… | |
… | |
110 | length CDATA #IMPLIED |
110 | length CDATA #IMPLIED |
111 | true CDATA #IMPLIED |
111 | true CDATA #IMPLIED |
112 | false CDATA #IMPLIED> |
112 | false CDATA #IMPLIED> |
113 | |
113 | |
114 | <!ENTITY move_on " |
114 | <!ENTITY move_on " |
115 | <attribute arch='move_on' editor='movement type' type='bitmask_movement_type'> |
115 | <attribute arch='move_on' editor='movement type' type='movement_type'> |
116 | Which movement types automatically (as opposed to manually) activate this object. |
116 | Which movement types automatically (as opposed to manually) activate this object. |
117 | </attribute> |
117 | </attribute> |
118 | "> |
118 | "> |
119 | <!ENTITY move_off " |
119 | <!ENTITY move_off " |
120 | <attribute arch='move_off' editor='movement type' type='bitmask_movement_type'> |
120 | <attribute arch='move_off' editor='movement type' type='movement_type'> |
121 | Which movement types deactivate this object (e.g. button). |
121 | Which movement types deactivate this object (e.g. button). |
122 | </attribute> |
122 | </attribute> |
123 | "> |
123 | "> |
124 | <!ENTITY move_type " |
124 | <!ENTITY move_type " |
125 | <attribute arch='move_type' editor='movement type' type='bitmask_movement_type'> |
125 | <attribute arch='move_type' editor='movement type' type='movement_type'> |
126 | Determines which kinds of movement this object can use (e.g. for monsters) |
126 | Determines which kinds of movement this object can use (e.g. for monsters) |
127 | or grants (e.g. for amulets). |
127 | or grants (e.g. for amulets). |
128 | </attribute> |
128 | </attribute> |
129 | "> |
129 | "> |
130 | <!ENTITY movement_types_terrain " |
130 | <!ENTITY movement_types_terrain " |
131 | <attribute arch='move_block' editor='blocked movement' type='bitmask_movement_type'> |
131 | <attribute arch='move_block' editor='blocked movement' type='movement_type'> |
132 | Objects using these movement types cannot move over this space. |
132 | Objects using these movement types cannot move over this space. |
133 | </attribute> |
133 | </attribute> |
134 | <attribute arch='move_allow' editor='allowed movement' type='bitmask_movement_type'> |
134 | <attribute arch='move_allow' editor='allowed movement' type='movement_type'> |
135 | Objects using these movement types are allowed to move over this space. Takes |
135 | Objects using these movement types are allowed to move over this space. Takes |
136 | precedence over 'blocked movements'. |
136 | precedence over 'blocked movements'. |
137 | </attribute> |
137 | </attribute> |
138 | <attribute arch='move_slow' editor='slowed movement' type='bitmask_movement_type'> |
138 | <attribute arch='move_slow' editor='slowed movement' type='movement_type'> |
139 | The types of movement that should by slowed down by the 'slow movement penalty'. |
139 | The types of movement that should by slowed down by the 'slow movement penalty'. |
140 | </attribute> |
140 | </attribute> |
141 | <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> |
141 | <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> |
142 | If <slow movement> is set to a value greater zero, all |
142 | If <slow movement> is set to a value greater zero, all |
143 | creatures matching 'slow move' will be slower than normal on this spot. |
143 | creatures matching 'slow move' will be slower than normal on this spot. |
… | |
… | |
146 | <slow movement> 2 - very rough terrain |
146 | <slow movement> 2 - very rough terrain |
147 | ... |
147 | ... |
148 | <slow movement> 5 - default for deep swamp |
148 | <slow movement> 5 - default for deep swamp |
149 | ... |
149 | ... |
150 | <slow movement> 7 - spider web (sticky as hell) |
150 | <slow movement> 7 - spider web (sticky as hell) |
|
|
151 | </attribute> |
|
|
152 | "> |
|
|
153 | <!ENTITY speed_left " |
|
|
154 | <attribute arch='speed_left' editor='speed left' type='float'> |
|
|
155 | The speed left to the object. On every tick, if this value is higher |
|
|
156 | than 0, the object acts/triggers/moves etc. and the value gets |
|
|
157 | decremented by 1. Otherwise, it is incremented by <speed> on |
|
|
158 | every tick. |
|
|
159 | </attribute> |
|
|
160 | "> |
|
|
161 | <!ENTITY activate_on " |
|
|
162 | <attribute arch='activate_on_push' editor='Activate on push' type='bool'> |
|
|
163 | Whether the teleporter should only be activated on push. |
|
|
164 | </attribute> |
|
|
165 | <attribute arch='activate_on_release' editor='Activate on release' type='bool'> |
|
|
166 | Whether the teleporter should only be activated on release. |
151 | </attribute> |
167 | </attribute> |
152 | "> |
168 | "> |
153 | ]> |
169 | ]> |
154 | |
170 | |
155 | <types> |
171 | <types> |
… | |
… | |
392 | <entry value="9" name="throw" /> |
408 | <entry value="9" name="throw" /> |
393 | <entry value="10" name="trigger" /> |
409 | <entry value="10" name="trigger" /> |
394 | <entry value="11" name="close" /> |
410 | <entry value="11" name="close" /> |
395 | <entry value="12" name="timer" /> |
411 | <entry value="12" name="timer" /> |
396 | <entry value="28" name="move" /> |
412 | <entry value="28" name="move" /> |
|
|
413 | <entry value="41" name="drop_on" /> |
397 | </list> |
414 | </list> |
398 | |
415 | |
399 | <list name="attack_movement_bits_0_3"> |
416 | <list name="attack_movement_bits_0_3"> |
400 | <entry value="0" name="default" /> |
417 | <entry value="0" name="default" /> |
401 | <entry value="1" name="attack from distance" /> |
418 | <entry value="1" name="attack from distance" /> |
… | |
… | |
453 | zero weight are not pickable for players. Still, set the "non-pickable"-flag |
470 | zero weight are not pickable for players. Still, set the "non-pickable"-flag |
454 | for explicitly non-pickable objects (hey, this is opensource.. you |
471 | for explicitly non-pickable objects (hey, this is opensource.. you |
455 | never know ;) ). |
472 | never know ;) ). |
456 | </attribute> |
473 | </attribute> |
457 | <attribute arch="value" editor="value" type="int"> |
474 | <attribute arch="value" editor="value" type="int"> |
458 | Adds a certain value to the object: It will be worth that many times the |
