relative path "Fire1"). Use relative |
4448 | paths whenever possible! Note that upper/lower case must always be |
4560 | paths whenever possible! Note that upper/lower case must always be |
4449 | set correctly. However, please use lower case only. |
4561 | set correctly. However, please use lower case only. |
4450 | |
4562 | |
4451 | If the <exit path> is set, ONLY players can get teleported. If the |
4563 | If the <exit path> is set, ONLY players can get teleported. If the |
4452 | <exit path> is unset (empty), anything can get teleported: Players, |
4564 | <exit path> is unset (empty), anything can get teleported: Players, |
4453 | monsters and items. In this case, the destined map is automatically |
4565 | monsters and items. In this case, the destined map is automatically |
4454 | the same map the teleporter is on. |
4566 | the same map the teleporter is on. |
4455 | </attribute> |
4567 | </attribute> |
4456 | <attribute arch="hp" editor="destination X" type="int"> |
4568 | <attribute arch="hp" editor="destination X" type="int"> |
4457 | The exit destinations define the (x, y)-coordinates where the exit |
4569 | The exit destinations define the (x, y)-coordinates where the exit |
4458 | leads to. |
4570 | leads to. |
4459 | |
4571 | |
4460 | If both are set to zero and <exit path> is empty, the player will |
4572 | If both are set to zero and <exit path> is empty, the player will |
4461 | get teleported to another, randomly chosen teleporter on the same |
4573 | get teleported to another, randomly chosen teleporter on the same |
4462 | map (Slightly confusing for the player though). Make sure there |
4574 | map (Slightly confusing for the player though). Make sure there |
4463 | actually *is* a second one in that case. |
4575 | actually *is* a second one in that case. |
4464 | |
4576 | |
4465 | If both are set to zero and <exit path> is set, the player will |
4577 | If both are set to zero and <exit path> is set, the player will |
4466 | be transferred to the "default enter location" of the destined map. |
4578 | be transferred to the "default enter location" of the destined map. |
4467 | The latter can be set in the map-properties as "Enter X/Y". Though, |
4579 | The latter can be set in the map-properties as "Enter X/Y". Though, |
4468 | please DO NOT use that. It turned out to be a source for numerous |
4580 | please DO NOT use that. It turned out to be a source for numerous |
4469 | map-bugs. |
4581 | map-bugs. |
4470 | </attribute> |
4582 | </attribute> |
4471 | <attribute arch="sp" editor="destination Y" type="int"> |
4583 | <attribute arch="sp" editor="destination Y" type="int"> |
4472 | The exit destinations define the (x, y)-coordinates where the exit |
4584 | The exit destinations define the (x, y)-coordinates where the exit |
4473 | leads to. |
4585 | leads to. |
4474 | |
4586 | |
4475 | If both are set to zero and <exit path> is empty, the player will |
4587 | If both are set to zero and <exit path> is empty, the player will |
4476 | get teleported to another, randomly chosen teleporter on the same |
4588 | get teleported to another, randomly chosen teleporter on the same |
4477 | map (Slightly confusing for the player though). Make sure there |
4589 | map (Slightly confusing for the player though). Make sure there |
4478 | actually *is* a second one in that case. |
4590 | actually *is* a second one in that case. |
4479 | |
4591 | |
4480 | If both are set to zero and <exit path> is set, the player will |
4592 | If both are set to zero and <exit path> is set, the player will |
4481 | be transferred to the "default enter location" of the destined map. |
4593 | be transferred to the "default enter location" of the destined map. |
4482 | The latter can be set in the map-properties as "Enter X/Y". Though, |
4594 | The latter can be set in the map-properties as "Enter X/Y". Though, |
4483 | please DO NOT use that. It turned out to be a source for numerous |
4595 | please DO NOT use that. It turned out to be a source for numerous |
4484 | map-bugs. |
4596 | map-bugs. |
… | |
… | |
4491 | <attribute arch="speed" editor="activation speed" type="float"> |
4603 | <attribute arch="speed" editor="activation speed" type="float"> |
4492 | If the <activation speed> is nonzero, the teleporter will |
4604 | If the <activation speed> is nonzero, the teleporter will |
