1 | <?xml version="1.0" standalone="no" ?> |
1 | <?xml version="1.0" standalone="no" ?> |
2 | <!-- |
2 | <!-- |
3 | ###################################################################### |
3 | ###################################################################### |
4 | # types.xml - This is the definitions-file for all the different # |
4 | # types.xml - This is the definitions-file for all the different # |
5 | # Crossfire object types and their attributes. # |
5 | # Deliantra object types and their attributes. # |
6 | # # |
6 | # # |
7 | # The server code of the Crossfire game is always changing and # |
7 | # The server code of the Deliantra game is always changing and # |
8 | # evolving. From time to time, object-attributes change in purpose, # |
8 | # evolving. From time to time, object-attributes change in purpose, # |
9 | # or new ones are created. # |
9 | # or new ones are created. # |
10 | # Therefore, it is important that an Editor is flexible and # |
10 | # Therefore, it is important that an Editor is flexible and # |
11 | # easy to "upgrade" to handle such new features. That's why the # |
11 | # easy to "upgrade" to handle such new features. That's why the # |
12 | # CFJavaEditor reads the type-definitions from this xml file. # |
12 | # CFJavaEditor reads the type-definitions from this xml file. # |
13 | # # |
|
|
14 | # If you encounter bugs, typos or missing entries in the LATEST # |
|
|
15 | # VERSION of this file - Don't hesitate to improve it, contact me # |
|
|
16 | # and eventually send the improved file to me: <red.blaze@gmx.net>. # |
|
|
17 | # I will put it into the "official version" of the CFJavaEditor # |
|
|
18 | # and all fellow Crossfire-Map-Makers can benefit from your work! # |
|
|
19 | # # |
|
|
20 | # IMPORTANT: Make a backup copy of this file before you start # |
|
|
21 | # to modify it! # |
|
|
22 | # # |
13 | # # |
23 | # New types must be inserted maintaining the alphabetical order. # |
14 | # New types must be inserted maintaining the alphabetical order. # |
24 | # # |
15 | # # |
25 | # about the 'type' elements: # |
16 | # about the 'type' elements: # |
26 | # # |
17 | # # |
… | |
… | |
31 | # </required> # |
22 | # </required> # |
32 | # <ignore> # |
23 | # <ignore> # |
33 | # list of attributes not to import from default_type # |
24 | # list of attributes not to import from default_type # |
34 | # </ignore> # |
25 | # </ignore> # |
35 | # <description><![CDATA[ # |
26 | # <description><![CDATA[ # |
36 | # Description of this type. ]]> # |
27 | # Description of this type.]]> # |
37 | # </description> # |
28 | # </description> # |
38 | # <use><![CDATA[ # |
29 | # <use><![CDATA[ # |
39 | # How to use this type. ]]> # |
30 | # How to use this type.]]> # |
40 | # </use> # |
31 | # </use> # |
41 | # ... attributes ... # |
32 | # ... attributes ... # |
42 | # </type> # |
33 | # </type> # |
43 | # # |
34 | # # |
44 | # about the 'attribute' type: <attribute ... type="XXX" > # |
35 | # about the 'attribute' type: <attribute ... type="XXX" > # |
… | |
… | |
110 | length CDATA #IMPLIED |
101 | length CDATA #IMPLIED |
111 | true CDATA #IMPLIED |
102 | true CDATA #IMPLIED |
112 | false CDATA #IMPLIED> |
103 | false CDATA #IMPLIED> |
113 | |
104 | |
114 | <!ENTITY move_on " |
105 | <!ENTITY move_on " |
115 | <attribute arch='move_on' editor='movement type' type='bitmask_movement_type'> |
106 | <attribute arch='move_on' editor='movement type' type='movement_type'> |
116 | Which movement types automatically (as opposed to manually) activate this object. |
107 | Which movement types automatically (as opposed to manually) activate this object. |
117 | </attribute> |
108 | </attribute> |
118 | "> |
109 | "> |
119 | <!ENTITY move_off " |
110 | <!ENTITY move_off " |
120 | <attribute arch='move_off' editor='movement type' type='bitmask_movement_type'> |
111 | <attribute arch='move_off' editor='movement type' type='movement_type'> |
121 | Which movement types deactivate this object (e.g. button). |
112 | Which movement types deactivate this object (e.g. button). |
122 | </attribute> |
113 | </attribute> |
123 | "> |
114 | "> |
124 | <!ENTITY move_type " |
115 | <!ENTITY move_type " |
125 | <attribute arch='move_type' editor='movement type' type='bitmask_movement_type'> |
116 | <attribute arch='move_type' editor='movement type' type='movement_type'> |
126 | Determines which kinds of movement this object can use (e.g. for monsters) |
117 | Determines which kinds of movement this object can use (e.g. for monsters) |
127 | or grants (e.g. for amulets). |
118 | or grants (e.g. for amulets). |
128 | </attribute> |
119 | </attribute> |
129 | "> |
120 | "> |
130 | <!ENTITY movement_types_terrain " |
121 | <!ENTITY movement_types_terrain " |
131 | <attribute arch='move_block' editor='blocked movement' type='bitmask_movement_type'> |
122 | <attribute arch='move_block' editor='blocked movement' type='movement_type'> |
132 | Objects using these movement types cannot move over this space. |
123 | Objects using these movement types cannot move over this space. |
133 | </attribute> |
124 | </attribute> |
134 | <attribute arch='move_allow' editor='allowed movement' type='bitmask_movement_type'> |
125 | <attribute arch='move_allow' editor='allowed movement' type='movement_type'> |
135 | Objects using these movement types are allowed to move over this space. Takes |
126 | Objects using these movement types are allowed to move over this space. Takes |
136 | precedence over 'blocked movements'. |
127 | precedence over 'blocked movements'. |
137 | </attribute> |
128 | </attribute> |
138 | <attribute arch='move_slow' editor='slowed movement' type='bitmask_movement_type'> |
129 | <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'. |
130 | The types of movement that should by slowed down by the 'slow movement penalty'. |
140 | </attribute> |
131 | </attribute> |
141 | <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> |
132 | <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> |
142 | If <slow movement> is set to a value greater zero, all |
133 | If <slow movement> is set to a value greater zero, all |
143 | creatures matching 'slow move' will be slower than normal on this spot. |
134 | creatures matching 'slow move' will be slower than normal on this spot. |
… | |
… | |
156 | than 0, the object acts/triggers/moves etc. and the value gets |
147 | than 0, the object acts/triggers/moves etc. and the value gets |
157 | decremented by 1. Otherwise, it is incremented by <speed> on |
148 | decremented by 1. Otherwise, it is incremented by <speed> on |
158 | every tick. |
149 | every tick. |
159 | </attribute> |
150 | </attribute> |
160 | "> |
151 | "> |
|
|
152 | <!ENTITY activate_on " |
|
|
153 | <attribute arch='activate_on_push' editor='activate on push' type='bool'> |
|
|
154 | Whether the teleporter should only be activated on push. |
|
|
155 | </attribute> |
|
|
156 | <attribute arch='activate_on_release' editor='activate on release' type='bool'> |
|
|
157 | Whether the teleporter should only be activated on release. |
|
|
158 | </attribute> |
|
|
159 | "> |
|
|
160 | |
|
|
161 | <!ENTITY resistances_flesh_desc " |
|
|
162 | Resistances on flesh items make them more durable against spellcraft |
|
|
163 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
164 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
165 | items in a monster's inventory. |
|
|
166 | "> |
|
|
167 | |
|
|
168 | <!ENTITY resistances_flesh_section " |
|
|
169 | <section name='resistance'> |
|
|
170 | <attribute arch='resist_physical' editor='resist physical %' length='15' type='int'> |
|
|
171 | &resistances_flesh_desc; |
|
|
172 | </attribute> |
|
|
173 | <attribute arch='resist_magic' editor='resist magic %' length='15' type='int'> |
|
|
174 | &resistances_flesh_desc; |
|
|
175 | </attribute> |
|
|
176 | <attribute arch='resist_fire' editor='resist fire %' length='15' type='int'> |
|
|
177 | &resistances_flesh_desc; |
|
|
178 | </attribute> |
|
|
179 | <attribute arch='resist_electricity' editor='resist electricity %' length='15' type='int'> |
|
|
180 | &resistances_flesh_desc; |
|
|
181 | </attribute> |
|
|
182 | <attribute arch='resist_cold' editor='resist cold %' length='15' type='int'> |
|
|
183 | &resistances_flesh_desc; |
|
|
184 | </attribute> |
|
|
185 | <attribute arch='resist_confusion' editor='resist confusion %' length='15' type='int'> |
|
|
186 | &resistances_flesh_desc; |
|
|
187 | </attribute> |
|
|
188 | <attribute arch='resist_acid' editor='resist acid %' length='15' type='int'> |
|
|
189 | &resistances_flesh_desc; |
|
|
190 | </attribute> |
|
|
191 | <attribute arch='resist_drain' editor='resist draining %' length='15' type='int'> |
|
|
192 | &resistances_flesh_desc; |
|
|
193 | </attribute> |
|
|
194 | <attribute arch='resist_weaponmagic' editor='resist weaponmagic %' length='15' type='int'> |
|
|
195 | &resistances_flesh_desc; |
|
|
196 | </attribute> |
|
|
197 | <attribute arch='resist_ghosthit' editor='resist ghosthit %' length='15' type='int'> |
|
|
198 | &resistances_flesh_desc; |
|
|
199 | </attribute> |
|
|
200 | <attribute arch='resist_poison' editor='resist poison %' length='15' type='int'> |
|
|
201 | &resistances_flesh_desc; |
|
|
202 | </attribute> |
|
|
203 | <attribute arch='resist_slow' editor='resist slow %' length='15' type='int'> |
|
|
204 | &resistances_flesh_desc; |
|
|
205 | </attribute> |
|
|
206 | <attribute arch='resist_paralyze' editor='resist paralyze %' length='15' type='int'> |
|
|
207 | &resistances_flesh_desc; |
|
|
208 | </attribute> |
|
|
209 | <attribute arch='resist_fear' editor='resist fear %' length='15' type='int'> |
|
|
210 | &resistances_flesh_desc; |
|
|
211 | </attribute> |
|
|
212 | <attribute arch='resist_deplete' editor='resist depletion %' length='15' type='int'> |
|
|
213 | &resistances_flesh_desc; |
|
|
214 | </attribute> |
|
|
215 | <attribute arch='resist_death' editor='resist death-attack %' length='15' type='int'> |
|
|
216 | &resistances_flesh_desc; |
|
|
217 | </attribute> |
|
|
218 | <attribute arch='resist_chaos' editor='resist chaos %' length='15' type='int'> |
|
|
219 | &resistances_flesh_desc; |
|
|
220 | </attribute> |
|
|
221 | <attribute arch='resist_blind' editor='resist blinding %' length='15' type='int'> |
|
|
222 | &resistances_flesh_desc; |
|
|
223 | </attribute> |
|
|
224 | </section> |
|
|
225 | "> |
|
|
226 | |
|
|
227 | <!ENTITY resistances_basic " |
|
|
228 | <section name='resistance'> |
|
|
229 | <attribute arch='resist_physical' editor='resist physical %' length='15' type='int'/> |
|
|
230 | <attribute arch='resist_magic' editor='resist magic %' length='15' type='int'/> |
|
|
231 | <attribute arch='resist_fire' editor='resist fire %' length='15' type='int'/> |
|
|
232 | <attribute arch='resist_electricity' editor='resist electricity %' length='15' type='int'/> |
|
|
233 | <attribute arch='resist_cold' editor='resist cold %' length='15' type='int'/> |
|
|
234 | <attribute arch='resist_confusion' editor='resist confusion %' length='15' type='int'/> |
|
|
235 | <attribute arch='resist_acid' editor='resist acid %' length='15' type='int'/> |
|
|
236 | <attribute arch='resist_drain' editor='resist draining %' length='15' type='int'/> |
|
|
237 | <attribute arch='resist_weaponmagic' editor='resist weaponmagic %' length='15' type='int'/> |
|
|
238 | <attribute arch='resist_ghosthit' editor='resist ghosthit %' length='15' type='int'/> |
|
|
239 | <attribute arch='resist_poison' editor='resist poison %' length='15' type='int'/> |
|
|
240 | <attribute arch='resist_slow' editor='resist slow %' length='15' type='int'/> |
|
|
241 | <attribute arch='resist_paralyze' editor='resist paralyze %' length='15' type='int'/> |
|
|
242 | <attribute arch='resist_fear' editor='resist fear %' length='15' type='int'/> |
|
|
243 | <attribute arch='resist_deplete' editor='resist depletion %' length='15' type='int'/> |
|
|
244 | <attribute arch='resist_death' editor='resist death-attack %' length='15' type='int'/> |
|
|
245 | <attribute arch='resist_chaos' editor='resist chaos %' length='15' type='int'/> |
|
|
246 | <attribute arch='resist_blind' editor='resist blinding %' length='15' type='int'/> |
|
|
247 | <attribute arch='resist_holyword' editor='resist holy power %' length='15' type='int'/> |
|
|
248 | <attribute arch='resist_godpower' editor='resist godpower %' length='15' type='int'/> |
|
|
249 | </section> |
|
|
250 | "> |
|
|
251 | |
|
|
252 | <!ENTITY player_stat_desc " |
|
|
253 | The player's strentgh will rise/fall by the given value for permanent |
|
|
254 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
255 | potions granting more than one stat. Cursed potions will subtract the |
|
|
256 | stats if positive. |
|
|
257 | "> |
|
|
258 | |
|
|
259 | <!ENTITY player_res_desc " |
|
|
260 | The player's resistance to physical will rise by this value in percent |
|
|
261 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
262 | add on the values from the player's equipment. |
|
|
263 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
264 | "> |
|
|
265 | |
|
|
266 | <!ENTITY player_stat_resist_sections " |
|
|
267 | <section name='stats'> |
|
|
268 | <attribute arch='Str' editor='strength' type='int'> |
|
|
269 | &player_stat_desc; |
|
|
270 | </attribute> |
|
|
271 | <attribute arch='Dex' editor='dexterity' type='int'> |
|
|
272 | &player_stat_desc; |
|
|
273 | </attribute> |
|
|
274 | <attribute arch='Con' editor='constitution' type='int'> |
|
|
275 | &player_stat_desc; |
|
|
276 | </attribute> |
|
|
277 | <attribute arch='Int' editor='intelligence' type='int'> |
|
|
278 | &player_stat_desc; |
|
|
279 | </attribute> |
|
|
280 | <attribute arch='Pow' editor='power' type='int'> |
|
|
281 | &player_stat_desc; |
|
|
282 | </attribute> |
|
|
283 | <attribute arch='Wis' editor='wisdom' type='int'> |
|
|
284 | &player_stat_desc; |
|
|
285 | </attribute> |
|
|
286 | <attribute arch='Cha' editor='charisma' type='int'> |
|
|
287 | &player_stat_desc; |
|
|
288 | </attribute> |
|
|
289 | </section> |
|
|
290 | <section name='resistance'> |
|
|
291 | <attribute arch='resist_physical' editor='resist physical %' length='15' type='int'> |
|
|
292 | &player_res_desc; |
|
|
293 | </attribute> |
|
|
294 | <attribute arch='resist_magic' editor='resist magic %' length='15' type='int'> |
|
|
295 | &player_res_desc; |
|
|
296 | </attribute> |
|
|
297 | <attribute arch='resist_fire' editor='resist fire %' length='15' type='int'> |
|
|
298 | &player_res_desc; |
|
|
299 | </attribute> |
|
|
300 | <attribute arch='resist_electricity' editor='resist electricity %' length='15' type='int'> |
|
|
301 | &player_res_desc; |
|
|
302 | </attribute> |
|
|
303 | <attribute arch='resist_cold' editor='resist cold %' length='15' type='int'> |
|
|
304 | &player_res_desc; |
|
|
305 | </attribute> |
|
|
306 | <attribute arch='resist_acid' editor='resist acid %' length='15' type='int'> |
|
|
307 | &player_res_desc; |
|
|
308 | </attribute> |
|
|
309 | <attribute arch='resist_confusion' editor='resist confusion %' length='15' type='int'> |
|
|
310 | &player_res_desc; |
|
|
311 | </attribute> |
|
|
312 | <attribute arch='resist_weaponmagic' editor='resist weaponmagic %' length='15' type='int'> |
|
|
313 | &player_res_desc; |
|
|
314 | </attribute> |
|
|
315 | <attribute arch='resist_ghosthit' editor='resist ghosthit %' length='15' type='int'> |
|
|
316 | &player_res_desc; |
|
|
317 | </attribute> |
|
|
318 | <attribute arch='resist_slow' editor='resist slow %' length='15' type='int'> |
|
|
319 | &player_res_desc; |
|
|
320 | </attribute> |
|
|
321 | <attribute arch='resist_fear' editor='resist fear %' length='15' type='int'> |
|
|
322 | &player_res_desc; |
|
|
323 | </attribute> |
|
|
324 | <attribute arch='resist_death' editor='resist death-attack %' length='15' type='int'> |
|
|
325 | &player_res_desc; |
|
|
326 | </attribute> |
|
|
327 | <attribute arch='resist_chaos' editor='resist chaos %' length='15' type='int'> |
|
|
328 | &player_res_desc; |
|
|
329 | </attribute> |
|
|
330 | <attribute arch='resist_blind' editor='resist blinding %' length='15' type='int'> |
|
|
331 | &player_res_desc; |
|
|
332 | </attribute> |
|
|
333 | <attribute arch='resist_holyword' editor='resist holy power %' length='15' type='int'> |
|
|
334 | &player_res_desc; |
|
|
335 | </attribute> |
|
|
336 | <attribute arch='resist_godpower' editor='resist godpower %' length='15' type='int'> |
|
|
337 | &player_res_desc; |
|
|
338 | </attribute> |
|
|
339 | <attribute arch='resist_paralyze' editor='resist paralyze %' length='15' type='int'> |
|
|
340 | &player_res_desc; |
|
|
341 | </attribute> |
|
|
342 | <attribute arch='resist_drain' editor='resist draining %' length='15' type='int'> |
|
|
343 | &player_res_desc; |
|
|
344 | </attribute> |
|
|
345 | <attribute arch='resist_deplete' editor='resist depletion %' length='15' type='int'> |
|
|
346 | &player_res_desc; |
|
|
347 | </attribute> |
|
|
348 | <attribute arch='resist_poison' editor='resist poison %' length='15' type='int'> |
|
|
349 | &player_res_desc; |
|
|
350 | </attribute> |
|
|
351 | </section> |
|
|
352 | "> |
|
|
353 | |
161 | ]> |
354 | ]> |
162 | |
355 | |
163 | <types> |
356 | <types> |
164 | |
357 | |
165 | <!--###################### bitmask definitions ######################--> |
358 | <!--###################### bitmask definitions ######################--> |
… | |
… | |
400 | <entry value="9" name="throw" /> |
593 | <entry value="9" name="throw" /> |
401 | <entry value="10" name="trigger" /> |
594 | <entry value="10" name="trigger" /> |
402 | <entry value="11" name="close" /> |
595 | <entry value="11" name="close" /> |
403 | <entry value="12" name="timer" /> |
596 | <entry value="12" name="timer" /> |
404 | <entry value="28" name="move" /> |
597 | <entry value="28" name="move" /> |
|
|
598 | <entry value="41" name="drop_on" /> |
405 | </list> |
599 | </list> |
406 | |
600 | |
407 | <list name="attack_movement_bits_0_3"> |
601 | <list name="attack_movement_bits_0_3"> |
408 | <entry value="0" name="default" /> |
602 | <entry value="0" name="default" /> |
409 | <entry value="1" name="attack from distance" /> |
603 | <entry value="1" name="attack from distance" /> |
… | |
… | |
447 | <attribute arch="title" editor="title" type="string"> |
641 | <attribute arch="title" editor="title" type="string"> |
448 | This is the object's title. Once an object is identified the title is |
642 | This is the object's title. Once an object is identified the title is |
449 | attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. |
643 | attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. |
450 | </attribute> |
644 | </attribute> |
451 | <attribute arch="face" editor="image" type="string"> |
645 | <attribute arch="face" editor="image" type="string"> |
452 | The image-name defines what image is displayed for this object in-game. |
646 | The image-name defines what image is displayed for this object in-game. Take care if the archetype of the |
|
|
647 | object has an animation! See also the 'animation' attribute. |
|
|
648 | </attribute> |
|
|
649 | <attribute arch="animation" editor="animation" type="string"> |
|
|
650 | The animation-name of the object. If you assign custom faces and the archetype |
|
|
651 | defines an animation you can disable the animation of an archetype by setting this |
|
|
652 | field to NONE. |
|
|
653 | </attribute> |
|
|
654 | <attribute arch="tag" editor="tag" type="string"> |
|
|
655 | You can tag objects with an identifier. Tagged objects can be found quickly |
|
|
656 | from their tag, which makes them useful to tag exits and refer to those by |
|
|
657 | their name. |
453 | </attribute> |
658 | </attribute> |
454 | <attribute arch="nrof" editor="number" type="int"> |
659 | <attribute arch="nrof" editor="number" type="int"> |
455 | This value determines the number of objects in one stack (for example: |
660 | This value determines the number of objects in one stack (for example: |
456 | 100 goldcoins => "number = 100"). You should set this at least to one, for |
661 | 100 goldcoins => "number = 100"). You should set this at least to one, for |
457 | any pickable object - otherwise it won't be mergeable into a stack. |
662 | any pickable object - otherwise it won't be mergeable into a stack. |
… | |
… | |
496 | </attribute> |
701 | </attribute> |
497 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
702 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
498 | An <unpaid> item cannot be used unless a player carried it over |
703 | An <unpaid> item cannot be used unless a player carried it over |
499 | a shop mat, paying the demanded price. Setting this flag makes sense |
704 | a shop mat, paying the demanded price. Setting this flag makes sense |
500 | only for pickable items inside shops. |
705 | only for pickable items inside shops. |
|
|
706 | </attribute> |
|
|
707 | <attribute arch="sound" editor="sound" type="string"> |
|
|
708 | The sound this objects makes on a map. Enter either a sound alias from |
|
|
709 | arch/res/sound.conf.res or a path. If you enter <path> in this |
|
|
710 | field it will point to sound/<path>.ext |
|
|
711 | </attribute> |
|
|
712 | <attribute arch="sound_destroy" editor="destroy sound" type="string"> |
|
|
713 | The sound this objects makes when it is destroyed. Enter either a sound alias from |
|
|
714 | arch/res/sound.conf.res or a path. If you enter <path> in this |
|
|
715 | field it will point to sound/<path>.ext |
501 | </attribute> |
716 | </attribute> |
502 | </default_type> |
717 | </default_type> |
503 | |
718 | |
504 | <!-- This ignorelist is for all system objects which are non pickable |
719 | <!-- This ignorelist is for all system objects which are non pickable |
505 | and invisible. They don't interact with players at all. --> |
720 | and invisible. They don't interact with players at all. --> |
… | |
… | |
576 | <br><br> |
791 | <br><br> |
577 | A particularly nice feature of abilities is that they can hold two |
792 | A particularly nice feature of abilities is that they can hold two |
578 | spells: One for short range- and one for long range use. |
793 | spells: One for short range- and one for long range use. |
579 | \n\n |
794 | \n\n |
580 | You should know that spellcasting monsters receive abilities via |
795 | You should know that spellcasting monsters receive abilities via |
581 | <treasurelist>. ]]> |
796 | <treasurelist>.]]> |
582 | </description> |
797 | </description> |
583 | <use><![CDATA[ |
798 | <use><![CDATA[ |
584 | If you want to create "customized" spellcasting monsters, you |
799 | If you want to create "customized" spellcasting monsters, you |
585 | should use abilities (rather than spellbooks/wands or something). |
800 | should use abilities (rather than spellbooks/wands or something). |
586 | The long/short-range spell feature can make boss-monsters more |
801 | The long/short-range spell feature can make boss-monsters more |
… | |
… | |
588 | <br><br> |
803 | <br><br> |
589 | You should keep in mind that magic abilities allow players |
804 | You should keep in mind that magic abilities allow players |
590 | to get better resistance. You can turn off the magic part to |
805 | to get better resistance. You can turn off the magic part to |
591 | make the spells more dangerous. However, this really shouldn't |
806 | make the spells more dangerous. However, this really shouldn't |
592 | be neccessary unless you work on very high level maps. |
807 | be neccessary unless you work on very high level maps. |
593 | And what fun is a magic resistance cloak when it has no effect? ]]> |
808 | And what fun is a magic resistance cloak when it has no effect?]]> |
594 | </use> |
809 | </use> |
595 | <attribute arch="invisible" value="1" type="fixed" /> |
810 | <attribute arch="invisible" value="1" type="fixed" /> |
596 | <attribute arch="no_drop" value="1" type="fixed" /> |
811 | <attribute arch="no_drop" value="1" type="fixed" /> |
597 | <attribute arch="sp" editor="short range spell" type="spell"> |
812 | <attribute arch="sp" editor="short range spell" type="spell"> |
598 | The monster will use the specified <short range spell> |
813 | The monster will use the specified <short range spell> |
… | |
… | |
635 | </ignore> |
850 | </ignore> |
636 | <description><![CDATA[ |
851 | <description><![CDATA[ |
637 | When a player puts a defined number of certain items on the altar, |
852 | When a player puts a defined number of certain items on the altar, |
638 | then either a spell is casted (on the player) or a connector is |
853 | then either a spell is casted (on the player) or a connector is |
639 | triggered. If the latter is the case, the altar works only once. |
854 | triggered. If the latter is the case, the altar works only once. |
640 | Either way, the sacrificed item disappears. ]]> |
855 | Either way, the sacrificed item disappears.]]> |
641 | </description> |
856 | </description> |
642 | <attribute arch="no_pick" value="1" type="fixed" /> |
857 | <attribute arch="no_pick" value="1" type="fixed" /> |
643 | &move_on; |
858 | &move_on; |
644 | <attribute arch="slaying" editor="match item name" type="string"> |
859 | <attribute arch="slaying" editor="match item name" type="string"> |
645 | This string specifies the item that must be put on the altar to |
860 | This string specifies the item that must be put on the altar to |
646 | activate it. It can either be the name of an archetype, or directly |
861 | activate it. It can either be the name of an archetype, or directly |
647 | the name of an object. Yet, titles are not recognized by altars. |
862 | the name of an object. Yet, titles are not recognized by altars. |
648 | Remember to put a note somewhere, telling the player what he is |
863 | If you want the player to have to drop a specific amount of money use "money". |
649 | expected to drop on the altar. (Often this is put in the altar's |
864 | See also the "drop amount" attribute. |
650 | name: E.g. "drop 100 platinums") |
|
|
651 | </attribute> |
865 | </attribute> |
652 | <attribute arch="food" editor="drop amount" type="int"> |
866 | <attribute arch="food" editor="drop amount" type="int"> |
653 | The drop amount specifies the amount of items (specified |
867 | The drop amount specifies the amount of items (specified |
654 | in <match item name>) that must be dropped to activate the altar. |
868 | in <match item name>) that must be dropped to activate the altar. |
655 | |
869 | |
… | |
… | |
681 | <ignore_list name="non_pickable" /> |
895 | <ignore_list name="non_pickable" /> |
682 | </ignore> |
896 | </ignore> |
683 | <description><![CDATA[ |
897 | <description><![CDATA[ |
684 | Altar_triggers work pretty much like normal altars |
898 | Altar_triggers work pretty much like normal altars |
685 | (drop sacrifice -> connection activated), except for the fact that |
899 | (drop sacrifice -> connection activated), except for the fact that |
686 | they reset after usage. Hence, altar_triggers can be used infinitely. ]]> |
900 | they reset after usage. Hence, altar_triggers can be used infinitely.]]> |
687 | </description> |
901 | </description> |
688 | <use><![CDATA[ |
902 | <use><![CDATA[ |
689 | Altar_triggers are very useful if you want to charge a price for... |
903 | Altar_triggers are very useful if you want to charge a price for... |
690 | <UL> |
904 | <UL> |
691 | <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. |
905 | <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. |
692 | <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. |
906 | <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. |
693 | <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. |
907 | <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. |
694 | </UL> |
908 | </UL> |
695 | The big advantage over normal altars is the infinite usability |
909 | The big advantage over normal altars is the infinite usability |
696 | of altar_triggers! If there are ten players on one server, they're |
910 | of altar_triggers! If there are ten players on one server, they're |
697 | quite grateful if things work more than once. =) ]]> |
911 | quite grateful if things work more than once. =)]]> |
698 | </use> |
912 | </use> |
699 | <attribute arch="no_pick" value="1" type="fixed" /> |
913 | <attribute arch="no_pick" value="1" type="fixed" /> |
700 | <attribute arch="slaying" editor="match item name" type="string"> |
914 | <attribute arch="slaying" editor="match item name" type="string"> |
701 | This string specifies the item that must be put on the altar to |
915 | This string specifies the item that must be put on the altar to |
702 | activate it. It can either be the name of an archetype, or directly |
916 | activate it. It can either be the name of an archetype, or directly |
703 | the name of an object. Yet, titles are not recognized by altars. |
917 | the name of an object. Yet, titles are not recognized by altars. |
704 | Remember to put a note somewhere, telling the player what he is |
918 | If you want the player to have to drop a specific amount of money use "money". |
705 | expected to drop on the altar. (Often this is put in the altar's |
919 | See also the "drop amount" attribute. |
706 | name: E.g. "drop 100 platinums") |
|
|
707 | </attribute> |
920 | </attribute> |
708 | <attribute arch="food" editor="drop amount" type="int"> |
921 | <attribute arch="food" editor="drop amount" type="int"> |
709 | The drop amount specifies the amount of items (specified |
922 | The drop amount specifies the amount of items (specified |
710 | in <match item name>) that must be dropped to activate the altar. |
923 | in <match item name>) that must be dropped to activate the altar. |
711 | |
924 | |
… | |
… | |
747 | in the exact moment when the altar is activated. |
960 | in the exact moment when the altar is activated. |
748 | </attribute> |
961 | </attribute> |
749 | </type> |
962 | </type> |
750 | |
963 | |