475 | Determines the value of the object, in units of silver coins (one |
459 | default value from it's archetype (E.g. "value = 3" means three times |
476 | platinum coin == 50 silver coins). Value for buying/selling will be |
460 | worth the default value). Value for buying/selling will be |
|
|
461 | further modified by various factors. Hence, testing values in-game is |
477 | further modified by various factors. Hence, testing values in-game is |
462 | usually inevitable. |
478 | usually inevitable. |
463 | </attribute> |
479 | </attribute> |
464 | <attribute arch="glow_radius" editor="glow radius" type="int"> |
480 | <attribute arch="glow_radius" editor="glow radius" type="int"> |
465 | If <glow radius> is set to a value greater zero, the object |
481 | If <glow radius> is set to a value greater zero, the object |
… | |
… | |
489 | </attribute> |
505 | </attribute> |
490 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
506 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
491 | An <unpaid> item cannot be used unless a player carried it over |
507 | An <unpaid> item cannot be used unless a player carried it over |
492 | a shop mat, paying the demanded price. Setting this flag makes sense |
508 | a shop mat, paying the demanded price. Setting this flag makes sense |
493 | only for pickable items inside shops. |
509 | only for pickable items inside shops. |
|
|
510 | </attribute> |
|
|
511 | <attribute arch="sound" editor="sound" type="string"> |
|
|
512 | The sound this objects makes on a map. Enter either a sound alias from |
|
|
513 | arch/res/sound.conf.res or a path. If you enter <path> in this |
|
|
514 | field it will point to sound/<path>.ext |
|
|
515 | </attribute> |
|
|
516 | <attribute arch="sound_destroy" editor="destroy sound" type="string"> |
|
|
517 | The sound this objects makes when it is destroyed. Enter either a sound alias from |
|
|
518 | arch/res/sound.conf.res or a path. If you enter <path> in this |
|
|
519 | field it will point to sound/<path>.ext |
494 | </attribute> |
520 | </attribute> |
495 | </default_type> |
521 | </default_type> |
496 | |
522 | |
497 | <!-- This ignorelist is for all system objects which are non pickable |
523 | <!-- This ignorelist is for all system objects which are non pickable |
498 | and invisible. They don't interact with players at all. --> |
524 | and invisible. They don't interact with players at all. --> |
… | |
… | |
1060 | get teleported after they died on this battleground. |
1086 | get teleported after they died on this battleground. |
1061 | </attribute> |
1087 | </attribute> |
1062 | </type> |
1088 | </type> |
1063 | |
1089 | |
1064 | <!--####################################################################--> |
1090 | <!--####################################################################--> |
|
|
1091 | <type number="165" name="Safe ground (CF+)"> |
|
|
1092 | <ignore> |
|
|
1093 | <ignore_list name="non_pickable" /> |
|
|
1094 | </ignore> |
|
|
1095 | <description><![CDATA[ |
|
|
1096 | Safe ground is a special object that prevents any effects that might |
|
|
1097 | be harmful for the map, other players or items on the map. |
|
|
1098 | It blocks all magic and prayers, usage of alchemy, prevents potions |
|
|
1099 | from being used and blocks bombs from exploding. Note that altars that |
|
|
1100 | do cast spells still work. |
|
|
1101 | (This is a Crossfire+ feature, and might not work elsewhere) |
|
|
1102 | ]]> |
|
|
1103 | </description> |
|
|
1104 | <use><![CDATA[ |
|
|
1105 | Safe ground can be used to prevents any means of burning |
|
|
1106 | or destroying the items in a shop. Put this object below all floor tiles |
|
|
1107 | in your map and your shop will be safe. It's generally useful for making |
|
|
1108 | areas where really no kind of spell should be invoked by a player. |
|
|
1109 | ]]> |
|
|
1110 | </use> |
|
|
1111 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
1112 | </type> |
|
|
1113 | |
|
|
1114 | <!--####################################################################--> |
1065 | <type number="8" name="Book"> |
1115 | <type number="8" name="Book"> |
1066 | <description><![CDATA[ |
1116 | <description><![CDATA[ |
1067 | Applying a book, the containing message is displayed to the player. ]]> |
1117 | Applying a book, the containing message is displayed to the player. ]]> |
1068 | </description> |
1118 | </description> |
1069 | <attribute arch="level" editor="literacy level" type="int"> |
1119 | <attribute arch="level" editor="literacy level" type="int"> |
… | |
… | |
1412 | <ignore_list name="system_object" /> |
1462 | <ignore_list name="system_object" /> |
1413 | </ignore> |
1463 | </ignore> |
1414 | <description><![CDATA[ |
1464 | <description><![CDATA[ |
1415 | A creator is an object which creates another object when it |
1465 | A creator is an object which creates another object when it |
1416 | is triggered. The child object can be anything. Creators are |
1466 | is triggered. The child object can be anything. Creators are |
1417 | VERY useful for all kinds of map-mechanisms. ]]> |
1467 | VERY useful for all kinds of map-mechanisms. They can even |
|
|
1468 | periodically create things. ]]> |
1418 | </description> |
1469 | </description> |
1419 | <use><![CDATA[ |
1470 | <use><![CDATA[ |
1420 | Don't hesitate to hide your creators under the floor. |
1471 | Don't hesitate to hide your creators under the floor. |
1421 | The created items will still always appear ontop of the floor. ]]> |
1472 | The created items will still always appear ontop of the floor. ]]> |
1422 | </use> |
1473 | </use> |
… | |
… | |
1430 | </attribute> |
1481 | </attribute> |
1431 | <attribute arch="connected" editor="connection" type="int"> |
1482 | <attribute arch="connected" editor="connection" type="int"> |
1432 | Whenever the connection value is activated, |
1483 | Whenever the connection value is activated, |
1433 | the creator gets triggered. |
1484 | the creator gets triggered. |
1434 | </attribute> |
1485 | </attribute> |
|
|
1486 | &activate_on; |
