… | |
… | |
22 | # </required> # |
22 | # </required> # |
23 | # <ignore> # |
23 | # <ignore> # |
24 | # list of attributes not to import from default_type # |
24 | # list of attributes not to import from default_type # |
25 | # </ignore> # |
25 | # </ignore> # |
26 | # <description><![CDATA[ # |
26 | # <description><![CDATA[ # |
27 | # Description of this type. ]]> # |
27 | # Description of this type.]]> # |
28 | # </description> # |
28 | # </description> # |
29 | # <use><![CDATA[ # |
29 | # <use><![CDATA[ # |
30 | # How to use this type. ]]> # |
30 | # How to use this type.]]> # |
31 | # </use> # |
31 | # </use> # |
32 | # ... attributes ... # |
32 | # ... attributes ... # |
33 | # </type> # |
33 | # </type> # |
34 | # # |
34 | # # |
35 | # about the 'attribute' type: <attribute ... type="XXX" > # |
35 | # about the 'attribute' type: <attribute ... type="XXX" > # |
… | |
… | |
148 | decremented by 1. Otherwise, it is incremented by <speed> on |
148 | decremented by 1. Otherwise, it is incremented by <speed> on |
149 | every tick. |
149 | every tick. |
150 | </attribute> |
150 | </attribute> |
151 | "> |
151 | "> |
152 | <!ENTITY activate_on " |
152 | <!ENTITY activate_on " |
153 | <attribute arch='activate_on_push' editor='Activate on push' type='bool'> |
153 | <attribute arch='activate_on_push' editor='activate on push' type='bool'> |
154 | Whether the teleporter should only be activated on push. |
154 | Whether the teleporter should only be activated on push. |
155 | </attribute> |
155 | </attribute> |
156 | <attribute arch='activate_on_release' editor='Activate on release' type='bool'> |
156 | <attribute arch='activate_on_release' editor='activate on release' type='bool'> |
157 | Whether the teleporter should only be activated on release. |
157 | Whether the teleporter should only be activated on release. |
158 | </attribute> |
158 | </attribute> |
159 | "> |
159 | "> |
160 | |
160 | |
161 | <!ENTITY resistances_flesh_desc " |
161 | <!ENTITY resistances_flesh_desc " |
… | |
… | |
700 | If an item is identified, the player has full knowledge about it. |
700 | If an item is identified, the player has full knowledge about it. |
701 | </attribute> |
701 | </attribute> |
702 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
702 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
703 | 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 |
704 | 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 |
705 | only for pickable items inside shops. |
705 | usually only for pickable items inside shops. Converters can also |
|
|
706 | have this flag set to make all output unpaid. |
706 | </attribute> |
707 | </attribute> |
707 | <attribute arch="sound" editor="sound" type="string"> |
708 | <attribute arch="sound" editor="sound" type="string"> |
708 | The sound this objects makes on a map. Enter either a sound alias from |
709 | 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 | arch/res/sound.conf.res or a path. If you enter <path> in this |
710 | field it will point to sound/<path>.ext |
711 | field it will point to sound/<path>.ext |
… | |
… | |
778 | This text may describe the object. |
779 | This text may describe the object. |
779 | </attribute> |
780 | </attribute> |
780 | </type> |
781 | </type> |
781 | |
782 | |
782 | <!--####################################################################--> |
783 | <!--####################################################################--> |
|
|
784 | <!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik --> |
783 | <type number="110" name="Ability"> |
785 | <type number="999" name="Ability"> |
784 | <ignore> |
786 | <ignore> |
785 | <ignore_list name="system_object" /> |
787 | <ignore_list name="system_object" /> |
786 | </ignore> |
788 | </ignore> |
787 | <description><![CDATA[ |
789 | <description><![CDATA[ |
788 | Abilities are to be put in a monster's inventory. They grant monsters the |
790 | Abilities are to be put in a monster's inventory. They grant monsters the |
789 | knowledge to cast spells. Spells from abilities are usually magical in |
791 | knowledge to cast spells. Spells from abilities are usually magical in |
790 | nature, thus adding magic attacktype to the spell-damage they produce. |
792 | nature, thus adding magic attacktype to the spell-damage they produce. |
791 | <br><br> |
793 | <br><br> |
792 | A particularly nice feature of abilities is that they can hold two |
794 | A particularly nice feature of abilities is that they can hold two |
793 | spells: One for short range- and one for long range use. |
795 | spells: One for short range - and one for long range use. |
794 | \n\n |
796 | \n\n |
795 | You should know that spellcasting monsters receive abilities via |
797 | You should know that spellcasting monsters receive abilities via |
796 | <treasurelist>. ]]> |
798 | <treasurelist>.]]> |
797 | </description> |
799 | </description> |
798 | <use><![CDATA[ |
800 | <use><![CDATA[ |
799 | If you want to create "customized" spellcasting monsters, you |
801 | If you want to create "customized" spellcasting monsters, you |
800 | should use abilities (rather than spellbooks/wands or something). |
802 | should use abilities (rather than spellbooks/wands or something). |
801 | The long/short-range spell feature can make boss-monsters more |
803 | The long/short-range spell feature can make boss-monsters more |
… | |
… | |
803 | <br><br> |
805 | <br><br> |
804 | You should keep in mind that magic abilities allow players |
806 | You should keep in mind that magic abilities allow players |
805 | to get better resistance. You can turn off the magic part to |
807 | to get better resistance. You can turn off the magic part to |
806 | make the spells more dangerous. However, this really shouldn't |
808 | make the spells more dangerous. However, this really shouldn't |
807 | be neccessary unless you work on very high level maps. |
809 | be neccessary unless you work on very high level maps. |
808 | And what fun is a magic resistance cloak when it has no effect? ]]> |
810 | And what fun is a magic resistance cloak when it has no effect?]]> |
809 | </use> |
811 | </use> |
810 | <attribute arch="invisible" value="1" type="fixed" /> |