751 | <!--####################################################################--> |
964 | <!--####################################################################--> |
|
|
965 | <type number="74" name="Skill Tool"> |
|
|
966 | <description><![CDATA[ |
|
|
967 | Wearing a skill tool will give the player the ability to use a skill. |
|
|
968 | ]]> |
|
|
969 | </description> |
|
|
970 | <use><![CDATA[ |
|
|
971 | Feel free to assign resistancies and stats to a skill tools or change |
|
|
972 | the skill that is given. |
|
|
973 | ]]> |
|
|
974 | </use> |
|
|
975 | <attribute arch="skill" editor="skill name" type="string"> |
|
|
976 | This field describes which skill the player will be able to use wearing this item. |
|
|
977 | </attribute> |
|
|
978 | &player_stat_resist_sections; |
|
|
979 | </type> |
|
|
980 | <!--####################################################################--> |
752 | <type number="39" name="Amulet"> |
981 | <type number="39" name="Amulet"> |
753 | <description><![CDATA[ |
982 | <description><![CDATA[ |
754 | Wearing an amulet, the object's stats will directly be inherited to |
983 | Wearing an amulet, the object's stats will directly be inherited to |
755 | the player. Amulets are usually meant for protection and defense. ]]> |
984 | the player. Amulets are usually meant for protection and defense.]]> |
756 | </description> |
985 | </description> |
757 | <use><![CDATA[ |
986 | <use><![CDATA[ |
758 | Feel free to create your own special artifacts. However, it is very |
987 | Feel free to create your own special artifacts. However, it is very |
759 | important that you keep your artifact in balance with existing maps. ]]> |
988 | important that you keep your artifact in balance with existing maps.]]> |
760 | </use> |
989 | </use> |
761 | <attribute arch="ac" editor="armour class" type="int"> |
990 | <attribute arch="ac" editor="armour class" type="int"> |
762 | This value defines the amount of armour-class bonus for wearing |
991 | This value defines the amount of armour-class bonus for wearing |
763 | this item. <Armour class> lessens the chance of being hit. Lower |
992 | this item. <Armour class> lessens the chance of being hit. Lower |
764 | values are better. It should usually be set only for armour-like equipment. |
993 | values are better. It should usually be set only for armour-like equipment. |
… | |
… | |
775 | amount of <item power>, depending on their own level. This is the |
1004 | amount of <item power>, depending on their own level. This is the |
776 | only way to prevent low level players to wear "undeserved" equipment |
1005 | only way to prevent low level players to wear "undeserved" equipment |
777 | (like gifts from other players or cheated items). |
1006 | (like gifts from other players or cheated items). |
778 | |
1007 | |
779 | It is very important to adjust the <item power> value carefully |
1008 | It is very important to adjust the <item power> value carefully |
780 | for every artifact you create! If zero/unset, the CF server will |
1009 | for every artifact you create! If zero/unset, the Deliantra server will |
781 | calculate a provisional value at runtime, but this is never |
1010 | calculate a provisional value at runtime, but this is never |
782 | going to be an accurate measurement of <item power>. |
1011 | going to be an accurate measurement of <item power>. |
783 | </attribute> |
1012 | </attribute> |
784 | <attribute arch="damned" editor="damnation" type="bool"> |
1013 | <attribute arch="damned" editor="damnation" type="bool"> |
785 | A damned piece of equipment cannot be unwielded unless the curse |
1014 | A damned piece of equipment cannot be unwielded unless the curse |
… | |
… | |
811 | you want the monster to use/wear the item - you must set |
1040 | you want the monster to use/wear the item - you must set |
812 | <is applied>. |
1041 | <is applied>. |
813 | Enabling this flag doesn't make any sense if the item |
1042 | Enabling this flag doesn't make any sense if the item |
814 | is NOT in a monster's inventory. |
1043 | is NOT in a monster's inventory. |
815 | </attribute> |
1044 | </attribute> |
816 | <section name="resistance"> |
1045 | &player_stat_resist_sections; |
817 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
818 | This adds physical resistance to the item (= armour value). The number is |
|
|
819 | a percent-value in the range 0-100. Treat this with CARE. Look at other maps |
|
|
820 | and what they require to do for getting this-and-that artifact. |
|
|
821 | </attribute> |
|
|
822 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
823 | This adds magic resistance to the item. The number is a percent-value in |
|
|
824 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
825 | require to do for getting this-and-that artifact. |
|
|
826 | </attribute> |
|
|
827 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
828 | This adds fire resistance to the item. The number is a percent-value in |
|
|
829 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
830 | require to do for getting this-and-that artifact. |
|
|
831 | </attribute> |
|
|
832 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
833 | This adds electricity resistance to the item. The number is a percent-value in |
|
|
834 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
835 | require to do for getting this-and-that artifact. |
|
|
836 | </attribute> |
|
|
837 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
838 | This adds fire resistance to the item. The number is a percent-value in |
|
|
839 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
840 | require to do for getting this-and-that artifact. |
|
|
841 | </attribute> |
|
|
842 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
843 | This adds confusion resistance to the item. The number is a percent-value in |
|
|
844 | the range 0-100. Confusion resistance is not very effective |
|
|
845 | unless the value comes close to 100 (= perfect immunity). |
|
|
846 | </attribute> |
|
|
847 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
848 | This adds acid resistance to the item. The number is a percent-value in |
|
|
849 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
850 | require to do for getting this-and-that artifact. |
|
|
851 | </attribute> |
|
|
852 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
853 | This adds draining resistance to the item. The number is a percent-value |
|
|
854 | in the range 0-100. Draining resistance is little effective |
|
|
855 | unless the value is 100 (= perfect immunity). |
|
|
856 | </attribute> |
|
|
857 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
858 | This adds weaponmagic resistance to the item. The number is a percent-value in |
|
|
859 | the range 0-100. Weaponmagic resistance generally should not exist on |
|
|
860 | equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) |
|
|
861 | are not meant to be easily resisted. |
|
|
862 | </attribute> |
|
|
863 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
864 | This adds ghosthit resistance to the item. The number is a percent-value |
|
|
865 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
866 | require to do for getting this-and-that artifact. |
|
|
867 | </attribute> |
|
|
868 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
869 | This adds poison resistance to the item. The number is a percent-value in |
|
|
870 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
871 | require to do for getting this-and-that artifact. |
|
|
872 | </attribute> |
|
|
873 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
874 | This adds fear resistance to the item. The number is a percent-value in |
|
|
875 | the range 0-100. Resistance to fear is pretty useless. |
|
|
876 | </attribute> |
|
|
877 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
878 | This adds paralyze resistance to the item. The number is a percent-value in |
|
|
879 | the range 0-100. Paralyze resistance is little effective |
|
|
880 | unless the value is 100 (= perfect immunity). |
|
|
881 | </attribute> |
|
|
882 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
883 | This adds fear resistance to the item. The number is a percent-value in |
|
|
884 | the range 0-100. Resistance to fear is pretty useless. |
|
|
885 | </attribute> |
|
|
886 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
887 | This adds depletion resistance to the item. The number is a percent-value |
|
|
888 | in the range 0-100. Depletion resistance is little effective |
|
|
889 | unless the value is 100 (= perfect immunity). |
|
|
890 | </attribute> |
|
|
891 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
892 | This adds death-attack resistance to the item. The number is a |
|
|
893 | percent-value in the range 0-100. Death-attack resistance is little |
|
|
894 | effective unless the value is 100 (= perfect immunity). |
|
|
895 | Generally, resistance to death-attack is not supposed to be |
|
|
896 | available to players! |
|
|
897 | </attribute> |
|
|
898 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
899 | This adds chaos resistance to the item. The number is a percent-value in |
|
|
900 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
901 | require to do for getting this-and-that artifact. |
|
|
902 | Note that chaos is not a stand-alone attacktype. Chaos "contains" a |
|
|
903 | combination of other attacktypes. |
|
|
904 | </attribute> |
|
|
905 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
906 | This adds blinding resistance to the item. The number is a percent-value |
|
|
907 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
908 | require to do for getting this-and-that artifact. |
|
|
909 | </attribute> |
|
|
910 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
911 | This adds holy power resistance to the item. The number is a percent-value |
|
|
912 | in the range 0-100. Holy power is the attacktype that holyword-type spells |
|
|
913 | use to hurt undead creatures. This kind of resistance is only reasonable |
|
|
914 | for undead players (wraith or devourer cult). |
|
|
915 | Generally, resistance to holy word should not be available for players. |
|
|
916 | </attribute> |
|
|
917 | </section> |
|
|
918 | <section name="stats"> |
|
|
919 | <attribute arch="Str" editor="strength" type="int"> |
|
|
920 | The player's strentgh will rise/fall by the given value |
|
|
921 | while wearing this piece of equipment. |
|
|
922 | </attribute> |
|
|
923 | <attribute arch="Dex" editor="dexterity" type="int"> |
|
|
924 | The player's dexterity will rise/fall by the given value |
|
|
925 | while wearing this piece of equipment. |
|
|
926 | </attribute> |
|
|
927 | <attribute arch="Con" editor="constitution" type="int"> |
|
|
928 | The player's constitution will rise/fall by the given value |
|
|
929 | while wearing this piece of equipment. |
|
|
930 | </attribute> |
|
|
931 | <attribute arch="Int" editor="intelligence" type="int"> |
|
|
932 | The player's intelligence will rise/fall by the given value |
|
|
933 | while wearing this piece of equipment. |
|
|
934 | </attribute> |
|
|
935 | <attribute arch="Pow" editor="power" type="int"> |
|
|
936 | The player's power will rise/fall by the given value |
|
|
937 | while wearing this piece of equipment. |
|
|
938 | </attribute> |
|
|
939 | <attribute arch="Wis" editor="wisdom" type="int"> |
|
|
940 | The player's wisdom will rise/fall by the given value while |
|
|
941 | wearing this piece of equipment. |
|
|
942 | </attribute> |
|
|
943 | <attribute arch="Cha" editor="charisma" type="int"> |
|
|
944 | The player's charisma will rise/fall by the given value |
|
|
945 | while wearing this piece of equipment. |
|
|
946 | </attribute> |
|
|
947 | </section> |
|
|
948 | <section name="misc"> |
1046 | <section name="misc"> |
949 | <attribute arch="luck" editor="luck bonus" type="int"> |
1047 | <attribute arch="luck" editor="luck bonus" type="int"> |
950 | With positive luck bonus, the player is more likely to |
1048 | With positive luck bonus, the player is more likely to |
951 | succeed in all sorts of things (spellcasting, praying,...). |
1049 | succeed in all sorts of things (spellcasting, praying,...). |
952 | Unless the <luck bonus> is very high, the effect will be |
1050 | Unless the <luck bonus> is very high, the effect will be |
… | |
… | |
1040 | Battleground is very special: In short, players can die on battleground |
1138 | Battleground is very special: In short, players can die on battleground |
1041 | without any death penalties. They don't loose or gain experience |
1139 | without any death penalties. They don't loose or gain experience |
1042 | while on battleground. Acid, draining and depletion effects don't |
1140 | while on battleground. Acid, draining and depletion effects don't |
1043 | work either. |
1141 | work either. |
1044 | When a player dies on battleground, he gets teleported to an exit |
1142 | When a player dies on battleground, he gets teleported to an exit |
1045 | location which is defined in the battleground object. ]]> |
1143 | location which is defined in the battleground object.]]> |
1046 | </description> |
1144 | </description> |
1047 | <use><![CDATA[ |
1145 | <use><![CDATA[ |
1048 | Battleground is only meant for player vs. player duels. You can |
1146 | Battleground is only meant for player vs. player duels. You can |
1049 | design combat arenas similiar to the one in scorn.<br> |
1147 | design combat arenas similiar to the one in scorn.<br> |
1050 | What should NEVER be done is placing battleground tiles in |
1148 | What should NEVER be done is placing battleground tiles in |
… | |
… | |
1052 | It must not be possible to gain significant treasure for fighting |
1150 | It must not be possible to gain significant treasure for fighting |
1053 | on battleground, because it bears no risk.<br><br> |
1151 | on battleground, because it bears no risk.<br><br> |
1054 | (Battleground will cease to work when the image or name is changed, |
1152 | (Battleground will cease to work when the image or name is changed, |
1055 | or when it is placed beneath another floor tile. |
1153 | or when it is placed beneath another floor tile. |
1056 | This is not a bug, it is there to prevent any attempts of placing |
1154 | This is not a bug, it is there to prevent any attempts of placing |
1057 | "hidden" battleground tiles anywhere.) ]]> |
1155 | "hidden" battleground tiles anywhere.)]]> |
1058 | </use> |
1156 | </use> |
1059 | <attribute arch="no_pick" value="1" type="fixed" /> |
1157 | <attribute arch="no_pick" value="1" type="fixed" /> |
1060 | <attribute arch="is_floor" value="1" type="fixed" /> |
1158 | <attribute arch="is_floor" value="1" type="fixed" /> |
1061 | <attribute arch="hp" editor="destination X" type="int"> |
1159 | <attribute arch="hp" editor="destination X" type="int"> |
1062 | The exit destinations define the (x, y)-coordinates where players |
1160 | The exit destinations define the (x, y)-coordinates where players |
… | |
… | |
1067 | get teleported after they died on this battleground. |
1165 | get teleported after they died on this battleground. |
1068 | </attribute> |
1166 | </attribute> |
1069 | </type> |
1167 | </type> |
1070 | |
1168 | |
1071 | <!--####################################################################--> |
1169 | <!--####################################################################--> |
|
|
1170 | <type number="165" name="Safe ground"> |
|
|
1171 | <ignore> |
|
|
1172 | <ignore_list name="non_pickable" /> |
|
|
1173 | </ignore> |
|
|
1174 | <description><![CDATA[ |
|
|
1175 | Safe ground is a special object that prevents any effects that might |
|
|
1176 | be harmful for the map, other players or items on the map. |
|
|
1177 | It blocks all magic and prayers, usage of alchemy, prevents potions |
|
|
1178 | from being used and blocks bombs from exploding. Note that altars that |
|
|
1179 | do cast spells still work. |
|
|
1180 | ]]> |
|
|
1181 | </description> |
|
|
1182 | <use><![CDATA[ |
|
|
1183 | Safe ground can be used to prevents any means of burning |
|
|
1184 | or destroying the items in a shop. Put this object below all floor tiles |
|
|
1185 | in your map and your shop will be safe. It's generally useful for making |
|
|
1186 | areas where really no kind of spell should be invoked by a player. |
|
|
1187 | ]]> |
|
|
1188 | </use> |
|
|
1189 | &movement_types_terrain; |
|
|
1190 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
1191 | </type> |
|
|
1192 | |
|
|
1193 | <!--####################################################################--> |
1072 | <type number="8" name="Book"> |
1194 | <type number="8" name="Book"> |
1073 | <description><![CDATA[ |
1195 | <description><![CDATA[ |
1074 | Applying a book, the containing message is displayed to the player. ]]> |
1196 | Applying a book, the containing message is displayed to the player.]]> |
1075 | </description> |
1197 | </description> |
1076 | <attribute arch="level" editor="literacy level" type="int"> |
1198 | <attribute arch="level" editor="literacy level" type="int"> |
1077 | If this value is set to be greater than zero, the player needs a |
1199 | If this value is set to be greater than zero, the player needs a |
1078 | certain literacy level to succeed reading the book. The book can be |
1200 | certain literacy level to succeed reading the book. The book can be |
1079 | read if: mental_level greater <literacy level> - 5. Adding level to a |
1201 | read if: mental_level greater <literacy level> - 5. Adding level to a |
… | |
… | |
1103 | <type number="99" name="Boots"> |
1225 | <type number="99" name="Boots"> |
1104 | <import_type name="Amulet" /> |
1226 | <import_type name="Amulet" /> |
1105 | <description><![CDATA[ |
1227 | <description><![CDATA[ |
1106 | Wearing boots, the object's stats will directly be inherited to |
1228 | Wearing boots, the object's stats will directly be inherited to |
1107 | the player. Usually enhancing his speed, or granting some minor |
1229 | the player. Usually enhancing his speed, or granting some minor |
1108 | protection bonus. ]]> |
1230 | protection bonus.]]> |
1109 | </description> |
1231 | </description> |
1110 | <use><![CDATA[ |
1232 | <use><![CDATA[ |
1111 | Feel free to create your own special artifacts. However, it is very |
1233 | Feel free to create your own special artifacts. However, it is very |
1112 | important that you keep your artifact in balance with existing maps. ]]> |
1234 | important that you keep your artifact in balance with existing maps.]]> |
1113 | </use> |
1235 | </use> |
1114 | <attribute arch="exp" editor="speed bonus" type="int"> |
1236 | <attribute arch="exp" editor="speed bonus" type="int"> |
1115 | Boots with <speed bonus> will increase the player's walking speed |
1237 | Boots with <speed bonus> will increase the player's walking speed |
1116 | while worn. This kind of bonus is quite desirable for players of low- |
1238 | while worn. This kind of bonus is quite desirable for players of low- |
1117 | and medium level. High level players usually have fastest possible |
1239 | and medium level. High level players usually have fastest possible |
… | |
… | |
1133 | <type number="104" name="Bracers"> |
1255 | <type number="104" name="Bracers"> |
1134 | <import_type name="Amulet" /> |
1256 | <import_type name="Amulet" /> |
1135 | <description><![CDATA[ |
1257 | <description><![CDATA[ |
1136 | Bracers are armour-plates worn around the wrists. |
1258 | Bracers are armour-plates worn around the wrists. |
1137 | Wearing bracer, the object's stats will directly be inherited to |
1259 | Wearing bracer, the object's stats will directly be inherited to |
1138 | the player. Usually enhancing his defense. ]]> |
1260 | the player. Usually enhancing his defense.]]> |
1139 | </description> |
1261 | </description> |
1140 | <use><![CDATA[ |
1262 | <use><![CDATA[ |
1141 | Feel free to create your own special artifacts. However, it is very |
1263 | Feel free to create your own special artifacts. However, it is very |
1142 | important that you keep your artifact in balance with existing maps. ]]> |
1264 | important that you keep your artifact in balance with existing maps.]]> |
1143 | </use> |
1265 | </use> |
1144 | <attribute arch="magic" editor="magic bonus" type="int"> |
1266 | <attribute arch="magic" editor="magic bonus" type="int"> |
1145 | <magic bonus> works just like ac, except that it can be improved by |
1267 | <magic bonus> works just like ac, except that it can be improved by |
1146 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1268 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1147 | than direct armour-class bonus on the bracers. |
1269 | than direct armour-class bonus on the bracers. |
… | |
… | |
1151 | <!--####################################################################--> |
1273 | <!--####################################################################--> |
1152 | <type number="16" name="Brestplate Armour"> |
1274 | <type number="16" name="Brestplate Armour"> |
1153 | <import_type name="Amulet" /> |
1275 | <import_type name="Amulet" /> |
1154 | <description><![CDATA[ |
1276 | <description><![CDATA[ |
1155 | Wearing an armour, the object's stats will directly be inherited to |
1277 | Wearing an armour, the object's stats will directly be inherited to |
1156 | the player. Usually enhancing his defense. ]]> |
1278 | the player. Usually enhancing his defense.]]> |
1157 | </description> |
1279 | </description> |
1158 | <use><![CDATA[ |
1280 | <use><![CDATA[ |
1159 | Feel free to create your own special artifacts. However, it is very |
1281 | Feel free to create your own special artifacts. However, it is very |
1160 | important that you keep your artifact in balance with existing maps. ]]> |
1282 | important that you keep your artifact in balance with existing maps.]]> |
1161 | </use> |
1283 | </use> |
1162 | <attribute arch="last_heal" editor="spellpoint penalty" type="int"> |
1284 | <attribute arch="last_heal" editor="spellpoint penalty" type="int"> |
1163 | This poses a penalty to spell regeneration speed, for wearing the armour. |
1285 | This poses a penalty to spell regeneration speed, for wearing the armour. |
1164 | The bigger the spellpoint penalty, the worse. |
1286 | The bigger the spellpoint penalty, the worse. |
1165 | </attribute> |
1287 | </attribute> |
… | |
… | |
1181 | </ignore> |
1303 | </ignore> |
1182 | <description><![CDATA[ |
1304 | <description><![CDATA[ |
1183 | When a predefined amount of weigh is placed on a button, the |
1305 | When a predefined amount of weigh is placed on a button, the |
1184 | <connection> value is triggered. In most cases this happens when a |
1306 | <connection> value is triggered. In most cases this happens when a |
1185 | player or monster steps on it. When the button is "released", the |
1307 | player or monster steps on it. When the button is "released", the |
1186 | <connection> value get's triggered a second time. ]]> |
1308 | <connection> value get's triggered a second time.]]> |
1187 | </description> |
1309 | </description> |
1188 | &move_on; |
1310 | &move_on; |
1189 | &move_off; |
1311 | &move_off; |
1190 | <attribute arch="no_pick" value="1" type="fixed" /> |
1312 | <attribute arch="no_pick" value="1" type="fixed" /> |
1191 | <attribute arch="weight" editor="press weight" type="int"> |
1313 | <attribute arch="weight" editor="press weight" type="int"> |
… | |
… | |
1209 | <ignore_list name="non_pickable" /> |
1331 | <ignore_list name="non_pickable" /> |
1210 | </ignore> |
1332 | </ignore> |
1211 | <description><![CDATA[ |
1333 | <description><![CDATA[ |
1212 | Handle buttons are buttons which reset after a short period |
1334 | Handle buttons are buttons which reset after a short period |
1213 | of time. Every time it is either applied or reset, the |
1335 | of time. Every time it is either applied or reset, the |
1214 | <connection> value is triggered. ]]> |
1336 | <connection> value is triggered.]]> |
1215 | </description> |
1337 | </description> |
1216 | </type> |
1338 | </type> |
1217 | |
1339 | |
1218 | <!--####################################################################--> |
1340 | <!--####################################################################--> |
1219 | <type number="37" name="Class Changer"> |
1341 | <type number="37" name="Class Changer"> |
1220 | <ignore> |
1342 | <ignore> |
1221 | <ignore_list name="non_pickable" /> |
1343 | <ignore_list name="non_pickable" /> |
1222 | </ignore> |
1344 | </ignore> |
1223 | <description><![CDATA[ |
1345 | <description><![CDATA[ |
1224 | Class changer are used while creating a character. ]]> |
1346 | Class changer are used while creating a character.]]> |
1225 | </description> |
1347 | </description> |
1226 | <attribute arch="randomitems" editor="class items" type="treasurelist"> |
1348 | <attribute arch="randomitems" editor="class items" type="treasurelist"> |
1227 | This entry determines which initial items the character receives. |
1349 | This entry determines which initial items the character receives. |
1228 | </attribute> |
1350 | </attribute> |
1229 | <section name="stats"> |
1351 | <section name="stats"> |
… | |
… | |
1262 | <type number="87" name="Cloak"> |
1384 | <type number="87" name="Cloak"> |
1263 | <import_type name="Amulet" /> |
1385 | <import_type name="Amulet" /> |
1264 | <description><![CDATA[ |
1386 | <description><![CDATA[ |
1265 | Wearing a cloak, the object's stats will directly be inherited to |
1387 | Wearing a cloak, the object's stats will directly be inherited to |
1266 | the player. Cloaks usually add minor <armour class> and |
1388 | the player. Cloaks usually add minor <armour class> and |
1267 | sometimes a bit of resistance. ]]> |
1389 | sometimes a bit of resistance.]]> |
1268 | </description> |
1390 | </description> |
1269 | <use><![CDATA[ |
1391 | <use><![CDATA[ |
1270 | Feel free to create your own special artifacts. However, it is very |
1392 | Feel free to create your own special artifacts. However, it is very |
1271 | important that you keep your artifact in balance with existing maps. ]]> |
1393 | important that you keep your artifact in balance with existing maps.]]> |
1272 | </use> |
1394 | </use> |
1273 | <attribute arch="magic" editor="magic bonus" type="int"> |
1395 | <attribute arch="magic" editor="magic bonus" type="int"> |
1274 | <magic bonus> works just like ac, except that it can be improved by |
1396 | <magic bonus> works just like ac, except that it can be improved by |
1275 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1397 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1276 | than direct armour-class bonus on the cloak. |
1398 | than direct armour-class bonus on the cloak. |
… | |
… | |
1281 | </type> |
1403 | </type> |
1282 | |
1404 | |
1283 | <!--####################################################################--> |
1405 | <!--####################################################################--> |
1284 | <type number="9" name="Clock"> |
1406 | <type number="9" name="Clock"> |
1285 | <description><![CDATA[ |
1407 | <description><![CDATA[ |
1286 | Applying a clock, the time is displayed to the player. ]]> |
1408 | Applying a clock, the time is displayed to the player.]]> |
1287 | </description> |
1409 | </description> |
1288 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1410 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1289 | This text may describe the item |
1411 | This text may describe the item |
1290 | </attribute> |
1412 | </attribute> |
1291 | </type> |
1413 | </type> |
… | |
… | |
1296 | A player can put (certain kinds of) items in the container. |
1418 | A player can put (certain kinds of) items in the container. |
1297 | The overall weight of items is reduced when put inside a |
1419 | The overall weight of items is reduced when put inside a |
1298 | container, depending on the settings. |
1420 | container, depending on the settings. |
1299 | <br><br> |
1421 | <br><br> |
1300 | A special feature of containers is the "cauldron", |
1422 | A special feature of containers is the "cauldron", |
1301 | capable of mixing alchemical receipes. ]]> |
1423 | capable of mixing alchemical receipes.]]> |
1302 | </description> |
1424 | </description> |
1303 | <use><![CDATA[ |
1425 | <use><![CDATA[ |
1304 | Note on chests - There are two types of chests: |
1426 | Note on chests - There are two types of chests: |
1305 | <UL> |
1427 | <UL> |
1306 | <LI> First the random treasure chests - Those are NOT containers |
1428 | <LI> First the random treasure chests - Those are NOT containers |
1307 | (but object type Treasure), they create random treasures when |
1429 | (but object type Treasure), they create random treasures when |
1308 | applied. Archetype name is "chest". |
1430 | applied. Archetype name is "chest". |
1309 | <LI> Second there are the permanent chests - Those are containers, |
1431 | <LI> Second there are the permanent chests - Those are containers, |
1310 | they can be opened and closed again. Archetype name is "chest_2". |
1432 | they can be opened and closed again. Archetype name is "chest_2". |
1311 | </UL> ]]> |
1433 | </UL>]]> |
1312 | </use> |
1434 | </use> |
1313 | <attribute arch="race" editor="container class" type="string"> |
1435 | <attribute arch="race" editor="container class" type="string"> |
1314 | If set, the container will hold only certain types of objects. |
1436 | If set, the container will hold only certain types of objects. |
1315 | Possible choices for <container class> are: "gold and jewels", |
1437 | Possible choices for <container class> are: "gold and jewels", |
1316 | "arrows" and "keys". |
1438 | "arrows" and "keys". |
… | |
… | |
1371 | <attribute arch="title" /> |
1493 | <attribute arch="title" /> |
1372 | </ignore> |
1494 | </ignore> |
1373 | <description><![CDATA[ |
1495 | <description><![CDATA[ |