4493 | automatically be activated in regular time-intervals. Hence, the |
4605 | automatically be activated in regular time-intervals. Hence, the |
4494 | player can just step on it and gets teleported sooner or later. |
4606 | player can just step on it and gets teleported sooner or later. |
4495 | The duration between two activates depends on the given value. |
4607 | The duration between two activates depends on the given value. |
4496 | Default in the teleporter arch is <activation speed> 0.1. |
4608 | Default in the teleporter arch is <activation speed> 0.1. |
4497 | |
4609 | |
4498 | VERY IMPORTANT: If you want to have your teleporter activated via |
4610 | VERY IMPORTANT: If you want to have your teleporter activated via |
4499 | button/handle/magic_ear/etc, you must set <activation speed> to zero! |
4611 | button/handle/magic_ear/etc, you must set <activation speed> to zero! |
|
|
4612 | </attribute> |
|
|
4613 | </type> |
|
|
4614 | |
|
|
4615 | <!--####################################################################--> |
|
|
4616 | <type number="26" name="Timed Gate"> |
|
|
4617 | <ignore> |
|
|
4618 | <ignore_list name="non_pickable" /> |
|
|
4619 | </ignore> |
|
|
4620 | <description><![CDATA[ |
|
|
4621 | Gates play an important role in Crossfire. Gates can be opened |
|
|
4622 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
|
|
4623 | or carrying special key-objects (-> inventory checker). |
|
|
4624 | Unlike locked doors, gates can get shut again after a player has |
|
|
4625 | passed, which makes them more practical in many cases. Unlike normal |
|
|
4626 | gates, timed gates open when triggered but automatically close again |
|
|
4627 | after some time.]]> |
|
|
4628 | </description> |
|
|
4629 | <use><![CDATA[ |
|
|
4630 | Use gates to divide your maps into separated areas. After solving |
|
|
4631 | area A, the player gains access to area B, and so on. Make your |
|
|
4632 | maps more complex than "one-way". ]]> |
|
|
4633 | </use> |
|
|
4634 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
4635 | <attribute arch="connected" editor="connection" type="int"> |
|
|
4636 | Whenever the inventory checker is triggered, all objects with identical |
|
|
4637 | <connection> value get activated. This only makes sense together with |
|
|
4638 | <blocking passage> disabled. If unset, the gate opens automatically |
|
|
4639 | after some time. |
|
|
4640 | </attribute> |
|
|
4641 | <attribute arch="wc" editor="position state" type="int"> |
|
|
4642 | The <position state> defines the position of the gate: |
|
|
4643 | Zero means completely open/down, the "number of animation-steps" (usually |
|
|
4644 | about 6 or 7) means completely closed/up state. I suggest you don't |
|
|
4645 | mess with this value - Leave the default in place. |
|
|
4646 | </attribute> |
|
|
4647 | &movement_types_terrain; |
|
|
4648 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
|
|
4649 | Restricting the use of spells to pass this gate. This has |
|
|
4650 | an effect only if <block view> is disabled. |
|
|
4651 | </attribute> |
|
|
4652 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
|
|
4653 | Restricting the use of prayers to pass this door. This has |
|
|
4654 | an effect only if <block view> is disabled. |
|
|
4655 | </attribute> |
|
|
4656 | <attribute arch="hp" editor="open duration" type="int"> |
|
|
4657 | Defines the duration the gate remains closed. This only takes effect |
|
|
4658 | if the gate is not connected. |
4500 | </attribute> |
4659 | </attribute> |
4501 | </type> |
4660 | </type> |
4502 | |
4661 | |
4503 | <!--####################################################################--> |
4662 | <!--####################################################################--> |
4504 | <type number="155" name="Trap"> |
4663 | <type number="155" name="Trap"> |
… | |
… | |
4511 | <attribute arch="material" /> |
4670 | <attribute arch="material" /> |
4512 | <attribute arch="unpaid" /> |
4671 | <attribute arch="unpaid" /> |
4513 | </ignore> |
4672 | </ignore> |
4514 | <description><![CDATA[ |
4673 | <description><![CDATA[ |
4515 | A trap is a object that can either do damage or trigger another connected object |
4674 | A trap is a object that can either do damage or trigger another connected object |
4516 | when detonated. Traps are like runes except they are not magical in nature, |
