… | |
… | |
156 | than 0, the object acts/triggers/moves etc. and the value gets |
156 | than 0, the object acts/triggers/moves etc. and the value gets |
157 | decremented by 1. Otherwise, it is incremented by <speed> on |
157 | decremented by 1. Otherwise, it is incremented by <speed> on |
158 | every tick. |
158 | every tick. |
159 | </attribute> |
159 | </attribute> |
160 | "> |
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. |
|
|
167 | </attribute> |
|
|
168 | "> |
161 | ]> |
169 | ]> |
162 | |
170 | |
163 | <types> |
171 | <types> |
164 | |
172 | |
165 | <!--###################### bitmask definitions ######################--> |
173 | <!--###################### bitmask definitions ######################--> |
… | |
… | |
1437 | </attribute> |
1445 | </attribute> |
1438 | <attribute arch="connected" editor="connection" type="int"> |
1446 | <attribute arch="connected" editor="connection" type="int"> |
1439 | Whenever the connection value is activated, |
1447 | Whenever the connection value is activated, |
1440 | the creator gets triggered. |
1448 | the creator gets triggered. |
1441 | </attribute> |
1449 | </attribute> |
|
|
1450 | &activate_on; |
1442 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1451 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1443 | If <infinit uses> is set, the creator will work |
1452 | If <infinit uses> is set, the creator will work |
1444 | infinitely, regardless of the value in <number of uses>. |
1453 | infinitely, regardless of the value in <number of uses>. |
1445 | </attribute> |
1454 | </attribute> |
1446 | <attribute arch="hp" editor="number of uses" type="int"> |
1455 | <attribute arch="hp" editor="number of uses" type="int"> |
… | |
… | |
1749 | loose the input matches the chance to earn winnings.<br> |
1758 | loose the input matches the chance to earn winnings.<br> |
1750 | A duplicator with <multiply factor> 3 for example should have a |
1759 | A duplicator with <multiply factor> 3 for example should have a |
1751 | loosing rate of 2/3 = 67%. ]]> |
1760 | loosing rate of 2/3 = 67%. ]]> |
1752 | </use> |
1761 | </use> |
1753 | <attribute arch="other_arch" editor="target arch" type="string"> |
1762 | <attribute arch="other_arch" editor="target arch" type="string"> |
1754 | Only objects of matching archtype, lying ontop of the dublicator will be |
1763 | Only objects of matching archtype, lying ontop of the duplicator will be |
1755 | dublicated, multiplied or removed. All other objects will be ignored. |
1764 | duplicated, multiplied or removed. All other objects will be ignored. |
1756 | </attribute> |
1765 | </attribute> |
1757 | <attribute arch="level" editor="multiply factor" type="int"> |
1766 | <attribute arch="level" editor="multiply factor" type="int"> |
1758 | The number of items in the target pile will be multiplied by the |
1767 | The number of items in the target pile will be multiplied by the |
1759 | <multiply factor>. If it is set to zero, all target objects |
1768 | <multiply factor>. If it is set to zero, all target objects |
1760 | will be destroyed. |
1769 | will be destroyed. |
… | |
… | |
1762 | <attribute arch="connected" editor="connection" type="int"> |
1771 | <attribute arch="connected" editor="connection" type="int"> |
1763 | An activator (lever, altar, button, etc) with matching connection value |
1772 | An activator (lever, altar, button, etc) with matching connection value |
1764 | is able to trigger this duplicator. Be very careful that players cannot |
1773 | is able to trigger this duplicator. Be very careful that players cannot |
1765 | abuse it to create endless amounts of money or other valuable stuff! |
1774 | abuse it to create endless amounts of money or other valuable stuff! |
1766 | </attribute> |
1775 | </attribute> |
|
|
1776 | &activate_on; |
1767 | </type> |
1777 | </type> |
1768 | |
1778 | |
1769 | <!--####################################################################--> |
1779 | <!--####################################################################--> |
1770 | <type number="66" name="Exit"> |
1780 | <type number="66" name="Exit"> |
1771 | <ignore> |
1781 | <ignore> |
… | |
… | |
2336 | <attribute arch="level" editor="reconsecrate level" type="int"> |
2346 | <attribute arch="level" editor="reconsecrate level" type="int"> |
2337 | To re-consecrate an altar, the player's wisdom level must be as |
2347 | To re-consecrate an altar, the player's wisdom level must be as |
2338 | high or higher than this value. In that way, some altars can not |
2348 | high or higher than this value. In that way, some altars can not |
2339 | be re-consecrated, while other altars, like those in dungeons, could be. |