1374 | Converters are like "exchange tables". When the player drops a |
1496 | Converters are like "exchange tables". When the player drops a |
1375 | specific type of items, they get converted into other items, at a |
1497 | specific type of items, they get converted into other items, at a |
1376 | predefined exchange-ratio. ]]> |
1498 | predefined exchange-ratio.]]> |
1377 | </description> |
1499 | </description> |
1378 | <use><![CDATA[ |
1500 | <use><![CDATA[ |
1379 | Converters are better than shopping with doormats, because the |
1501 | Converters are better than shopping with doormats, because the |
1380 | converters never get sold out. For some items like food or jewels |
1502 | converters never get sold out. For some items like food or jewels |
1381 | those "exchange tables" are really nice, while for the more important |
1503 | those "exchange tables" are really nice, while for the more important |
… | |
… | |
1383 | <br><br> |
1505 | <br><br> |
1384 | VERY IMPORTANT: Be careful with the exchange-ratio! When you drop |
1506 | VERY IMPORTANT: Be careful with the exchange-ratio! When you drop |
1385 | items on a converter, the stuff you get must be of equal or lesser |
1507 | items on a converter, the stuff you get must be of equal or lesser |
1386 | value than before! (Except if you are using "rare" items like |
1508 | value than before! (Except if you are using "rare" items like |
1387 | dragonscales for payment). The code will not check if your ratio is |
1509 | dragonscales for payment). The code will not check if your ratio is |
1388 | sane, so the player could gain infinite wealth by using your converter. ]]> |
1510 | sane, so the player could gain infinite wealth by using your converter.]]> |
1389 | </use> |
1511 | </use> |
1390 | <attribute arch="no_pick" value="1" type="fixed" /> |
1512 | <attribute arch="no_pick" value="1" type="fixed" /> |
1391 | <attribute arch="slaying" editor="cost arch" type="string"> |
1513 | <attribute arch="slaying" editor="cost arch" type="string"> |
1392 | <cost arch> is the name of the archetype the player has to |
1514 | <cost arch> is the name of the archetype the player has to |
1393 | put on the converter, as payment. |
1515 | put on the converter, as payment. |
… | |
… | |
1419 | <ignore_list name="system_object" /> |
1541 | <ignore_list name="system_object" /> |
1420 | </ignore> |
1542 | </ignore> |
1421 | <description><![CDATA[ |
1543 | <description><![CDATA[ |
1422 | A creator is an object which creates another object when it |
1544 | A creator is an object which creates another object when it |
1423 | is triggered. The child object can be anything. Creators are |
1545 | is triggered. The child object can be anything. Creators are |
1424 | VERY useful for all kinds of map-mechanisms. ]]> |
1546 | VERY useful for all kinds of map-mechanisms. They can even |
|
|
1547 | periodically create things.]]> |
1425 | </description> |
1548 | </description> |
1426 | <use><![CDATA[ |
1549 | <use><![CDATA[ |
1427 | Don't hesitate to hide your creators under the floor. |
1550 | Don't hesitate to hide your creators under the floor. |
1428 | The created items will still always appear ontop of the floor. ]]> |
1551 | The created items will still always appear ontop of the floor.]]> |
1429 | </use> |
1552 | </use> |
1430 | <attribute arch="no_pick" value="1" type="fixed" /> |
1553 | <attribute arch="no_pick" value="1" type="fixed" /> |
1431 | <attribute arch="other_arch" editor="create arch" type="string"> |
1554 | <attribute arch="other_arch" editor="create arch" type="string"> |
1432 | This string defines the object that will be created. |
1555 | This string defines the object that will be created. |
1433 | You can choose any of the existing arches. |
1556 | You can choose any of the existing arches. |
… | |
… | |
1437 | </attribute> |
1560 | </attribute> |
1438 | <attribute arch="connected" editor="connection" type="int"> |
1561 | <attribute arch="connected" editor="connection" type="int"> |
1439 | Whenever the connection value is activated, |
1562 | Whenever the connection value is activated, |
1440 | the creator gets triggered. |
1563 | the creator gets triggered. |
1441 | </attribute> |
1564 | </attribute> |
|
|
1565 | &activate_on; |
1442 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1566 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1443 | If <infinit uses> is set, the creator will work |
1567 | If <infinit uses> is set, the creator will work |
1444 | infinitely, regardless of the value in <number of uses>. |
1568 | infinitely, regardless of the value in <number of uses>. |
|
|
1569 | </attribute> |
|
|
1570 | <attribute arch="speed" editor="speed" type="float"> |
|
|
1571 | When this field is set the creator will periodically create stuff |
|
|
1572 | (and will still do so when the connection is triggered). |
|
|
1573 | A value of 1 means roughly 8 times a second. |
1445 | </attribute> |
1574 | </attribute> |
1446 | <attribute arch="hp" editor="number of uses" type="int"> |
1575 | <attribute arch="hp" editor="number of uses" type="int"> |
1447 | The creator can be triggered <number of uses> times, thus |
1576 | The creator can be triggered <number of uses> times, thus |
1448 | creating that many objects, before it dissappears. |
1577 | creating that many objects, before it dissappears. |
1449 | Default is <number of uses> 1 (-> one-time usage). |
1578 | Default is <number of uses> 1 (-> one-time usage). |
… | |
… | |
1469 | finds a specific object, it toggles its connected value. |
1598 | finds a specific object, it toggles its connected value. |
1470 | <br><br> |
1599 | <br><br> |
1471 | What is "unique" about them, compared to inv. checkers/ pedestals? |
1600 | What is "unique" about them, compared to inv. checkers/ pedestals? |
1472 | - First, detectors check their square for a match periodically, not |
1601 | - First, detectors check their square for a match periodically, not |
1473 | instantly. Second, detectors check directly for object names. Third, |
1602 | instantly. Second, detectors check directly for object names. Third, |
1474 | detectors do not check the inventory of players/monsters. ]]> |
1603 | detectors do not check the inventory of players/monsters.]]> |
1475 | </description> |
1604 | </description> |
1476 | <use><![CDATA[ |
1605 | <use><![CDATA[ |
1477 | There is one major speciality about detectors: You can detect spells |
1606 | There is one major speciality about detectors: You can detect spells |
1478 | blown over a detector! To detect a lighting bolt for example, set |
1607 | blown over a detector! To detect a lighting bolt for example, set |
1479 | "slaying ligthing" and "speed 1.0". In combination with spellcasting |
1608 | "slaying ligthing" and "speed 1.0". In combination with spellcasting |
1480 | walls, this can be very useful for map-mechanisms. ]]> |
1609 | walls, this can be very useful for map-mechanisms.]]> |
1481 | </use> |
1610 | </use> |
1482 | <attribute arch="no_pick" value="1" type="fixed" /> |
1611 | <attribute arch="no_pick" value="1" type="fixed" /> |
1483 | <attribute arch="slaying" editor="match name" type="string"> |
1612 | <attribute arch="slaying" editor="match name" type="string"> |
1484 | <match name> specifies the name of the object we are looking for. |
1613 | <match name> specifies the name of the object we are looking for. |
1485 | Actually it does also check for the <key string> in key-objects, |
1614 | Actually it does also check for the <key string> in key-objects, |
… | |
… | |
1510 | <description><![CDATA[ |
1639 | <description><![CDATA[ |
1511 | Directors change the direction of spell objects and other projectiles |
1640 | Directors change the direction of spell objects and other projectiles |
1512 | that fly past. Unlike spinners, directors always move objects in the |
1641 | that fly past. Unlike spinners, directors always move objects in the |
1513 | same direction. It does not make a difference from what angle you |
1642 | same direction. It does not make a difference from what angle you |
1514 | shoot into it.<br> |
1643 | shoot into it.<br> |
1515 | Directors are visible per default. ]]> |
1644 | Directors are visible per default.]]> |
1516 | </description> |
1645 | </description> |
1517 | <use><![CDATA[ |
1646 | <use><![CDATA[ |
1518 | Directors are rarely used in maps. Sometimes they are placed to |
1647 | Directors are rarely used in maps. Sometimes they are placed to |
1519 | change the direction of spells coming out of magic walls, |
1648 | change the direction of spells coming out of magic walls, |
1520 | "channeling" spell-projectiles in some direction. When doing this, |
1649 | "channeling" spell-projectiles in some direction. When doing this, |
… | |
… | |
1522 | into them!</B> The spell-projectiles bouncing between the directors |
1651 | into them!</B> The spell-projectiles bouncing between the directors |
1523 | would accumulate to huge numbers and at some point slow down the |
1652 | would accumulate to huge numbers and at some point slow down the |
1524 | server by eating memory- and CPU-time. |
1653 | server by eating memory- and CPU-time. |
1525 | <br><br> |
1654 | <br><br> |
1526 | You'd better not place directors in monster vs. player combat |
1655 | You'd better not place directors in monster vs. player combat |
1527 | areas too much, because that freaks out wizard-type players. ]]> |
1656 | areas too much, because that freaks out wizard-type players.]]> |
1528 | </use> |
1657 | </use> |
1529 | <attribute arch="sp" editor="direction" type="list_direction"> |
1658 | <attribute arch="sp" editor="direction" type="list_direction"> |
1530 | Projectiles will leave the director flying in the selected <direction>. |
1659 | Projectiles will leave the director flying in the selected <direction>. |
1531 | A director with direction <none> simply stops projectiles. |
1660 | A director with direction <none> simply stops projectiles. |
1532 | (The latter works out a bit strange for some spells). |
1661 | (The latter works out a bit strange for some spells). |
… | |
… | |
1538 | <type number="158" name="Disease"> |
1667 | <type number="158" name="Disease"> |
1539 | <ignore> |
1668 | <ignore> |
1540 | <ignore_list name="system_object" /> |
1669 | <ignore_list name="system_object" /> |
1541 | </ignore> |
1670 | </ignore> |
1542 | <description><![CDATA[ |
1671 | <description><![CDATA[ |
1543 | Diseases are an intersting form of spellcraft in Crossfire. |
1672 | Diseases are an intersting form of spellcraft in Deliantra. |
1544 | Once casted, they can spread out and infect creatures in a large |
1673 | Once casted, they can spread out and infect creatures in a large |
1545 | area. Being infected can have various effects, from amusing farts |
1674 | area. Being infected can have various effects, from amusing farts |
1546 | to horrible damage - almost everything is possible. ]]> |
1675 | to horrible damage - almost everything is possible.]]> |
1547 | </description> |
1676 | </description> |
1548 | <use><![CDATA[ |
1677 | <use><![CDATA[ |
1549 | Diseases are extremely flexible and usable in a many ways. |
1678 | Diseases are extremely flexible and usable in a many ways. |
1550 | So far they are mostly used for causing bad, unwanted effects. |
1679 | So far they are mostly used for causing bad, unwanted effects. |
1551 | You could just as well create a disease which helps the player |
1680 | You could just as well create a disease which helps the player |
1552 | (recharging mana for example). |
1681 | (recharging mana for example). |
1553 | Infection with a "positive disease" could even be a quest reward. ]]> |
1682 | Infection with a "positive disease" could even be a quest reward.]]> |
1554 | </use> |
1683 | </use> |
1555 | <attribute arch="invisible" value="1" type="fixed" /> |
1684 | <attribute arch="invisible" value="1" type="fixed" /> |
1556 | <attribute arch="level" editor="plaque level" type="int"> |
1685 | <attribute arch="level" editor="plaque level" type="int"> |
1557 | The <plaque level> is proportional to the disease's deadliness. |
1686 | The <plaque level> is proportional to the disease's deadliness. |
1558 | This mainly reflects in the <damage>. It has no effect on |
1687 | This mainly reflects in the <damage>. It has no effect on |
… | |
… | |
1703 | </ignore> |
1832 | </ignore> |
1704 | <description><![CDATA[ |
1833 | <description><![CDATA[ |
1705 | A door can be opened with a normal key. It also can be broken by attacking |
1834 | A door can be opened with a normal key. It also can be broken by attacking |
1706 | it, and it can be defeated with the lockpicking skill. If a door is |
1835 | it, and it can be defeated with the lockpicking skill. If a door is |
1707 | defeated, horizontally and vertically adjacent doors are automatically |
1836 | defeated, horizontally and vertically adjacent doors are automatically |
1708 | removed. ]]> |
1837 | removed.]]> |
1709 | </description> |
1838 | </description> |
1710 | <attribute arch="no_pick" value="1" type="fixed" /> |
1839 | <attribute arch="no_pick" value="1" type="fixed" /> |
1711 | <attribute arch="alive" value="1" type="fixed" /> |
1840 | <attribute arch="alive" value="1" type="fixed" /> |
1712 | &movement_types_terrain; |
1841 | &movement_types_terrain; |
1713 | <attribute arch="hp" editor="hitpoints" type="int"> |
1842 | <attribute arch="hp" editor="hitpoints" type="int"> |
… | |
… | |
1723 | defeated. |
1852 | defeated. |
1724 | </attribute> |
1853 | </attribute> |
1725 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
1854 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
1726 | This entry determines what kind of traps will appear in the door. |
1855 | This entry determines what kind of traps will appear in the door. |
1727 | </attribute> |
1856 | </attribute> |
|
|
1857 | <attribute arch="treasure_env" editor="treasure in env" type="bool"> |
|
|
1858 | Set this flag to move treasure items created into the environment (map) |
|
|
1859 | instead of putting them into the object. |
|
|
1860 | </attribute> |
1728 | </type> |
1861 | </type> |
1729 | |
1862 | |
1730 | <!--####################################################################--> |
1863 | <!--####################################################################--> |
1731 | <type number="83" name="Duplicator"> |
1864 | <type number="83" name="Duplicator"> |
1732 | <ignore> |
1865 | <ignore> |
… | |
… | |
1736 | When activated, a duplicator can duplicate, multiply or destroy a pile of |
1869 | When activated, a duplicator can duplicate, multiply or destroy a pile of |
1737 | objects which lies somewhere on top of the duplicator. |
1870 | objects which lies somewhere on top of the duplicator. |
1738 | The duplicator has one arch name specified as <target arch>, |
1871 | The duplicator has one arch name specified as <target arch>, |
1739 | and only objects of this archetype can be affected.<br> |
1872 | and only objects of this archetype can be affected.<br> |
1740 | It will multiply the number of items in the pile, by the <multiply factor>. |
1873 | It will multiply the number of items in the pile, by the <multiply factor>. |
1741 | If the latter is set to zero, it will destroy objects. ]]> |
1874 | If the latter is set to zero, it will destroy objects.]]> |
1742 | </description> |
1875 | </description> |
1743 | <use><![CDATA[ |
1876 | <use><![CDATA[ |
1744 | I hope it is clear that one must be very cautious when inserting a duplicator |
1877 | I hope it is clear that one must be very cautious when inserting a duplicator |
1745 | anywhere with <multiply factor> greater than one. |
1878 | anywhere with <multiply factor> greater than one. |
1746 | It is designed to be used for betting mechanisms only (bet -> win/loose). |
1879 | It is designed to be used for betting mechanisms only (bet -> win/loose). |
1747 | It is <b>not acceptable</b> to allow duplication of anything other than |
1880 | It is <b>not acceptable</b> to allow duplication of anything other than |
1748 | coins, gold and jewels. Besides, it is very important that the chance to |
1881 | coins, gold and jewels. Besides, it is very important that the chance to |
1749 | loose the input matches the chance to earn winnings.<br> |
1882 | loose the input matches the chance to earn winnings.<br> |
1750 | A duplicator with <multiply factor> 3 for example should have a |
1883 | A duplicator with <multiply factor> 3 for example should have a |
1751 | loosing rate of 2/3 = 67%. ]]> |
1884 | loosing rate of 2/3 = 67%.]]> |
1752 | </use> |
1885 | </use> |
1753 | <attribute arch="other_arch" editor="target arch" type="string"> |
1886 | <attribute arch="other_arch" editor="target arch" type="string"> |
1754 | Only objects of matching archtype, lying ontop of the dublicator will be |
1887 | Only objects of matching archtype, lying ontop of the duplicator will be |
1755 | dublicated, multiplied or removed. All other objects will be ignored. |
1888 | duplicated, multiplied or removed. All other objects will be ignored. |
1756 | </attribute> |
1889 | </attribute> |
1757 | <attribute arch="level" editor="multiply factor" type="int"> |
1890 | <attribute arch="level" editor="multiply factor" type="int"> |
1758 | The number of items in the target pile will be multiplied by the |
1891 | 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 |
1892 | <multiply factor>. If it is set to zero, all target objects |
1760 | will be destroyed. |
1893 | will be destroyed. |
… | |
… | |
1762 | <attribute arch="connected" editor="connection" type="int"> |
1895 | <attribute arch="connected" editor="connection" type="int"> |
1763 | An activator (lever, altar, button, etc) with matching connection value |
1896 | An activator (lever, altar, button, etc) with matching connection value |
1764 | is able to trigger this duplicator. Be very careful that players cannot |
1897 | 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! |
1898 | abuse it to create endless amounts of money or other valuable stuff! |
1766 | </attribute> |
1899 | </attribute> |
|
|
1900 | &activate_on; |
1767 | </type> |
1901 | </type> |
1768 | |
1902 | |
1769 | <!--####################################################################--> |
1903 | <!--####################################################################--> |
1770 | <type number="66" name="Exit"> |
1904 | <type number="66" name="Exit"> |
1771 | <ignore> |
1905 | <ignore> |
… | |
… | |
1773 | </ignore> |
1907 | </ignore> |
1774 | <description><![CDATA[ |
1908 | <description><![CDATA[ |
1775 | When the player applies an exit, he is transferred to a different location. |
1909 | When the player applies an exit, he is transferred to a different location. |
1776 | (Monsters cannot use exits.) Depending on how it is set, the player applies |
1910 | (Monsters cannot use exits.) Depending on how it is set, the player applies |
1777 | the exit just by walking into it, or by pressing <a>pply when standing on |
1911 | the exit just by walking into it, or by pressing <a>pply when standing on |
1778 | the exit. ]]> |
1912 | the exit. ]]> |
1779 | </description> |
1913 | </description> |
1780 | <use><![CDATA[ |
1914 | <use><![CDATA[ |
1781 | If you want to have an invisible exit, set <invisible> (, of course |
1915 | If you want to have an invisible exit, set <invisible> (, of course |
1782 | <apply by walking>), and put it *under* the floor. Otherwise it could be |
1916 | <apply by walking>), and put it *under* the floor. Otherwise it could be |
1783 | detected with the show_invisible spell. |
1917 | detected with the show_invisible spell. |
1784 | <br><br> |
1918 | <br><br> |
1785 | You can be quite creative with the outlook of secret exits (their "face"). |
1919 | You can be quite creative with the outlook of secret exits (their "face"). |
1786 | Don't forget to give the player relyable hints about them though. ]]> |
1920 | Don't forget to give the player relyable hints about them though.]]> |
1787 | </use> |
1921 | </use> |
1788 | <attribute arch="slaying" editor="exit path" type="string"> |
1922 | <attribute arch="slaying" editor="exit path" type="string"> |
1789 | The exit path defines the map that the player is transferred to. |
1923 | The exit path defines the map that the player is transferred to. |
1790 | You can enter an absolute path, beginning with '/' (for example |
1924 | You can enter an absolute path, beginning with '/' (for example |
1791 | "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning |
1925 | "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning |
… | |
… | |
1818 | If set, this message will be displayed to the player when he applies the exit. |
1952 | If set, this message will be displayed to the player when he applies the exit. |
1819 | This is quite useful to throw in some "role-play feeling": "As you enter the |
1953 | This is quite useful to throw in some "role-play feeling": "As you enter the |
1820 | dark cave you hear the sound of rustling dragonscales...". Well, my english |
1954 | dark cave you hear the sound of rustling dragonscales...". Well, my english |
1821 | is poor, but you get the point. =) |
1955 | is poor, but you get the point. =) |
1822 | </attribute> |
1956 | </attribute> |
1823 | <attribute arch="unique" editor="unique destination" type="bool"> |
1957 | <attribute arch="damned" editor="set savebed" type="bool"> |
1824 | This flag defines the destined map as "personal unique map". If set, |
1958 | If set, then players using this exit will have their savebed position |
1825 | there will be a seperate version of that map for every player out there. |
1959 | set to the destination of the exit when passing through. |
1826 | This feature is used for the permanent apartments |
|
|
1827 | (in Scorn/Nuernberg/Caterham...). It should not be used for anything else |
|
|
1828 | than apartments, since Crossfire is a *multi*player game. In such a permanent |
|
|
1829 | apartment don't forget to set the unique-flag for all floor tiles too |
|
|
1830 | (see floors). |
|
|
1831 | An exit pointing outside of a personal unique map must have the |
|
|
1832 | "unique destination"-flag unset. |
|
|
1833 | </attribute> |
1960 | </attribute> |
1834 | </type> |
1961 | </type> |
1835 | |
1962 | |
1836 | <!--####################################################################--> |
1963 | <!--####################################################################--> |
1837 | <type number="72" name="Flesh"> |
1964 | <type number="72" name="Flesh"> |
… | |
… | |
1840 | little health by eating flesh-objects. <br> |
1967 | little health by eating flesh-objects. <br> |
1841 | For dragon players, flesh plays a very special role though: If the |
1968 | For dragon players, flesh plays a very special role though: If the |
1842 | flesh has resistances set, a dragon player has a chance to gain resistance in |
1969 | flesh has resistances set, a dragon player has a chance to gain resistance in |
1843 | those categories. The only constraint to this process is the <flesh level>. |
1970 | those categories. The only constraint to this process is the <flesh level>. |
1844 | Don't forget that flesh items with resistances have to be balanced |
1971 | Don't forget that flesh items with resistances have to be balanced |
1845 | according to map/monster difficulty. ]]> |
1972 | according to map/monster difficulty.]]> |
1846 | </description> |
1973 | </description> |
1847 | <use><![CDATA[ |
1974 | <use><![CDATA[ |
1848 | For dragon players, flesh items can be highly valuable. Note that many |
1975 | For dragon players, flesh items can be highly valuable. Note that many |
1849 | standard monsters carry flesh items from their <treasurelist>. |
1976 | standard monsters carry flesh items from their <treasurelist>. |
1850 | These flesh items "inherit" resistances and level from the monster they belong to. |
1977 | These flesh items "inherit" resistances and level from the monster they belong to. |
… | |
… | |
1852 | not the case - so you have to set it manually. |
1979 | not the case - so you have to set it manually. |
1853 | <br><br> |
1980 | <br><br> |
1854 | Generally adding special flesh-treaties for dragon players is a great thing |
1981 | Generally adding special flesh-treaties for dragon players is a great thing |
1855 | to do. Always consider that dragon players might really not be interested |
1982 | to do. Always consider that dragon players might really not be interested |
1856 | in that special piece of weapon or armour, so don't let the dragon-fellows miss |
1983 | in that special piece of weapon or armour, so don't let the dragon-fellows miss |
1857 | out on the reward completely. ]]> |
1984 | out on the reward completely.]]> |
1858 | </use> |
1985 | </use> |
1859 | <attribute arch="food" editor="foodpoints" type="int"> |
1986 | <attribute arch="food" editor="foodpoints" type="int"> |
1860 | The player's stomache will get filled with this amount of foodpoints. |
1987 | The player's stomache will get filled with this amount of foodpoints. |
1861 | The player's health will increase by <foodpoints>/50 hp. |
1988 | The player's health will increase by <foodpoints>/50 hp. |
1862 | </attribute> |
1989 | </attribute> |
… | |
… | |
1869 | </attribute> |
1996 | </attribute> |
1870 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
1997 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
1871 | A godgiven item vanishes as soon as the player |
1998 | A godgiven item vanishes as soon as the player |
1872 | drops it to the ground. |
1999 | drops it to the ground. |
1873 | </attribute> |
2000 | </attribute> |
1874 | <section name="resistance"> |
2001 | &resistances_flesh_section; |
1875 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
1876 | Resistances on flesh items make them more durable against spellcraft |
|
|
1877 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1878 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1879 | items in a monster's inventory. |
|
|
1880 | </attribute> |
|
|
1881 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
1882 | Resistances on flesh items make them more durable against spellcraft |
|
|
1883 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1884 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1885 | items in a monster's inventory. |
|
|
1886 | </attribute> |
|
|
1887 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
1888 | Resistances on flesh items make them more durable against spellcraft |
|
|
1889 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1890 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1891 | items in a monster's inventory. |
|
|
1892 | </attribute> |
|
|
1893 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
1894 | Resistances on flesh items make them more durable against spellcraft |
|
|
1895 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1896 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1897 | items in a monster's inventory. |
|
|
1898 | </attribute> |
|
|
1899 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
1900 | Resistances on flesh items make them more durable against spellcraft |
|
|
1901 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1902 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1903 | items in a monster's inventory. |
|
|
1904 | </attribute> |
|
|
1905 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
1906 | Resistances on flesh items make them more durable against spellcraft |
|
|
1907 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1908 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1909 | items in a monster's inventory. |
|
|
1910 | </attribute> |
|
|
1911 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
1912 | Resistances on flesh items make them more durable against spellcraft |
|
|
1913 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1914 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1915 | items in a monster's inventory. |
|
|
1916 | </attribute> |
|
|
1917 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
1918 | Resistances on flesh items make them more durable against spellcraft |
|
|
1919 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1920 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1921 | items in a monster's inventory. |
|
|
1922 | </attribute> |
|
|
1923 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
1924 | Resistances on flesh items make them more durable against spellcraft |
|
|
1925 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1926 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1927 | items in a monster's inventory. |
|
|
1928 | </attribute> |
|
|
1929 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
1930 | Resistances on flesh items make them more durable against spellcraft |
|
|
1931 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1932 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1933 | items in a monster's inventory. |
|
|
1934 | </attribute> |
|
|
1935 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
1936 | Resistances on flesh items make them more durable against spellcraft |
|
|
1937 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1938 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1939 | items in a monster's inventory. |
|
|
1940 | </attribute> |
|
|
1941 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
1942 | Resistances on flesh items make them more durable against spellcraft |
|
|
1943 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1944 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1945 | items in a monster's inventory. |
|
|
1946 | </attribute> |
|
|
1947 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
1948 | Resistances on flesh items make them more durable against spellcraft |
|
|
1949 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1950 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1951 | items in a monster's inventory. |
|
|
1952 | </attribute> |
|
|