1435 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1487 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1436 | If <infinit uses> is set, the creator will work |
1488 | If <infinit uses> is set, the creator will work |
1437 | infinitely, regardless of the value in <number of uses>. |
1489 | infinitely, regardless of the value in <number of uses>. |
|
|
1490 | </attribute> |
|
|
1491 | <attribute arch="speed" editor="speed" type="float"> |
|
|
1492 | When this field is set the creator will periodically create stuff |
|
|
1493 | (and will still do so when the connection is triggered). |
|
|
1494 | A value of 1 means roughly 8 times a second. |
1438 | </attribute> |
1495 | </attribute> |
1439 | <attribute arch="hp" editor="number of uses" type="int"> |
1496 | <attribute arch="hp" editor="number of uses" type="int"> |
1440 | The creator can be triggered <number of uses> times, thus |
1497 | The creator can be triggered <number of uses> times, thus |
1441 | creating that many objects, before it dissappears. |
1498 | creating that many objects, before it dissappears. |
1442 | Default is <number of uses> 1 (-> one-time usage). |
1499 | Default is <number of uses> 1 (-> one-time usage). |
… | |
… | |
1484 | </attribute> |
1541 | </attribute> |
1485 | <attribute arch="speed" editor="detection speed" type="float"> |
1542 | <attribute arch="speed" editor="detection speed" type="float"> |
1486 | This value defines the time between two detector-checks. |
1543 | This value defines the time between two detector-checks. |
1487 | If you want the detector to behave almost like pedestals/buttons, |
1544 | If you want the detector to behave almost like pedestals/buttons, |
1488 | set speed rather high, like <detection speed> 1.0. |
1545 | set speed rather high, like <detection speed> 1.0. |
|
|
1546 | </attribute> |
|
|
1547 | &speed_left; |
|
|
1548 | <attribute arch="speed_left" editor="speed left" type="float"> |
|
|
1549 | The speed left. This value is incremented by <speed> on every tick. |
|
|
1550 | If it is larger than 0, the detector checks, and the speed is decremented |
|
|
1551 | by 1. |
1489 | </attribute> |
1552 | </attribute> |
1490 | </type> |
1553 | </type> |
1491 | |
1554 | |
1492 | <!--####################################################################--> |
1555 | <!--####################################################################--> |
1493 | <type number="112" name="Director"> |
1556 | <type number="112" name="Director"> |
… | |
… | |
1594 | </attribute> |
1657 | </attribute> |
1595 | <attribute arch="speed" editor="moving speed" type="float"> |
1658 | <attribute arch="speed" editor="moving speed" type="float"> |
1596 | The <speed> of the disease determines how fast the disease will |
1659 | The <speed> of the disease determines how fast the disease will |
1597 | "move", thus how fast the symptoms strike the host. |
1660 | "move", thus how fast the symptoms strike the host. |
1598 | </attribute> |
1661 | </attribute> |
|
|
1662 | &speed_left; |
1599 | </section> |
1663 | </section> |
1600 | <section name="symptoms"> |
1664 | <section name="symptoms"> |
1601 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
1665 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
1602 | The disease will attack the host with the given <attacktype>. |
1666 | The disease will attack the host with the given <attacktype>. |
1603 | Godpower attacktype is commonly used for "unresistable" diseases. |
1667 | Godpower attacktype is commonly used for "unresistable" diseases. |
… | |
… | |
1708 | This string defines the object that will be created when the door was |
1772 | This string defines the object that will be created when the door was |
1709 | defeated. |
1773 | defeated. |
1710 | </attribute> |
1774 | </attribute> |
1711 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
1775 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
1712 | This entry determines what kind of traps will appear in the door. |
1776 | This entry determines what kind of traps will appear in the door. |
|
|
1777 | </attribute> |
|
|
1778 | <attribute arch="treasure_env" editor="treasure in env" type="bool"> |
|
|
1779 | Set this flag to move treasure items created into the environment (map) |
|
|
1780 | instead of putting them into the object. |
1713 | </attribute> |
1781 | </attribute> |
1714 | </type> |
1782 | </type> |
1715 | |
1783 | |
1716 | <!--####################################################################--> |
1784 | <!--####################################################################--> |
1717 | <type number="83" name="Duplicator"> |
1785 | <type number="83" name="Duplicator"> |
… | |
… | |
1735 | loose the input matches the chance to earn winnings.<br> |
1803 | loose the input matches the chance to earn winnings.<br> |
1736 | A duplicator with <multiply factor> 3 for example should have a |
1804 | A duplicator with <multiply factor> 3 for example should have a |
1737 | loosing rate of 2/3 = 67%. ]]> |
1805 | loosing rate of 2/3 = 67%. ]]> |
1738 | </use> |
1806 | </use> |
1739 | <attribute arch="other_arch" editor="target arch" type="string"> |
1807 | <attribute arch="other_arch" editor="target arch" type="string"> |
1740 | Only objects of matching archtype, lying ontop of the dublicator will be |
1808 | Only objects of matching archtype, lying ontop of the duplicator will be |
1741 | dublicated, multiplied or removed. All other objects will be ignored. |
1809 | duplicated, multiplied or removed. All other objects will be ignored. |
1742 | </attribute> |
1810 | </attribute> |
1743 | <attribute arch="level" editor="multiply factor" type="int"> |
1811 | <attribute arch="level" editor="multiply factor" type="int"> |
1744 | The number of items in the target pile will be multiplied by the |
1812 | The number of items in the target pile will be multiplied by the |
1745 | <multiply factor>. If it is set to zero, all target objects |
1813 | <multiply factor>. If it is set to zero, all target objects |
1746 | will be destroyed. |
1814 | will be destroyed. |
… | |
… | |
1748 | <attribute arch="connected" editor="connection" type="int"> |