4675 | when detonated. Traps are like runes except they are not magical in nature, |
4517 | and generally have either a physical attack or trigger a reaction. |
4676 | and generally have either a physical attack or trigger a reaction. |
4518 | <br><br> |
4677 | <br><br> |
4519 | Traps hit any monster or person who steps on them for 'dam' damage in |
4678 | Traps hit any monster or person who steps on them for 'dam' damage in |
4520 | 'attacktype' attacktype and/or trigger a reaction. |
4679 | 'attacktype' attacktype and/or trigger a reaction. |
4521 | <br><br> |
4680 | <br><br> |
… | |
… | |
4524 | <use><![CDATA[ |
4683 | <use><![CDATA[ |
4525 | Avoid monsters stepping on your traps. For example, a party of orcs setting |
4684 | Avoid monsters stepping on your traps. For example, a party of orcs setting |
4526 | off your lightning wall and pit trap is usually a bad idea. ]]> |
4685 | off your lightning wall and pit trap is usually a bad idea. ]]> |
4527 | </use> |
4686 | </use> |
4528 | <attribute arch="no_pick" value="1" type="fixed" /> |
4687 | <attribute arch="no_pick" value="1" type="fixed" /> |
4529 | <attribute arch="walk_on" value="1" type="fixed" /> |
4688 | &move_on; |
4530 | <attribute arch="level" editor="trap level" type="int"> |
4689 | <attribute arch="level" editor="trap level" type="int"> |
4531 | Level effects how easily a trap may be found and disarmed, and |
4690 | Level effects how easily a trap may be found and disarmed, and |
4532 | how much experience the player gets for doing so. Beware: High level |
4691 | how much experience the player gets for doing so. Beware: High level |
4533 | traps can be quite a cheap source of experience! So either make them |
4692 | traps can be quite a cheap source of experience! So either make them |
4534 | tough, or keep the level low. |
4693 | tough, or keep the level low. |
4535 | </attribute> |
4694 | </attribute> |
… | |
… | |
4540 | </attribute> |
4699 | </attribute> |
4541 | <attribute arch="hp" editor="number of charges" type="int"> |
4700 | <attribute arch="hp" editor="number of charges" type="int"> |
4542 | The trap will detonate <number of charges> times before disappearing. |
4701 | The trap will detonate <number of charges> times before disappearing. |
4543 | </attribute> |
4702 | </attribute> |
4544 | <attribute arch="dam" editor="direct damage" type="int"> |
4703 | <attribute arch="dam" editor="direct damage" type="int"> |
4545 | <direct damage> specifies how much damage is done by the trap. |
4704 | <direct damage> specifies how much damage is done by the trap. |
4546 | This should be set in reasonable relation to the trap's level. |
4705 | This should be set in reasonable relation to the trap's level. |
4547 | </attribute> |
4706 | </attribute> |
4548 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4707 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4549 | This attribute defines what attacktype to use for direct damage when |
4708 | This attribute defines what attacktype to use for direct damage when |
4550 | the trap detonates. |
4709 | the trap detonates. |
4551 | </attribute> |
4710 | </attribute> |
… | |
… | |
4577 | Trapdoors should be used in the same fashion as pits: |
4736 | Trapdoors should be used in the same fashion as pits: |
4578 | They should always drop the victims to some kind of lower level. They |
4737 | They should always drop the victims to some kind of lower level. They |
4579 | are not supposed to be used to randomly interconnect maps like teleporters. ]]> |
4738 | are not supposed to be used to randomly interconnect maps like teleporters. ]]> |
4580 | </use> |
4739 | </use> |
4581 | <attribute arch="no_pick" value="1" type="fixed" /> |
4740 | <attribute arch="no_pick" value="1" type="fixed" /> |
4582 | <attribute arch="walk_on" value="1" type="fixed" /> |
4741 | &move_on; |
4583 | <attribute arch="weight" editor="hold weight" type="int"> |
4742 | <attribute arch="weight" editor="hold weight" type="int"> |
4584 | This value defines how much weight the trapdoor can hold. |
4743 | This value defines how much weight the trapdoor can hold. |
4585 | Once items or creatures are gathered on the trapdoor, with |
4744 | Once items or creatures are gathered on the trapdoor, with |
4586 | a total weight surpassing this value, then the trapdoor will |
4745 | a total weight surpassing this value, then the trapdoor will |