1953 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
1954 | Resistances on flesh items make them more durable against spellcraft |
|
|
1955 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1956 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1957 | items in a monster's inventory. |
|
|
1958 | </attribute> |
|
|
1959 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
1960 | Resistances on flesh items make them more durable against spellcraft |
|
|
1961 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1962 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1963 | items in a monster's inventory. |
|
|
1964 | </attribute> |
|
|
1965 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
1966 | RResistances on flesh items make them more durable against spellcraft |
|
|
1967 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1968 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1969 | items in a monster's inventory. |
|
|
1970 | </attribute> |
|
|
1971 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
1972 | Resistances on flesh items make them more durable against spellcraft |
|
|
1973 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1974 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1975 | items in a monster's inventory. |
|
|
1976 | </attribute> |
|
|
1977 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
1978 | Resistances on flesh items make them more durable against spellcraft |
|
|
1979 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1980 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1981 | items in a monster's inventory. |
|
|
1982 | </attribute> |
|
|
1983 | </section> |
|
|
1984 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2002 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1985 | This text may describe the item. |
2003 | This text may describe the item. |
1986 | </attribute> |
2004 | </attribute> |
1987 | </type> |
2005 | </type> |
1988 | |
2006 | |
… | |
… | |
1995 | <ignore> |
2013 | <ignore> |
1996 | <ignore_list name="non_pickable" /> |
2014 | <ignore_list name="non_pickable" /> |
1997 | </ignore> |
2015 | </ignore> |
1998 | <description><![CDATA[ |
2016 | <description><![CDATA[ |
1999 | Floor is a very basic thing whithout too much |
2017 | Floor is a very basic thing whithout too much |
2000 | functionality. It's a floor - you stand on it. ]]> |
2018 | functionality. It's a floor - you stand on it.]]> |
2001 | </description> |
2019 | </description> |
2002 | <attribute arch="is_floor" value="1" type="fixed" /> |
2020 | <attribute arch="is_floor" value="1" type="fixed" /> |
2003 | <attribute arch="no_pick" value="1" type="fixed" /> |
2021 | <attribute arch="no_pick" value="1" type="fixed" /> |
2004 | <section name="terrain"> |
2022 | <section name="terrain"> |
2005 | &movement_types_terrain; |
2023 | &movement_types_terrain; |
… | |
… | |
2039 | Encounter-Floor is pretty much the same as normal floor. |
2057 | Encounter-Floor is pretty much the same as normal floor. |
2040 | Most outdoor floor/ground-arches are set to be "encounters". |
2058 | Most outdoor floor/ground-arches are set to be "encounters". |
2041 | That is kind of a relict from former code: When walking over |
2059 | That is kind of a relict from former code: When walking over |
2042 | encounter-floor, players sometimes got beamed to little maps |
2060 | encounter-floor, players sometimes got beamed to little maps |
2043 | with monsters on them. Nowadays this feature is disabled - |
2061 | with monsters on them. Nowadays this feature is disabled - |
2044 | Hence encounter floor is not different from normal floor. ]]> |
2062 | Hence encounter floor is not different from normal floor.]]> |
2045 | </description> |
2063 | </description> |
2046 | <attribute arch="is_floor" value="1" type="fixed" /> |
2064 | <attribute arch="is_floor" value="1" type="fixed" /> |
2047 | <attribute arch="no_pick" value="1" type="fixed" /> |
2065 | <attribute arch="no_pick" value="1" type="fixed" /> |
2048 | <section name="terrain"> |
2066 | <section name="terrain"> |
2049 | &movement_types_terrain; |
2067 | &movement_types_terrain; |
… | |
… | |
2076 | |
2094 | |
2077 | <!--####################################################################--> |
2095 | <!--####################################################################--> |
2078 | <type number="6" name="Food"> |
2096 | <type number="6" name="Food"> |
2079 | <description><![CDATA[ |
2097 | <description><![CDATA[ |
2080 | By eating/drinking food-objects, the player can fill his |
2098 | By eating/drinking food-objects, the player can fill his |
2081 | stomache and gain a little health. ]]> |
2099 | stomache and gain a little health.]]> |
2082 | </description> |
2100 | </description> |
2083 | <attribute arch="food" editor="foodpoints" type="int"> |
2101 | <attribute arch="food" editor="foodpoints" type="int"> |
2084 | The player's stomache will get filled with this amount of foodpoints. |
2102 | The player's stomache will get filled with this amount of foodpoints. |
2085 | The player's health will increase by <foodpoints>/50 hp. |
2103 | The player's health will increase by <foodpoints>/50 hp. |
2086 | </attribute> |
2104 | </attribute> |
… | |
… | |
2094 | <type number="91" name="Gate"> |
2112 | <type number="91" name="Gate"> |
2095 | <ignore> |
2113 | <ignore> |
2096 | <ignore_list name="non_pickable" /> |
2114 | <ignore_list name="non_pickable" /> |
2097 | </ignore> |
2115 | </ignore> |
2098 | <description><![CDATA[ |
2116 | <description><![CDATA[ |
2099 | Gates play an important role in Crossfire. Gates can be opened |
2117 | Gates play an important role in Deliantra. Gates can be opened |
2100 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2118 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2101 | or carrying special key-objects (-> inventory checker). |
2119 | or carrying special key-objects (-> inventory checker). |
2102 | Unlike locked doors, gates can get shut again after a player has |
2120 | Unlike locked doors, gates can get shut again after a player has |
2103 | passed, which makes them more practical in many cases. ]]> |
2121 | passed, which makes them more practical in many cases.]]> |
2104 | </description> |
2122 | </description> |
2105 | <use><![CDATA[ |
2123 | <use><![CDATA[ |
2106 | Use gates to divide your maps into seperated areas. After solving |
2124 | Use gates to divide your maps into seperated areas. After solving |
2107 | area A, the player gains access to area B, and so on. Make your |
2125 | area A, the player gains access to area B, and so on. Make your |
2108 | maps more complex than "one-way". ]]> |
2126 | maps more complex than "one-way".]]> |
2109 | </use> |
2127 | </use> |
2110 | <attribute arch="no_pick" value="1" type="fixed" /> |
2128 | <attribute arch="no_pick" value="1" type="fixed" /> |
2111 | <attribute arch="speed" value="1" type="float"> |
2129 | <attribute arch="speed" value="1" type="float"> |
2112 | The speed of the gate affects how fast it is closing/opening. |
2130 | The speed of the gate affects how fast it is closing/opening. |
2113 | </attribute> |
2131 | </attribute> |
… | |
… | |
2137 | <type number="113" name="Girdle"> |
2155 | <type number="113" name="Girdle"> |
2138 | <import_type name="Amulet" /> |
2156 | <import_type name="Amulet" /> |
2139 | <description><![CDATA[ |
2157 | <description><![CDATA[ |
2140 | Wearing a girdle, the object's stats will directly be inherited to |
2158 | Wearing a girdle, the object's stats will directly be inherited to |
2141 | the player. Girdles usually provide stats- or damage bonuses and no |
2159 | the player. Girdles usually provide stats- or damage bonuses and no |
2142 | defense. ]]> |
2160 | defense.]]> |
2143 | </description> |
2161 | </description> |
2144 | <use><![CDATA[ |
2162 | <use><![CDATA[ |
2145 | Feel free to create your own special artifacts. However, it is very |
2163 | Feel free to create your own special artifacts. However, it is very |
2146 | important that you keep your artifact in balance with existing maps. ]]> |
2164 | important that you keep your artifact in balance with existing maps.]]> |
2147 | </use> |
2165 | </use> |
2148 | <attribute arch="magic" editor="magic bonus" type="int"> |
2166 | <attribute arch="magic" editor="magic bonus" type="int"> |
2149 | <magic bonus> works just like ac, except that it can be improved by |
2167 | <magic bonus> works just like ac, except that it can be improved by |
2150 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2168 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2151 | than direct armour-class bonus on the helmet. |
2169 | than direct armour-class bonus on the helmet. |
… | |
… | |
2159 | <!--####################################################################--> |
2177 | <!--####################################################################--> |
2160 | <type number="100" name="Gloves"> |
2178 | <type number="100" name="Gloves"> |
2161 | <import_type name="Amulet" /> |
2179 | <import_type name="Amulet" /> |
2162 | <description><![CDATA[ |
2180 | <description><![CDATA[ |
2163 | Wearing gloves, the object's stats will directly be inherited to |
2181 | Wearing gloves, the object's stats will directly be inherited to |
2164 | the player. Gloves can add defense or damage bonuses. ]]> |
2182 | the player. Gloves can add defense or damage bonuses.]]> |
2165 | </description> |
2183 | </description> |
2166 | <use><![CDATA[ |
2184 | <use><![CDATA[ |
2167 | Feel free to create your own special artifacts. However, it is very |
2185 | Feel free to create your own special artifacts. However, it is very |
2168 | important that you keep your artifact in balance with existing maps. ]]> |
2186 | important that you keep your artifact in balance with existing maps.]]> |
2169 | </use> |
2187 | </use> |
2170 | <attribute arch="magic" editor="magic bonus" type="int"> |
2188 | <attribute arch="magic" editor="magic bonus" type="int"> |
2171 | If the gloves provide <armour class>, <magic bonus> will increase it. |
2189 | If the gloves provide <armour class>, <magic bonus> will increase it. |
2172 | If the gloves have <weapon class> instead, then <magic bonus> |
2190 | If the gloves have <weapon class> instead, then <magic bonus> |
2173 | will increase that. |
2191 | will increase that. |
… | |
… | |
2179 | <ignore> |
2197 | <ignore> |
2180 | <ignore_list name="non_pickable" /> |
2198 | <ignore_list name="non_pickable" /> |
2181 | </ignore> |
2199 | </ignore> |
2182 | <description><![CDATA[ |
2200 | <description><![CDATA[ |
2183 | A handle can be applied by players and (certain) monsters. |
2201 | A handle can be applied by players and (certain) monsters. |
2184 | Every time it is applied, the <connection> value is triggered. ]]> |
2202 | Every time it is applied, the <connection> value is triggered.]]> |
2185 | </description> |
2203 | </description> |
2186 | <use><![CDATA[ |
2204 | <use><![CDATA[ |
2187 | Handles are commonly used to move gates. When placing your lever, |
2205 | Handles are commonly used to move gates. When placing your lever, |
2188 | don't forget that some monsters are able to apply it. |
2206 | don't forget that some monsters are able to apply it. |
2189 | The ability to apply levers is rare among monsters - |
2207 | The ability to apply levers is rare among monsters - |
2190 | but vampires can do it for example. ]]> |
2208 | but vampires can do it for example.]]> |
2191 | </use> |
2209 | </use> |
2192 | <attribute arch="no_pick" value="1" type="fixed" /> |
2210 | <attribute arch="no_pick" value="1" type="fixed" /> |
2193 | <attribute arch="connected" editor="connection" type="int"> |
2211 | <attribute arch="connected" editor="connection" type="int"> |
2194 | Every time the handle is applied, all objects |
2212 | Every time the handle is applied, all objects |
2195 | with the same <connection> value are activated. |
2213 | with the same <connection> value are activated. |
… | |
… | |
2207 | <ignore_list name="non_pickable" /> |
2225 | <ignore_list name="non_pickable" /> |
2208 | </ignore> |
2226 | </ignore> |
2209 | <description><![CDATA[ |
2227 | <description><![CDATA[ |
2210 | Handle triggers are handles which reset after a short period |
2228 | Handle triggers are handles which reset after a short period |
2211 | of time. Every time it is either applied or reset, the |
2229 | of time. Every time it is either applied or reset, the |
2212 | <connection> value is triggered. ]]> |
2230 | <connection> value is triggered.]]> |
2213 | </description> |
2231 | </description> |
2214 | <use><![CDATA[ |
2232 | <use><![CDATA[ |
2215 | When you connect an ordinary handle to a gate, the gate normally remains |
2233 | When you connect an ordinary handle to a gate, the gate normally remains |
2216 | opened after the first player passed. If you want to keep the gate shut, |
2234 | opened after the first player passed. If you want to keep the gate shut, |
2217 | connecting it to a handle trigger is an easy solution. ]]> |
2235 | connecting it to a handle trigger is an easy solution. ]]> |
2218 | </use> |
2236 | </use> |
2219 | </type> |
2237 | </type> |
2220 | |
2238 | |
2221 | <!--####################################################################--> |
2239 | <!--####################################################################--> |
2222 | <type number="88" name="Hazard Floor"> |
2240 | <type number="88" name="Hazard Floor"> |
… | |
… | |
2227 | <ignore_list name="non_pickable" /> |
2245 | <ignore_list name="non_pickable" /> |
2228 | </ignore> |
2246 | </ignore> |
2229 | <description><![CDATA[ |
2247 | <description><![CDATA[ |
2230 | The best example for Hazard Floor is lava. It works like standard |
2248 | The best example for Hazard Floor is lava. It works like standard |
2231 | floor, but damages all creatures standing on it. |
2249 | floor, but damages all creatures standing on it. |
2232 | Damage is taken in regular time intervals. ]]> |
2250 | Damage is taken in regular time intervals.]]> |
2233 | </description> |
2251 | </description> |
2234 | <use><![CDATA[ |
2252 | <use><![CDATA[ |
2235 | The default lava for example does minor damage. But you can turn |
2253 | The default lava for example does minor damage. But you can turn |
2236 | it up so that your hazard floor poses a real threat.<br> |
2254 | it up so that your hazard floor poses a real threat.<br> |
2237 | Like magic walls, such floors add a permanent thrill to your map. |
2255 | Like magic walls, such floors add a permanent thrill to your map. |
2238 | You can use that to safely chase off too-weak players, or just |
2256 | You can use that to safely chase off too-weak players, or just |
2239 | to have something different. ]]> |
2257 | to have something different.]]> |
2240 | </use> |
2258 | </use> |
2241 | <attribute arch="is_floor" value="1" type="fixed" /> |
2259 | <attribute arch="is_floor" value="1" type="fixed" /> |
2242 | <attribute arch="lifesave" value="1" type="fixed" /> |
2260 | <attribute arch="lifesave" value="1" type="fixed" /> |
2243 | &move_on; |
2261 | &move_on; |
2244 | <attribute arch="no_pick" value="1" type="fixed" /> |
2262 | <attribute arch="no_pick" value="1" type="fixed" /> |
… | |
… | |
2295 | <import_type name="Amulet" /> |
2313 | <import_type name="Amulet" /> |
2296 | <description><![CDATA[ |
2314 | <description><![CDATA[ |
2297 | Wearing a helmet, the object's stats will directly be inherited to |
2315 | Wearing a helmet, the object's stats will directly be inherited to |
2298 | the player. Normal helmets usually increase defense, while crowns |
2316 | the player. Normal helmets usually increase defense, while crowns |
2299 | add more special bonuses like stats/resistances paired with |
2317 | add more special bonuses like stats/resistances paired with |
2300 | low defense. ]]> |
2318 | low defense.]]> |
2301 | </description> |
2319 | </description> |
2302 | <use><![CDATA[ |
2320 | <use><![CDATA[ |
2303 | Feel free to create your own special artifacts. However, it is very |
2321 | Feel free to create your own special artifacts. However, it is very |
2304 | important that you keep your artifact in balance with existing maps. ]]> |
2322 | important that you keep your artifact in balance with existing maps.]]> |
2305 | </use> |
2323 | </use> |
2306 | <attribute arch="magic" editor="magic bonus" type="int"> |
2324 | <attribute arch="magic" editor="magic bonus" type="int"> |
2307 | <magic bonus> works just like ac, except that it can be improved by |
2325 | <magic bonus> works just like ac, except that it can be improved by |
2308 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2326 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2309 | than direct armour-class bonus on the helmet. |
2327 | than direct armour-class bonus on the helmet. |
… | |
… | |
2320 | <ignore_list name="non_pickable" /> |
2338 | <ignore_list name="non_pickable" /> |
2321 | </ignore> |
2339 | </ignore> |
2322 | <description><![CDATA[ |
2340 | <description><![CDATA[ |
2323 | Holy_altars are altars for the various religions. Praying |
2341 | Holy_altars are altars for the various religions. Praying |
2324 | at a Holy_altar will make you a follower of that god, and |
2342 | at a Holy_altar will make you a follower of that god, and |
2325 | if you already follow that god, you may get some extra bonus. ]]> |
2343 | if you already follow that god, you may get some extra bonus.]]> |
2326 | </description> |
2344 | </description> |
2327 | <attribute arch="no_pick" value="1" type="fixed" /> |
2345 | <attribute arch="no_pick" value="1" type="fixed" /> |
2328 | <attribute arch="other_arch" editor="god name" type="string"> |
2346 | <attribute arch="other_arch" editor="god name" type="string"> |
2329 | The altar belongs to the god of the given name. Possible options for |
2347 | The altar belongs to the god of the given name. Possible options for |
2330 | <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
2348 | <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
… | |
… | |
2336 | <attribute arch="level" editor="reconsecrate level" type="int"> |
2354 | <attribute arch="level" editor="reconsecrate level" type="int"> |
2337 | To re-consecrate an altar, the player's wisdom level must be as |
2355 | 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 |
2356 | 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. |
2357 | be re-consecrated, while other altars, like those in dungeons, could be. |
2340 | |
2358 | |
2341 | Altars located in temples should have at least <reconsecrate level> 100. |
2359 | Altars located in temples should have at least <reconsecrate level> 120. |
2342 | Some characters might need those altars, they would be very unhappy to |
2360 | Some characters might need those altars, they would be very unhappy to |
2343 | see them re-consecrated to another cult. |
2361 | see them re-consecrated to another cult. |
2344 | </attribute> |
2362 | </attribute> |
2345 | </type> |
2363 | </type> |
2346 | |
2364 | |
… | |
… | |
2353 | Horns are very similar to rods. The difference is that horns regenerate |
2371 | Horns are very similar to rods. The difference is that horns regenerate |
2354 | spellpoints faster and thus are more valuable than rods. |
2372 | spellpoints faster and thus are more valuable than rods. |
2355 | <br><br> |
2373 | <br><br> |
2356 | A horn contains a spell. The player can use this spell by applying and |
2374 | A horn contains a spell. The player can use this spell by applying and |
2357 | "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be |
2375 | "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be |
2358 | used endlessly. ]]> |
2376 | used endlessly.]]> |
2359 | </description> |
2377 | </description> |
2360 | <use><![CDATA[ |
2378 | <use><![CDATA[ |
2361 | Horns are powerful due to their fast recharge rate. They should |
2379 | Horns are powerful due to their fast recharge rate. They should |
2362 | never contain high level attacking spells. Even curing/healing spells |
2380 | never contain high level attacking spells. Even curing/healing spells |
2363 | are almost too good on a horn. ]]> |
2381 | are almost too good on a horn.]]> |
2364 | </use> |
2382 | </use> |
2365 | <attribute arch="sp" editor="spell" type="spell"> |
2383 | <attribute arch="sp" editor="spell" type="spell"> |
2366 | Sets the <spell> of the horn. Consider twice before handing out any |
2384 | Sets the <spell> of the horn. Consider twice before handing out any |
2367 | horns to players, since they can be used endlessly without any mana cost! |
2385 | horns to players, since they can be used endlessly without any mana cost! |
2368 | Horns with heal/ restoration/ protection spells, IF available, MUST be |
2386 | Horns with heal/ restoration/ protection spells, IF available, MUST be |
… | |
… | |
2394 | <!--####################################################################--> |
2412 | <!--####################################################################--> |
2395 | <type number="73" name="Inorganic"> |
2413 | <type number="73" name="Inorganic"> |
2396 | <description><![CDATA[ |
2414 | <description><![CDATA[ |
2397 | Inorganic materials are generally used as ingredients for |
2415 | Inorganic materials are generally used as ingredients for |
2398 | alchemical receipes. By themselves, they have no special |
2416 | alchemical receipes. By themselves, they have no special |
2399 | functionalities. ]]> |
2417 | functionalities.]]> |
2400 | </description> |
2418 | </description> |
2401 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2419 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2402 | </attribute> |
2420 | </attribute> |
2403 | <section name="resistance"> |
2421 | &resistances_basic; |
2404 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
2405 | </attribute> |
|
|
2406 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
2407 | </attribute> |
|
|
2408 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
2409 | </attribute> |
|
|
2410 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
2411 | </attribute> |
|
|
2412 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
2413 | </attribute> |
|
|
2414 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
2415 | </attribute> |
|
|
2416 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
2417 | </attribute> |
|
|
2418 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
2419 | </attribute> |
|
|
2420 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
2421 | </attribute> |
|
|
2422 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
2423 | </attribute> |
|
|
2424 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
2425 | </attribute> |
|
|
2426 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
2427 | </attribute> |
|
|
2428 | </section> |
|
|
2429 | </type> |
2422 | </type> |
2430 | |
2423 | |
2431 | <!--####################################################################--> |
2424 | <!--####################################################################--> |
2432 | <type number="64" name="Inventory Checker"> |
2425 | <type number="64" name="Inventory Checker"> |
2433 | <ignore> |
2426 | <ignore> |
… | |
… | |
2442 | <br><br> |
2435 | <br><br> |
2443 | Alternatively, you can set your inv. checker to block all players |
2436 | Alternatively, you can set your inv. checker to block all players |
2444 | that do/don't carry the matching object. |
2437 | that do/don't carry the matching object. |
2445 | <br><br> |
2438 | <br><br> |
2446 | As you can see, inv. checkers are quite powerful, holding a |
2439 | As you can see, inv. checkers are quite powerful, holding a |
2447 | great variety of possibilities. ]]> |
2440 | great variety of possibilities.]]> |
2448 | </description> |
2441 | </description> |
2449 | <use><![CDATA[ |
2442 | <use><![CDATA[ |
2450 | Putting a check_inventory space in front of a gate (one below) and |
2443 | Putting a check_inventory space in front of a gate (one below) and |
2451 | one on the opposite side works reasonably well as a control mechanism. |
2444 | one on the opposite side works reasonably well as a control mechanism. |
2452 | Unlike the key/door-combo, this one works infinite since it is |
2445 | Unlike the key/door-combo, this one works infinite since it is |
2453 | independant from map reset. Use it to put a "structure" into your |
2446 | independant from map reset. Use it to put a "structure" into your |
2454 | maps: Player must solve area A to gain access to area B. This concept |
2447 | maps: Player must solve area A to gain access to area B. This concept |
2455 | can be found in nearly every RPG - simple but effective. ]]> |
2448 | can be found in nearly every RPG - simple but effective.]]> |
2456 | </use> |
2449 | </use> |
2457 | <attribute arch="no_pick" value="1" type="fixed" /> |
2450 | <attribute arch="no_pick" value="1" type="fixed" /> |
2458 | <attribute arch="slaying" editor="match key string" type="string"> |
2451 | <attribute arch="slaying" editor="match key string" type="string"> |
2459 | This string specifies the object we are looking for: We have a match |
2452 | This string specifies the object we are looking for: We have a match |
2460 | if the player does/don't carry a key object or a mark with identical |
2453 | if the player does/don't carry a key object or a mark with identical |
… | |
… | |
2536 | <!--####################################################################--> |
2529 | <!--####################################################################--> |
2537 | <type number="60" name="Jewel"> |
2530 | <type number="60" name="Jewel"> |
2538 | <description><![CDATA[ |
2531 | <description><![CDATA[ |
2539 | Items of the type Gold & Jewels are handled like a currency. |
2532 | Items of the type Gold & Jewels are handled like a currency. |
2540 | Unlike for any other type of item, in shops, the buy- and selling |
2533 | Unlike for any other type of item, in shops, the buy- and selling |
2541 | prices differ only marginally. ]]> |
2534 | prices differ only marginally.]]> |
2542 | </description> |
2535 | </description> |
2543 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2536 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2544 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2537 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2545 | This text may describe the object. |
2538 | This text may describe the object. |
2546 | </attribute> |
2539 | </attribute> |
… | |
… | |
2548 | |
2541 | |
2549 | <!--####################################################################--> |
2542 | <!--####################################################################--> |
2550 | <type number="24" name="Key"> |
2543 | <type number="24" name="Key"> |
2551 | <description><![CDATA[ |
2544 | <description><![CDATA[ |
2552 | When carrying a key, a normal door can be opened. The key will |
2545 | When carrying a key, a normal door can be opened. The key will |
2553 | disappear. ]]> |
2546 | disappear.]]> |
2554 | </description> |
2547 | </description> |
2555 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
2548 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
2556 | A godgiven item vanishes as soon as the player |
2549 | A godgiven item vanishes as soon as the player |
2557 | drops it to the ground. |
2550 | drops it to the ground. |
2558 | </attribute> |
2551 | </attribute> |
… | |
… | |
2563 | <ignore> |
2556 | <ignore> |
2564 | <ignore_list name="non_pickable" /> |
2557 | <ignore_list name="non_pickable" /> |
2565 | </ignore> |
2558 | </ignore> |
2566 | <description><![CDATA[ |
2559 | <description><![CDATA[ |
2567 | A locked door can be opened only when carrying |
2560 | A locked door can be opened only when carrying |
2568 | the appropriate special key. ]]> |
2561 | the appropriate special key.]]> |
2569 | </description> |
2562 | </description> |
2570 | <use><![CDATA[ |
2563 | <use><![CDATA[ |
2571 | If you want to create a locked door that cannot be opened (no key), |
2564 | If you want to create a locked door that cannot be opened (no key), |
2572 | set a <key string> like "no_key_available". This will clearify things |
2565 | set a <key string> like "no_key_available". This will clearify things |
2573 | and only a fool would create a key matching that string. |
2566 | and only a fool would create a key matching that string. |
… | |
… | |
2575 | Door-objects can not only be used for "doors". In many maps these |
2568 | Door-objects can not only be used for "doors". In many maps these |
2576 | are used with all kinds of faces/names, especially often as |
2569 | are used with all kinds of faces/names, especially often as |
2577 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2570 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2578 | There you have magic forces (door objects) put under certain artifact |
2571 | There you have magic forces (door objects) put under certain artifact |
2579 | items. To get your hands on the artifacts, you need to bring up the |
2572 | items. To get your hands on the artifacts, you need to bring up the |
2580 | appropriate quest items (key objects). ]]> |
2573 | appropriate quest items (key objects).]]> |
2581 | </use> |
2574 | </use> |
2582 | <attribute arch="move_type" value="0" type="fixed" /> |
2575 | <attribute arch="move_type" value="0" type="fixed" /> |
2583 | <attribute arch="no_pick" value="1" type="fixed" /> |
2576 | <attribute arch="no_pick" value="1" type="fixed" /> |
2584 | <attribute arch="slaying" editor="key string" type="string"> |
2577 | <attribute arch="slaying" editor="key string" type="string"> |
2585 | The <key string> in the door must be identical with the |
2578 | The <key string> in the door must be identical with the |
2586 | <key string> in the special key, then the door is unlocked. |
2579 | <key string> in the special key, then the door is unlocked. |
2587 | It is VERY important to set the <key string> to something that |