812 | <attribute arch="invisible" value="1" type="fixed" /> |
811 | <attribute arch="no_drop" value="1" type="fixed" /> |
813 | <attribute arch="no_drop" value="1" type="fixed" /> |
812 | <attribute arch="sp" editor="short range spell" type="spell"> |
814 | <attribute arch="sp" editor="short range spell" type="spell"> |
813 | The monster will use the specified <short range spell> |
815 | The monster will use the specified <short range spell> |
… | |
… | |
850 | </ignore> |
852 | </ignore> |
851 | <description><![CDATA[ |
853 | <description><![CDATA[ |
852 | When a player puts a defined number of certain items on the altar, |
854 | When a player puts a defined number of certain items on the altar, |
853 | then either a spell is casted (on the player) or a connector is |
855 | then either a spell is casted (on the player) or a connector is |
854 | triggered. If the latter is the case, the altar works only once. |
856 | triggered. If the latter is the case, the altar works only once. |
855 | Either way, the sacrificed item disappears. ]]> |
857 | Either way, the sacrificed item disappears.]]> |
856 | </description> |
858 | </description> |
857 | <attribute arch="no_pick" value="1" type="fixed" /> |
859 | <attribute arch="no_pick" value="1" type="fixed" /> |
858 | &move_on; |
860 | &move_on; |
859 | <attribute arch="slaying" editor="match item name" type="string"> |
861 | <attribute arch="slaying" editor="match item name" type="string"> |
860 | This string specifies the item that must be put on the altar to |
862 | This string specifies the item that must be put on the altar to |
… | |
… | |
895 | <ignore_list name="non_pickable" /> |
897 | <ignore_list name="non_pickable" /> |
896 | </ignore> |
898 | </ignore> |
897 | <description><![CDATA[ |
899 | <description><![CDATA[ |
898 | Altar_triggers work pretty much like normal altars |
900 | Altar_triggers work pretty much like normal altars |
899 | (drop sacrifice -> connection activated), except for the fact that |
901 | (drop sacrifice -> connection activated), except for the fact that |
900 | they reset after usage. Hence, altar_triggers can be used infinitely. ]]> |
902 | they reset after usage. Hence, altar_triggers can be used infinitely.]]> |
901 | </description> |
903 | </description> |
902 | <use><![CDATA[ |
904 | <use><![CDATA[ |
903 | Altar_triggers are very useful if you want to charge a price for... |
905 | Altar_triggers are very useful if you want to charge a price for... |
904 | <UL> |
906 | <UL> |
905 | <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. |
907 | <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. |
906 | <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. |
908 | <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. |
907 | <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. |
909 | <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. |
908 | </UL> |
910 | </UL> |
909 | The big advantage over normal altars is the infinite usability |
911 | The big advantage over normal altars is the infinite usability |
910 | of altar_triggers! If there are ten players on one server, they're |
912 | of altar_triggers! If there are ten players on one server, they're |
911 | quite grateful if things work more than once. =) ]]> |
913 | quite grateful if things work more than once. =)]]> |
912 | </use> |
914 | </use> |
913 | <attribute arch="no_pick" value="1" type="fixed" /> |
915 | <attribute arch="no_pick" value="1" type="fixed" /> |
914 | <attribute arch="slaying" editor="match item name" type="string"> |
916 | <attribute arch="slaying" editor="match item name" type="string"> |
915 | This string specifies the item that must be put on the altar to |
917 | This string specifies the item that must be put on the altar to |
916 | activate it. It can either be the name of an archetype, or directly |
918 | activate it. It can either be the name of an archetype, or directly |
… | |
… | |
963 | |
965 | |
964 | <!--####################################################################--> |
966 | <!--####################################################################--> |
965 | <type number="74" name="Skill Tool"> |
967 | <type number="74" name="Skill Tool"> |
966 | <description><![CDATA[ |
968 | <description><![CDATA[ |
967 | Wearing a skill tool will give the player the ability to use a skill. |
969 | Wearing a skill tool will give the player the ability to use a skill. |
968 | ]]> |
970 | ]]> |
969 | </description> |
971 | </description> |
970 | <use><![CDATA[ |
972 | <use><![CDATA[ |
971 | Feel free to assign resistancies and stats to a skill tools or change |
973 | Feel free to assign resistancies and stats to a skill tools or change |
972 | the skill that is given. |
974 | the skill that is given. |
973 | ]]> |
975 | ]]> |
974 | </use> |
976 | </use> |
975 | <attribute arch="skill" editor="skill name" type="string"> |
977 | <attribute arch="skill" editor="skill name" type="string"> |
976 | This field describes which skill the player will be able to use wearing this item. |
978 | This field describes which skill the player will be able to use wearing this item. |
977 | </attribute> |
979 | </attribute> |
978 | &player_stat_resist_sections; |
980 | &player_stat_resist_sections; |
979 | </type> |
981 | </type> |
980 | <!--####################################################################--> |
982 | <!--####################################################################--> |
981 | <type number="39" name="Amulet"> |
983 | <type number="39" name="Amulet"> |
982 | <description><![CDATA[ |
984 | <description><![CDATA[ |
983 | Wearing an amulet, the object's stats will directly be inherited to |
985 | Wearing an amulet, the object's stats will directly be inherited to |
984 | the player. Amulets are usually meant for protection and defense. ]]> |
986 | the player. Amulets are usually meant for protection and defense.]]> |
985 | </description> |
987 | </description> |
986 | <use><![CDATA[ |
988 | <use><![CDATA[ |
987 | Feel free to create your own special artifacts. However, it is very |
989 | Feel free to create your own special artifacts. However, it is very |
988 | important that you keep your artifact in balance with existing maps. ]]> |