1816 | <attribute arch="connected" editor="connection" type="int"> |
1749 | An activator (lever, altar, button, etc) with matching connection value |
1817 | An activator (lever, altar, button, etc) with matching connection value |
1750 | is able to trigger this duplicator. Be very careful that players cannot |
1818 | is able to trigger this duplicator. Be very careful that players cannot |
1751 | abuse it to create endless amounts of money or other valuable stuff! |
1819 | abuse it to create endless amounts of money or other valuable stuff! |
1752 | </attribute> |
1820 | </attribute> |
|
|
1821 | &activate_on; |
1753 | </type> |
1822 | </type> |
1754 | |
1823 | |
1755 | <!--####################################################################--> |
1824 | <!--####################################################################--> |
1756 | <type number="66" name="Exit"> |
1825 | <type number="66" name="Exit"> |
1757 | <ignore> |
1826 | <ignore> |
… | |
… | |
1804 | If set, this message will be displayed to the player when he applies the exit. |
1873 | If set, this message will be displayed to the player when he applies the exit. |
1805 | This is quite useful to throw in some "role-play feeling": "As you enter the |
1874 | This is quite useful to throw in some "role-play feeling": "As you enter the |
1806 | dark cave you hear the sound of rustling dragonscales...". Well, my english |
1875 | dark cave you hear the sound of rustling dragonscales...". Well, my english |
1807 | is poor, but you get the point. =) |
1876 | is poor, but you get the point. =) |
1808 | </attribute> |
1877 | </attribute> |
1809 | <attribute arch="unique" editor="unique destination" type="bool"> |
1878 | <attribute arch="damned" editor="set savebed" type="bool"> |
1810 | This flag defines the destined map as "personal unique map". If set, |
1879 | If set, then players using this exit will have their savebed position |
1811 | there will be a seperate version of that map for every player out there. |
1880 | set to the destination of the exit when passing through. |
1812 | This feature is used for the permanent apartments |
|
|
1813 | (in Scorn/Nuernberg/Caterham...). It should not be used for anything else |
|
|
1814 | than apartments, since Crossfire is a *multi*player game. In such a permanent |
|
|
1815 | apartment don't forget to set the unique-flag for all floor tiles too |
|
|
1816 | (see floors). |
|
|
1817 | An exit pointing outside of a personal unique map must have the |
|
|
1818 | "unique destination"-flag unset. |
|
|
1819 | </attribute> |
1881 | </attribute> |
1820 | </type> |
1882 | </type> |
1821 | |
1883 | |
1822 | <!--####################################################################--> |
1884 | <!--####################################################################--> |
1823 | <type number="72" name="Flesh"> |
1885 | <type number="72" name="Flesh"> |
1824 | <description><![CDATA[ |
1886 | <description><![CDATA[ |
1825 | Just like with food, the player can fill his stomache and gain a |
1887 | Just like with food, the player can fill his stomache and gain a |
1826 | little health by eating flesh-objects. <br> |
1888 | little health by eating flesh-objects. <br> |
1827 | For dragon players, flesh plays a very special role though: If the |
1889 | For dragon players, flesh plays a very special role though: If the |
1828 | flesh has resistances set, a dragon player has a chance to gain resistance in |
1890 | flesh has resistances set, a dragon player has a chance to gain resistance in |
1829 | those cathegories. The only constraint to this process is the <flesh level>. |
1891 | those categories. The only constraint to this process is the <flesh level>. |
1830 | Don't forget that flesh items with resistances have to be balanced |
1892 | Don't forget that flesh items with resistances have to be balanced |
1831 | according to map/monster difficulty. ]]> |
1893 | according to map/monster difficulty. ]]> |
1832 | </description> |
1894 | </description> |
1833 | <use><![CDATA[ |
1895 | <use><![CDATA[ |
1834 | For dragon players, flesh items can be highly valuable. Note that many |
1896 | For dragon players, flesh items can be highly valuable. Note that many |
… | |
… | |
2092 | Use gates to divide your maps into seperated areas. After solving |
2154 | Use gates to divide your maps into seperated areas. After solving |
2093 | area A, the player gains access to area B, and so on. Make your |
2155 | area A, the player gains access to area B, and so on. Make your |
2094 | maps more complex than "one-way". ]]> |
2156 | maps more complex than "one-way". ]]> |
2095 | </use> |
2157 | </use> |
2096 | <attribute arch="no_pick" value="1" type="fixed" /> |
2158 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
2159 | <attribute arch="speed" value="1" type="float"> |
|
|
2160 | The speed of the gate affects how fast it is closing/opening. |
|
|
2161 | </attribute> |
2097 | <attribute arch="connected" editor="connection" type="int"> |
2162 | <attribute arch="connected" editor="connection" type="int"> |
2098 | Whenever the inventory checker is triggered, all objects with identical |
2163 | Whenever the inventory checker is triggered, all objects with identical |
2099 | <connection> value get activated. This only makes sense together with |
2164 | <connection> value get activated. This only makes sense together with |
2100 | <blocking passage> disabled. |
2165 | <blocking passage> disabled. |
2101 | </attribute> |
2166 | </attribute> |
… | |
… | |
2319 | <attribute arch="level" editor="reconsecrate level" type="int"> |
2384 | <attribute arch="level" editor="reconsecrate level" type="int"> |
2320 | To re-consecrate an altar, the player's wisdom level must be as |
2385 | To re-consecrate an altar, the player's wisdom level must be as |
2321 | high or higher than this value. In that way, some altars can not |
2386 | high or higher than this value. In that way, some altars can not |
2322 | be re-consecrated, while other altars, like those in dungeons, could be. |
2387 | be re-consecrated, while other altars, like those in dungeons, could be. |
2323 | |