2580 | It is VERY important to set the <key string> to something that |
2588 | is unique among the CF mapset. |
2581 | is unique among the Deliantra mapset. |
2589 | |
2582 | |
2590 | DONT EVER USE the default string "set_individual_value". |
2583 | DONT EVER USE the default string "set_individual_value". |
2591 | </attribute> |
2584 | </attribute> |
2592 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2585 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2593 | Restricting the use of spells to pass this door. |
2586 | Restricting the use of spells to pass this door. |
… | |
… | |
2612 | <ignore> |
2605 | <ignore> |
2613 | <ignore_list name="system_object" /> |
2606 | <ignore_list name="system_object" /> |
2614 | </ignore> |
2607 | </ignore> |
2615 | <description><![CDATA[ |
2608 | <description><![CDATA[ |
2616 | Magic_ears trigger a connected value |
2609 | Magic_ears trigger a connected value |
2617 | when the player speaks a specific keyword. ]]> |
2610 | when the player speaks a specific keyword.]]> |
2618 | </description> |
2611 | </description> |
2619 | <use><![CDATA[ |
2612 | <use><![CDATA[ |
2620 | Whenever you put magic_ears on your maps, make sure there are |
2613 | Whenever you put magic_ears on your maps, make sure there are |
2621 | CLEAR and RELYABLE hints about the keywords somewhere. Don't make |
2614 | CLEAR and RELYABLE hints about the keywords somewhere. Don't make |
2622 | something like a gate that is opened by speaking "open" or |
2615 | something like a gate that is opened by speaking "open" or |
… | |
… | |
2624 | <br><br> |
2617 | <br><br> |
2625 | Magic_ears are typically used for interaction with NPCs. You |
2618 | Magic_ears are typically used for interaction with NPCs. You |
2626 | can create the impression that the NPC actually *does* something |
2619 | can create the impression that the NPC actually *does* something |
2627 | according to his conversation with a player. Mostly this means |
2620 | according to his conversation with a player. Mostly this means |
2628 | opening a gate or handing out some item, but you could be quite |
2621 | opening a gate or handing out some item, but you could be quite |
2629 | creative here. ]]> |
2622 | creative here.]]> |
2630 | </use> |
2623 | </use> |
2631 | <attribute arch="no_pick" value="1" type="fixed" /> |
2624 | <attribute arch="no_pick" value="1" type="fixed" /> |
2632 | <attribute arch="connected" editor="connection" type="int"> |
2625 | <attribute arch="connected" editor="connection" type="int"> |
2633 | The Magic_ear will trigger all objects with the |
2626 | The Magic_ear will trigger all objects with the |
2634 | same connection value, every time it is activated. |
2627 | same connection value, every time it is activated. |
… | |
… | |
2656 | Magic walls can contain any spell. However, some spells do not |
2649 | Magic walls can contain any spell. However, some spells do not |
2657 | operate very successfully in them. The only way to know is to test |
2650 | operate very successfully in them. The only way to know is to test |
2658 | the spell you want to use with a wall. |
2651 | the spell you want to use with a wall. |
2659 | <br><br> |
2652 | <br><br> |
2660 | Several types of magical walls are predefined for you in the |
2653 | Several types of magical walls are predefined for you in the |
2661 | archetypes, and can be found on the "connected" Pickmap. ]]> |
2654 | archetypes, and can be found on the "connected" Pickmap.]]> |
2662 | </description> |
2655 | </description> |
2663 | <use><![CDATA[ |
2656 | <use><![CDATA[ |
2664 | Spellcasting walls pose an interesting alternative to monsters. |
2657 | Spellcasting walls pose an interesting alternative to monsters. |
2665 | Usually they are set to be undestroyable. Thus, while monsters |
2658 | Usually they are set to be undestroyable. Thus, while monsters |
2666 | in a map can be cleared out, the magic walls remain. Low level |
2659 | in a map can be cleared out, the magic walls remain. Low level |
… | |
… | |
2677 | walls' spell(s). |
2670 | walls' spell(s). |
2678 | <br><br> |
2671 | <br><br> |
2679 | It is possible to make walls rotate when triggered. But that is so |
2672 | It is possible to make walls rotate when triggered. But that is so |
2680 | confusing (and useless IMHO) that I did not mention it above. You |
2673 | confusing (and useless IMHO) that I did not mention it above. You |
2681 | can find a working example on the map |
2674 | can find a working example on the map |
2682 | "/pup_land/castle_eureca/castle_eureca8". ]]> |
2675 | "/pup_land/castle_eureca/castle_eureca8".]]> |
2683 | </use> |
2676 | </use> |
2684 | <attribute arch="dam" editor="spell" type="spell"> |
2677 | <attribute arch="dam" editor="spell" type="spell"> |
2685 | The magic wall will cast this <spell>. |
2678 | The magic wall will cast this <spell>. |
2686 | </attribute> |
2679 | </attribute> |
2687 | <attribute arch="level" editor="spell level" type="int"> |
2680 | <attribute arch="level" editor="spell level" type="int"> |
… | |
… | |
2693 | <attribute arch="connected" editor="connection" type="int"> |
2686 | <attribute arch="connected" editor="connection" type="int"> |
2694 | Every time the <connection> value is triggered, the wall will cast |
2687 | 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 |
2688 | it's spell. You should set <casting speed> to zero, or this won't |
2696 | have much visible effect. |
2689 | have much visible effect. |
2697 | </attribute> |
2690 | </attribute> |
|
|
2691 | &activate_on; |
2698 | <attribute arch="speed" editor="casting speed" type="float"> |
2692 | <attribute arch="speed" editor="casting speed" type="float"> |
2699 | The <casting speed> defines the spellcasting speed of the wall. |
2693 | The <casting speed> defines the spellcasting speed of the wall. |
2700 | You can fine-tune how long the duration between two casts shall |
2694 | 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 |
2695 | 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". |
2696 | trigger) via connected lever/button/etc, you must set "speed 0". |
… | |
… | |
2726 | A magic wall of high <armour class> is less likely to get hit from |
2720 | A magic wall of high <armour class> is less likely to get hit from |
2727 | an opponent. <armour class> can be considered the "counterpiece" |
2721 | an opponent. <armour class> can be considered the "counterpiece" |
2728 | to <weapon class>. |
2722 | to <weapon class>. |
2729 | </attribute> |
2723 | </attribute> |
2730 | </section> |
2724 | </section> |
2731 | <section name="resistance"> |
2725 | &resistances_basic; |
2732 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
2733 | </attribute> |
|
|
2734 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
2735 | </attribute> |
|
|
2736 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
2737 | </attribute> |
|
|
2738 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
2739 | </attribute> |
|
|
2740 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
2741 | </attribute> |
|
|
2742 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
2743 | </attribute> |
|
|
2744 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
2745 | </attribute> |
|
|
2746 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
2747 | </attribute> |
|
|
2748 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
2749 | </attribute> |
|
|
2750 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
2751 | </attribute> |
|
|
2752 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
2753 | </attribute> |
|
|
2754 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
2755 | </attribute> |
|
|
2756 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
2757 | </attribute> |
|
|
2758 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
2759 | </attribute> |
|
|
2760 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
2761 | </attribute> |
|
|
2762 | <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int"> |
|
|
2763 | </attribute> |
|
|
2764 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
2765 | </attribute> |
|
|
2766 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
2767 | </attribute> |
|
|
2768 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
2769 | </attribute> |
|
|
2770 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
2771 | </attribute> |
|
|
2772 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
|
|
2773 | </attribute> |
|
|
2774 | </section> |
|
|
2775 | </type> |
2726 | </type> |
2776 | |
2727 | |
2777 | <!--####################################################################--> |
2728 | <!--####################################################################--> |
2778 | <type number="55" name="Marker"> |
2729 | <type number="55" name="Marker"> |
2779 | <ignore> |
2730 | <ignore> |
… | |
… | |
2784 | player stepping on it. This force does nothing except containing a |
2735 | player stepping on it. This force does nothing except containing a |
2785 | <key string> which can be discovered by detectors or inventory |
2736 | <key string> which can be discovered by detectors or inventory |
2786 | checkers. It is also possible to use markers for removing marks again. |
2737 | checkers. It is also possible to use markers for removing marks again. |
2787 | <br><br> |
2738 | <br><br> |
2788 | Note that the player has no possibility to "see" his own marks, |
2739 | Note that the player has no possibility to "see" his own marks, |
2789 | except by the effect that they cause on the maps. ]]> |
2740 | except by the effect that they cause on the maps.]]> |
2790 | </description> |
2741 | </description> |
2791 | <use><![CDATA[ |
2742 | <use><![CDATA[ |
2792 | Markers hold real cool possibilities for map-making. I encourage |
2743 | Markers hold real cool possibilities for map-making. I encourage |
2793 | you to use them frequently. However there is one negative point |
2744 | you to use them frequently. However there is one negative point |
2794 | about markers: Players don't "see" what's going on with them. It is |
2745 | about markers: Players don't "see" what's going on with them. It is |
2795 | your task, as map-creator, to make sure the player is always well |
2746 | your task, as map-creator, to make sure the player is always well |
2796 | informed and never confused. |
2747 | informed and never confused. |
2797 | <br><br> |
2748 | <br><br> |
2798 | Please avoid infinite markers when they aren't needed. They're |
2749 | Please avoid infinite markers when they aren't needed. They're |
2799 | using a little space in the player file after all, so if there |
2750 | using a little space in the player file after all, so if there |
2800 | is no real purpose, set an expire time. ]]> |
2751 | is no real purpose, set an expire time.]]> |
2801 | </use> |
2752 | </use> |
2802 | <attribute arch="no_pick" value="1" type="fixed" /> |
2753 | <attribute arch="no_pick" value="1" type="fixed" /> |
2803 | <attribute arch="slaying" editor="key string" type="string"> |
2754 | <attribute arch="slaying" editor="key string" type="string"> |
2804 | The <key string> can be detected by inv. checkers/detectors. |
2755 | The <key string> can be detected by inv. checkers/detectors. |
2805 | If the player already has a force with that <key string>, |
2756 | If the player already has a force with that <key string>, |
… | |
… | |
2851 | When a player picks an item from a shop and attempts to |
2802 | When a player picks an item from a shop and attempts to |
2852 | walk over the shop mat, the item's selling-price is automatically |
2803 | walk over the shop mat, the item's selling-price is automatically |
2853 | subtracted from the player's money. |
2804 | subtracted from the player's money. |
2854 | <br><br> |
2805 | <br><br> |
2855 | For money, always use the default arches. |
2806 | For money, always use the default arches. |
2856 | Don't modify them. ]]> |
2807 | Don't modify them.]]> |
2857 | </description> |
2808 | </description> |
2858 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2809 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2859 | </type> |
2810 | </type> |
2860 | |
2811 | |
2861 | <!--####################################################################--> |
2812 | <!--####################################################################--> |
… | |
… | |
2876 | Monsters can behave in various kinds of ways. |
2827 | Monsters can behave in various kinds of ways. |
2877 | They can be aggressive, attacking the player. Or peaceful, |
2828 | They can be aggressive, attacking the player. Or peaceful, |
2878 | helping the player - maybe joining him as pet. |
2829 | helping the player - maybe joining him as pet. |
2879 | The unagressive creatures who communicate with players are |
2830 | The unagressive creatures who communicate with players are |
2880 | usually called "NPCs" (Non Player Character), a well-known |
2831 | usually called "NPCs" (Non Player Character), a well-known |
2881 | term in role-play environments. ]]> |
2832 | term in role-play environments.]]> |
2882 | </description> |
2833 | </description> |
2883 | <use><![CDATA[ |
2834 | <use><![CDATA[ |
2884 | Monsters play a central role in most maps. Choosing the right |
2835 | Monsters play a central role in most maps. Choosing the right |
2885 | combination of monsters for your map is vital: |
2836 | combination of monsters for your map is vital: |
2886 | <UL> |
2837 | <UL> |
… | |
… | |
2911 | can use. |
2862 | can use. |
2912 | </UL> |
2863 | </UL> |
2913 | I know it's impossible to make the perfectly balanced map. There's always |
2864 | I know it's impossible to make the perfectly balanced map. There's always |
2914 | some part which is found too easy or too hard for a certain kind of player. |
2865 | some part which is found too easy or too hard for a certain kind of player. |
2915 | Just give it your best shot. And listen to feedback from players if you |
2866 | Just give it your best shot. And listen to feedback from players if you |
2916 | receive some. :-) ]]> |
2867 | receive some. :-)]]> |
2917 | </use> |
2868 | </use> |
2918 | <attribute arch="alive" value="1" type="fixed" /> |
2869 | <attribute arch="alive" value="1" type="fixed" /> |
2919 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
2870 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
2920 | When the monster is killed, items from the treasurelist will |
2871 | When the monster is killed, items from the treasurelist will |
2921 | drop to the ground. This is a common way to reward players |
2872 | drop to the ground. This is a common way to reward players |
2922 | for killing (masses of) monsters. |
2873 | for killing (masses of) monsters. |
2923 | |
2874 | |
2924 | Note that you can always put items into the monster's |
2875 | Note that you can always put items into the monster's |
2925 | inventory. Those will drop-at-kill just like the stuff |
2876 | inventory. Those will drop-at-kill just like the stuff |
2926 | from the <treasurelist>. |
2877 | from the <treasurelist>. |
|
|
2878 | </attribute> |
|
|
2879 | <attribute arch="treasure_env" editor="treasure in env" type="bool"> |
|
|
2880 | Set this flag to move treasure items created into the environment (map) |
|
|
2881 | instead of putting them into the object. |
2927 | </attribute> |
2882 | </attribute> |
2928 | <attribute arch="level" editor="level" type="int"> |
2883 | <attribute arch="level" editor="level" type="int"> |
2929 | A monster's <level> is the most important attribute. |
2884 | A monster's <level> is the most important attribute. |
2930 | <level> affects the power of a monster in various ways. |
2885 | <level> affects the power of a monster in various ways. |
2931 | </attribute> |
2886 | </attribute> |
… | |
… | |
2978 | </attribute> |
2933 | </attribute> |
2979 | <attribute arch="carrying" editor="carries weight" type="int"> |
2934 | <attribute arch="carrying" editor="carries weight" type="int"> |
2980 | If a monster has something in the inventory, this |
2935 | If a monster has something in the inventory, this |
2981 | value can be set to reflect the slowdown due to |
2936 | value can be set to reflect the slowdown due to |
2982 | the carried weight. |
2937 | the carried weight. |
|
|
2938 | </attribute> |
|
|
2939 | <attribute arch="precious" editor="precious" type="bool"> |
|
|
2940 | Set this flag to indicate that this monster is precious, i.e. |
|
|
2941 | it should not be lightly destroyed. This is most useful on pets and |
|
|
2942 | keeps the server from destroying them on destroy_pets/monster floors |
|
|
2943 | and will try to save them when the player logs out. |
2983 | </attribute> |
2944 | </attribute> |
2984 | |
2945 | |
2985 | <section name="melee"> |
2946 | <section name="melee"> |
2986 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2947 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2987 | This number is a bitmask, specifying the monster's attacktypes |
2948 | This number is a bitmask, specifying the monster's attacktypes |
… | |
… | |
3159 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3120 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3160 | Monsters which <stand still> won't move to leave their position. |
3121 | Monsters which <stand still> won't move to leave their position. |
3161 | When agressive, they will attack all enemies who get close to |
3122 | When agressive, they will attack all enemies who get close to |
3162 | them. This behaviour is commonly known from castle guards. |
3123 | them. This behaviour is commonly known from castle guards. |
3163 | |
3124 | |
3164 | In older versions of Crossfire it was possible to eventually |
3125 | In older versions of Deliantra it was possible to eventually |
3165 | push a <stand still>-monster out of position by force. |
3126 | push a <stand still>-monster out of position by force. |
3166 | I believe this is no longer possible. Neverthless, you should |
3127 | I believe this is no longer possible. Neverthless, you should |
3167 | still be cautious when lining up <stand still>-monster in order |
3128 | still be cautious when lining up <stand still>-monster in order |
3168 | to "defend" something: Such monsters are rather easy to kill. |
3129 | to "defend" something: Such monsters are rather easy to kill. |
3169 | It's good for low level maps, but not much more. |
3130 | It's good for low level maps, but not much more. |
… | |
… | |
3205 | When the monster's health points drop below this percentage |
3166 | When the monster's health points drop below this percentage |
3206 | (relative to max health), it attempts to run away from the |
3167 | (relative to max health), it attempts to run away from the |
3207 | attacker. |
3168 | attacker. |
3208 | </attribute> |
3169 | </attribute> |
3209 | </section> |
3170 | </section> |
3210 | |
3171 | &resistances_basic; |
3211 | <section name="resistance"> |
|
|
3212 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
3213 | </attribute> |
|
|
3214 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
3215 | </attribute> |
|
|
3216 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
3217 | </attribute> |
|
|
3218 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
3219 | </attribute> |
|
|
3220 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
3221 | </attribute> |
|
|
3222 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
3223 | </attribute> |
|
|
3224 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
3225 | </attribute> |
|
|
3226 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
3227 | </attribute> |
|
|
3228 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
3229 | </attribute> |
|
|
3230 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
3231 | </attribute> |
|
|
3232 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
3233 | </attribute> |
|
|
3234 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
3235 | </attribute> |
|
|
3236 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
3237 | </attribute> |
|
|
3238 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
3239 | </attribute> |
|
|
3240 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
3241 | </attribute> |
|
|
3242 | <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int"> |
|
|
3243 | </attribute> |
|
|
3244 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
3245 | </attribute> |
|
|
3246 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
3247 | </attribute> |
|
|
3248 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
3249 | </attribute> |
|
|
3250 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
3251 | </attribute> |
|
|
3252 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
|
|
3253 | </attribute> |
|
|
3254 | </section> |
|
|
3255 | <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> |
3172 | <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> |
3256 | </attribute> |
3173 | </attribute> |
3257 | </type> |
3174 | </type> |
3258 | |
3175 | |
3259 | <!--####################################################################--> |
3176 | <!--####################################################################--> |
… | |
… | |
3264 | <attribute arch="name_pl" /> |
3181 | <attribute arch="name_pl" /> |
3265 | <attribute arch="nrof" /> |
3182 | <attribute arch="nrof" /> |
3266 | <attribute arch="value" /> |
3183 | <attribute arch="value" /> |
3267 | <attribute arch="unpaid" /> |
3184 | <attribute arch="unpaid" /> |
3268 | </ignore> |
3185 | </ignore> |
3269 | <description><![CDATA[ |
3186 | <description> |
3270 | A grimreaper is a monster that vanishes after it did some number of |
3187 | A grimreaper is a monster that vanishes after it did some number of |
3271 | draining attacks. ]]> <!-- XXX: is this ok? --> |
3188 | draining attacks. |
3272 | </description> |
3189 | </description> |
3273 | <section name="grimreaper"> |
3190 | <section name="grimreaper"> |
3274 | <attribute arch="value" editor="attacks" type="int"> |
3191 | <attribute arch="value" editor="attacks" type="int"> |
3275 | The object vanishes after this number of draining attacks. |
3192 | The object vanishes after this number of draining attacks. |
3276 | </attribute> |
3193 | </attribute> |
… | |
… | |
3284 | </ignore> |
3201 | </ignore> |
3285 | <description><![CDATA[ |
3202 | <description><![CDATA[ |
3286 | As the name implies, mood floors can change the "mood" of |
3203 | As the name implies, mood floors can change the "mood" of |
3287 | a monsters/NPC. For example, an unagressive monster could be |
3204 | a monsters/NPC. For example, an unagressive monster could be |
3288 | turned mad to start attacking. Similar, an agressive monster |
3205 | turned mad to start attacking. Similar, an agressive monster |
3289 | could be calmed. ]]> |
3206 | could be calmed.]]> |
3290 | </description> |
3207 | </description> |
3291 | <use><![CDATA[ |
3208 | <use><![CDATA[ |
3292 | Mood floors are absolutely cool for NPC interaction. To make an |
3209 | Mood floors are absolutely cool for NPC interaction. To make an |
3293 | unaggressive monster/NPC attack, put a creator with "other_arch |
3210 | unaggressive monster/NPC attack, put a creator with "other_arch |
3294 | furious_floor" under it. Connect the creator to a magic_ear, so the |
3211 | furious_floor" under it. Connect the creator to a magic_ear, so the |
… | |
… | |
3298 | it directly to a magic_ear. Then the player speaks a keyword like |
3215 | it directly to a magic_ear. Then the player speaks a keyword like |
3299 | "help me" - and the NPC joins him as pet. |
3216 | "help me" - and the NPC joins him as pet. |
3300 | <br><br> |
3217 | <br><br> |
3301 | (Of course you must always give clear hints about keywords! |
3218 | (Of course you must always give clear hints about keywords! |
3302 | And there is no reason why you couldn't use a button/lever/pedestal |
3219 | And there is no reason why you couldn't use a button/lever/pedestal |
3303 | etc. instead of a magic_ear.) ]]> |
3220 | etc. instead of a magic_ear.)]]> |
3304 | </use> |
3221 | </use> |
3305 | <attribute arch="no_pick" value="1" type="fixed" /> |
3222 | <attribute arch="no_pick" value="1" type="fixed" /> |
3306 | <attribute arch="last_sp" editor="mood" type="list_mood"> |
3223 | <attribute arch="last_sp" editor="mood" type="list_mood"> |
3307 | <mood> is used to determine what will happen to the |
3224 | <mood> is used to determine what will happen to the |
3308 | monster when affected by the mood floor: |
3225 | monster when affected by the mood floor: |
… | |
… | |
3352 | can monsters. Motion is involuntary. Additionally, players or |
3269 | can monsters. Motion is involuntary. Additionally, players or |
3353 | monsters can be "frozen" while ontop of movers so that they MUST |
3270 | monsters can be "frozen" while ontop of movers so that they MUST |
3354 | move along a chain of them. |
3271 | move along a chain of them. |
3355 | <br><br> |
3272 | <br><br> |
3356 | Multisquare monsters can be moved as well, given |
3273 | Multisquare monsters can be moved as well, given |
3357 | enough space. Movers are usually invisible. ]]> |
3274 | enough space. Movers are usually invisible.]]> |
3358 | </description> |
3275 | </description> |
3359 | <use><![CDATA[ |
3276 | <use><![CDATA[ |
3360 | NEVER EVER consider a mover being unpassable in the backwards |
3277 | NEVER EVER consider a mover being unpassable in the backwards |
3361 | direction. Setting "forced movement" makes it seemingly impossible |
3278 | direction. Setting "forced movement" makes it seemingly impossible |
3362 | but there is still a trick: One player can push a second player |
3279 | but there is still a trick: One player can push a second player |
… | |
… | |
3369 | cannot be discovered with the show_invisible spell. |
3286 | cannot be discovered with the show_invisible spell. |
3370 | <br><br> |
3287 | <br><br> |
3371 | Note that Movers and Directors are seperate objects, even though |
3288 | Note that Movers and Directors are seperate objects, even though |
3372 | they look and act similar. Directors only do spells/missiles, |
3289 | they look and act similar. Directors only do spells/missiles, |
3373 | while movers only do living creatures (depending on how it |
3290 | while movers only do living creatures (depending on how it |
3374 | is set: monsters and players). ]]> |
3291 | is set: monsters and players).]]> |
3375 | </use> |
3292 | </use> |
3376 | <attribute arch="attacktype" editor="forced movement" type="bool"> |
3293 | <attribute arch="attacktype" editor="forced movement" type="bool"> |
3377 | If forced movement is enabled, the mover "freezes" anyone it |
3294 | If forced movement is enabled, the mover "freezes" anyone it |
3378 | moves (so they are forced to move along a chain). |
3295 | moves (so they are forced to move along a chain). |
3379 | For players there is no way to escape this forced movement, |
3296 | For players there is no way to escape this forced movement, |
… | |
… | |
3431 | <ignore_list name="non_pickable" /> |
3348 | <ignore_list name="non_pickable" /> |
3432 | </ignore> |
3349 | </ignore> |
3433 | <description><![CDATA[ |
3350 | <description><![CDATA[ |
3434 | Pedestals are designed to detect certain types of living objects. |
3351 | Pedestals are designed to detect certain types of living objects. |
3435 | When a predefined type of living creature steps on the pedestal, the |
3352 | When a predefined type of living creature steps on the pedestal, the |
3436 | connected value is triggered. ]]> |
3353 | connected value is triggered.]]> |
3437 | </description> |
3354 | </description> |
3438 | <use><![CDATA[ |
3355 | <use><![CDATA[ |
3439 | If you want to create a place where only players of a certain race |
3356 | If you want to create a place where only players of a certain race |
3440 | can enter, put a teleporter over your pedestal. So the teleporter is |
3357 | can enter, put a teleporter over your pedestal. So the teleporter is |
3441 | only activated for players of the matching race. Do not use gates, |
3358 | only activated for players of the matching race. Do not use gates, |
3442 | because many other players could sneak in. If you put powerful |
3359 | because many other players could sneak in. If you put powerful |
3443 | artifacts into such places, generally set "startequip 1", so that |
3360 | artifacts into such places, generally set "startequip 1", so that |
3444 | they are preserved for that one race and can't be traded to others. ]]> |
3361 | they are preserved for that one race and can't be traded to others.]]> |
3445 | </use> |
3362 | </use> |
3446 | <attribute arch="no_pick" value="1" type="fixed" /> |
3363 | <attribute arch="no_pick" value="1" type="fixed" /> |
3447 | <attribute arch="slaying" editor="match race" type="string"> |
3364 | <attribute arch="slaying" editor="match race" type="string"> |
3448 | the <match race> defines the object we're looking for. If <match race> |
3365 | the <match race> defines the object we're looking for. If <match race> |
3449 | matches the monster's or the player's race, we have a match. |
3366 | matches the monster's or the player's race, we have a match. |
… | |
… | |
3467 | <ignore_list name="non_pickable" /> |
3384 | <ignore_list name="non_pickable" /> |
3468 | </ignore> |
3385 | </ignore> |
3469 | <description><![CDATA[ |
3386 | <description><![CDATA[ |
3470 | Pits are holes, transporting the player when he walks (and falls) into them. |
3387 | Pits are holes, transporting the player when he walks (and falls) into them. |
3471 | A speciality about pits is that they don't transport the player to |
3388 | A speciality about pits is that they don't transport the player to |
3472 | the exact destination, but within a two-square radius of the destination |
3389 | the exact destination, but within a configurable radius of the destination |
3473 | (never on blocked squares).<br> |
3390 | (never on blocked squares).<br> |