990 | important that you keep your artifact in balance with existing maps.]]> |
989 | </use> |
991 | </use> |
990 | <attribute arch="ac" editor="armour class" type="int"> |
992 | <attribute arch="ac" editor="armour class" type="int"> |
991 | This value defines the amount of armour-class bonus for wearing |
993 | This value defines the amount of armour-class bonus for wearing |
992 | this item. <Armour class> lessens the chance of being hit. Lower |
994 | this item. <Armour class> lessens the chance of being hit. Lower |
993 | values are better. It should usually be set only for armour-like equipment. |
995 | values are better. It should usually be set only for armour-like equipment. |
… | |
… | |
1138 | Battleground is very special: In short, players can die on battleground |
1140 | Battleground is very special: In short, players can die on battleground |
1139 | without any death penalties. They don't loose or gain experience |
1141 | without any death penalties. They don't loose or gain experience |
1140 | while on battleground. Acid, draining and depletion effects don't |
1142 | while on battleground. Acid, draining and depletion effects don't |
1141 | work either. |
1143 | work either. |
1142 | When a player dies on battleground, he gets teleported to an exit |
1144 | When a player dies on battleground, he gets teleported to an exit |
1143 | location which is defined in the battleground object. ]]> |
1145 | location which is defined in the battleground object.]]> |
1144 | </description> |
1146 | </description> |
1145 | <use><![CDATA[ |
1147 | <use><![CDATA[ |
1146 | Battleground is only meant for player vs. player duels. You can |
1148 | Battleground is only meant for player vs. player duels. You can |
1147 | design combat arenas similiar to the one in scorn.<br> |
1149 | design combat arenas similiar to the one in scorn.<br> |
1148 | What should NEVER be done is placing battleground tiles in |
1150 | What should NEVER be done is placing battleground tiles in |
… | |
… | |
1150 | It must not be possible to gain significant treasure for fighting |
1152 | It must not be possible to gain significant treasure for fighting |
1151 | on battleground, because it bears no risk.<br><br> |
1153 | on battleground, because it bears no risk.<br><br> |
1152 | (Battleground will cease to work when the image or name is changed, |
1154 | (Battleground will cease to work when the image or name is changed, |
1153 | or when it is placed beneath another floor tile. |
1155 | or when it is placed beneath another floor tile. |
1154 | This is not a bug, it is there to prevent any attempts of placing |
1156 | This is not a bug, it is there to prevent any attempts of placing |
1155 | "hidden" battleground tiles anywhere.) ]]> |
1157 | "hidden" battleground tiles anywhere.)]]> |
1156 | </use> |
1158 | </use> |
1157 | <attribute arch="no_pick" value="1" type="fixed" /> |
1159 | <attribute arch="no_pick" value="1" type="fixed" /> |
1158 | <attribute arch="is_floor" value="1" type="fixed" /> |
1160 | <attribute arch="is_floor" value="1" type="fixed" /> |
1159 | <attribute arch="hp" editor="destination X" type="int"> |
1161 | <attribute arch="hp" editor="destination X" type="int"> |
1160 | The exit destinations define the (x, y)-coordinates where players |
1162 | The exit destinations define the (x, y)-coordinates where players |
… | |
… | |
1175 | Safe ground is a special object that prevents any effects that might |
1177 | 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. |
1178 | be harmful for the map, other players or items on the map. |
1177 | It blocks all magic and prayers, usage of alchemy, prevents potions |
1179 | It blocks all magic and prayers, usage of alchemy, prevents potions |
1178 | from being used and blocks bombs from exploding. Note that altars that |
1180 | from being used and blocks bombs from exploding. Note that altars that |
1179 | do cast spells still work. |
1181 | do cast spells still work. |
1180 | ]]> |
1182 | ]]> |
1181 | </description> |
1183 | </description> |
1182 | <use><![CDATA[ |
1184 | <use><![CDATA[ |
1183 | Safe ground can be used to prevents any means of burning |
1185 | 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 |
1186 | 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 |
1187 | 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. |
1188 | areas where really no kind of spell should be invoked by a player. |
1187 | ]]> |
1189 | ]]> |
1188 | </use> |
1190 | </use> |
1189 | &movement_types_terrain; |
1191 | &movement_types_terrain; |
1190 | <attribute arch="no_pick" value="1" type="fixed" /> |
1192 | <attribute arch="no_pick" value="1" type="fixed" /> |
1191 | </type> |
1193 | </type> |
1192 | |
1194 | |
1193 | <!--####################################################################--> |
1195 | <!--####################################################################--> |
1194 | <type number="8" name="Book"> |
1196 | <type number="8" name="Book"> |
1195 | <description><![CDATA[ |
1197 | <description><![CDATA[ |
1196 | Applying a book, the containing message is displayed to the player. ]]> |
1198 | Applying a book, the containing message is displayed to the player.]]> |
1197 | </description> |
1199 | </description> |
1198 | <attribute arch="level" editor="literacy level" type="int"> |
1200 | <attribute arch="level" editor="literacy level" type="int"> |
1199 | If this value is set to be greater than zero, the player needs a |
1201 | If this value is set to be greater than zero, the player needs a |
1200 | certain literacy level to succeed reading the book. The book can be |
1202 | certain literacy level to succeed reading the book. The book can be |
1201 | read if: mental_level greater <literacy level> - 5. Adding level to a |
1203 | read if: mental_level greater <literacy level> - 5. Adding level to a |
… | |
… | |
1225 | <type number="99" name="Boots"> |
1227 | <type number="99" name="Boots"> |
1226 | <import_type name="Amulet" /> |
1228 | <import_type name="Amulet" /> |
1227 | <description><![CDATA[ |
1229 | <description><![CDATA[ |
1228 | Wearing boots, the object's stats will directly be inherited to |