2388 | |
2324 | Altars located in temples should have at least <reconsecrate level> 100. |
2389 | Altars located in temples should have at least <reconsecrate level> 120. |
2325 | Some characters might need those altars, they would be very unhappy to |
2390 | Some characters might need those altars, they would be very unhappy to |
2326 | see them re-consecrated to another cult. |
2391 | see them re-consecrated to another cult. |
2327 | </attribute> |
2392 | </attribute> |
2328 | </type> |
2393 | </type> |
2329 | |
2394 | |
… | |
… | |
2676 | <attribute arch="connected" editor="connection" type="int"> |
2741 | <attribute arch="connected" editor="connection" type="int"> |
2677 | Every time the <connection> value is triggered, the wall will cast |
2742 | Every time the <connection> value is triggered, the wall will cast |
2678 | it's spell. You should set <casting speed> to zero, or this won't |
2743 | it's spell. You should set <casting speed> to zero, or this won't |
2679 | have much visible effect. |
2744 | have much visible effect. |
2680 | </attribute> |
2745 | </attribute> |
|
|
2746 | &activate_on; |
2681 | <attribute arch="speed" editor="casting speed" type="float"> |
2747 | <attribute arch="speed" editor="casting speed" type="float"> |
2682 | The <casting speed> defines the spellcasting speed of the wall. |
2748 | The <casting speed> defines the spellcasting speed of the wall. |
2683 | You can fine-tune how long the duration between two casts shall |
2749 | You can fine-tune how long the duration between two casts shall |
2684 | be. If you want to create a wall that can be activated (cast per |
2750 | be. If you want to create a wall that can be activated (cast per |
2685 | trigger) via connected lever/button/etc, you must set "speed 0". |
2751 | trigger) via connected lever/button/etc, you must set "speed 0". |
2686 | </attribute> |
2752 | </attribute> |
|
|
2753 | &speed_left; |
2687 | <attribute arch="sp" editor="direction" type="list_direction"> |
2754 | <attribute arch="sp" editor="direction" type="list_direction"> |
2688 | The magic wall will cast it's spells always in the specified |
2755 | The magic wall will cast it's spells always in the specified |
2689 | <direction>. A magic wall with direction set to <none> will |
2756 | <direction>. A magic wall with direction set to <none> will |
2690 | always fire in a random direction. |
2757 | always fire in a random direction. |
2691 | </attribute> |
2758 | </attribute> |
… | |
… | |
2795 | The <marking speed> defines how quickly it will mark something |
2862 | The <marking speed> defines how quickly it will mark something |
2796 | standing on the marker. Set this value rather high to make |
2863 | standing on the marker. Set this value rather high to make |
2797 | sure the player really gets his mark. I think <marking speed> 1.0 |
2864 | sure the player really gets his mark. I think <marking speed> 1.0 |
2798 | should do fine. |
2865 | should do fine. |
2799 | </attribute> |
2866 | </attribute> |
|
|
2867 | &speed_left; |
2800 | <attribute arch="food" editor="mark duration" type="int"> |
2868 | <attribute arch="food" editor="mark duration" type="int"> |
2801 | This value defines the duration of the force it inserts. |
2869 | This value defines the duration of the force it inserts. |
2802 | If nonzero, the duration of the player's mark is finite: |
2870 | If nonzero, the duration of the player's mark is finite: |
2803 | about 1 food per 10 seconds. <mark duration> zero/unset |
2871 | about 1 food per 10 seconds. <mark duration> zero/unset |
2804 | means the mark will stay on the player forever. |
2872 | means the mark will stay on the player forever. |
… | |
… | |
2904 | |
2972 | |
2905 | Note that you can always put items into the monster's |
2973 | Note that you can always put items into the monster's |
2906 | inventory. Those will drop-at-kill just like the stuff |
2974 | inventory. Those will drop-at-kill just like the stuff |
2907 | from the <treasurelist>. |
2975 | from the <treasurelist>. |
2908 | </attribute> |
2976 | </attribute> |
|
|
2977 | <attribute arch="treasure_env" editor="treasure in env" type="bool"> |
|
|
2978 | Set this flag to move treasure items created into the environment (map) |
|
|
2979 | instead of putting them into the object. |
|
|
2980 | </attribute> |
2909 | <attribute arch="level" editor="level" type="int"> |
2981 | <attribute arch="level" editor="level" type="int"> |
2910 | A monster's <level> is the most important attribute. |
2982 | A monster's <level> is the most important attribute. |
2911 | <level> affects the power of a monster in various ways. |
2983 | <level> affects the power of a monster in various ways. |
2912 | </attribute> |
2984 | </attribute> |
2913 | <attribute arch="race" editor="race" type="string"> |
2985 | <attribute arch="race" editor="race" type="string"> |
2914 | Every monster should have a race set to cathegorize it. |
2986 | Every monster should have a race set to categorize it. |
2915 | The monster's <race> can have different effects: |
2987 | The monster's <race> can have different effects: |
2916 | Slaying weapons inflict tripple damage against enemy races |
2988 | Slaying weapons inflict tripple damage against enemy races |
2917 | and holy word kills only enemy races of the god. |
2989 | and holy word kills only enemy races of the god. |
2918 | </attribute> |
2990 | </attribute> |
2919 | <attribute arch="exp" editor="experience" type="int"> |
2991 | <attribute arch="exp" editor="experience" type="int"> |
2920 | When a player kills this monster, he will get exactly this |
2992 | When a player kills this monster, he will get exactly this |
2921 | amount of <experience>. The experience will flow into |
2993 | amount of <experience>. The experience will flow into |
2922 | the skill-cathegory the player used for the kill. |
2994 | the skill-category the player used for the kill. |
2923 | |
2995 | |
2924 | If you create special monsters of tweaked strenght/abilities, |
2996 | If you create special monsters of tweaked strenght/abilities, |
2925 | always make sure that the <experience> is set to a |