3474 | Optionally, pits can get closed and opened, similar to gates.<br><br> |
3391 | Optionally, pits can get closed and opened, similar to gates.<br><br> |
3475 | Monsters and items are affected by pits just as well as players. |
3392 | Monsters and items are affected by pits just as well as players. |
3476 | Even multipart monsters can fall through them, given enough space. ]]> |
3393 | Even multipart monsters can fall through them, given enough space.]]> |
3477 | </description> |
3394 | </description> |
3478 | <use><![CDATA[ |
3395 | <use><![CDATA[ |
3479 | Pits can add interesting effects to your map. When using them, make |
3396 | Pits can add interesting effects to your map. When using them, make |
3480 | sure to use them in a "logical way": Pits should always drop the |
3397 | sure to use them in a "logical way": Pits should always drop the |
3481 | player to some kind of lower level. They should not be used to |
3398 | player to some kind of lower level. They should not be used to |
3482 | randomly interconnect maps like teleporters do. ]]> |
3399 | randomly interconnect maps like teleporters do.]]> |
3483 | </use> |
3400 | </use> |
3484 | <attribute arch="no_pick" value="1" type="fixed" /> |
3401 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
3402 | <attribute arch="range" editor="spread radius" type="int"> |
|
|
3403 | The radius of the square area that the pit will randomly put the player into (0 to 3). |
|
|
3404 | </attribute> |
3485 | <attribute arch="connected" editor="connection" type="int"> |
3405 | <attribute arch="connected" editor="connection" type="int"> |
3486 | When a <connection> value is set, the pit can be opened/closed |
3406 | When a <connection> value is set, the pit can be opened/closed |
3487 | by activating the connection. |
3407 | by activating the connection. |
3488 | </attribute> |
3408 | </attribute> |
|
|
3409 | &activate_on; |
3489 | <attribute arch="hp" editor="destination X" type="int"> |
3410 | <attribute arch="hp" editor="destination X" type="int"> |
3490 | The pit will transport creatures (and items) randomly into a two-square |
3411 | The pit will transport creatures (and items) randomly into a two-square |
3491 | radius of the destination coordinates. |
3412 | radius of the destination coordinates. |
3492 | If the destination square becomes blocked, the pit will act like |
3413 | If the destination square becomes blocked, the pit will act like |
3493 | being filled up and not work anymore! |
3414 | being filled up and not work anymore! |
… | |
… | |
3509 | |
3430 | |
3510 | <!--####################################################################--> |
3431 | <!--####################################################################--> |
3511 | <type number="7" name="Poison Food"> |
3432 | <type number="7" name="Poison Food"> |
3512 | <description><![CDATA[ |
3433 | <description><![CDATA[ |
3513 | When eating, the player's stomache is drained by 1/4 of food. |
3434 | When eating, the player's stomache is drained by 1/4 of food. |
3514 | If his food drops to zero, the player might even die. ]]> |
3435 | If his food drops to zero, the player might even die.]]> |
3515 | </description> |
3436 | </description> |
3516 | </type> |
3437 | </type> |
3517 | |
3438 | |
3518 | <!--####################################################################--> |
3439 | <!--####################################################################--> |
3519 | <type number="5" name="Potion"> |
3440 | <type number="5" name="Potion"> |
3520 | <description><![CDATA[ |
3441 | <description><![CDATA[ |
3521 | The player can drink these and gain various kinds of benefits |
3442 | The player can drink these and gain various kinds of benefits |
3522 | (/penalties) by doing so. ]]> |
3443 | (/penalties) by doing so.]]> |
3523 | </description> |
3444 | </description> |
3524 | <use><![CDATA[ |
3445 | <use><![CDATA[ |
3525 | One potion should never give multiple benefits at once. ]]> |
3446 | One potion should never give multiple benefits at once.]]> |
3526 | </use> |
3447 | </use> |
3527 | <attribute arch="level" editor="potion level" type="int"> |
3448 | <attribute arch="level" editor="potion level" type="int"> |
3528 | If the potion contains a spell, the spell is cast at this level. |
3449 | If the potion contains a spell, the spell is cast at this level. |
3529 | For other potions it should be set at least to 1. |
3450 | For other potions it should be set at least to 1. |
3530 | </attribute> |
3451 | </attribute> |
… | |
… | |
3548 | </attribute> |
3469 | </attribute> |
3549 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
3470 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
3550 | A godgiven item vanishes as soon as the player |
3471 | A godgiven item vanishes as soon as the player |
3551 | drops it to the ground. |
3472 | drops it to the ground. |
3552 | </attribute> |
3473 | </attribute> |
3553 | <section name="stats"> |
3474 | &player_stat_resist_sections; |
3554 | <attribute arch="Str" editor="strength" type="int"> |
|
|
3555 | The player's strentgh will rise/fall by the given value for permanent |
|
|
3556 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3557 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3558 | stats if positive. |
|
|
3559 | </attribute> |
|
|
3560 | <attribute arch="Dex" editor="dexterity" type="int"> |
|
|
3561 | The player's dexterity will rise/fall by the given value for permanent |
|
|
3562 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3563 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3564 | stats if positive. |
|
|
3565 | </attribute> |
|
|
3566 | <attribute arch="Con" editor="constitution" type="int"> |
|
|
3567 | The player's constitution will rise/fall by the given value for permanent |
|
|
3568 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3569 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3570 | stats if positive. |
|
|
3571 | </attribute> |
|
|
3572 | <attribute arch="Int" editor="intelligence" type="int"> |
|
|
3573 | The player's intelligence will rise/fall by the given value for permanent |
|
|
3574 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3575 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3576 | stats if positive. |
|
|
3577 | </attribute> |
|
|
3578 | <attribute arch="Pow" editor="power" type="int"> |
|
|
3579 | The player's power will rise/fall by the given value for permanent |
|
|
3580 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3581 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3582 | stats if positive. |
|
|
3583 | </attribute> |
|
|
3584 | <attribute arch="Wis" editor="wisdom" type="int"> |
|
|
3585 | The player's wisdom will rise/fall by the given value for permanent |
|
|
3586 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3587 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3588 | stats if positive. |
|
|
3589 | </attribute> |
|
|
3590 | <attribute arch="Cha" editor="charisma" type="int"> |
|
|
3591 | The player's charisma will rise/fall by the given value for permanent |
|
|
3592 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3593 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3594 | stats if positive. |
|
|
3595 | </attribute> |
|
|
3596 | </section> |
|
|
3597 | <section name="resistance"> |
|
|
3598 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
3599 | The player's resistance to physical will rise by this value in percent |
|
|
3600 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3601 | add on the values from the player's equipment. |
|
|
3602 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3603 | </attribute> |
|
|
3604 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
3605 | The player's resistance to magic will rise by this value in percent |
|
|
3606 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3607 | add on the values from the player's equipment. |
|
|
3608 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3609 | </attribute> |
|
|
3610 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
3611 | The player's resistance to fire will rise by this value in percent |
|
|
3612 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3613 | add on the values from the player's equipment. |
|
|
3614 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3615 | </attribute> |
|
|
3616 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
3617 | The player's resistance to electricity will rise by this value in percent |
|
|
3618 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3619 | add on the values from the player's equipment. |
|
|
3620 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3621 | </attribute> |
|
|
3622 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
3623 | The player's resistance to cold will rise by this value in percent |
|
|
3624 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3625 | add on the values from the player's equipment. |
|
|
3626 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3627 | </attribute> |
|
|
3628 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
3629 | The player's resistance to acid will rise by this value in percent |
|
|
3630 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3631 | add on the values from the player's equipment. |
|
|
3632 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3633 | </attribute> |
|
|
3634 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
3635 | The player's resistance to confusion will rise by this value in percent |
|
|
3636 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3637 | add on the values from the player's equipment. |
|
|
3638 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3639 | </attribute> |
|
|
3640 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
3641 | The player's resistance to weaponmagic will rise by this value in percent |
|
|
3642 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3643 | add on the values from the player's equipment. |
|
|
3644 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3645 | </attribute> |
|
|
3646 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
3647 | The player's resistance to paralyze will rise by this value in percent |
|
|
3648 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3649 | add on the values from the player's equipment. |
|
|
3650 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3651 | </attribute> |
|
|
3652 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
3653 | The player's resistance to draining will rise by this value in percent |
|
|
3654 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3655 | add on the values from the player's equipment. |
|
|
3656 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3657 | </attribute> |
|
|
3658 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
3659 | The player's resistance to depletion will rise by this value in percent |
|
|
3660 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3661 | add on the values from the player's equipment. |
|
|
3662 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3663 | </attribute> |
|
|
3664 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
3665 | The player's resistance to poison will rise by this value in percent |
|
|
3666 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3667 | add on the values from the player's equipment. |
|
|
3668 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3669 | </attribute> |
|
|
3670 | </section> |
|
|
3671 | </type> |
3475 | </type> |
3672 | |
3476 | |
3673 | <!--####################################################################--> |
3477 | <!--####################################################################--> |
3674 | <type number="156" name="Power Crystal"> |
3478 | <type number="156" name="Power Crystal"> |
3675 | <description><![CDATA[ |
3479 | <description><![CDATA[ |
3676 | Power crystals can store a player's mana: |
3480 | Power crystals can store a player's mana: |
3677 | When the player applies the crystal with full mana, half of |
3481 | When the player applies the crystal with full mana, half of |
3678 | it flows into the crystal. When the player applies it with |
3482 | it flows into the crystal. When the player applies it with |
3679 | lacking mana, the crystal replenishes the player's mana. ]]> |
3483 | lacking mana, the crystal replenishes the player's mana.]]> |
3680 | </description> |
3484 | </description> |
3681 | <attribute arch="sp" editor="initial mana" type="int"> |
3485 | <attribute arch="sp" editor="initial mana" type="int"> |
3682 | <initial mana> is the amount of spellpoints that the |
3486 | <initial mana> is the amount of spellpoints that the |
3683 | crystal holds when the map is loaded. |
3487 | crystal holds when the map is loaded. |
3684 | </attribute> |
3488 | </attribute> |
… | |
… | |
3696 | Projectiles like arrows/crossbow bolts are used as ammunition |
3500 | Projectiles like arrows/crossbow bolts are used as ammunition |
3697 | for shooting weapons. |
3501 | for shooting weapons. |
3698 | <br><br> |
3502 | <br><br> |
3699 | It's very easy to add new pairs of weapons & projectiles. |
3503 | It's very easy to add new pairs of weapons & projectiles. |
3700 | Just set matching <ammunition class> both for shooting |
3504 | Just set matching <ammunition class> both for shooting |
3701 | weapon and projectile. ]]> |
3505 | weapon and projectile.]]> |
3702 | </description> |
3506 | </description> |
3703 | <use><![CDATA[ |
3507 | <use><![CDATA[ |
3704 | If you want to create new kinds of projectiles, you could |
3508 | If you want to create new kinds of projectiles, you could |
3705 | add an alchemical receipe to create these. |
3509 | add an alchemical receipe to create these. |
3706 | |
3510 | |
3707 | Don't create new pairs of weapons & projectiles unless |
3511 | Don't create new pairs of weapons & projectiles unless |
3708 | they really fullfill a useful purpose. In fact, even bows |
3512 | they really fullfill a useful purpose. In fact, even bows |
3709 | and crossbows are rarely ever used. ]]> |
3513 | and crossbows are rarely ever used.]]> |
3710 | </use> |
3514 | </use> |
3711 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3515 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3712 | This number is a bitmask, specifying the projectile's attacktypes. |
3516 | This number is a bitmask, specifying the projectile's attacktypes. |
3713 | Attacktypes are: physical, magical, fire, cold.. etc. |
3517 | Attacktypes are: physical, magical, fire, cold.. etc. |
3714 | This works identical to melee weapons. Note that shooting |
3518 | This works identical to melee weapons. Note that shooting |
… | |
… | |
3776 | <type number="70" name="Ring"> |
3580 | <type number="70" name="Ring"> |
3777 | <import_type name="Amulet" /> |
3581 | <import_type name="Amulet" /> |
3778 | <description><![CDATA[ |
3582 | <description><![CDATA[ |
3779 | Rings are worn on the hands - one ring each. |
3583 | Rings are worn on the hands - one ring each. |
3780 | Wearing rings, the object's stats will directly be inherited to |
3584 | Wearing rings, the object's stats will directly be inherited to |
3781 | the player. Usually enhancing his spellcasting potential. ]]> |
3585 | the player. Usually enhancing his spellcasting potential.]]> |
3782 | </description> |
3586 | </description> |
3783 | <use><![CDATA[ |
3587 | <use><![CDATA[ |
3784 | When you create an artifact ring, never forget that players can |
3588 | When you create an artifact ring, never forget that players can |
3785 | wear <B>two</B> rings! Due to that it is extremely important to |
3589 | wear <B>two</B> rings! Due to that it is extremely important to |
3786 | keep rings in balance with the game. |
3590 | keep rings in balance with the game. |
3787 | <br><br> |
3591 | <br><br> |
3788 | Also keep in mind that rings are generally the wizard's tools. |
3592 | Also keep in mind that rings are generally the wizard's tools. |
3789 | They should primarily grant bonuses to spellcasting abilities |
3593 | They should primarily grant bonuses to spellcasting abilities |
3790 | and non-physical resistances. ]]> |
3594 | and non-physical resistances.]]> |
3791 | </use> |
3595 | </use> |
3792 | </type> |
3596 | </type> |
3793 | |
3597 | |
3794 | <!--####################################################################--> |
3598 | <!--####################################################################--> |
3795 | <type number="3" name="Rod"> |
3599 | <type number="3" name="Rod"> |
… | |
… | |
3798 | </ignore> |
3602 | </ignore> |
3799 | <description><![CDATA[ |
3603 | <description><![CDATA[ |
3800 | A rod contains a spell. The player can use this spell by applying and |
3604 | A rod contains a spell. The player can use this spell by applying and |
3801 | fireing the rod. Rods need time to regenerate their "internal" spellpoints, |
3605 | fireing the rod. Rods need time to regenerate their "internal" spellpoints, |
3802 | lowering the effectiveness in combat. But unlike wands/scrolls, rods can be |
3606 | lowering the effectiveness in combat. But unlike wands/scrolls, rods can be |
3803 | used endlessly. ]]> |
3607 | used endlessly.]]> |
3804 | </description> |
3608 | </description> |
3805 | <use><![CDATA[ |
3609 | <use><![CDATA[ |
3806 | Rods with healing/curing spells are extremely powerful. Usually, potions have |
3610 | Rods with healing/curing spells are extremely powerful. Usually, potions have |
3807 | to be used for that purpose. Though, potions are expensive and only good for |
3611 | to be used for that purpose. Though, potions are expensive and only good for |
3808 | one-time-use.<br> ]]> |
3612 | one-time-use.<br>]]> |
3809 | </use> |
3613 | </use> |
3810 | <attribute arch="sp" editor="spell" type="spell"> |
3614 | <attribute arch="sp" editor="spell" type="spell"> |
3811 | Sets the <spell> of the rod. Consider twice before handing out special |
3615 | Sets the <spell> of the rod. Consider twice before handing out special |
3812 | rods to players, since they can be used endlessly without any mana cost! |
3616 | rods to players, since they can be used endlessly without any mana cost! |
3813 | Rods with heal/ restoration/ protection spells, IF available, MUST be |
3617 | Rods with heal/ restoration/ protection spells, IF available, MUST be |
… | |
… | |
3853 | Runes hit any monster or person who steps on them for 'dam' damage in |
3657 | Runes hit any monster or person who steps on them for 'dam' damage in |
3854 | 'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3658 | 'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3855 | and will cast this spell when it detonates. Yet another kind is the |
3659 | and will cast this spell when it detonates. Yet another kind is the |
3856 | "summoning rune", summoning predefined monsters of any kind, at detonation. |
3660 | "summoning rune", summoning predefined monsters of any kind, at detonation. |
3857 | <br><br> |
3661 | <br><br> |
3858 | Many runes are already defined in the archetypes. ]]> |
3662 | Many runes are already defined in the archetypes.]]> |
3859 | </description> |
3663 | </description> |
3860 | <use><![CDATA[ |
3664 | <use><![CDATA[ |
3861 | Avoid monsters stepping on your runes. For example, summoning runes |
3665 | Avoid monsters stepping on your runes. For example, summoning runes |
3862 | together with spellcasting- and attack-runes is usually a bad idea. ]]> |
3666 | together with spellcasting- and attack-runes is usually a bad idea.]]> |
3863 | </use> |
3667 | </use> |
3864 | <attribute arch="no_pick" value="1" type="fixed" /> |
3668 | <attribute arch="no_pick" value="1" type="fixed" /> |
3865 | &move_on; |
3669 | &move_on; |
3866 | <attribute arch="level" editor="rune level" type="int"> |
3670 | <attribute arch="level" editor="rune level" type="int"> |
3867 | This value sets the level the rune will cast the spell it contains at, |
3671 | This value sets the level the rune will cast the spell it contains at, |
… | |
… | |
3935 | <ignore_list name="non_pickable" /> |
3739 | <ignore_list name="non_pickable" /> |
3936 | </ignore> |
3740 | </ignore> |
3937 | <description><![CDATA[ |
3741 | <description><![CDATA[ |
3938 | When the player applies a savebed, he is not only saved. Both his |
3742 | When the player applies a savebed, he is not only saved. Both his |
3939 | respawn-after-death and his word-of-recall positions are pointing |
3743 | respawn-after-death and his word-of-recall positions are pointing |
3940 | to the last-applied savebed. ]]> |
3744 | to the last-applied savebed.]]> |
3941 | </description> |
3745 | </description> |
3942 | <use><![CDATA[ |
3746 | <use><![CDATA[ |
3943 | Put savebed locations in towns, do not put them into dungeons. |
3747 | Put savebed locations in towns, do not put them into dungeons. |
3944 | It is absolutely neccessary that a place with savebeds is 100% secure. |
3748 | It is absolutely neccessary that a place with savebeds is 100% secure. |
3945 | That means: |
3749 | That means: |
3946 | <UL> |
3750 | <UL> |
3947 | <LI> Monsters must not be able to reach the savebeds under any circumstances! |
3751 | <LI> Monsters must not be able to reach the savebeds under any circumstances! |
3948 | <LI> If there are NPCs around, make sure they have the friendly-flag set. |
3752 | <LI> If there are NPCs around, make sure they have the friendly-flag set. |
3949 | <LI> Insert a relyable exit! Make sure there is no possibility that |
3753 | <LI> Insert a reliable exit! Make sure there is no possibility that |
3950 | players get trapped in a savebed location. |
3754 | players get trapped in a savebed location. |
3951 | <LI> If possible, mark the whole site as no-spell area (Insert this |
3755 | <LI> If possible, mark the whole site as no-spell area (Insert this |
3952 | arch called "dungeon_magic" everywhere). This is not required, |
3756 | arch called "dungeon_magic" everywhere). This is not required, |
3953 | but it makes the place much more safe. |
3757 | but it makes the place much more safe. |
3954 | </UL> ]]> |
3758 | </UL>]]> |
3955 | </use> |
3759 | </use> |
3956 | <attribute arch="no_pick" value="1" type="fixed" /> |
3760 | <attribute arch="no_pick" value="1" type="fixed" /> |
3957 | <attribute arch="no_magic" value="1" type="fixed" /> |
3761 | <attribute arch="no_magic" value="1" type="fixed" /> |
3958 | <attribute arch="damned" value="1" type="fixed" /> |
3762 | <attribute arch="damned" value="1" type="fixed" /> |
3959 | </type> |
3763 | </type> |
… | |
… | |
3966 | <description><![CDATA[ |
3770 | <description><![CDATA[ |
3967 | Scrolls contain spells (similar to spell-potions). Unlike potions, |
3771 | Scrolls contain spells (similar to spell-potions). Unlike potions, |
3968 | scrolls require a certain literacy skill to read successfully. |
3772 | scrolls require a certain literacy skill to read successfully. |
3969 | Accordingly, for a successful reading, a small amount of |
3773 | Accordingly, for a successful reading, a small amount of |
3970 | experience is gained. Scrolls allow only one time usage, but |
3774 | experience is gained. Scrolls allow only one time usage, but |
3971 | usually they are sold in bulks. ]]> |
3775 | usually they are sold in bulks.]]> |
3972 | </description> |
3776 | </description> |
3973 | <use><![CDATA[ |
3777 | <use><![CDATA[ |
3974 | For low level quests, scrolls of healing/curing-spells |
3778 | For low level quests, scrolls of healing/curing-spells |
3975 | can be a nice reward. At higher levels, scrolls become less |
3779 | can be a nice reward. At higher levels, scrolls become less |
3976 | and less useful. ]]> |
3780 | and less useful.]]> |
3977 | </use> |
3781 | </use> |
3978 | <attribute arch="level" editor="casting level" type="int"> |
3782 | <attribute arch="level" editor="casting level" type="int"> |
3979 | The spell of the scroll will be casted at this level. |
3783 | The spell of the scroll will be casted at this level. |
3980 | This value should always be set, at least to 1. |
3784 | This value should always be set, at least to 1. |
3981 | </attribute> |
3785 | </attribute> |
… | |
… | |
3993 | <type number="33" name="Shield"> |
3797 | <type number="33" name="Shield"> |
3994 | <import_type name="Amulet" /> |
3798 | <import_type name="Amulet" /> |
3995 | <description><![CDATA[ |
3799 | <description><![CDATA[ |
3996 | Wearing a shield, the object's stats will directly be inherited to |
3800 | Wearing a shield, the object's stats will directly be inherited to |
3997 | the player. Shields usually provide good defense, only surpassed |
3801 | the player. Shields usually provide good defense, only surpassed |
3998 | by brestplate armour. Resistances on shields aren't uncommon either. ]]> |
3802 | by brestplate armour. Resistances on shields aren't uncommon either.]]> |
3999 | </description> |
3803 | </description> |
4000 | <use><![CDATA[ |
3804 | <use><![CDATA[ |
4001 | Feel free to create your own special artifacts. However, it is very |
3805 | Feel free to create your own special artifacts. However, it is very |
4002 | important that you keep your artifact in balance with existing maps. ]]> |
3806 | important that you keep your artifact in balance with existing maps.]]> |
4003 | </use> |
3807 | </use> |
4004 | <attribute arch="magic" editor="magic bonus" type="int"> |
3808 | <attribute arch="magic" editor="magic bonus" type="int"> |
4005 | <magic bonus> works just like ac, except that it can be improved by |
3809 | <magic bonus> works just like ac, except that it can be improved by |
4006 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
3810 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
4007 | than direct armour-class bonus on the shield. |
3811 | than direct armour-class bonus on the shield. |
… | |
… | |
4009 | </type> |
3813 | </type> |
4010 | |
3814 | |
4011 | <!--####################################################################--> |
3815 | <!--####################################################################--> |
4012 | <type number="14" name="Shooting Weapon"> |
3816 | <type number="14" name="Shooting Weapon"> |
4013 | <description><![CDATA[ |
3817 | <description><![CDATA[ |
4014 | Schooting weapons like bows/crossbows are used to shoot projectiles |
3818 | Shooting weapons like bows/crossbows are used to shoot projectiles |
4015 | (arrows/bolts). Shooting weapons and normal (melee) weapons can be |
3819 | (arrows/bolts). Shooting weapons and normal (melee) weapons can be |
4016 | wielded both at the same time. Like with any other equipment, |
3820 | wielded both at the same time. Like with any other equipment, |
4017 | stats/bonuses from shooting weapons are directly inherited to the player. |
3821 | stats/bonuses from shooting weapons are directly inherited to the player. |
4018 | <br><br> |
3822 | <br><br> |
4019 | It's very easy to add new pairs of weapons & projectiles. |
3823 | It's very easy to add new pairs of weapons & projectiles. |
4020 | Just set matching <ammunition class> both for shooting |
3824 | Just set matching <ammunition class> both for shooting |
4021 | weapon and projectile. ]]> |
3825 | weapon and projectile.]]> |
4022 | </description> |
3826 | </description> |
4023 | <use><![CDATA[ |
3827 | <use><![CDATA[ |
4024 | Shooting weapons should not add bonuses in general. There's already |
3828 | Shooting weapons should not add bonuses in general. There's already |
4025 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
3829 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
4026 | Schooting weapons should especially not add bonuses to the player |
3830 | Shooting weapons should especially not add bonuses to the player |
4027 | that have nothing to do with schooting. A Wisdom bonus on a bow |
3831 | 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 |
3832 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
4029 | - still crap. ]]> |
3833 | - still crap.]]> |
4030 | </use> |
3834 | </use> |
4031 | <attribute arch="race" editor="ammunition class" type="string"> |
3835 | <attribute arch="race" editor="ammunition class" type="string"> |
4032 | Only projectiles with matching <ammunition class> can be fired |
3836 | Only projectiles with matching <ammunition class> can be fired |
4033 | with this weapon. For normal bows set "arrows", for normal |
3837 | with this weapon. For normal bows set "arrows", for normal |
4034 | crossbows set "crossbow bolts". |
3838 | crossbows set "crossbow bolts". |
… | |
… | |
4063 | amount of <item power>, depending on their own level. This is the |
3867 | amount of <item power>, depending on their own level. This is the |
4064 | only way to prevent low level players to wear "undeserved" equipment |
3868 | only way to prevent low level players to wear "undeserved" equipment |
4065 | (like gifts from other players or cheated items). |
3869 | (like gifts from other players or cheated items). |
4066 | |
3870 | |
4067 | It is very important to adjust the <item power> value carefully |
3871 | It is very important to adjust the <item power> value carefully |
4068 | for every artifact you create! If zero/unset, the CF server will |
3872 | for every artifact you create! If zero/unset, the Deliantra server will |
4069 | calculate a provisional value at runtime, but this is never |
3873 | calculate a provisional value at runtime, but this is never |
4070 | going to be an accurate measurement of <item power>. |
3874 | going to be an accurate measurement of <item power>. |
4071 | </attribute> |
3875 | </attribute> |
4072 | <attribute arch="no_strength" editor="ignore strength" type="bool"> |
3876 | <attribute arch="no_strength" editor="ignore strength" type="bool"> |
4073 | Usually the player's strentgh takes effect on the damage |
3877 | Usually the player's strentgh takes effect on the damage |
… | |
… | |
4155 | These items are all flagged as unpaid. |
3959 | These items are all flagged as unpaid. |