4587 | open and things start falling through. |
4746 | open and things start falling through. |
… | |
… | |
4650 | <quality level> 5 per default). |
4809 | <quality level> 5 per default). |
4651 | </attribute> |
4810 | </attribute> |
4652 | </type> |
4811 | </type> |
4653 | |
4812 | |
4654 | <!--####################################################################--> |
4813 | <!--####################################################################--> |
|
|
4814 | <type number="52" name="Trigger Marker"> |
|
|
4815 | <ignore> |
|
|
4816 | <ignore_list name="system_object" /> |
|
|
4817 | </ignore> |
|
|
4818 | <description><![CDATA[ |
|
|
4819 | A trigger marker is an object that inserts an invisible force (a mark) into a |
|
|
4820 | player stepping on it WHEN TRIGGERED. This force does nothing except containing a |
|
|
4821 | <key string> which can be discovered by detectors or inventory |
|
|
4822 | checkers. It is also possible to use markers for removing marks again. |
|
|
4823 | <br><br> |
|
|
4824 | Note that the player has no possibility to "see" his own marks, |
|
|
4825 | except by the effect that they cause on the maps. ]]> |
|
|
4826 | </description> |
|
|
4827 | <use><![CDATA[ |
|
|
4828 | Markers hold real cool possibilities for map-making. I encourage |
|
|
4829 | you to use them frequently. However there is one negative point |
|
|
4830 | about markers: Players don't "see" what's going on with them. It is |
|
|
4831 | your task, as map-creator, to make sure the player is always well |
|
|
4832 | informed and never confused. |
|
|
4833 | <br><br> |
|
|
4834 | Please avoid infinite markers when they aren't needed. They're |
|
|
4835 | using a little space in the player file after all, so if there |
|
|
4836 | is no real purpose, set an expire time. ]]> |
|
|
4837 | </use> |
|
|
4838 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
4839 | <attribute arch="slaying" editor="key string" type="string"> |
|
|
4840 | The <key string> can be detected by inv. checkers/detectors. |
|
|
4841 | If the player already has a force with that <key string>, |
|
|
4842 | there won't be inserted a second one. |
|
|
4843 | </attribute> |
|
|
4844 | <attribute arch="connected" editor="connection" type="int"> |
|
|
4845 | Unlike a regular marker this is the connection that triggers this marker to activate. |
|
|
4846 | </attribute> |
|
|
4847 | <attribute arch="food" editor="mark duration" type="int"> |
|
|
4848 | This value defines the duration of the force it inserts. |
|
|
4849 | If nonzero, the duration of the player's mark is finite: |
|
|
4850 | about 1 food per 10 seconds. <mark duration> zero/unset |
|
|
4851 | means the mark will stay on the player forever. |
|
|
4852 | </attribute> |
|
|
4853 | <attribute arch="name" editor="delete mark" type="string"> |
|
|
4854 | When the player steps onto the marker, all existing forces in |
|
|
4855 | the players inventory with a <key string> matching <delete mark> |
|
|
4856 | will be removed. If you don't want to remove any marks, leave |
|
|
4857 | this textfield empty. |
|
|
4858 | |
|
|
4859 | Note that the string <delete mark> is set as the name of |
|
|
4860 | this marker. So don't be confused, and remember changing the |
|
|
4861 | name will take effect on the marker's functionality. |
|
|
4862 | </attribute> |
|
|
4863 | <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text"> |
|
|
4864 | In the moment when the player gets marked, this text is displayed |
|
|
4865 | to him. You should really set a message in any marker you create, |
|
|
4866 | because it's the only way for the player to notice what's going on. |
|
|
4867 | </attribute> |
|
|
4868 | </type> |
|
|
4869 | |
|
|
4870 | <!--####################################################################--> |
4655 | <type number="0" name="Wall"> |
4871 | <type number="0" name="Wall"> |
4656 | <required> |
4872 | <required> |
4657 | <attribute arch="is_floor" value="0" /> |
4873 | <attribute arch="is_floor" value="0" /> |
4658 | <attribute arch="alive" value="0" /> |
4874 | <attribute arch="alive" value="0" /> |
4659 | <attribute arch="no_pass" value="1" /> |
4875 | <attribute arch="move_block" value="255" /> |
4660 | </required> |
4876 | </required> |
4661 | <ignore> |
4877 | <ignore> |
4662 | <attribute arch="nrof" /> |
4878 | <attribute arch="nrof" /> |