1230 | Wearing boots, the object's stats will directly be inherited to |
1229 | the player. Usually enhancing his speed, or granting some minor |
1231 | the player. Usually enhancing his speed, or granting some minor |
1230 | protection bonus. ]]> |
1232 | protection bonus.]]> |
1231 | </description> |
1233 | </description> |
1232 | <use><![CDATA[ |
1234 | <use><![CDATA[ |
1233 | Feel free to create your own special artifacts. However, it is very |
1235 | Feel free to create your own special artifacts. However, it is very |
1234 | important that you keep your artifact in balance with existing maps. ]]> |
1236 | important that you keep your artifact in balance with existing maps.]]> |
1235 | </use> |
1237 | </use> |
1236 | <attribute arch="exp" editor="speed bonus" type="int"> |
1238 | <attribute arch="exp" editor="speed bonus" type="int"> |
1237 | Boots with <speed bonus> will increase the player's walking speed |
1239 | Boots with <speed bonus> will increase the player's walking speed |
1238 | while worn. This kind of bonus is quite desirable for players of low- |
1240 | while worn. This kind of bonus is quite desirable for players of low- |
1239 | and medium level. High level players usually have fastest possible |
1241 | and medium level. High level players usually have fastest possible |
… | |
… | |
1255 | <type number="104" name="Bracers"> |
1257 | <type number="104" name="Bracers"> |
1256 | <import_type name="Amulet" /> |
1258 | <import_type name="Amulet" /> |
1257 | <description><![CDATA[ |
1259 | <description><![CDATA[ |
1258 | Bracers are armour-plates worn around the wrists. |
1260 | Bracers are armour-plates worn around the wrists. |
1259 | Wearing bracer, the object's stats will directly be inherited to |
1261 | Wearing bracer, the object's stats will directly be inherited to |
1260 | the player. Usually enhancing his defense. ]]> |
1262 | the player. Usually enhancing his defense.]]> |
1261 | </description> |
1263 | </description> |
1262 | <use><![CDATA[ |
1264 | <use><![CDATA[ |
1263 | Feel free to create your own special artifacts. However, it is very |
1265 | Feel free to create your own special artifacts. However, it is very |
1264 | important that you keep your artifact in balance with existing maps. ]]> |
1266 | important that you keep your artifact in balance with existing maps.]]> |
1265 | </use> |
1267 | </use> |
1266 | <attribute arch="magic" editor="magic bonus" type="int"> |
1268 | <attribute arch="magic" editor="magic bonus" type="int"> |
1267 | <magic bonus> works just like ac, except that it can be improved by |
1269 | <magic bonus> works just like ac, except that it can be improved by |
1268 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1270 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1269 | than direct armour-class bonus on the bracers. |
1271 | than direct armour-class bonus on the bracers. |
… | |
… | |
1273 | <!--####################################################################--> |
1275 | <!--####################################################################--> |
1274 | <type number="16" name="Brestplate Armour"> |
1276 | <type number="16" name="Brestplate Armour"> |
1275 | <import_type name="Amulet" /> |
1277 | <import_type name="Amulet" /> |
1276 | <description><![CDATA[ |
1278 | <description><![CDATA[ |
1277 | Wearing an armour, the object's stats will directly be inherited to |
1279 | Wearing an armour, the object's stats will directly be inherited to |
1278 | the player. Usually enhancing his defense. ]]> |
1280 | the player. Usually enhancing his defense.]]> |
1279 | </description> |
1281 | </description> |
1280 | <use><![CDATA[ |
1282 | <use><![CDATA[ |
1281 | Feel free to create your own special artifacts. However, it is very |
1283 | Feel free to create your own special artifacts. However, it is very |
1282 | important that you keep your artifact in balance with existing maps. ]]> |
1284 | important that you keep your artifact in balance with existing maps.]]> |
1283 | </use> |
1285 | </use> |
1284 | <attribute arch="last_heal" editor="spellpoint penalty" type="int"> |
1286 | <attribute arch="last_heal" editor="spellpoint penalty" type="int"> |
1285 | This poses a penalty to spell regeneration speed, for wearing the armour. |
1287 | This poses a penalty to spell regeneration speed, for wearing the armour. |
1286 | The bigger the spellpoint penalty, the worse. |
1288 | The bigger the spellpoint penalty, the worse. |
1287 | </attribute> |
1289 | </attribute> |
… | |
… | |
1303 | </ignore> |
1305 | </ignore> |
1304 | <description><![CDATA[ |
1306 | <description><![CDATA[ |
1305 | When a predefined amount of weigh is placed on a button, the |
1307 | When a predefined amount of weigh is placed on a button, the |
1306 | <connection> value is triggered. In most cases this happens when a |
1308 | <connection> value is triggered. In most cases this happens when a |
1307 | player or monster steps on it. When the button is "released", the |
1309 | player or monster steps on it. When the button is "released", the |
1308 | <connection> value get's triggered a second time. ]]> |
1310 | <connection> value get's triggered a second time.]]> |
1309 | </description> |
1311 | </description> |
1310 | &move_on; |
1312 | &move_on; |
1311 | &move_off; |
1313 | &move_off; |
1312 | <attribute arch="no_pick" value="1" type="fixed" /> |
1314 | <attribute arch="no_pick" value="1" type="fixed" /> |
1313 | <attribute arch="weight" editor="press weight" type="int"> |
1315 | <attribute arch="weight" editor="press weight" type="int"> |
… | |
… | |
1331 | <ignore_list name="non_pickable" /> |
1333 | <ignore_list name="non_pickable" /> |
1332 | </ignore> |
1334 | </ignore> |
1333 | <description><![CDATA[ |
1335 | <description><![CDATA[ |
1334 | Handle buttons are buttons which reset after a short period |
1336 | Handle buttons are buttons which reset after a short period |
1335 | of time. Every time it is either applied or reset, the |
1337 | of time. Every time it is either applied or reset, the |
1336 | <connection> value is triggered. ]]> |
1338 | <connection> value is triggered.]]> |
1337 | </description> |
1339 | </description> |
1338 | </type> |
1340 | </type> |