4156 | When a player drops an item onto shop floor, the item becomes |
3960 | When a player drops an item onto shop floor, the item becomes |
4157 | unpaid and the player receives payment according to the item's |
3961 | unpaid and the player receives payment according to the item's |
4158 | selling-value. |
3962 | selling-value. |
4159 | Shopfloor always prevents magic (To hinder players from burning |
3963 | Shopfloor always prevents magic (To hinder players from burning |
4160 | or freezing the goods). ]]> |
3964 | or freezing the goods).]]> |
4161 | </description> |
3965 | </description> |
4162 | <use><![CDATA[ |
3966 | <use><![CDATA[ |
4163 | Tile your whole shop-interior space which shop floor. |
3967 | Tile your whole shop-interior space which shop floor. |
4164 | (That assures players receive payment for dropping items). |
3968 | (That assures players receive payment for dropping items). |
4165 | Place shop mats to enter/leave the shop, and make sure |
3969 | Place shop mats to enter/leave the shop, and make sure |
4166 | there is no other exit than the shop mat. ]]> |
3970 | there is no other exit than the shop mat.]]> |
4167 | </use> |
3971 | </use> |
4168 | <attribute arch="is_floor" value="1" type="fixed" /> |
3972 | <attribute arch="is_floor" value="1" type="fixed" /> |
4169 | <attribute arch="no_pick" value="1" type="fixed" /> |
3973 | <attribute arch="no_pick" value="1" type="fixed" /> |
4170 | <attribute arch="no_magic" value="1" type="fixed" /> |
3974 | <attribute arch="no_magic" value="1" type="fixed" /> |
4171 | <attribute arch="auto_apply" editor="generate goods" type="bool"> |
3975 | <attribute arch="auto_apply" editor="generate goods" type="bool"> |
… | |
… | |
4205 | "shopping-area" and one outside. Shop mats don't use exit paths/ |
4009 | "shopping-area" and one outside. Shop mats don't use exit paths/ |
4206 | or -destinations. When stepping onto a shopmat the player gets beamed |
4010 | or -destinations. When stepping onto a shopmat the player gets beamed |
4207 | to the nearest other mat. If the player has unpaid items in his |
4011 | to the nearest other mat. If the player has unpaid items in his |
4208 | inventory, the price gets charged from his coins automatically. |
4012 | inventory, the price gets charged from his coins automatically. |
4209 | If the player has insufficient coins to buy his unpaid items, he |
4013 | If the player has insufficient coins to buy his unpaid items, he |
4210 | is unable to pass any shopmat (So he has to drop unpaid items). ]]> |
4014 | is unable to pass any shopmat (So he has to drop unpaid items).]]> |
4211 | </description> |
4015 | </description> |
4212 | <use><![CDATA[ |
4016 | <use><![CDATA[ |
4213 | As stated above, always place TWO shop mats into your shop. |
4017 | As stated above, always place TWO shop mats into your shop. |
4214 | Not more and not less than that. ]]> |
4018 | Not more and not less than that.]]> |
4215 | </use> |
4019 | </use> |
4216 | <attribute arch="no_pick" value="1" type="fixed" /> |
4020 | <attribute arch="no_pick" value="1" type="fixed" /> |
4217 | &move_on; |
4021 | &move_on; |
4218 | </type> |
4022 | </type> |
4219 | |
4023 | |
… | |
… | |
4224 | </ignore> |
4028 | </ignore> |
4225 | <description><![CDATA[ |
4029 | <description><![CDATA[ |
4226 | The purpose of a sign or magic_mouth is to display a certain message to |
4030 | The purpose of a sign or magic_mouth is to display a certain message to |
4227 | the player. There are three ways to have the player get this message: |
4031 | the player. There are three ways to have the player get this message: |
4228 | The player walking onto it (-> magic_mouth), the player pressing <a>pply |
4032 | The player walking onto it (-> magic_mouth), the player pressing <a>pply |
4229 | (-> sign) or the player triggering a button/handle/etc (-> magic_mouth). ]]> |
4033 | (-> sign) or the player triggering a button/handle/etc (-> magic_mouth).]]> |
4230 | </description> |
4034 | </description> |
4231 | <use><![CDATA[ |
4035 | <use><![CDATA[ |
4232 | Use signs and magic_mouths, plenty of them! Place magic_mouths to add |
4036 | Use signs and magic_mouths, plenty of them! Place magic_mouths to add |
4233 | some true roleplay feeling to your maps, support your storyline or give |
4037 | some true roleplay feeling to your maps, support your storyline or give |
4234 | hints about hidden secrets/dangers. Place signs to provide the player |
4038 | hints about hidden secrets/dangers. Place signs to provide the player |
4235 | with all kinds of useful information for getting along in your maps. ]]> |
4039 | with all kinds of useful information for getting along in your maps.]]> |
4236 | </use> |
4040 | </use> |
4237 | <attribute arch="connected" editor="connection" type="int"> |
4041 | <attribute arch="connected" editor="connection" type="int"> |
4238 | When a connection value is set, the message will be printed whenever |
4042 | When a connection value is set, the message will be printed whenever |
4239 | the connection is triggered. This should be used in combination with |
4043 | the connection is triggered. This should be used in combination with |
4240 | <invisible> enabled and <activate by walking/flying> disabled. |
4044 | <invisible> enabled and <activate by walking/flying> disabled. |
4241 | If activating your magic_mouth this way, the message will not only be |
4045 | 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. |
4046 | printed to one player, but all players on the current map. |
4243 | </attribute> |
4047 | </attribute> |
|
|
4048 | &activate_on; |
4244 | &move_on; |
4049 | &move_on; |
4245 | <attribute arch="food" editor="counter" type="int"> |
4050 | <attribute arch="food" editor="counter" type="int"> |
4246 | If a counter-value is set (greater zero), the sign/magic_mouth can be applied |
4051 | 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 |
4052 | (printing the message) only that many times. For signs this really shouldn't |
4248 | be used, while for magic_mouths it is extremely helpful. |
4053 | be used, while for magic_mouths it is extremely helpful. |
… | |
… | |
4258 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
4063 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
4259 | This text will be displayed to the player. |
4064 | This text will be displayed to the player. |
4260 | </attribute> |
4065 | </attribute> |
4261 | </type> |
4066 | </type> |
4262 | |
4067 | |
|
|
4068 | <type number="150" name="Shop Inventory"> |
|
|
4069 | <ignore> |
|
|
4070 | <ignore_list name="non_pickable" /> |
|
|
4071 | </ignore> |
|
|
4072 | <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]> |
|
|
4073 | </description> |
|
|
4074 | <use><![CDATA[Use these signs to present the player a list of the items in the shop]]> |
|
|
4075 | </use> |
|
|
4076 | <attribute arch="shop_coords" editor="shop rectangle" type="string"> |
|
|
4077 | The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on |
|
|
4078 | the map that will be searched for unpaid items. |
|
|
4079 | </attribute> |
|
|
4080 | </type> |
|
|
4081 | |
4263 | <!--####################################################################--> |
4082 | <!--####################################################################--> |
4264 | <type number="43" name="Skill"> |
4083 | <type number="43" name="Skill"> |
4265 | <ignore> |
4084 | <ignore> |
4266 | <ignore_list name="system_object" /> |
4085 | <ignore_list name="system_object" /> |
4267 | </ignore> |
4086 | </ignore> |
4268 | <description><![CDATA[ |
4087 | <description><![CDATA[ |
4269 | Skills are objects which exist in the player/monster inventory. |
4088 | Skills are objects which exist in the player/monster inventory. |
4270 | Both NPC/monsters and players use the same skill archetypes. Not all skills |
4089 | Both NPC/monsters and players use the same skill archetypes. Not all skills |
4271 | are enabled for monster use however. ]]> |
4090 | are enabled for monster use however.]]> |
4272 | </description> |
4091 | </description> |
4273 | <use><![CDATA[ |
4092 | <use><![CDATA[ |
4274 | For mapmaking, Skill objects serve two purposes: |
4093 | For mapmaking, Skill objects serve two purposes: |
4275 | <p>First, the predefined skill archtypes (in the 'skills' directory) |
4094 | <p>First, the predefined skill archtypes (in the 'skills' directory) |
4276 | can be seen as the global skill definitions. A skill which doesn't |
4095 | can be seen as the global skill definitions. A skill which doesn't |
… | |
… | |
4281 | </p><p> |
4100 | </p><p> |
4282 | Secondly, in order to enable monsters to use skills, you will need to |
4101 | Secondly, in order to enable monsters to use skills, you will need to |
4283 | copy default skill archtypes into the monsters' inventories. |
4102 | copy default skill archtypes into the monsters' inventories. |
4284 | You can even customize the skills by changing stats. It is not |
4103 | You can even customize the skills by changing stats. It is not |
4285 | recommended however, to use skills in your maps which are totally |
4104 | recommended however, to use skills in your maps which are totally |
4286 | unrelated to any predefined skill archtype.</p> ]]> |
4105 | unrelated to any predefined skill archtype.</p>]]> |
4287 | </use> |
4106 | </use> |
4288 | <attribute arch="invisible" value="1" type="fixed" /> |
4107 | <attribute arch="invisible" value="1" type="fixed" /> |
4289 | <attribute arch="no_drop" value="1" type="fixed" /> |
4108 | <attribute arch="no_drop" value="1" type="fixed" /> |
4290 | <attribute arch="skill" editor="skill name" type="string"> |
4109 | <attribute arch="skill" editor="skill name" type="string"> |
4291 | The <skill name> is used for matchings. When a usable |
4110 | The <skill name> is used for matchings. When a usable |
… | |
… | |
4301 | expmul is 1, the player will get 500 added to that skill as well as |
4120 | expmul is 1, the player will get 500 added to that skill as well as |
4302 | 500 to their total. |
4121 | 500 to their total. |
4303 | </attribute> |
4122 | </attribute> |
4304 | <attribute arch="subtype" editor="skill type" type="list_skill_type"> |
4123 | <attribute arch="subtype" editor="skill type" type="list_skill_type"> |
4305 | The <skill type> defines the base functionality of the skill. |
4124 | The <skill type> defines the base functionality of the skill. |
4306 | Skill types are hardcoded in the Crossfire server. It isn't hard to |
4125 | Skill types are hardcoded in the Deliantra server. It isn't hard to |
4307 | create new skill types, but it requires a bit of server-coding. |
4126 | create new skill types, but it requires a bit of server-coding. |
4308 | </attribute> |
4127 | </attribute> |
4309 | <attribute arch="level" editor="level" type="int"> |
4128 | <attribute arch="level" editor="level" type="int"> |
4310 | </attribute> |
4129 | </attribute> |
4311 | <attribute arch="exp" editor="experience" type="int"> |
4130 | <attribute arch="exp" editor="experience" type="int"> |
… | |
… | |
4320 | |
4139 | |
4321 | <!--####################################################################--> |
4140 | <!--####################################################################--> |
4322 | <type number="130" name="Skill Scroll"> |
4141 | <type number="130" name="Skill Scroll"> |
4323 | <description><![CDATA[ |
4142 | <description><![CDATA[ |
4324 | By reading a skill scroll, a player has a chance to learn the |
4143 | By reading a skill scroll, a player has a chance to learn the |
4325 | contained skill. ]]> |
4144 | contained skill.]]> |
4326 | </description> |
4145 | </description> |
4327 | <use><![CDATA[ |
4146 | <use><![CDATA[ |
4328 | Skill scrolls are very much sought for by players. Currently, |
4147 | Skill scrolls are very much sought for by players. Currently, |
4329 | all skill scrolls are sold in shops randomly, which is in fact not |
4148 | all skill scrolls are sold in shops randomly, which is in fact not |
4330 | a good system. It would be nice to have some cool quests with |
4149 | a good system. It would be nice to have some cool quests with |
4331 | skill scrolls rewarded at the end. ]]> |
4150 | skill scrolls rewarded at the end.]]> |
4332 | </use> |
4151 | </use> |
4333 | <attribute arch="race" value="scrolls" type="fixed" /> |
4152 | <attribute arch="race" value="scrolls" type="fixed" /> |
4334 | <attribute arch="skill" editor="skill name" type="string"> |
4153 | <attribute arch="skill" editor="skill name" type="string"> |
4335 | The <skill name> matches the skill object that can |
4154 | The <skill name> matches the skill object that can |
4336 | be learned from this scroll. |
4155 | be learned from this scroll. |
… | |
… | |
4346 | When carrying the appropriate special key, a locked door can |
4165 | When carrying the appropriate special key, a locked door can |
4347 | be opened. The key will dissapear. |
4166 | be opened. The key will dissapear. |
4348 | <br><br> |
4167 | <br><br> |
4349 | This object-type can also be used for "passport"-like items: |
4168 | This object-type can also be used for "passport"-like items: |
4350 | When walking onto an invetory checker, a gate for example might |
4169 | When walking onto an invetory checker, a gate for example might |
4351 | get opened. The "passport" will stay in the player's inventory. ]]> |
4170 | get opened. The "passport" will stay in the player's inventory.]]> |
4352 | </description> |
4171 | </description> |
4353 | <use><![CDATA[ |
4172 | <use><![CDATA[ |
4354 | How to make a "passport": You take the special key arch |
4173 | How to make a "passport": You take the special key arch |
4355 | (archetype name is "key2"), set the face to something like |
4174 | (archetype name is "key2"), set the face to something like |
4356 | card.111 and the name to "passport" - that's all. The <key string> |
4175 | card.111 and the name to "passport" - that's all. The <key string> |
4357 | certainly must match with the appropiate inventory checker. |
4176 | certainly must match with the appropiate inventory checker. |
4358 | <br><br> |
4177 | <br><br> |
4359 | Of course you can be creative with names and faces of |
4178 | Of course you can be creative with names and faces of |
4360 | key-objects. A "mysterious crystal" or a "big dragon claw" |
4179 | key-objects. A "mysterious crystal" or a "big dragon claw" |
4361 | (with appropriate faces) appear more interesting than just |
4180 | (with appropriate faces) appear more interesting than just |
4362 | a "strange key", or "passport". ]]> |
4181 | a "strange key", or "passport".]]> |
4363 | </use> |
4182 | </use> |
4364 | <attribute arch="slaying" editor="key string" type="string"> |
4183 | <attribute arch="slaying" editor="key string" type="string"> |
4365 | This string must be identical with the <key string> in the |
4184 | This string must be identical with the <key string> in the |
4366 | locked door, then it can be unlocked. It can also be used |
4185 | locked door, then it can be unlocked. It can also be used |
4367 | to trigger inventory checkers. |
4186 | to trigger inventory checkers. |
… | |
… | |
4402 | players can learn it by reading the book. Once learned, players |
4221 | players can learn it by reading the book. Once learned, players |
4403 | can use the spell as often as they like. With increasing skill level |
4222 | can use the spell as often as they like. With increasing skill level |
4404 | of the player, spells may gain power but also increase cost.<br> |
4223 | of the player, spells may gain power but also increase cost.<br> |
4405 | Monsters can use spells which are put in their inventory (provided |
4224 | Monsters can use spells which are put in their inventory (provided |
4406 | that certain "enabling" settings are correct). The monster's |
4225 | that certain "enabling" settings are correct). The monster's |
4407 | <treasurelist> can also be used to provide it with spells. ]]> |
4226 | <treasurelist> can also be used to provide it with spells.]]> |
4408 | </description> |
4227 | </description> |
4409 | <use><![CDATA[ |
4228 | <use><![CDATA[ |
4410 | A lot of the spells' settings can be tuned and customized. |
4229 | A lot of the spells' settings can be tuned and customized. |
4411 | When creating new spells which are accessible to players, it is |
4230 | When creating new spells which are accessible to players, it is |
4412 | important to think about balance. A single spell which is too |
4231 | important to think about balance. A single spell which is too |
4413 | powerful and/or too easy to use can eventually toss the whole skill |
4232 | powerful and/or too easy to use can eventually toss the whole skill |
4414 | and magic school system out of whack. Testing new spells is |
4233 | and magic school system out of whack. Testing new spells is |
4415 | quite important therefore. ]]> |
4234 | quite important therefore.]]> |
4416 | </use> |
4235 | </use> |
4417 | <attribute arch="no_drop" value="1" type="fixed" /> |
4236 | <attribute arch="no_drop" value="1" type="fixed" /> |
4418 | <attribute arch="invisible" value="1" type="fixed" /> |
4237 | <attribute arch="invisible" value="1" type="fixed" /> |
4419 | <attribute arch="skill" editor="skill name" type="string"> |
4238 | <attribute arch="skill" editor="skill name" type="string"> |
4420 | The <skill name> matches the skill which is needed |
4239 | The <skill name> matches the skill which is needed |
… | |
… | |
4452 | to read.<br><br> |
4271 | to read.<br><br> |
4453 | You can create widely customized spells only by adjusting the |
4272 | You can create widely customized spells only by adjusting the |
4454 | spell object in the spellbooks inventory. Refer to the description |
4273 | spell object in the spellbooks inventory. Refer to the description |
4455 | of spell objects for detailed information how to customize spells.<br> |
4274 | of spell objects for detailed information how to customize spells.<br> |
4456 | If you want to have a random spellbook instead, choose a <treasurelist> |
4275 | If you want to have a random spellbook instead, choose a <treasurelist> |
4457 | with a compilation of spells that the book may contain. ]]> |
4276 | with a compilation of spells that the book may contain.]]> |
4458 | </description> |
4277 | </description> |
4459 | <use><![CDATA[ |
4278 | <use><![CDATA[ |
4460 | Don't put any of the godgiven spells into a spellbook! These are |
4279 | Don't put any of the godgiven spells into a spellbook! These are |
4461 | reserved for the followers of the appropriate cults. Handing them |
4280 | reserved for the followers of the appropriate cults. Handing them |
4462 | out in a spellbook would violate the balance between different religions. |
4281 | out in a spellbook would violate the balance between different religions. |
4463 | <br><br> |
4282 | <br><br> |
4464 | Note that there is no fundamental difference between the spellbooks |
4283 | Note that there is no fundamental difference between the spellbooks |
4465 | of varying schools (pyromancy, sorcery, evocation, summoning, and |
4284 | of varying schools (pyromancy, sorcery, evocation, summoning, and |
4466 | even praying). The difference lies only in the spells they contain. |
4285 | even praying). The difference lies only in the spells they contain. |
4467 | It is up to you, the mapmaker, to pick the right type of book |
4286 | It is up to you, the mapmaker, to pick the right type of book |
4468 | for your spells. ]]> |
4287 | for your spells.]]> |
4469 | </use> |
4288 | </use> |
4470 | <attribute arch="skill" value="literacy" type="fixed" /> |
4289 | <attribute arch="skill" value="literacy" type="fixed" /> |
4471 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4290 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4472 | There are two ways to put spells into a spellbook: |
4291 | There are two ways to put spells into a spellbook: |
4473 | 1. Put a spell object in the books inventory. In this case, |
4292 | 1. Put a spell object in the books inventory. In this case, |
… | |
… | |
4492 | </ignore> |
4311 | </ignore> |
4493 | <description><![CDATA[ |
4312 | <description><![CDATA[ |
4494 | Spinners change the direction of spell objects and other projectiles |
4313 | Spinners change the direction of spell objects and other projectiles |
4495 | that fly past. Unlike directors, it does make a difference from what |
4314 | that fly past. Unlike directors, it does make a difference from what |
4496 | angle you shoot into the spinner. The direction of objects flying past |
4315 | angle you shoot into the spinner. The direction of objects flying past |
4497 | is always changed by a certain degree. ]]> |
4316 | is always changed by a certain degree.]]> |
4498 | </description> |
4317 | </description> |
4499 | <use><![CDATA[ |
4318 | <use><![CDATA[ |
4500 | Spinners are very rarely used. I believe they are quite |
4319 | Spinners are very rarely used. I believe they are quite |
4501 | confusing and pointless. The only use I can think of is building |
4320 | confusing and pointless. The only use I can think of is building |
4502 | some puzzle about where to shoot into spinners to shoot somewhere you |
4321 | some puzzle about where to shoot into spinners to shoot somewhere you |
4503 | otherwise couldn't. |
4322 | otherwise couldn't. |
4504 | |
4323 | |
4505 | When placing spinners on a map with magic walls, make sure the spell- |
4324 | When placing spinners on a map with magic walls, make sure the spell- |
4506 | projectiles from magic walls don't get to fly in loops. ]]> |
4325 | projectiles from magic walls don't get to fly in loops.]]> |
4507 | </use> |
4326 | </use> |
4508 | <attribute arch="sp" editor="direction number" type="int"> |
4327 | <attribute arch="sp" editor="direction number" type="int"> |
4509 | The spinner will change the direction of flying objects by |
4328 | The spinner will change the direction of flying objects by |
4510 | 45 degrees per <direction number>. Negative values spin clockwise, |
4329 | 45 degrees per <direction number>. Negative values spin clockwise, |
4511 | positive values counter clockwise. |
4330 | positive values counter clockwise. |
… | |
… | |
4524 | Swamp areas show a special behaviour: |
4343 | Swamp areas show a special behaviour: |
4525 | When a player stands still on a swamp-square for too long, |
4344 | When a player stands still on a swamp-square for too long, |
4526 | he will start to sink in and eventually drown and die. |
4345 | he will start to sink in and eventually drown and die. |
4527 | Items dropped on the swamp sink in and dissapear. |
4346 | Items dropped on the swamp sink in and dissapear. |
4528 | Players with knowledge of the woodsman skill are a lot less likely |
4347 | Players with knowledge of the woodsman skill are a lot less likely |
4529 | to die in the swamp. ]]> |
4348 | to die in the swamp.]]> |
4530 | </description> |
4349 | </description> |
4531 | <attribute arch="is_floor" value="1" type="fixed" /> |
4350 | <attribute arch="is_floor" value="1" type="fixed" /> |
4532 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4351 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4533 | <attribute arch="speed" editor="drowning speed" type="float"> |
4352 | <attribute arch="speed" editor="drowning speed" type="float"> |
4534 | The higher the <drowning speed>, the faster will players and items |
4353 | The higher the <drowning speed>, the faster will players and items |
… | |
… | |
4558 | different location. The main difference to the object-type exit |
4377 | different location. The main difference to the object-type exit |
4559 | is the possibility to have teleporters connected to levers/buttons/etc. |
4378 | is the possibility to have teleporters connected to levers/buttons/etc. |
4560 | Sometimes teleporters are activated even against the players will. |
4379 | Sometimes teleporters are activated even against the players will. |
4561 | <br><br> |
4380 | <br><br> |
4562 | Unlike exits, teleporters can also transfer items and |
4381 | Unlike exits, teleporters can also transfer items and |
4563 | monsters to different locations on the same map. ]]> |
4382 | monsters to different locations on the same map.]]> |
4564 | </description> |
4383 | </description> |
4565 | <use><![CDATA[ |
4384 | <use><![CDATA[ |
4566 | When creating maps, I guess sooner or later you'll want to have |
4385 | When creating maps, I guess sooner or later you'll want to have |
4567 | an invisible teleporter. If using "invisible 1", the teleporter |
4386 | an invisible teleporter. If using "invisible 1", the teleporter |
4568 | can still be discovered with the show_invisible spell. And in |
4387 | can still be discovered with the show_invisible spell. And in |
4569 | some cases you can't place it under the floor to prevent this. |
4388 | some cases you can't place it under the floor to prevent this. |
4570 | <br><br> |
4389 | <br><br> |
4571 | Fortunately, there is a cool trick to make a perfectly invisible |
4390 | Fortunately, there is a cool trick to make a perfectly invisible |
4572 | teleporter: You simply add teleporter functionality to the floor |
4391 | teleporter: You simply add teleporter functionality to the floor |
4573 | itself. That means: You take the floor arch (e.g. "flagstone"), |
4392 | itself. That means: You take the floor arch (e.g. "flagstone"), |
4574 | set "type 41", and add slaying/hp/sp/connected... everything you need. ]]> |
4393 | set "type 41", and add slaying/hp/sp/connected... everything you need.]]> |
4575 | </use> |
4394 | </use> |
4576 | <attribute arch="slaying" editor="exit path" type="string"> |
4395 | <attribute arch="slaying" editor="exit path" type="string"> |
4577 | The exit path specifies the map that the player is transferred to. |
4396 | The exit path specifies the map that the player is transferred to. |
4578 | <exit path> can be an absolute path, beginning with '/' |
4397 | <exit path> can be an absolute path, beginning with '/' |
4579 | (for example "/peterm/FireTemple/fire1"). It can also be a relative |
4398 | (for example "/peterm/FireTemple/fire1"). It can also be a relative |
… | |
… | |
4620 | <attribute arch="connected" editor="connection" type="int"> |
4439 | <attribute arch="connected" editor="connection" type="int"> |
4621 | If a connection value is set, the teleporter will be activated |
4440 | If a connection value is set, the teleporter will be activated |
4622 | whenever the connection is triggered. To use this properly, |
4441 | whenever the connection is triggered. To use this properly, |
4623 | <activation speed> must be zero. |
4442 | <activation speed> must be zero. |
4624 | </attribute> |
4443 | </attribute> |
|
|
4444 | &activate_on; |
4625 | <attribute arch="speed" editor="activation speed" type="float"> |
4445 | <attribute arch="speed" editor="activation speed" type="float"> |
4626 | If the <activation speed> is nonzero, the teleporter will |
4446 | If the <activation speed> is nonzero, the teleporter will |
4627 | automatically be activated in regular time-intervals. Hence, the |
4447 | automatically be activated in regular time-intervals. Hence, the |
4628 | player can just step on it and gets teleported sooner or later. |
4448 | player can just step on it and gets teleported sooner or later. |
4629 | The duration between two activates depends on the given value. |
4449 | The duration between two activates depends on the given value. |
… | |
… | |
4639 | <type number="26" name="Timed Gate"> |
4459 | <type number="26" name="Timed Gate"> |
4640 | <ignore> |
4460 | <ignore> |
4641 | <ignore_list name="non_pickable" /> |
4461 | <ignore_list name="non_pickable" /> |
4642 | </ignore> |
4462 | </ignore> |
4643 | <description><![CDATA[ |
4463 | <description><![CDATA[ |
4644 | Gates play an important role in Crossfire. Gates can be opened |
4464 | Gates play an important role in Deliantra. Gates can be opened |
4645 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
4465 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
4646 | or carrying special key-objects (-> inventory checker). |
4466 | or carrying special key-objects (-> inventory checker). |
4647 | Unlike locked doors, gates can get shut again after a player has |
4467 | Unlike locked doors, gates can get shut again after a player has |
4648 | passed, which makes them more practical in many cases. Unlike normal |
4468 | passed, which makes them more practical in many cases. Unlike normal |
4649 | gates, timed gates open when triggered but automatically close again |
4469 | gates, timed gates open when triggered but automatically close again |
4650 | after some time.]]> |
4470 | after some time.]]> |
4651 | </description> |
4471 | </description> |
4652 | <use><![CDATA[ |
4472 | <use><![CDATA[ |
4653 | Use gates to divide your maps into separated areas. After solving |
4473 | Use gates to divide your maps into separated areas. After solving |
4654 | area A, the player gains access to area B, and so on. Make your |
4474 | area A, the player gains access to area B, and so on. Make your |
4655 | maps more complex than "one-way". ]]> |
4475 | maps more complex than "one-way".]]> |
4656 | </use> |
4476 | </use> |
4657 | <attribute arch="no_pick" value="1" type="fixed" /> |
4477 | <attribute arch="no_pick" value="1" type="fixed" /> |
4658 | <attribute arch="connected" editor="connection" type="int"> |
4478 | <attribute arch="connected" editor="connection" type="int"> |
4659 | Whenever the inventory checker is triggered, all objects with identical |
4479 | Whenever the inventory checker is triggered, all objects with identical |
4660 | <connection> value get activated. This only makes sense together with |
4480 | <connection> value get activated. This only makes sense together with |
4661 | <blocking passage> disabled. If unset, the gate opens automatically |
4481 | <blocking passage> disabled. If unset, the gate opens automatically |