4663 | <attribute arch="title" /> |
4879 | <attribute arch="title" /> |
4664 | <attribute arch="name_pl" /> |
4880 | <attribute arch="name_pl" /> |
… | |
… | |
4666 | <attribute arch="unpaid" /> |
4882 | <attribute arch="unpaid" /> |
4667 | </ignore> |
4883 | </ignore> |
4668 | <description><![CDATA[ |
4884 | <description><![CDATA[ |
4669 | Walls usually block passage and sight. ]]> |
4885 | Walls usually block passage and sight. ]]> |
4670 | </description> |
4886 | </description> |
4671 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
4887 | &movement_types_terrain; |
4672 | If set, the object cannot be passed by players nor monsters. |
|
|
4673 | </attribute> |
|
|
4674 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4888 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4675 | If set, the object is able to "roll", so it can be pushed around. |
4889 | If set, the object is able to "roll", so it can be pushed around. |
4676 | This setting is used for boulders and barrels. |
4890 | This setting is used for boulders and barrels. |
4677 | </attribute> |
4891 | </attribute> |
4678 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
4892 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
… | |
… | |
4680 | Restricting the use of spells to pass this wall. |
4894 | Restricting the use of spells to pass this wall. |
4681 | </attribute> |
4895 | </attribute> |
4682 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
4896 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
4683 | This takes effect only with <blocksview> disabled. |
4897 | This takes effect only with <blocksview> disabled. |
4684 | Restricting the use of spells to pass this wall. |
4898 | Restricting the use of spells to pass this wall. |
|
|
4899 | </attribute> |
|
|
4900 | </type> |
|
|
4901 | |
|
|
4902 | <!--####################################################################--> |
|
|
4903 | <type number="109" name="Wand & Staff"> |
|
|
4904 | <description><![CDATA[ |
|
|
4905 | Wands contain a certain spell. The player can apply (ready) and |
|
|
4906 | fire the wand. After a defined number of casts, the wand is |
|
|
4907 | "used up". It is possible to recharge a wand with scrolls of |
|
|
4908 | charging, but usually that isn't worth the cost. ]]> |
|
|
4909 | </description> |
|
|
4910 | <use><![CDATA[ |
|
|
4911 | Wands are quite seldomly used. The reason prolly is that they're |
|
|
4912 | generally not cost-efficient. Handing out high-level wands with |
|
|
4913 | powerful special spells isn't a good idea either, because of |
|
|
4914 | the recharge ability. |
|
|
4915 | <br><br> |
|
|
4916 | For low levels, staffs of healing/cure and word of recall are |
|
|
4917 | quite desirable though. Ideal rewards for low level quests. ]]> |
|
|
4918 | </use> |
|
|
4919 | <attribute arch="sp" editor="spell" type="spell"> |
|
|
4920 | The <spell> specifies the contained spell. |
|
|
4921 | </attribute> |
|
|
4922 | <attribute arch="level" editor="casting level" type="int"> |
|
|
4923 | The <casting level> of the wand determines it's power. |
|
|
4924 | An average level for wands in shops is about 10. |
|
|
4925 | </attribute> |
|
|
4926 | <attribute arch="food" editor="number of charges" type="int"> |
|
|
4927 | The wand can be used <number of charges> times before it is |
|
|
4928 | used up. It can be recharged with scrolls of charging. |
|
|
4929 | </attribute> |
|
|
4930 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
|
|
4931 | A godgiven item vanishes as soon as the player |
|
|
4932 | drops it to the ground. |
|
|
4933 | </attribute> |
|
|
4934 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
|
|
4935 | This text may contain a description of the wand. |
4685 | </attribute> |
4936 | </attribute> |
4686 | </type> |
4937 | </type> |
4687 | |
4938 | |
4688 | <!--####################################################################--> |
4939 | <!--####################################################################--> |
4689 | <type number="0" name="Weak Wall"> |
4940 | <type number="0" name="Weak Wall"> |
… | |
… | |
4799 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
5050 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4800 | This number is a bitmask, specifying the weapon's attacktypes. |
5051 | This number is a bitmask, specifying the weapon's attacktypes. |