1339 | |
1341 | |
1340 | <!--####################################################################--> |
1342 | <!--####################################################################--> |
1341 | <type number="37" name="Class Changer"> |
1343 | <type number="37" name="Class Changer"> |
1342 | <ignore> |
1344 | <ignore> |
1343 | <ignore_list name="non_pickable" /> |
1345 | <ignore_list name="non_pickable" /> |
1344 | </ignore> |
1346 | </ignore> |
1345 | <description><![CDATA[ |
1347 | <description><![CDATA[ |
1346 | Class changer are used while creating a character. ]]> |
1348 | Class changer are used while creating a character.]]> |
1347 | </description> |
1349 | </description> |
1348 | <attribute arch="randomitems" editor="class items" type="treasurelist"> |
1350 | <attribute arch="randomitems" editor="class items" type="treasurelist"> |
1349 | This entry determines which initial items the character receives. |
1351 | This entry determines which initial items the character receives. |
1350 | </attribute> |
1352 | </attribute> |
1351 | <section name="stats"> |
1353 | <section name="stats"> |
… | |
… | |
1384 | <type number="87" name="Cloak"> |
1386 | <type number="87" name="Cloak"> |
1385 | <import_type name="Amulet" /> |
1387 | <import_type name="Amulet" /> |
1386 | <description><![CDATA[ |
1388 | <description><![CDATA[ |
1387 | Wearing a cloak, the object's stats will directly be inherited to |
1389 | Wearing a cloak, the object's stats will directly be inherited to |
1388 | the player. Cloaks usually add minor <armour class> and |
1390 | the player. Cloaks usually add minor <armour class> and |
1389 | sometimes a bit of resistance. ]]> |
1391 | sometimes a bit of resistance.]]> |
1390 | </description> |
1392 | </description> |
1391 | <use><![CDATA[ |
1393 | <use><![CDATA[ |
1392 | Feel free to create your own special artifacts. However, it is very |
1394 | Feel free to create your own special artifacts. However, it is very |
1393 | important that you keep your artifact in balance with existing maps. ]]> |
1395 | important that you keep your artifact in balance with existing maps.]]> |
1394 | </use> |
1396 | </use> |
1395 | <attribute arch="magic" editor="magic bonus" type="int"> |
1397 | <attribute arch="magic" editor="magic bonus" type="int"> |
1396 | <magic bonus> works just like ac, except that it can be improved by |
1398 | <magic bonus> works just like ac, except that it can be improved by |
1397 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1399 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1398 | than direct armour-class bonus on the cloak. |
1400 | than direct armour-class bonus on the cloak. |
… | |
… | |
1403 | </type> |
1405 | </type> |
1404 | |
1406 | |
1405 | <!--####################################################################--> |
1407 | <!--####################################################################--> |
1406 | <type number="9" name="Clock"> |
1408 | <type number="9" name="Clock"> |
1407 | <description><![CDATA[ |
1409 | <description><![CDATA[ |
1408 | Applying a clock, the time is displayed to the player. ]]> |
1410 | Applying a clock, the time is displayed to the player.]]> |
1409 | </description> |
1411 | </description> |
1410 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1412 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1411 | This text may describe the item |
1413 | This text may describe the item |
1412 | </attribute> |
1414 | </attribute> |
1413 | </type> |
1415 | </type> |
… | |
… | |
1418 | A player can put (certain kinds of) items in the container. |
1420 | A player can put (certain kinds of) items in the container. |
1419 | The overall weight of items is reduced when put inside a |
1421 | The overall weight of items is reduced when put inside a |
1420 | container, depending on the settings. |
1422 | container, depending on the settings. |
1421 | <br><br> |
1423 | <br><br> |
1422 | A special feature of containers is the "cauldron", |
1424 | A special feature of containers is the "cauldron", |
1423 | capable of mixing alchemical receipes. ]]> |
1425 | capable of mixing alchemical receipes.]]> |
1424 | </description> |
1426 | </description> |
1425 | <use><![CDATA[ |
1427 | <use><![CDATA[ |
1426 | Note on chests - There are two types of chests: |
1428 | Note on chests - There are two types of chests: |
1427 | <UL> |
1429 | <UL> |
1428 | <LI> First the random treasure chests - Those are NOT containers |
1430 | <LI> First the random treasure chests - Those are NOT containers |
1429 | (but object type Treasure), they create random treasures when |
1431 | (but object type Treasure), they create random treasures when |
1430 | applied. Archetype name is "chest". |
1432 | applied. Archetype name is "chest". |
1431 | <LI> Second there are the permanent chests - Those are containers, |
1433 | <LI> Second there are the permanent chests - Those are containers, |
1432 | they can be opened and closed again. Archetype name is "chest_2". |
1434 | they can be opened and closed again. Archetype name is "chest_2". |
1433 | </UL> ]]> |
1435 | </UL>]]> |
1434 | </use> |
1436 | </use> |
1435 | <attribute arch="race" editor="container class" type="string"> |
1437 | <attribute arch="race" editor="container class" type="string"> |
1436 | If set, the container will hold only certain types of objects. |
1438 | If set, the container will hold only certain types of objects. |
1437 | Possible choices for <container class> are: "gold and jewels", |
1439 | Possible choices for <container class> are: "gold and jewels", |
1438 | "arrows" and "keys". |
1440 | "arrows" and "keys". |
… | |
… | |
1487 | <ignore> |
1489 | <ignore> |
1488 | <attribute arch="value" /> |
1490 | <attribute arch="value" /> |
1489 | <attribute arch="nrof" /> |
1491 | <attribute arch="nrof" /> |
1490 | <attribute arch="name_pl" /> |
1492 | <attribute arch="name_pl" /> |
1491 | <attribute arch="no_pick" /> |
1493 | <attribute arch="no_pick" /> |
1492 | <attribute arch="unpaid" /> |
|
|
1493 | <attribute arch="title" /> |
1494 | <attribute arch="title" /> |
1494 | </ignore> |
1495 | </ignore> |
1495 | <description><![CDATA[ |
1496 | <description><![CDATA[ |