4662 | after some time. |
4482 | after some time. |
4663 | </attribute> |
4483 | </attribute> |
|
|
4484 | &activate_on; |
4664 | <attribute arch="wc" editor="position state" type="int"> |
4485 | <attribute arch="wc" editor="position state" type="int"> |
4665 | The <position state> defines the position of the gate: |
4486 | The <position state> defines the position of the gate: |
4666 | Zero means completely open/down, the "number of animation-steps" (usually |
4487 | 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 |
4488 | about 6 or 7) means completely closed/up state. I suggest you don't |
4668 | mess with this value - Leave the default in place. |
4489 | mess with this value - Leave the default in place. |
… | |
… | |
4699 | and generally have either a physical attack or trigger a reaction. |
4520 | and generally have either a physical attack or trigger a reaction. |
4700 | <br><br> |
4521 | <br><br> |
4701 | Traps hit any monster or person who steps on them for 'dam' damage in |
4522 | Traps hit any monster or person who steps on them for 'dam' damage in |
4702 | 'attacktype' attacktype and/or trigger a reaction. |
4523 | 'attacktype' attacktype and/or trigger a reaction. |
4703 | <br><br> |
4524 | <br><br> |
4704 | Many traps are already defined in the archetypes. ]]> |
4525 | Many traps are already defined in the archetypes.]]> |
4705 | </description> |
4526 | </description> |
4706 | <use><![CDATA[ |
4527 | <use><![CDATA[ |
4707 | Avoid monsters stepping on your traps. For example, a party of orcs setting |
4528 | Avoid monsters stepping on your traps. For example, a party of orcs setting |
4708 | off your lightning wall and pit trap is usually a bad idea. ]]> |
4529 | off your lightning wall and pit trap is usually a bad idea.]]> |
4709 | </use> |
4530 | </use> |
4710 | <attribute arch="no_pick" value="1" type="fixed" /> |
4531 | <attribute arch="no_pick" value="1" type="fixed" /> |
4711 | &move_on; |
4532 | &move_on; |
4712 | <attribute arch="level" editor="trap level" type="int"> |
4533 | <attribute arch="level" editor="trap level" type="int"> |
4713 | Level effects how easily a trap may be found and disarmed, and |
4534 | Level effects how easily a trap may be found and disarmed, and |
… | |
… | |
4751 | Trapdoors are very similar to pits. The difference is that they |
4572 | Trapdoors are very similar to pits. The difference is that they |
4752 | can not be closed. Instead, the weight of the object on the |
4573 | can not be closed. Instead, the weight of the object on the |
4753 | trapdoor determines weither it slams the trapdoor open and falls through |
4574 | trapdoor determines weither it slams the trapdoor open and falls through |
4754 | or not.<br> |
4575 | or not.<br> |
4755 | Once a trapdoor has been opened (by a creature or items of sufficient |
4576 | Once a trapdoor has been opened (by a creature or items of sufficient |
4756 | weight,) it remains open, acting like an opened pit. ]]> |
4577 | weight,) it remains open, acting like an opened pit.]]> |
4757 | </description> |
4578 | </description> |
4758 | <use><![CDATA[ |
4579 | <use><![CDATA[ |
4759 | Trapdoors should be used in the same fashion as pits: |
4580 | Trapdoors should be used in the same fashion as pits: |
4760 | They should always drop the victims to some kind of lower level. They |
4581 | They should always drop the victims to some kind of lower level. They |
4761 | are not supposed to be used to randomly interconnect maps like teleporters. ]]> |
4582 | are not supposed to be used to randomly interconnect maps like teleporters.]]> |
4762 | </use> |
4583 | </use> |
4763 | <attribute arch="no_pick" value="1" type="fixed" /> |
4584 | <attribute arch="no_pick" value="1" type="fixed" /> |
4764 | &move_on; |
4585 | &move_on; |
4765 | <attribute arch="weight" editor="hold weight" type="int"> |
4586 | <attribute arch="weight" editor="hold weight" type="int"> |
4766 | This value defines how much weight the trapdoor can hold. |
4587 | This value defines how much weight the trapdoor can hold. |
… | |
… | |
4792 | <attribute arch="value" /> |
4613 | <attribute arch="value" /> |
4793 | <attribute arch="material" /> |
4614 | <attribute arch="material" /> |
4794 | </ignore> |
4615 | </ignore> |
4795 | <description><![CDATA[ |
4616 | <description><![CDATA[ |
4796 | A treasure-object turns into certain randomitems when the map is loaded |
4617 | A treasure-object turns into certain randomitems when the map is loaded |
4797 | into the game. ]]> |
4618 | into the game.]]> |
4798 | </description> |
4619 | </description> |
4799 | <use><![CDATA[ |
4620 | <use><![CDATA[ |
4800 | About usage of the "random-artifact" treasurelist: |
4621 | About usage of the "random-artifact" treasurelist: |
4801 | This will generate powerful stuff like girdles, xray helmets, special |
4622 | This will generate powerful stuff like girdles, xray helmets, special |
4802 | swords etc. If you put this as reward to your quest, players might be |
4623 | swords etc. If you put this as reward to your quest, players might be |
4803 | motivated to do it more than once. BUT, by doing so they will get a huge |
4624 | motivated to do it more than once. BUT, by doing so they will get a huge |
4804 | number of different artifacts! Besides, players will always seek the place |
4625 | number of different artifacts! Besides, players will always seek the place |
4805 | with the most easy-to-get random artifact and ignore all others. |
4626 | with the most easy-to-get random artifact and ignore all others. |
4806 | My advice: Don't use it! Attract players with good fighting experience |
4627 | My advice: Don't use it! Attract players with good fighting experience |
4807 | (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> |
4628 | (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> |
4808 | </use> |
4629 | </use> |
4809 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4630 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4810 | This entry determines what kind of treasure will appear. Look into |
4631 | This entry determines what kind of treasure will appear. Look into |
4811 | /crossfire/share/crossfire/treasures for details about existing |
4632 | /crossfire/share/crossfire/treasures for details about existing |
4812 | treasurelists. |
4633 | treasurelists. |
… | |
… | |
4843 | player stepping on it WHEN TRIGGERED. This force does nothing except containing a |
4664 | player stepping on it WHEN TRIGGERED. This force does nothing except containing a |
4844 | <key string> which can be discovered by detectors or inventory |
4665 | <key string> which can be discovered by detectors or inventory |
4845 | checkers. It is also possible to use markers for removing marks again. |
4666 | checkers. It is also possible to use markers for removing marks again. |
4846 | <br><br> |
4667 | <br><br> |
4847 | Note that the player has no possibility to "see" his own marks, |
4668 | Note that the player has no possibility to "see" his own marks, |
4848 | except by the effect that they cause on the maps. ]]> |
4669 | except by the effect that they cause on the maps.]]> |
4849 | </description> |
4670 | </description> |
4850 | <use><![CDATA[ |
4671 | <use><![CDATA[ |
4851 | Markers hold real cool possibilities for map-making. I encourage |
4672 | Markers hold real cool possibilities for map-making. I encourage |
4852 | you to use them frequently. However there is one negative point |
4673 | you to use them frequently. However there is one negative point |
4853 | about markers: Players don't "see" what's going on with them. It is |
4674 | about markers: Players don't "see" what's going on with them. It is |
4854 | your task, as map-creator, to make sure the player is always well |
4675 | your task, as map-creator, to make sure the player is always well |
4855 | informed and never confused. |
4676 | informed and never confused. |
4856 | <br><br> |
4677 | <br><br> |
4857 | Please avoid infinite markers when they aren't needed. They're |
4678 | Please avoid infinite markers when they aren't needed. They're |
4858 | using a little space in the player file after all, so if there |
4679 | using a little space in the player file after all, so if there |
4859 | is no real purpose, set an expire time. ]]> |
4680 | is no real purpose, set an expire time.]]> |
4860 | </use> |
4681 | </use> |
4861 | <attribute arch="no_pick" value="1" type="fixed" /> |
4682 | <attribute arch="no_pick" value="1" type="fixed" /> |
4862 | <attribute arch="slaying" editor="key string" type="string"> |
4683 | <attribute arch="slaying" editor="key string" type="string"> |
4863 | The <key string> can be detected by inv. checkers/detectors. |
4684 | The <key string> can be detected by inv. checkers/detectors. |
4864 | If the player already has a force with that <key string>, |
4685 | If the player already has a force with that <key string>, |
… | |
… | |
4903 | <attribute arch="name_pl" /> |
4724 | <attribute arch="name_pl" /> |
4904 | <attribute arch="value" /> |
4725 | <attribute arch="value" /> |
4905 | <attribute arch="unpaid" /> |
4726 | <attribute arch="unpaid" /> |
4906 | </ignore> |
4727 | </ignore> |
4907 | <description><![CDATA[ |
4728 | <description><![CDATA[ |
4908 | Walls usually block passage and sight. ]]> |
4729 | Walls usually block passage and sight.]]> |
4909 | </description> |
4730 | </description> |
4910 | &movement_types_terrain; |
4731 | &movement_types_terrain; |
4911 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4732 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4912 | If set, the object is able to "roll", so it can be pushed around. |
4733 | If set, the object is able to "roll", so it can be pushed around. |
4913 | This setting is used for boulders and barrels. |
4734 | This setting is used for boulders and barrels. |
… | |
… | |
4926 | <type number="109" name="Wand & Staff"> |
4747 | <type number="109" name="Wand & Staff"> |
4927 | <description><![CDATA[ |
4748 | <description><![CDATA[ |
4928 | Wands contain a certain spell. The player can apply (ready) and |
4749 | Wands contain a certain spell. The player can apply (ready) and |
4929 | fire the wand. After a defined number of casts, the wand is |
4750 | fire the wand. After a defined number of casts, the wand is |
4930 | "used up". It is possible to recharge a wand with scrolls of |
4751 | "used up". It is possible to recharge a wand with scrolls of |
4931 | charging, but usually that isn't worth the cost. ]]> |
4752 | charging, but usually that isn't worth the cost.]]> |
4932 | </description> |
4753 | </description> |
4933 | <use><![CDATA[ |
4754 | <use><![CDATA[ |
4934 | Wands are quite seldomly used. The reason prolly is that they're |
4755 | Wands are quite seldomly used. The reason prolly is that they're |
4935 | generally not cost-efficient. Handing out high-level wands with |
4756 | generally not cost-efficient. Handing out high-level wands with |
4936 | powerful special spells isn't a good idea either, because of |
4757 | powerful special spells isn't a good idea either, because of |
4937 | the recharge ability. |
4758 | the recharge ability. |
4938 | <br><br> |
4759 | <br><br> |
4939 | For low levels, staffs of healing/cure and word of recall are |
4760 | For low levels, staffs of healing/cure and word of recall are |
4940 | quite desirable though. Ideal rewards for low level quests. ]]> |
4761 | quite desirable though. Ideal rewards for low level quests.]]> |
4941 | </use> |
4762 | </use> |
4942 | <attribute arch="sp" editor="spell" type="spell"> |
4763 | <attribute arch="sp" editor="spell" type="spell"> |
4943 | The <spell> specifies the contained spell. |
4764 | The <spell> specifies the contained spell. |
4944 | </attribute> |
4765 | </attribute> |
4945 | <attribute arch="level" editor="casting level" type="int"> |
4766 | <attribute arch="level" editor="casting level" type="int"> |
… | |
… | |
4970 | <ignore_list name="non_pickable" /> |
4791 | <ignore_list name="non_pickable" /> |
4971 | </ignore> |
4792 | </ignore> |
4972 | <description><![CDATA[ |
4793 | <description><![CDATA[ |
4973 | A weak wall is a breakable spot amidsts a solid wall. Typically |
4794 | A weak wall is a breakable spot amidsts a solid wall. Typically |
4974 | these weak walls look similar to their solid "relatives" except |
4795 | these weak walls look similar to their solid "relatives" except |
4975 | for a small crack or little chunks of wall on the ground. ]]> |
4796 | for a small crack or little chunks of wall on the ground.]]> |
4976 | </description> |
4797 | </description> |
4977 | <use><![CDATA[ |
4798 | <use><![CDATA[ |
4978 | If you want to create hidden rooms, using weak walls is alot |
4799 | If you want to create hidden rooms, using weak walls is alot |
4979 | better than completely indiscernible passages in a wall.<br> |
4800 | better than completely indiscernible passages in a wall.<br> |
4980 | Anyways, there can be a lot more to weak walls than just finding |
4801 | Anyways, there can be a lot more to weak walls than just finding |
4981 | them: Rising their defensive stats, weak walls can become a |
4802 | them: Rising their defensive stats, weak walls can become a |
4982 | serious obstacle. An ice wall might only be torn down by a fire |
4803 | serious obstacle. An ice wall might only be torn down by a fire |
4983 | attack for example. A granite wall for instance might be very |
4804 | attack for example. A granite wall for instance might be very |
4984 | hard to destroy. ]]> |
4805 | hard to destroy.]]> |
4985 | </use> |
4806 | </use> |
4986 | <attribute arch="alive" value="1" type="fixed" /> |
4807 | <attribute arch="alive" value="1" type="fixed" /> |
4987 | <attribute arch="no_pick" value="1" type="fixed" /> |
4808 | <attribute arch="no_pick" value="1" type="fixed" /> |
4988 | <attribute arch="tear_down" value="1" type="fixed" /> |
4809 | <attribute arch="tear_down" value="1" type="fixed" /> |
4989 | <attribute arch="race" editor="race" type="string"> |
4810 | <attribute arch="race" editor="race" type="string"> |
… | |
… | |
5010 | </attribute> |
4831 | </attribute> |
5011 | <attribute arch="ac" editor="armour class" type="int"> |
4832 | <attribute arch="ac" editor="armour class" type="int"> |
5012 | Weak walls of high <armour class> are less likely to get hit. |
4833 | Weak walls of high <armour class> are less likely to get hit. |
5013 | <armour class> can be considered the "counterpiece" to <weapon class>. |
4834 | <armour class> can be considered the "counterpiece" to <weapon class>. |
5014 | </attribute> |
4835 | </attribute> |
5015 | <section name="resistance"> |
4836 | &resistances_basic; |
5016 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
5017 | </attribute> |
|
|
5018 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
5019 | </attribute> |
|
|
5020 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
5021 | </attribute> |
|
|
5022 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
5023 | </attribute> |
|
|
5024 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
5025 | </attribute> |
|
|
5026 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
5027 | </attribute> |
|
|
5028 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
5029 | </attribute> |
|
|
5030 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
5031 | </attribute> |
|
|
5032 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
5033 | </attribute> |
|
|
5034 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
5035 | </attribute> |
|
|
5036 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
5037 | </attribute> |
|
|
5038 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
5039 | </attribute> |
|
|
5040 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
5041 | </attribute> |
|
|
5042 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
5043 | </attribute> |
|
|
5044 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
5045 | </attribute> |
|
|
5046 | <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int"> |
|
|
5047 | </attribute> |
|
|
5048 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
5049 | </attribute> |
|
|
5050 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
5051 | </attribute> |
|
|
5052 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
5053 | </attribute> |
|
|
5054 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
5055 | </attribute> |
|
|
5056 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
|
|
5057 | </attribute> |
|
|
5058 | </section> |
|
|
5059 | </type> |
4837 | </type> |
5060 | |
4838 | |
5061 | <!--####################################################################--> |
4839 | <!--####################################################################--> |
5062 | <type number="15" name="Weapon"> |
4840 | <type number="15" name="Weapon"> |
5063 | <description><![CDATA[ |
4841 | <description><![CDATA[ |
5064 | Wielding a weapon, the object's stats will directly be inherited to the |
4842 | Wielding a weapon, the object's stats will directly be inherited to the |
5065 | player. Usually enhancing his fighting-abilities. Non-magical weapons can |
4843 | player. Usually enhancing his fighting-abilities. Non-magical weapons can |
5066 | be improved with scrolls. ]]> |
4844 | be improved with scrolls.]]> |
5067 | </description> |
4845 | </description> |
5068 | <use><![CDATA[ |
4846 | <use><![CDATA[ |
5069 | If you create artifacts (equipment) with stats- or resistance-bonus: |
4847 | If you create artifacts (equipment) with stats- or resistance-bonus: |
5070 | Keep playbalance in mind! Such items mustn't be reachable without hard |
4848 | Keep playbalance in mind! Such items mustn't be reachable without hard |
5071 | fighting AND questing. ]]> |
4849 | fighting AND questing.]]> |
5072 | </use> |
4850 | </use> |
5073 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4851 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
5074 | This number is a bitmask, specifying the weapon's attacktypes. |
4852 | This number is a bitmask, specifying the weapon's attacktypes. |
5075 | Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons |
4853 | Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons |
5076 | have no more than one or two attacktypes. Keep in mind that all weapons |
4854 | have no more than one or two attacktypes. Keep in mind that all weapons |
… | |
… | |
5131 | amount of <item power>, depending on their own level. This is the |
4909 | amount of <item power>, depending on their own level. This is the |
5132 | only way to prevent low level players to wear "undeserved" equipment |
4910 | only way to prevent low level players to wear "undeserved" equipment |
5133 | (like gifts from other players or cheated items). |
4911 | (like gifts from other players or cheated items). |
5134 | |
4912 | |
5135 | It is very important to adjust the <item power> value carefully |
4913 | It is very important to adjust the <item power> value carefully |
5136 | for every artifact you create! If zero/unset, the CF server will |
4914 | for every artifact you create! If zero/unset, the Deliantra server will |
5137 | calculate a provisional value at runtime, but this is never |
4915 | calculate a provisional value at runtime, but this is never |
5138 | going to be an accurate measurement of <item power>. |
4916 | going to be an accurate measurement of <item power>. |
5139 | </attribute> |
4917 | </attribute> |
5140 | <attribute arch="damned" editor="damnation" type="bool"> |
4918 | <attribute arch="damned" editor="damnation" type="bool"> |
5141 | A damned weapon cannot be unwielded unless |
4919 | A damned weapon cannot be unwielded unless |
… | |
… | |
5161 | </attribute> |
4939 | </attribute> |
5162 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
4940 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
5163 | A godgiven item vanishes as soon as the player |
4941 | A godgiven item vanishes as soon as the player |
5164 | drops it to the ground. |
4942 | drops it to the ground. |
5165 | </attribute> |
4943 | </attribute> |
5166 | <section name="resistance"> |
4944 | &player_stat_resist_sections; |
5167 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
5168 | This adds physical resistance to the weapon (= armour value). The number is |
|
|
5169 | a percent-value in the range 0-100. Treat this with CARE. Look at other maps |
|
|
5170 | and what they require to do for getting this-and-that artifact. |
|
|
5171 | </attribute> |
|
|
5172 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
5173 | This adds magic resistance to the weapon. The number is a percent-value in |
|
|
5174 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5175 | require to do for getting this-and-that artifact. |
|
|
5176 | </attribute> |
|
|
5177 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
5178 | This adds fire resistance to the weapon. The number is a percent-value in |
|
|
5179 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5180 | require to do for getting this-and-that artifact. |
|
|
5181 | </attribute> |
|
|
5182 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
5183 | This adds electricity resistance to the weapon. The number is a percent-value in |
|
|
5184 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5185 | require to do for getting this-and-that artifact. |
|
|
5186 | </attribute> |
|
|
5187 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
5188 | This adds fire resistance to the weapon. The number is a percent-value in |
|
|
5189 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5190 | require to do for getting this-and-that artifact. |
|
|
5191 | </attribute> |
|
|
5192 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
5193 | This adds confusion resistance to the weapon. The number is a percent-value in |
|
|
5194 | the range 0-100. Confusion resistance is not very effective |
|
|
5195 | unless the value comes close to 100 (= perfect immunity). |
|
|
5196 | </attribute> |
|
|
5197 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
5198 | This adds acid resistance to the weapon. The number is a percent-value in |
|
|
5199 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5200 | require to do for getting this-and-that artifact. |
|
|
5201 | </attribute> |
|
|
5202 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
5203 | This adds draining resistance to the weapon. The number is a percent-value |
|
|
5204 | in the range 0-100. Draining resistance is little effective |
|
|
5205 | unless the value is 100 (= perfect immunity). |
|
|
5206 | </attribute> |
|
|
5207 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
5208 | This adds weaponmagic resistance to the weapon. The number is a percent-value in |
|
|
5209 | the range 0-100. Weaponmagic resistance generally should not exist on |
|
|
5210 | equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) |
|
|
5211 | are not meant to be easily resisted. |
|
|
5212 | </attribute> |
|
|
5213 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
5214 | This adds ghosthit resistance to the weapon. The number is a percent-value |
|
|
5215 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5216 | require to do for getting this-and-that artifact. |
|
|
5217 | </attribute> |
|
|
5218 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
5219 | This adds poison resistance to the weapon. The number is a percent-value in |
|
|
5220 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5221 | require to do for getting this-and-that artifact. |
|
|
5222 | </attribute> |
|
|
5223 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
5224 | This adds fear resistance to the weapon. The number is a percent-value in |
|
|
5225 | the range 0-100. Resistance to fear is pretty useless. |
|
|
5226 | </attribute> |
|
|
5227 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
5228 | This adds paralyze resistance to the weapon. The number is a percent-value in |
|
|
5229 | the range 0-100. Paralyze resistance is little effective |
|
|
5230 | unless the value is 100 (= perfect immunity). |
|
|
5231 | </attribute> |
|
|
5232 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
5233 | This adds fear resistance to the weapon. The number is a percent-value in |
|
|
5234 | the range 0-100. Resistance to fear is pretty useless. |
|
|
5235 | </attribute> |
|
|
5236 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
5237 | This adds depletion resistance to the weapon. The number is a percent-value |
|
|
5238 | in the range 0-100. Depletion resistance is little effective |
|
|
5239 | unless the value is 100 (= perfect immunity). |
|
|
5240 | </attribute> |
|
|
5241 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
5242 | This adds death-attack resistance to the weapon. The number is a |
|
|
5243 | percent-value in the range 0-100. Death-attack resistance is little |
|
|
5244 | effective unless the value is 100 (= perfect immunity). |
|
|
5245 | Generally, resistance to death-attack is not supposed to be |
|
|
5246 | available to players! |
|
|
5247 | </attribute> |
|
|
5248 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
5249 | This adds chaos resistance to the weapon. The number is a percent-value in |
|
|
5250 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5251 | require to do for getting this-and-that artifact. |
|
|
5252 | Note that chaos is not a stand-alone attacktype. Chaos "contains" a |
|
|
5253 | combination of other attacktypes. |
|
|
5254 | </attribute> |
|
|
5255 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
5256 | This adds blinding resistance to the weapon. The number is a percent-value |
|
|
5257 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5258 | require to do for getting this-and-that artifact. |
|
|
5259 | </attribute> |
|
|
5260 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
5261 | This adds holy power resistance to the weapon. The number is a percent-value |
|
|
5262 | in the range 0-100. Holy power is the attacktype that holyword-type spells |
|
|
5263 | use to hurt undead creatures. This kind of resistance is only reasonable |
|
|
5264 | for undead players (wraith or devourer cult). |
|
|
5265 | Generally, resistance to holy word should not be available for players. |
|
|
5266 | </attribute> |
|
|
5267 | </section> |
|
|
5268 | <section name="stats"> |
|
|
5269 | <attribute arch="Str" editor="strength" type="int"> |
|
|
5270 | The player's strentgh will rise/fall by the given value |
|
|
5271 | while wearing this weapon. |
|
|
5272 | </attribute> |
|
|
5273 | <attribute arch="Dex" editor="dexterity" type="int"> |
|
|
5274 | The player's dexterity will rise/fall by the given value |
|
|
5275 | while wearing this weapon. |
|
|
5276 | </attribute> |
|
|
5277 | <attribute arch="Con" editor="constitution" type="int"> |
|
|
5278 | The player's constitution will rise/fall by the given value |
|
|
5279 | while wearing this weapon. |
|
|
5280 | </attribute> |
|
|
5281 | <attribute arch="Int" editor="intelligence" type="int"> |
|
|
5282 | The player's intelligence will rise/fall by the given value |
|
|
5283 | while wearing this weapon. |
|
|
5284 | </attribute> |
|
|
5285 | <attribute arch="Pow" editor="power" type="int"> |
|
|
5286 | The player's power will rise/fall by the given value |
|
|
5287 | while wearing this weapon. |
|
|
5288 | </attribute> |
|
|
5289 | <attribute arch="Wis" editor="wisdom" type="int"> |
|
|
5290 | The player's wisdom will rise/fall by the given value while |
|
|
5291 | wearing this weapon. |
|
|
5292 | </attribute> |
|
|
5293 | <attribute arch="Cha" editor="charisma" type="int"> |
|
|
5294 | The player's charisma will rise/fall by the given value |
|
|
5295 | while wearing this weapon. |
|
|
5296 | </attribute> |
|
|
5297 | </section> |
|
|
5298 | <section name="misc"> |
4945 | <section name="misc"> |
5299 | <attribute arch="luck" editor="luck bonus" type="int"> |
4946 | <attribute arch="luck" editor="luck bonus" type="int"> |
5300 | With positive luck bonus, the player is more likely to |
4947 | With positive luck bonus, the player is more likely to |
5301 | succeed in all sorts of things (spellcasting, praying,...). |
4948 | succeed in all sorts of things (spellcasting, praying,...). |
5302 | Unless the <luck bonus> is very high, the effect will be |
4949 | Unless the <luck bonus> is very high, the effect will be |
… | |
… | |
5381 | </type> |
5028 | </type> |
5382 | |
5029 | |
5383 | <type number="116" name="Event Connector"> |
5030 | <type number="116" name="Event Connector"> |
5384 | <description><![CDATA[ |
5031 | <description><![CDATA[ |
5385 | Event connectors link specific events that happen to objects to |
5032 | Event connectors link specific events that happen to objects to |
5386 | a crossfire plug-in. ]]> |
5033 | a crossfire plug-in. They are not used at all in Deliantra.]]> |
5387 | </description> |
5034 | </description> |
5388 | <attribute arch="subtype" editor="event type" type="list_event_type"> |
|
|
5389 | The type of event that triggers a notify to the plug-in. |
|
|
5390 | </attribute> |
|
|
5391 | <attribute arch="title" editor="plug-in" type="string"> |
|
|
5392 | The name of the plug-in that should be notified of the event, e.g. "cfpython" |
|
|
5393 | for python and "perl" for the Crossfire-Perl plug-in. |
|
|
5394 | </attribute> |
|
|
5395 | <attribute arch="slaying" editor="extension" type="string"> |
|
|
5396 | The name of the extension to invoke (for python, this is the path to a script, |
|
|
5397 | for perl this is the name of a extension package without the ".ext" extension. |
|
|
5398 | </attribute> |
|
|
5399 | <attribute arch="name" editor="options" type="string"> |
|
|
5400 | A string that is passed unaltered to the extension above. Often used to pass |
|
|
5401 | options to the extension that alter its behaviour. |
|
|
5402 | </attribute> |
|
|
5403 | </type> |
5035 | </type> |
5404 | |
5036 | |
5405 | </types> |
5037 | </types> |