4801 | Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons |
5052 | Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons |
4802 | have no more than one or two attacktypes. Keep in mind that all weapons |
5053 | have no more than one or two attacktypes. Keep in mind that all weapons |
4803 | can be blessed by the player's diety, thus adding an additional attacktype. |
5054 | can be blessed by the player's diety, thus adding an additional attacktype. |
4804 | |
5055 | |
4805 | When a player hits a monster with a weapon that has more than one attacktype, |
5056 | When a player hits a monster with a weapon that has more than one attacktype, |
4806 | then he will do as much damage as the "best" of his attacktypes does. So, |
5057 | then he will do as much damage as the "best" of his attacktypes does. So, |
4807 | the more attacktypes you've got, the better your chance to take advantage |
5058 | the more attacktypes you've got, the better your chance to take advantage |
4808 | of a monster's vulnerabilities. (Btw: Same rule applies for monster vs. |
5059 | of a monster's vulnerabilities. (Btw: Same rule applies for monster vs. |
4809 | player.). Attacktypes "magic" and "chaos" are somehow exceptions. |
5060 | player.). Attacktypes "magic" and "chaos" are somehow exceptions. |
… | |
… | |
4811 | <attribute arch="weapontype" editor="weapontype" type="list_weapon_type"> |
5062 | <attribute arch="weapontype" editor="weapontype" type="list_weapon_type"> |
4812 | The <weapontype> characterizes the weapon's type of physical |
5063 | The <weapontype> characterizes the weapon's type of physical |
4813 | attack. It could best be considered a "subclassification" |
5064 | attack. It could best be considered a "subclassification" |
4814 | of the physical attacktype. For now, this is only used for |
5065 | of the physical attacktype. For now, this is only used for |
4815 | attack messages! |
5066 | attack messages! |
4816 | |
5067 | |
4817 | You should always set this correctly when creating new |
5068 | You should always set this correctly when creating new |
4818 | weapons for your maps. |
5069 | weapons for your maps. |
4819 | </attribute> |
5070 | </attribute> |
4820 | <attribute arch="skill" editor="skill name" type="string"> |
5071 | <attribute arch="skill" editor="skill name" type="string"> |
4821 | Matching <skill name> of the skill that is required |
5072 | Matching <skill name> of the skill that is required |
… | |
… | |
4829 | </attribute> |
5080 | </attribute> |
4830 | <attribute arch="slaying" editor="slaying race" type="string"> |
5081 | <attribute arch="slaying" editor="slaying race" type="string"> |
4831 | Slaying means the weapon does tripple (3x) damage to monsters of the |
5082 | Slaying means the weapon does tripple (3x) damage to monsters of the |
4832 | specified race. If <slaying race> matches an arch name (e.g. "big_dragon"), |
5083 | specified race. If <slaying race> matches an arch name (e.g. "big_dragon"), |
4833 | only monsters of that archtype are hit with tripple damage. |
5084 | only monsters of that archtype are hit with tripple damage. |
4834 | |
5085 | |
4835 | No god blessings are possible for weapons with a race set in this entry |
5086 | No god blessings are possible for weapons with a race set in this entry |
4836 | (That's because god blessings add tripple damage against their own |
5087 | (That's because god blessings add tripple damage against their own |
4837 | enemy races). Tripple damage is very effective. |
5088 | enemy races). Tripple damage is very effective. |
4838 | </attribute> |
5089 | </attribute> |
4839 | <attribute arch="last_sp" editor="weapon speed" type="int"> |
5090 | <attribute arch="last_sp" editor="weapon speed" type="int"> |
… | |
… | |
4855 | The <item power> value measures how "powerful" an artifact is. |
5106 | The <item power> value measures how "powerful" an artifact is. |
4856 | Players will only be able to wear equipment with a certain total |
5107 | Players will only be able to wear equipment with a certain total |
4857 | amount of <item power>, depending on their own level. This is the |
5108 | amount of <item power>, depending on their own level. This is the |
4858 | only way to prevent low level players to wear "undeserved" equipment |
5109 | only way to prevent low level players to wear "undeserved" equipment |