2349 | be re-consecrated, while other altars, like those in dungeons, could be. |
2340 | |
2350 | |
2341 | Altars located in temples should have at least <reconsecrate level> 100. |
2351 | Altars located in temples should have at least <reconsecrate level> 120. |
2342 | Some characters might need those altars, they would be very unhappy to |
2352 | Some characters might need those altars, they would be very unhappy to |
2343 | see them re-consecrated to another cult. |
2353 | see them re-consecrated to another cult. |
2344 | </attribute> |
2354 | </attribute> |
2345 | </type> |
2355 | </type> |
2346 | |
2356 | |
… | |
… | |
2693 | <attribute arch="connected" editor="connection" type="int"> |
2703 | <attribute arch="connected" editor="connection" type="int"> |
2694 | Every time the <connection> value is triggered, the wall will cast |
2704 | Every time the <connection> value is triggered, the wall will cast |
2695 | it's spell. You should set <casting speed> to zero, or this won't |
2705 | it's spell. You should set <casting speed> to zero, or this won't |
2696 | have much visible effect. |
2706 | have much visible effect. |
2697 | </attribute> |
2707 | </attribute> |
|
|
2708 | &activate_on; |
2698 | <attribute arch="speed" editor="casting speed" type="float"> |
2709 | <attribute arch="speed" editor="casting speed" type="float"> |
2699 | The <casting speed> defines the spellcasting speed of the wall. |
2710 | The <casting speed> defines the spellcasting speed of the wall. |
2700 | You can fine-tune how long the duration between two casts shall |
2711 | You can fine-tune how long the duration between two casts shall |
2701 | be. If you want to create a wall that can be activated (cast per |
2712 | be. If you want to create a wall that can be activated (cast per |
2702 | trigger) via connected lever/button/etc, you must set "speed 0". |
2713 | trigger) via connected lever/button/etc, you must set "speed 0". |
… | |
… | |
3484 | <attribute arch="no_pick" value="1" type="fixed" /> |
3495 | <attribute arch="no_pick" value="1" type="fixed" /> |
3485 | <attribute arch="connected" editor="connection" type="int"> |
3496 | <attribute arch="connected" editor="connection" type="int"> |
3486 | When a <connection> value is set, the pit can be opened/closed |
3497 | When a <connection> value is set, the pit can be opened/closed |
3487 | by activating the connection. |
3498 | by activating the connection. |
3488 | </attribute> |
3499 | </attribute> |
|
|
3500 | &activate_on; |
3489 | <attribute arch="hp" editor="destination X" type="int"> |
3501 | <attribute arch="hp" editor="destination X" type="int"> |
3490 | The pit will transport creatures (and items) randomly into a two-square |
3502 | The pit will transport creatures (and items) randomly into a two-square |
3491 | radius of the destination coordinates. |
3503 | radius of the destination coordinates. |
3492 | If the destination square becomes blocked, the pit will act like |
3504 | If the destination square becomes blocked, the pit will act like |
3493 | being filled up and not work anymore! |
3505 | being filled up and not work anymore! |
… | |
… | |
4009 | </type> |
4021 | </type> |
4010 | |
4022 | |
4011 | <!--####################################################################--> |
4023 | <!--####################################################################--> |
4012 | <type number="14" name="Shooting Weapon"> |
4024 | <type number="14" name="Shooting Weapon"> |
4013 | <description><![CDATA[ |
4025 | <description><![CDATA[ |
4014 | Schooting weapons like bows/crossbows are used to shoot projectiles |
4026 | Shooting weapons like bows/crossbows are used to shoot projectiles |
4015 | (arrows/bolts). Shooting weapons and normal (melee) weapons can be |
4027 | (arrows/bolts). Shooting weapons and normal (melee) weapons can be |
4016 | wielded both at the same time. Like with any other equipment, |
4028 | wielded both at the same time. Like with any other equipment, |
4017 | stats/bonuses from shooting weapons are directly inherited to the player. |
4029 | stats/bonuses from shooting weapons are directly inherited to the player. |
4018 | <br><br> |
4030 | <br><br> |
4019 | It's very easy to add new pairs of weapons & projectiles. |
4031 | It's very easy to add new pairs of weapons & projectiles. |
… | |
… | |
4021 | weapon and projectile. ]]> |
4033 | weapon and projectile. ]]> |
4022 | </description> |
4034 | </description> |
4023 | <use><![CDATA[ |
4035 | <use><![CDATA[ |
4024 | Shooting weapons should not add bonuses in general. There's already |
4036 | Shooting weapons should not add bonuses in general. There's already |