2997 | always make sure that the <experience> is set to a |
2926 | reasonable value. Compare with existing arches to get a feeling |
2998 | reasonable value. Compare with existing arches to get a feeling |
2927 | what reasonable means. Keep in mind that spellcasting monsters |
2999 | what reasonable means. Keep in mind that spellcasting monsters |
… | |
… | |
2929 | </attribute> |
3001 | </attribute> |
2930 | <attribute arch="speed" editor="speed" type="float"> |
3002 | <attribute arch="speed" editor="speed" type="float"> |
2931 | The <speed> determines how fast a monster will both move |
3003 | The <speed> determines how fast a monster will both move |
2932 | and fight. High <speed> makes a monster considerably stronger. |
3004 | and fight. High <speed> makes a monster considerably stronger. |
2933 | </attribute> |
3005 | </attribute> |
|
|
3006 | &speed_left; |
2934 | <attribute arch="other_arch" editor="breed monster" type="string"> |
3007 | <attribute arch="other_arch" editor="breed monster" type="string"> |
2935 | This only takes effect if <multiply> is enabled. The monster will |
3008 | This only takes effect if <multiply> is enabled. The monster will |
2936 | create a <breed monster> every once in a while. <breed monster> |
3009 | create a <breed monster> every once in a while. <breed monster> |
2937 | can be set to any valid arch-name of a monster. Multipart monster |
3010 | can be set to any valid arch-name of a monster. Multipart monster |
2938 | should not be used. |
3011 | should not be used. |
… | |
… | |
2958 | </attribute> |
3031 | </attribute> |
2959 | <attribute arch="carrying" editor="carries weight" type="int"> |
3032 | <attribute arch="carrying" editor="carries weight" type="int"> |
2960 | If a monster has something in the inventory, this |
3033 | If a monster has something in the inventory, this |
2961 | value can be set to reflect the slowdown due to |
3034 | value can be set to reflect the slowdown due to |
2962 | the carried weight. |
3035 | the carried weight. |
|
|
3036 | </attribute> |
|
|
3037 | <attribute arch="precious" editor="precious" type="bool"> |
|
|
3038 | Set this flag to indicate that this monster is precious, i.e. |
|
|
3039 | it should not be lightly destroyed. This is most useful on pets and |
|
|
3040 | keeps the server from destroying them on destroy_pets/monster floors |
|
|
3041 | and will try to save them when the player logs out. |
2963 | </attribute> |
3042 | </attribute> |
2964 | |
3043 | |
2965 | <section name="melee"> |
3044 | <section name="melee"> |
2966 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3045 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2967 | This number is a bitmask, specifying the monster's attacktypes |
3046 | This number is a bitmask, specifying the monster's attacktypes |
… | |
… | |
3244 | <attribute arch="name_pl" /> |
3323 | <attribute arch="name_pl" /> |
3245 | <attribute arch="nrof" /> |
3324 | <attribute arch="nrof" /> |
3246 | <attribute arch="value" /> |
3325 | <attribute arch="value" /> |
3247 | <attribute arch="unpaid" /> |
3326 | <attribute arch="unpaid" /> |
3248 | </ignore> |
3327 | </ignore> |
3249 | <description><![CDATA[ |
3328 | <description> |
3250 | A grimreaper is a monster that vanishes after it did some number of |
3329 | A grimreaper is a monster that vanishes after it did some number of |
3251 | draining attacks. ]]> <!-- XXX: is this ok? --> |
3330 | draining attacks. |
3252 | </description> |
3331 | </description> |
3253 | <section name="grimreaper"> |
3332 | <section name="grimreaper"> |
3254 | <attribute arch="value" editor="attacks" type="int"> |
3333 | <attribute arch="value" editor="attacks" type="int"> |
3255 | The object vanishes after this number of draining attacks. |
3334 | The object vanishes after this number of draining attacks. |
3256 | </attribute> |
3335 | </attribute> |
… | |
… | |
3367 | </attribute> |
3446 | </attribute> |
3368 | <attribute arch="speed" editor="movement speed" type="float"> |
3447 | <attribute arch="speed" editor="movement speed" type="float"> |
3369 | The movement speed value determines how fast a chain of |
3448 | The movement speed value determines how fast a chain of |
3370 | these movers will push a player along (default is -0.2). |
3449 | these movers will push a player along (default is -0.2). |
3371 | </attribute> |
3450 | </attribute> |
|
|
3451 | &speed_left; |
3372 | <attribute arch="sp" editor="direction" type="list_direction"> |
3452 | <attribute arch="sp" editor="direction" type="list_direction"> |
3373 | The mover will push creatures in the specified <direction>. |
3453 | The mover will push creatures in the specified <direction>. |
3374 | A mover with direction set to <none> will spin clockwise, |
3454 | A mover with direction set to <none> will spin clockwise, |
3375 | thus pushing creatures in unpredictable directions. |
3455 | thus pushing creatures in unpredictable directions. |
3376 | </attribute> |
3456 | </attribute> |
… | |
… | |
3463 | <attribute arch="no_pick" value="1" type="fixed" /> |
3543 | <attribute arch="no_pick" value="1" type="fixed" /> |
3464 | <attribute arch="connected" editor="connection" type="int"> |
3544 | <attribute arch="connected" editor="connection" type="int"> |
3465 | When a <connection> value is set, the pit can be opened/closed |
3545 | When a <connection> value is set, the pit can be opened/closed |
3466 | by activating the connection. |
3546 | by activating the connection. |
3467 | </attribute> |
3547 | </attribute> |
|
|
3548 | &activate_on; |
3468 | <attribute arch="hp" editor="destination X" type="int"> |
3549 | <attribute arch="hp" editor="destination X" type="int"> |
3469 | The pit will transport creatures (and items) randomly into a two-square |
3550 | The pit will transport creatures (and items) randomly into a two-square |
3470 | radius of the destination coordinates. |
3551 | radius of the destination coordinates. |
3471 | If the destination square becomes blocked, the pit will act like |
3552 | If the destination square becomes blocked, the pit will act like |