1496 | Converters are like "exchange tables". When the player drops a |
1497 | Converters are like "exchange tables". When the player drops a |
1497 | specific type of items, they get converted into other items, at a |
1498 | specific type of items, they get converted into other items, at a |
1498 | predefined exchange-ratio. ]]> |
1499 | predefined exchange-ratio.]]> |
1499 | </description> |
1500 | </description> |
1500 | <use><![CDATA[ |
1501 | <use><![CDATA[ |
1501 | Converters are better than shopping with doormats, because the |
1502 | Converters are better than shopping with doormats, because the |
1502 | converters never get sold out. For some items like food or jewels |
1503 | converters never get sold out. For some items like food or jewels |
1503 | those "exchange tables" are really nice, while for the more important |
1504 | those "exchange tables" are really nice, while for the more important |
… | |
… | |
1505 | <br><br> |
1506 | <br><br> |
1506 | VERY IMPORTANT: Be careful with the exchange-ratio! When you drop |
1507 | VERY IMPORTANT: Be careful with the exchange-ratio! When you drop |
1507 | items on a converter, the stuff you get must be of equal or lesser |
1508 | items on a converter, the stuff you get must be of equal or lesser |
1508 | value than before! (Except if you are using "rare" items like |
1509 | value than before! (Except if you are using "rare" items like |
1509 | dragonscales for payment). The code will not check if your ratio is |
1510 | dragonscales for payment). The code will not check if your ratio is |
1510 | sane, so the player could gain infinite wealth by using your converter. ]]> |
1511 | sane, so the player could gain infinite wealth by using your converter.]]> |
1511 | </use> |
1512 | </use> |
1512 | <attribute arch="no_pick" value="1" type="fixed" /> |
1513 | <attribute arch="no_pick" value="1" type="fixed" /> |
1513 | <attribute arch="slaying" editor="cost arch" type="string"> |
1514 | <attribute arch="slaying" editor="cost arch" type="string"> |
1514 | <cost arch> is the name of the archetype the player has to |
1515 | <cost arch> is the name of the archetype the player has to |
1515 | put on the converter, as payment. |
1516 | put on the converter, as payment. |
… | |
… | |
1531 | of <receive arch>. |
1532 | of <receive arch>. |
1532 | </attribute> |
1533 | </attribute> |
1533 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1534 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1534 | This text may contain a description of the converter. |
1535 | This text may contain a description of the converter. |
1535 | </attribute> |
1536 | </attribute> |
|
|
1537 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
|
|
1538 | If the converter is marked as <unpaid> the generated item's will |
|
|
1539 | be flagged as unpaid. Useful if you want to make a converter in a shop. |
|
|
1540 | (For instance for 'dragon scale' to 'dragon shield' converters in some |
|
|
1541 | armour shops.) |
|
|
1542 | </attribute> |
1536 | </type> |
1543 | </type> |
1537 | |
1544 | |
1538 | <!--####################################################################--> |
1545 | <!--####################################################################--> |
1539 | <type number="42" name="Creator"> |
1546 | <type number="42" name="Creator"> |
1540 | <ignore> |
1547 | <ignore> |
… | |
… | |
1542 | </ignore> |
1549 | </ignore> |
1543 | <description><![CDATA[ |
1550 | <description><![CDATA[ |
1544 | A creator is an object which creates another object when it |
1551 | A creator is an object which creates another object when it |
1545 | is triggered. The child object can be anything. Creators are |
1552 | is triggered. The child object can be anything. Creators are |
1546 | VERY useful for all kinds of map-mechanisms. They can even |
1553 | VERY useful for all kinds of map-mechanisms. They can even |
1547 | periodically create things. ]]> |
1554 | periodically create things.]]> |
1548 | </description> |
1555 | </description> |
1549 | <use><![CDATA[ |
1556 | <use><![CDATA[ |
1550 | Don't hesitate to hide your creators under the floor. |
1557 | Don't hesitate to hide your creators under the floor. |
1551 | The created items will still always appear ontop of the floor. ]]> |
1558 | The created items will still always appear ontop of the floor.]]> |
1552 | </use> |
1559 | </use> |
1553 | <attribute arch="no_pick" value="1" type="fixed" /> |
1560 | <attribute arch="no_pick" value="1" type="fixed" /> |
1554 | <attribute arch="other_arch" editor="create arch" type="string"> |
1561 | <attribute arch="other_arch" editor="create arch" type="string"> |
1555 | This string defines the object that will be created. |
1562 | This string defines the object that will be created. |
1556 | You can choose any of the existing arches. |
1563 | You can choose any of the existing arches. |
… | |
… | |
1598 | finds a specific object, it toggles its connected value. |
1605 | finds a specific object, it toggles its connected value. |
1599 | <br><br> |
1606 | <br><br> |
1600 | What is "unique" about them, compared to inv. checkers/ pedestals? |
1607 | What is "unique" about them, compared to inv. checkers/ pedestals? |
1601 | - First, detectors check their square for a match periodically, not |
1608 | - First, detectors check their square for a match periodically, not |
1602 | instantly. Second, detectors check directly for object names. Third, |
1609 | instantly. Second, detectors check directly for object names. Third, |
1603 | detectors do not check the inventory of players/monsters. ]]> |
1610 | detectors do not check the inventory of players/monsters.]]> |
1604 | </description> |
1611 | </description> |
1605 | <use><![CDATA[ |
1612 | <use><![CDATA[ |
1606 | There is one major speciality about detectors: You can detect spells |
1613 | There is one major speciality about detectors: You can detect spells |
1607 | blown over a detector! To detect a lighting bolt for example, set |
1614 | blown over a detector! To detect a lighting bolt for example, set |
1608 | "slaying ligthing" and "speed 1.0". In combination with spellcasting |
1615 | "slaying ligthing" and "speed 1.0". In combination with spellcasting |