4025 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
4037 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
4026 | Schooting weapons should especially not add bonuses to the player |
4038 | Shooting weapons should especially not add bonuses to the player |
4027 | that have nothing to do with schooting. A Wisdom bonus on a bow |
4039 | that have nothing to do with schooting. A Wisdom bonus on a bow |
4028 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
4040 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
4029 | - still crap. ]]> |
4041 | - still crap. ]]> |
4030 | </use> |
4042 | </use> |
4031 | <attribute arch="race" editor="ammunition class" type="string"> |
4043 | <attribute arch="race" editor="ammunition class" type="string"> |
… | |
… | |
4239 | the connection is triggered. This should be used in combination with |
4251 | the connection is triggered. This should be used in combination with |
4240 | <invisible> enabled and <activate by walking/flying> disabled. |
4252 | <invisible> enabled and <activate by walking/flying> disabled. |
4241 | If activating your magic_mouth this way, the message will not only be |
4253 | If activating your magic_mouth this way, the message will not only be |
4242 | printed to one player, but all players on the current map. |
4254 | printed to one player, but all players on the current map. |
4243 | </attribute> |
4255 | </attribute> |
|
|
4256 | &activate_on; |
4244 | &move_on; |
4257 | &move_on; |
4245 | <attribute arch="food" editor="counter" type="int"> |
4258 | <attribute arch="food" editor="counter" type="int"> |
4246 | If a counter-value is set (greater zero), the sign/magic_mouth can be applied |
4259 | If a counter-value is set (greater zero), the sign/magic_mouth can be applied |
4247 | (printing the message) only that many times. For signs this really shouldn't |
4260 | (printing the message) only that many times. For signs this really shouldn't |
4248 | be used, while for magic_mouths it is extremely helpful. |
4261 | be used, while for magic_mouths it is extremely helpful. |
… | |
… | |
4620 | <attribute arch="connected" editor="connection" type="int"> |
4633 | <attribute arch="connected" editor="connection" type="int"> |
4621 | If a connection value is set, the teleporter will be activated |
4634 | If a connection value is set, the teleporter will be activated |
4622 | whenever the connection is triggered. To use this properly, |
4635 | whenever the connection is triggered. To use this properly, |
4623 | <activation speed> must be zero. |
4636 | <activation speed> must be zero. |
4624 | </attribute> |
4637 | </attribute> |
|
|
4638 | &activate_on; |
4625 | <attribute arch="speed" editor="activation speed" type="float"> |
4639 | <attribute arch="speed" editor="activation speed" type="float"> |
4626 | If the <activation speed> is nonzero, the teleporter will |
4640 | If the <activation speed> is nonzero, the teleporter will |
4627 | automatically be activated in regular time-intervals. Hence, the |
4641 | automatically be activated in regular time-intervals. Hence, the |
4628 | player can just step on it and gets teleported sooner or later. |
4642 | player can just step on it and gets teleported sooner or later. |
4629 | The duration between two activates depends on the given value. |
4643 | The duration between two activates depends on the given value. |
… | |
… | |
4659 | Whenever the inventory checker is triggered, all objects with identical |
4673 | Whenever the inventory checker is triggered, all objects with identical |
4660 | <connection> value get activated. This only makes sense together with |
4674 | <connection> value get activated. This only makes sense together with |
4661 | <blocking passage> disabled. If unset, the gate opens automatically |
4675 | <blocking passage> disabled. If unset, the gate opens automatically |
4662 | after some time. |
4676 | after some time. |
4663 | </attribute> |
4677 | </attribute> |
|
|
4678 | &activate_on; |
4664 | <attribute arch="wc" editor="position state" type="int"> |
4679 | <attribute arch="wc" editor="position state" type="int"> |
4665 | The <position state> defines the position of the gate: |
4680 | The <position state> defines the position of the gate: |
4666 | Zero means completely open/down, the "number of animation-steps" (usually |
4681 | Zero means completely open/down, the "number of animation-steps" (usually |
4667 | about 6 or 7) means completely closed/up state. I suggest you don't |
4682 | about 6 or 7) means completely closed/up state. I suggest you don't |
4668 | mess with this value - Leave the default in place. |
4683 | mess with this value - Leave the default in place. |