3472 | being filled up and not work anymore! |
3553 | being filled up and not work anymore! |
… | |
… | |
3988 | </type> |
4069 | </type> |
3989 | |
4070 | |
3990 | <!--####################################################################--> |
4071 | <!--####################################################################--> |
3991 | <type number="14" name="Shooting Weapon"> |
4072 | <type number="14" name="Shooting Weapon"> |
3992 | <description><![CDATA[ |
4073 | <description><![CDATA[ |
3993 | Schooting weapons like bows/crossbows are used to shoot projectiles |
4074 | Shooting weapons like bows/crossbows are used to shoot projectiles |
3994 | (arrows/bolts). Shooting weapons and normal (melee) weapons can be |
4075 | (arrows/bolts). Shooting weapons and normal (melee) weapons can be |
3995 | wielded both at the same time. Like with any other equipment, |
4076 | wielded both at the same time. Like with any other equipment, |
3996 | stats/bonuses from shooting weapons are directly inherited to the player. |
4077 | stats/bonuses from shooting weapons are directly inherited to the player. |
3997 | <br><br> |
4078 | <br><br> |
3998 | It's very easy to add new pairs of weapons & projectiles. |
4079 | It's very easy to add new pairs of weapons & projectiles. |
… | |
… | |
4000 | weapon and projectile. ]]> |
4081 | weapon and projectile. ]]> |
4001 | </description> |
4082 | </description> |
4002 | <use><![CDATA[ |
4083 | <use><![CDATA[ |
4003 | Shooting weapons should not add bonuses in general. There's already |
4084 | Shooting weapons should not add bonuses in general. There's already |
4004 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
4085 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
4005 | Schooting weapons should especially not add bonuses to the player |
4086 | Shooting weapons should especially not add bonuses to the player |
4006 | that have nothing to do with schooting. A Wisdom bonus on a bow |
4087 | that have nothing to do with schooting. A Wisdom bonus on a bow |
4007 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
4088 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
4008 | - still crap. ]]> |
4089 | - still crap. ]]> |
4009 | </use> |
4090 | </use> |
4010 | <attribute arch="race" editor="ammunition class" type="string"> |
4091 | <attribute arch="race" editor="ammunition class" type="string"> |
… | |
… | |
4218 | the connection is triggered. This should be used in combination with |
4299 | the connection is triggered. This should be used in combination with |
4219 | <invisible> enabled and <activate by walking/flying> disabled. |
4300 | <invisible> enabled and <activate by walking/flying> disabled. |
4220 | If activating your magic_mouth this way, the message will not only be |
4301 | If activating your magic_mouth this way, the message will not only be |
4221 | printed to one player, but all players on the current map. |
4302 | printed to one player, but all players on the current map. |
4222 | </attribute> |
4303 | </attribute> |
|
|
4304 | &activate_on; |
4223 | &move_on; |
4305 | &move_on; |
4224 | <attribute arch="food" editor="counter" type="int"> |
4306 | <attribute arch="food" editor="counter" type="int"> |
4225 | If a counter-value is set (greater zero), the sign/magic_mouth can be applied |
4307 | If a counter-value is set (greater zero), the sign/magic_mouth can be applied |
4226 | (printing the message) only that many times. For signs this really shouldn't |
4308 | (printing the message) only that many times. For signs this really shouldn't |
4227 | be used, while for magic_mouths it is extremely helpful. |
4309 | be used, while for magic_mouths it is extremely helpful. |
… | |
… | |
4234 | second time would be silly. <counter> 1 does a perfect job in such cases. |
4316 | second time would be silly. <counter> 1 does a perfect job in such cases. |
4235 | Otherwise set <counter> zero/unset for infinite use (that is the default). |
4317 | Otherwise set <counter> zero/unset for infinite use (that is the default). |
4236 | </attribute> |
4318 | </attribute> |
4237 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
4319 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
4238 | This text will be displayed to the player. |
4320 | This text will be displayed to the player. |
|
|
4321 | </attribute> |
|
|
4322 | </type> |
|
|
4323 | |
|
|
4324 | <type number="150" name="Shop Inventory"> |
|
|
4325 | <ignore> |
|
|
4326 | <ignore_list name="non_pickable" /> |
|
|
4327 | </ignore> |
|
|
4328 | <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]> |
|
|
4329 | </description> |
|
|
4330 | <use><![CDATA[Use these signs to present the player a list of the items in the shop]]> |
|
|
4331 | </use> |
|
|
4332 | <attribute arch="shop_coords" editor="shop rectangle" type="string"> |
|
|
4333 | The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on |
|
|
4334 | the map that will be searched for unpaid items. |
4239 | </attribute> |
4335 | </attribute> |
4240 | </type> |
4336 | </type> |
4241 | |
4337 | |
4242 | <!--####################################################################--> |
4338 | <!--####################################################################--> |
4243 | <type number="43" name="Skill"> |
4339 | <type number="43" name="Skill"> |
… | |
… | |
4512 | <attribute arch="speed" editor="drowning speed" type="float"> |
4608 | <attribute arch="speed" editor="drowning speed" type="float"> |
4513 | The higher the <drowning speed>, the faster will players and items |
4609 | The higher the <drowning speed>, the faster will players and items |
4514 | sink into the swamp. Swamp with very high <drowning speed> can be a nasty |
4610 | sink into the swamp. Swamp with very high <drowning speed> can be a nasty |
4515 | and unexpected death-trap. Players should get a warning before such areas. |
4611 | and unexpected death-trap. Players should get a warning before such areas. |
4516 | </attribute> |
4612 | </attribute> |
|
|
4613 | &speed_left; |
4517 | &move_on; |
4614 | &move_on; |
4518 | &movement_types_terrain; |
4615 | &movement_types_terrain; |