1609 | walls, this can be very useful for map-mechanisms. ]]> |
1616 | walls, this can be very useful for map-mechanisms.]]> |
1610 | </use> |
1617 | </use> |
1611 | <attribute arch="no_pick" value="1" type="fixed" /> |
1618 | <attribute arch="no_pick" value="1" type="fixed" /> |
1612 | <attribute arch="slaying" editor="match name" type="string"> |
1619 | <attribute arch="slaying" editor="match name" type="string"> |
1613 | <match name> specifies the name of the object we are looking for. |
1620 | <match name> specifies the name of the object we are looking for. |
1614 | Actually it does also check for the <key string> in key-objects, |
1621 | Actually it does also check for the <key string> in key-objects, |
… | |
… | |
1639 | <description><![CDATA[ |
1646 | <description><![CDATA[ |
1640 | Directors change the direction of spell objects and other projectiles |
1647 | Directors change the direction of spell objects and other projectiles |
1641 | that fly past. Unlike spinners, directors always move objects in the |
1648 | that fly past. Unlike spinners, directors always move objects in the |
1642 | same direction. It does not make a difference from what angle you |
1649 | same direction. It does not make a difference from what angle you |
1643 | shoot into it.<br> |
1650 | shoot into it.<br> |
1644 | Directors are visible per default. ]]> |
1651 | Directors are visible per default.]]> |
1645 | </description> |
1652 | </description> |
1646 | <use><![CDATA[ |
1653 | <use><![CDATA[ |
1647 | Directors are rarely used in maps. Sometimes they are placed to |
1654 | Directors are rarely used in maps. Sometimes they are placed to |
1648 | change the direction of spells coming out of magic walls, |
1655 | change the direction of spells coming out of magic walls, |
1649 | "channeling" spell-projectiles in some direction. When doing this, |
1656 | "channeling" spell-projectiles in some direction. When doing this, |
… | |
… | |
1651 | into them!</B> The spell-projectiles bouncing between the directors |
1658 | into them!</B> The spell-projectiles bouncing between the directors |
1652 | would accumulate to huge numbers and at some point slow down the |
1659 | would accumulate to huge numbers and at some point slow down the |
1653 | server by eating memory- and CPU-time. |
1660 | server by eating memory- and CPU-time. |
1654 | <br><br> |
1661 | <br><br> |
1655 | You'd better not place directors in monster vs. player combat |
1662 | You'd better not place directors in monster vs. player combat |
1656 | areas too much, because that freaks out wizard-type players. ]]> |
1663 | areas too much, because that freaks out wizard-type players.]]> |
1657 | </use> |
1664 | </use> |
1658 | <attribute arch="sp" editor="direction" type="list_direction"> |
1665 | <attribute arch="sp" editor="direction" type="list_direction"> |
1659 | Projectiles will leave the director flying in the selected <direction>. |
1666 | Projectiles will leave the director flying in the selected <direction>. |
1660 | A director with direction <none> simply stops projectiles. |
1667 | A director with direction <none> simply stops projectiles. |
1661 | (The latter works out a bit strange for some spells). |
1668 | (The latter works out a bit strange for some spells). |
… | |
… | |
1670 | </ignore> |
1677 | </ignore> |
1671 | <description><![CDATA[ |
1678 | <description><![CDATA[ |
1672 | Diseases are an intersting form of spellcraft in Deliantra. |
1679 | Diseases are an intersting form of spellcraft in Deliantra. |
1673 | Once casted, they can spread out and infect creatures in a large |
1680 | Once casted, they can spread out and infect creatures in a large |
1674 | area. Being infected can have various effects, from amusing farts |
1681 | area. Being infected can have various effects, from amusing farts |
1675 | to horrible damage - almost everything is possible. ]]> |
1682 | to horrible damage - almost everything is possible.]]> |
1676 | </description> |
1683 | </description> |
1677 | <use><![CDATA[ |
1684 | <use><![CDATA[ |
1678 | Diseases are extremely flexible and usable in a many ways. |
1685 | Diseases are extremely flexible and usable in a many ways. |
1679 | So far they are mostly used for causing bad, unwanted effects. |
1686 | So far they are mostly used for causing bad, unwanted effects. |
1680 | You could just as well create a disease which helps the player |
1687 | You could just as well create a disease which helps the player |
1681 | (recharging mana for example). |
1688 | (recharging mana for example). |
1682 | Infection with a "positive disease" could even be a quest reward. ]]> |
1689 | Infection with a "positive disease" could even be a quest reward.]]> |
1683 | </use> |
1690 | </use> |
1684 | <attribute arch="invisible" value="1" type="fixed" /> |
1691 | <attribute arch="invisible" value="1" type="fixed" /> |
1685 | <attribute arch="level" editor="plaque level" type="int"> |
1692 | <attribute arch="level" editor="plaque level" type="int"> |
1686 | The <plaque level> is proportional to the disease's deadliness. |
1693 | The <plaque level> is proportional to the disease's deadliness. |
1687 | This mainly reflects in the <damage>. It has no effect on |
1694 | This mainly reflects in the <damage>. It has no effect on |
… | |
… | |
1832 | </ignore> |
1839 | </ignore> |
1833 | <description><![CDATA[ |
1840 | <description><![CDATA[ |
1834 | A door can be opened with a normal key. It also can be broken by attacking |
1841 | A door can be opened with a normal key. It also can be broken by attacking |
1835 | it, and it can be defeated with the lockpicking skill. If a door is |
1842 | it, and it can be defeated with the lockpicking skill. If a door is |
1836 | defeated, horizontally and vertically adjacent doors are automatically |
1843 | defeated, horizontally and vertically adjacent doors are automatically |
1837 | removed. ]]> |
1844 | removed.]]> |
1838 | </description> |
1845 | </description> |
1839 | <attribute arch="no_pick" value="1" type="fixed" /> |
1846 | <attribute arch="no_pick" value="1" type="fixed" /> |
1840 | <attribute arch="alive" value="1" type="fixed" /> |
1847 | <attribute arch="alive" value="1" type="fixed" /> |