4859 | (like gifts from other players or cheated items). |
5110 | (like gifts from other players or cheated items). |
4860 | |
5111 | |
4861 | It is very important to adjust the <item power> value carefully |
5112 | It is very important to adjust the <item power> value carefully |
4862 | for every artifact you create! If zero/unset, the CF server will |
5113 | for every artifact you create! If zero/unset, the CF server will |
4863 | calculate a provisional value at runtime, but this is never |
5114 | calculate a provisional value at runtime, but this is never |
4864 | going to be an accurate measurement of <item power>. |
5115 | going to be an accurate measurement of <item power>. |
4865 | </attribute> |
5116 | </attribute> |
… | |
… | |
4873 | the curse is removed. |
5124 | the curse is removed. |
4874 | </attribute> |
5125 | </attribute> |
4875 | <attribute arch="lifesave" editor="save life" type="bool"> |
5126 | <attribute arch="lifesave" editor="save life" type="bool"> |
4876 | An item with this flag enabled will save the players life |
5127 | An item with this flag enabled will save the players life |
4877 | for one time: When the player is wearing this item and his |
5128 | for one time: When the player is wearing this item and his |
4878 | healthpoints reach zero, the item dissapears, replenishing |
5129 | health points reach zero, the item disappears, replenishing |
4879 | half of the player's health. |
5130 | half of the player's health. |
4880 | |
5131 | |
4881 | An item with <save life> should not have |
5132 | An item with <save life> should not have |
4882 | any decent additional bonuses! |
5133 | any decent additional bonuses! |
4883 | </attribute> |
5134 | </attribute> |
4884 | <attribute arch="unique" editor="unique item" type="bool"> |
5135 | <attribute arch="unique" editor="unique item" type="bool"> |
4885 | Unique items exist only one time on a server. If the item |
5136 | Unique items exist only one time on a server. If the item |
… | |
… | |
5045 | additional <grace regen.> bonus should be VERY RARE!! |
5296 | additional <grace regen.> bonus should be VERY RARE!! |
5046 | </attribute> |
5297 | </attribute> |
5047 | <attribute arch="food" editor="food bonus" type="int"> |
5298 | <attribute arch="food" editor="food bonus" type="int"> |
5048 | Positive <food bonus> slows down the player's digestion, |
5299 | Positive <food bonus> slows down the player's digestion, |
5049 | thus he consumes less food. Negative values speed it up. |
5300 | thus he consumes less food. Negative values speed it up. |
5050 | |
5301 | |
5051 | Note that food is consumed not only for "being alive", but |
5302 | Note that food is consumed not only for "being alive", but |
5052 | also for healing and mana-regeneration. |
5303 | also for healing and mana-regeneration. |
5053 | <food bonus> only affects the amount of food consumed |
5304 | <food bonus> only affects the amount of food consumed |
5054 | for "being alive". Hence, even with high <food bonus>, |
5305 | for "being alive". Hence, even with high <food bonus>, |
5055 | during a fight a player can run out of food quickly. |
5306 | during a fight a player can run out of food quickly. |
5056 | </attribute> |
5307 | </attribute> |
5057 | <attribute arch="xrays" editor="xray vision" type="bool"> |
5308 | <attribute arch="xrays" editor="xray vision" type="bool"> |
5058 | Xray vision allows the player to see through obstacles |
5309 | Xray vision allows the player to see through obstacles |
5059 | in a two-square-wide radius. This is extremely helpful and |
5310 | in a two-square-wide radius. This is extremely helpful and |
5060 | desireable, so don't give it away for cheap on equipment. |
5311 | desirable, so don't give it away for cheap on equipment. |
5061 | </attribute> |
5312 | </attribute> |
5062 | <attribute arch="stealth" editor="stealth" type="bool"> |
5313 | <attribute arch="stealth" editor="stealth" type="bool"> |
5063 | Stealth allows the player to move silently. |
5314 | Stealth allows the player to move silently. |
5064 | This comes to effect if a player turns himself |
5315 | This comes to effect if a player turns himself |
5065 | invisible and tries to sneak around monsters. |
5316 | invisible and tries to sneak around monsters. |
… | |
… | |
5070 | the ability to <reflect spells>, all kinds of |
5321 | the ability to <reflect spells>, all kinds of |