4519 | <attribute arch="no_magic" editor="no spells" type="bool"> |
4616 | <attribute arch="no_magic" editor="no spells" type="bool"> |
4520 | If enabled, it is impossible for players to use (wizard-) |
4617 | If enabled, it is impossible for players to use (wizard-) |
4521 | spells on that spot. |
4618 | spells on that spot. |
… | |
… | |
4598 | <attribute arch="connected" editor="connection" type="int"> |
4695 | <attribute arch="connected" editor="connection" type="int"> |
4599 | If a connection value is set, the teleporter will be activated |
4696 | If a connection value is set, the teleporter will be activated |
4600 | whenever the connection is triggered. To use this properly, |
4697 | whenever the connection is triggered. To use this properly, |
4601 | <activation speed> must be zero. |
4698 | <activation speed> must be zero. |
4602 | </attribute> |
4699 | </attribute> |
|
|
4700 | &activate_on; |
4603 | <attribute arch="speed" editor="activation speed" type="float"> |
4701 | <attribute arch="speed" editor="activation speed" type="float"> |
4604 | If the <activation speed> is nonzero, the teleporter will |
4702 | If the <activation speed> is nonzero, the teleporter will |
4605 | automatically be activated in regular time-intervals. Hence, the |
4703 | automatically be activated in regular time-intervals. Hence, the |
4606 | player can just step on it and gets teleported sooner or later. |
4704 | player can just step on it and gets teleported sooner or later. |
4607 | The duration between two activates depends on the given value. |
4705 | The duration between two activates depends on the given value. |
4608 | Default in the teleporter arch is <activation speed> 0.1. |
4706 | Default in the teleporter arch is <activation speed> 0.1. |
4609 | |
4707 | |
4610 | VERY IMPORTANT: If you want to have your teleporter activated via |
4708 | VERY IMPORTANT: If you want to have your teleporter activated via |
4611 | button/handle/magic_ear/etc, you must set <activation speed> to zero! |
4709 | button/handle/magic_ear/etc, you must set <activation speed> to zero! |
4612 | </attribute> |
4710 | </attribute> |
|
|
4711 | &speed_left; |
4613 | </type> |
4712 | </type> |
4614 | |
4713 | |
4615 | <!--####################################################################--> |
4714 | <!--####################################################################--> |
4616 | <type number="26" name="Timed Gate"> |
4715 | <type number="26" name="Timed Gate"> |
4617 | <ignore> |
4716 | <ignore> |
… | |
… | |
4636 | Whenever the inventory checker is triggered, all objects with identical |
4735 | Whenever the inventory checker is triggered, all objects with identical |
4637 | <connection> value get activated. This only makes sense together with |
4736 | <connection> value get activated. This only makes sense together with |
4638 | <blocking passage> disabled. If unset, the gate opens automatically |
4737 | <blocking passage> disabled. If unset, the gate opens automatically |
4639 | after some time. |
4738 | after some time. |
4640 | </attribute> |
4739 | </attribute> |
|
|
4740 | &activate_on; |
4641 | <attribute arch="wc" editor="position state" type="int"> |
4741 | <attribute arch="wc" editor="position state" type="int"> |
4642 | The <position state> defines the position of the gate: |
4742 | The <position state> defines the position of the gate: |
4643 | Zero means completely open/down, the "number of animation-steps" (usually |
4743 | 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 |
4744 | about 6 or 7) means completely closed/up state. I suggest you don't |
4645 | mess with this value - Leave the default in place. |
4745 | mess with this value - Leave the default in place. |
… | |
… | |
4676 | and generally have either a physical attack or trigger a reaction. |
4776 | and generally have either a physical attack or trigger a reaction. |
4677 | <br><br> |
4777 | <br><br> |
4678 | Traps hit any monster or person who steps on them for 'dam' damage in |
4778 | Traps hit any monster or person who steps on them for 'dam' damage in |
4679 | 'attacktype' attacktype and/or trigger a reaction. |
4779 | 'attacktype' attacktype and/or trigger a reaction. |
4680 | <br><br> |
4780 | <br><br> |
4681 | Many traps are already defined in the archetypes. ]]> |
4781 | Many traps are already defined in the archetypes.]]> |
4682 | </description> |
4782 | </description> |
4683 | <use><![CDATA[ |
4783 | <use><![CDATA[ |
4684 | Avoid monsters stepping on your traps. For example, a party of orcs setting |
4784 | Avoid monsters stepping on your traps. For example, a party of orcs setting |
4685 | off your lightning wall and pit trap is usually a bad idea. ]]> |
4785 | off your lightning wall and pit trap is usually a bad idea.]]> |
4686 | </use> |
4786 | </use> |
4687 | <attribute arch="no_pick" value="1" type="fixed" /> |
4787 | <attribute arch="no_pick" value="1" type="fixed" /> |
4688 | &move_on; |
4788 | &move_on; |
4689 | <attribute arch="level" editor="trap level" type="int"> |
4789 | <attribute arch="level" editor="trap level" type="int"> |
4690 | Level effects how easily a trap may be found and disarmed, and |
4790 | Level effects how easily a trap may be found and disarmed, and |
… | |
… | |
4870 | <!--####################################################################--> |
4970 | <!--####################################################################--> |
4871 | <type number="0" name="Wall"> |
4971 | <type number="0" name="Wall"> |
4872 | <required> |
4972 | <required> |
4873 | <attribute arch="is_floor" value="0" /> |
4973 | <attribute arch="is_floor" value="0" /> |
4874 | <attribute arch="alive" value="0" /> |
4974 | <attribute arch="alive" value="0" /> |
4875 | <attribute arch="move_block" value="255" /> |
4975 | <attribute arch="no_pass" value="1" /> |
4876 | </required> |
4976 | </required> |
4877 | <ignore> |
4977 | <ignore> |
4878 | <attribute arch="nrof" /> |
4978 | <attribute arch="nrof" /> |
4879 | <attribute arch="title" /> |
4979 | <attribute arch="title" /> |
4880 | <attribute arch="name_pl" /> |
4980 | <attribute arch="name_pl" /> |