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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.11 by root, Thu Mar 23 20:15:08 2006 UTC vs.
Revision 1.28 by root, Sun Aug 19 09:18:41 2007 UTC

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 &lt;slow movement&gt; is set to a value greater zero, all 142 If &lt;slow movement&gt; 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 &lt;slow movement&gt; 2 - very rough terrain 146 &lt;slow movement&gt; 2 - very rough terrain
147 ... 147 ...
148 &lt;slow movement&gt; 5 - default for deep swamp 148 &lt;slow movement&gt; 5 - default for deep swamp
149 ... 149 ...
150 &lt;slow movement&gt; 7 - spider web (sticky as hell) 150 &lt;slow movement&gt; 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 &lt;speed&gt; 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 &lt;glow radius&gt; is set to a value greater zero, the object 481 If &lt;glow radius&gt; 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 &lt;unpaid&gt; item cannot be used unless a player carried it over 507 An &lt;unpaid&gt; 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 &lt;path&gt; in this
514 field it will point to sound/&lt;path&gt;.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 &lt;path&gt; in this
519 field it will point to sound/&lt;path&gt;.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 &lt;infinit uses&gt; is set, the creator will work 1488 If &lt;infinit uses&gt; is set, the creator will work
1437 infinitely, regardless of the value in &lt;number of uses&gt;. 1489 infinitely, regardless of the value in &lt;number of uses&gt;.
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 &lt;number of uses&gt; times, thus 1497 The creator can be triggered &lt;number of uses&gt; times, thus
1441 creating that many objects, before it dissappears. 1498 creating that many objects, before it dissappears.
1442 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage). 1499 Default is &lt;number of uses&gt; 1 (-&gt; 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 &lt;detection speed&gt; 1.0. 1545 set speed rather high, like &lt;detection speed&gt; 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 &lt;speed&gt; 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 &lt;speed&gt; of the disease determines how fast the disease will 1659 The &lt;speed&gt; 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 &lt;attacktype&gt;. 1666 The disease will attack the host with the given &lt;attacktype&gt;.
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 &lt;multiply factor&gt; 3 for example should have a 1804 A duplicator with &lt;multiply factor&gt; 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 &lt;multiply factor&gt;. If it is set to zero, all target objects 1813 &lt;multiply factor&gt;. 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 &lt;flesh level&gt;. 1891 those categories. The only constraint to this process is the &lt;flesh level&gt;.
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 &lt;connection&gt; value get activated. This only makes sense together with 2164 &lt;connection&gt; value get activated. This only makes sense together with
2100 &lt;blocking passage&gt; disabled. 2165 &lt;blocking passage&gt; 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 &lt;reconsecrate level&gt; 100. 2389 Altars located in temples should have at least &lt;reconsecrate level&gt; 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 &lt;connection&gt; value is triggered, the wall will cast 2742 Every time the &lt;connection&gt; value is triggered, the wall will cast
2678 it's spell. You should set &lt;casting speed&gt; to zero, or this won't 2743 it's spell. You should set &lt;casting speed&gt; 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 &lt;casting speed&gt; defines the spellcasting speed of the wall. 2748 The &lt;casting speed&gt; 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 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will 2756 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2690 always fire in a random direction. 2757 always fire in a random direction.
2691 </attribute> 2758 </attribute>
2795 The &lt;marking speed&gt; defines how quickly it will mark something 2862 The &lt;marking speed&gt; 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 &lt;marking speed&gt; 1.0 2864 sure the player really gets his mark. I think &lt;marking speed&gt; 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. &lt;mark duration&gt; zero/unset 2871 about 1 food per 10 seconds. &lt;mark duration&gt; 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 &lt;treasurelist&gt;. 2975 from the &lt;treasurelist&gt;.
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 &lt;level&gt; is the most important attribute. 2982 A monster's &lt;level&gt; is the most important attribute.
2911 &lt;level&gt; affects the power of a monster in various ways. 2983 &lt;level&gt; 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 &lt;race&gt; can have different effects: 2987 The monster's &lt;race&gt; 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 &lt;experience&gt;. The experience will flow into 2993 amount of &lt;experience&gt;. 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 &lt;experience&gt; is set to a 2997 always make sure that the &lt;experience&gt; 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 &lt;speed&gt; determines how fast a monster will both move 3003 The &lt;speed&gt; determines how fast a monster will both move
2932 and fight. High &lt;speed&gt; makes a monster considerably stronger. 3004 and fight. High &lt;speed&gt; 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 &lt;multiply&gt; is enabled. The monster will 3008 This only takes effect if &lt;multiply&gt; is enabled. The monster will
2936 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt; 3009 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
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 &lt;direction&gt;. 3453 The mover will push creatures in the specified &lt;direction&gt;.
3374 A mover with direction set to &lt;none&gt; will spin clockwise, 3454 A mover with direction set to &lt;none&gt; 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 &lt;connection&gt; value is set, the pit can be opened/closed 3545 When a &lt;connection&gt; 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 &amp; projectiles. 4079 It's very easy to add new pairs of weapons &amp; 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 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4300 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; 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. &lt;counter&gt; 1 does a perfect job in such cases. 4316 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4235 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default). 4317 Otherwise set &lt;counter&gt; 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 &lt;drowning speed&gt;, the faster will players and items 4609 The higher the &lt;drowning speed&gt;, the faster will players and items
4514 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty 4610 sink into the swamp. Swamp with very high &lt;drowning speed&gt; 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 &lt;activation speed&gt; must be zero. 4698 &lt;activation speed&gt; 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 &lt;activation speed&gt; is nonzero, the teleporter will 4702 If the &lt;activation speed&gt; 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 &lt;activation speed&gt; 0.1. 4706 Default in the teleporter arch is &lt;activation speed&gt; 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 &lt;activation speed&gt; to zero! 4709 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; 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 &lt;connection&gt; value get activated. This only makes sense together with 4736 &lt;connection&gt; value get activated. This only makes sense together with
4638 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically 4737 &lt;blocking passage&gt; 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 &lt;position state&gt; defines the position of the gate: 4742 The &lt;position state&gt; 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
4685off 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" />

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