5071 | spell-bullets and -beams will bounce off him. |
5322 | spell-bullets and -beams will bounce off him. |
5072 | This works only about 90% of all times, to |
5323 | This works only about 90% of all times, to |
5073 | avoid players being completely immune to certain |
5324 | avoid players being completely immune to certain |
5074 | types of attacks. |
5325 | types of attacks. |
5075 | |
5326 | |
5076 | This is a very powerful ability and it |
5327 | This is a very powerful ability and it |
5077 | shouldn't be handed out cheap! |
5328 | shouldn't be handed out cheap! |
5078 | </attribute> |
5329 | </attribute> |
5079 | <attribute arch="reflect_missile" editor="reflect missiles" type="bool"> |
5330 | <attribute arch="reflect_missile" editor="reflect missiles" type="bool"> |
5080 | If a player is wearing any piece of equipment with |
5331 | If a player is wearing any piece of equipment with |
… | |
… | |
5104 | This text describes the weapons's "story". Every decent artifact weapon |
5355 | This text describes the weapons's "story". Every decent artifact weapon |
5105 | should have such a description. |
5356 | should have such a description. |
5106 | </attribute> |
5357 | </attribute> |
5107 | </type> |
5358 | </type> |
5108 | |
5359 | |
5109 | <!--####################################################################--> |
5360 | <type number="116" name="Event Connector"> |
5110 | <type number="109" name="Wand & Staff"> |
|
|
5111 | <description><![CDATA[ |
|
|
5112 | Wands contain a certain spell. The player can apply (ready) and |
|
|
5113 | fire the wand. After a defined number of casts, the wand is |
|
|
5114 | "used up". It is possible to recharge a wand with scrolls of |
|
|
5115 | charging, but usually that isn't worth the cost. ]]> |
|
|
5116 | </description> |
5361 | <description><![CDATA[ |
5117 | <use><![CDATA[ |
5362 | Event connectors link specific events that happen to objects to |
5118 | Wands are quite seldomly used. The reason prolly is that they're |
5363 | a crossfire plug-in. ]]> |
5119 | generally not cost-efficient. Handing out high-level wands with |
5364 | </description> |
5120 | powerfull special spells isn't a good idea either, because of |
5365 | <attribute arch="subtype" editor="event type" type="list_event_type"> |
5121 | the recharge ability. |
5366 | The type of event that triggers a notify to the plug-in. |
5122 | <br><br> |
5367 | </attribute> |
5123 | For low levels, staffs of healing/cure and word of recall are |
|
|
5124 | quite desireable though. Ideal rewards for low level quests. ]]> |
|
|
5125 | </use> |
|
|
5126 | <attribute arch="sp" editor="spell" type="spell"> |
5368 | <attribute arch="title" editor="plug-in" type="string"> |
5127 | The <spell> specifies the contained spell. |
5369 | The name of the plug-in that should be notified of the event, e.g. "cfpython" |
|
|
5370 | for python and "perl" for the Crossfire-Perl plug-in. |
5128 | </attribute> |
5371 | </attribute> |
|
|
5372 | <attribute arch="slaying" editor="extension" type="string"> |
|
|
5373 | The name of the extension to invoke (for python, this is the path to a script, |
|
|
5374 | for perl this is the name of a extension package without the ".ext" extension. |
|
|
5375 | </attribute> |
5129 | <attribute arch="level" editor="casting level" type="int"> |
5376 | <attribute arch="name" editor="options" type="string"> |
5130 | The <casting level> of the wand determines it's power. |
5377 | A string that is passed unaltered to the extension above. Often used to pass |
5131 | An average level for wands in shops is about 10. |
5378 | options to the extension that alter its behaviour. |
5132 | </attribute> |
|
|
5133 | <attribute arch="food" editor="number of charges" type="int"> |
|
|
5134 | The wand can be used <number of charges> times before it is |
|
|
5135 | used up. It can be recharged with scrolls of charging. |
|
|
5136 | </attribute> |
|
|
5137 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
|
|
5138 | A godgiven item vanishes as soon as the player |
|
|
5139 | drops it to the ground. |
|
|
5140 | </attribute> |
|
|
5141 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
|
|
5142 | This text may contain a description of the wand. |
|
|
5143 | </attribute> |
5379 | </attribute> |
5144 | </type> |
5380 | </type> |
5145 | |
5381 | |
5146 | </types> |
5382 | </types> |