1841 | &movement_types_terrain; |
1848 | &movement_types_terrain; |
1842 | <attribute arch="hp" editor="hitpoints" type="int"> |
1849 | <attribute arch="hp" editor="hitpoints" type="int"> |
… | |
… | |
1869 | When activated, a duplicator can duplicate, multiply or destroy a pile of |
1876 | When activated, a duplicator can duplicate, multiply or destroy a pile of |
1870 | objects which lies somewhere on top of the duplicator. |
1877 | objects which lies somewhere on top of the duplicator. |
1871 | The duplicator has one arch name specified as <target arch>, |
1878 | The duplicator has one arch name specified as <target arch>, |
1872 | and only objects of this archetype can be affected.<br> |
1879 | and only objects of this archetype can be affected.<br> |
1873 | It will multiply the number of items in the pile, by the <multiply factor>. |
1880 | It will multiply the number of items in the pile, by the <multiply factor>. |
1874 | If the latter is set to zero, it will destroy objects. ]]> |
1881 | If the latter is set to zero, it will destroy objects.]]> |
1875 | </description> |
1882 | </description> |
1876 | <use><![CDATA[ |
1883 | <use><![CDATA[ |
1877 | I hope it is clear that one must be very cautious when inserting a duplicator |
1884 | I hope it is clear that one must be very cautious when inserting a duplicator |
1878 | anywhere with <multiply factor> greater than one. |
1885 | anywhere with <multiply factor> greater than one. |
1879 | It is designed to be used for betting mechanisms only (bet -> win/loose). |
1886 | It is designed to be used for betting mechanisms only (bet -> win/loose). |
1880 | It is <b>not acceptable</b> to allow duplication of anything other than |
1887 | It is <b>not acceptable</b> to allow duplication of anything other than |
1881 | coins, gold and jewels. Besides, it is very important that the chance to |
1888 | coins, gold and jewels. Besides, it is very important that the chance to |
1882 | loose the input matches the chance to earn winnings.<br> |
1889 | loose the input matches the chance to earn winnings.<br> |
1883 | A duplicator with <multiply factor> 3 for example should have a |
1890 | A duplicator with <multiply factor> 3 for example should have a |
1884 | loosing rate of 2/3 = 67%. ]]> |
1891 | loosing rate of 2/3 = 67%.]]> |
1885 | </use> |
1892 | </use> |
1886 | <attribute arch="other_arch" editor="target arch" type="string"> |
1893 | <attribute arch="other_arch" editor="target arch" type="string"> |
1887 | Only objects of matching archtype, lying ontop of the duplicator will be |
1894 | Only objects of matching archtype, lying ontop of the duplicator will be |
1888 | duplicated, multiplied or removed. All other objects will be ignored. |
1895 | duplicated, multiplied or removed. All other objects will be ignored. |
1889 | </attribute> |
1896 | </attribute> |
… | |
… | |
1907 | </ignore> |
1914 | </ignore> |
1908 | <description><![CDATA[ |
1915 | <description><![CDATA[ |
1909 | When the player applies an exit, he is transferred to a different location. |
1916 | When the player applies an exit, he is transferred to a different location. |
1910 | (Monsters cannot use exits.) Depending on how it is set, the player applies |
1917 | (Monsters cannot use exits.) Depending on how it is set, the player applies |
1911 | the exit just by walking into it, or by pressing <a>pply when standing on |
1918 | the exit just by walking into it, or by pressing <a>pply when standing on |
1912 | the exit. ]]> |
1919 | the exit. ]]> |
1913 | </description> |
1920 | </description> |
1914 | <use><![CDATA[ |
1921 | <use><![CDATA[ |
1915 | If you want to have an invisible exit, set <invisible> (, of course |
1922 | If you want to have an invisible exit, set <invisible> (, of course |
1916 | <apply by walking>), and put it *under* the floor. Otherwise it could be |
1923 | <apply by walking>), and put it *under* the floor. Otherwise it could be |
1917 | detected with the show_invisible spell. |
1924 | detected with the show_invisible spell. |
1918 | <br><br> |
1925 | <br><br> |
1919 | You can be quite creative with the outlook of secret exits (their "face"). |
1926 | You can be quite creative with the outlook of secret exits (their "face"). |
1920 | Don't forget to give the player relyable hints about them though. ]]> |
1927 | Don't forget to give the player relyable hints about them though.]]> |
1921 | </use> |
1928 | </use> |
1922 | <attribute arch="slaying" editor="exit path" type="string"> |
1929 | <attribute arch="slaying" editor="exit path" type="string"> |
1923 | The exit path defines the map that the player is transferred to. |
1930 | The exit path defines the map that the player is transferred to. |
1924 | You can enter an absolute path, beginning with '/' (for example |
1931 | You can enter an absolute path, beginning with '/' (for example |
1925 | "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning |
1932 | "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning |
… | |
… | |
1967 | little health by eating flesh-objects. <br> |
1974 | little health by eating flesh-objects. <br> |
1968 | For dragon players, flesh plays a very special role though: If the |
1975 | For dragon players, flesh plays a very special role though: If the |
1969 | flesh has resistances set, a dragon player has a chance to gain resistance in |
1976 | flesh has resistances set, a dragon player has a chance to gain resistance in |
1970 | those categories. The only constraint to this process is the <flesh level>. |
1977 | those categories. The only constraint to this process is the <flesh level>. |
1971 | Don't forget that flesh items with resistances have to be balanced |
1978 | Don't forget that flesh items with resistances have to be balanced |
1972 | according to map/monster difficulty. ]]> |
1979 | according to map/monster difficulty.]]> |
1973 | </description> |
1980 | </description> |
1974 | <use><![CDATA[ |
1981 | <use><![CDATA[ |
1975 | For dragon players, flesh items can be highly valuable. Note that many |
1982 | For dragon players, flesh items can be highly valuable. Note that many |
1976 | standard monsters carry flesh items from their <treasurelist>. |
1983 | standard monsters carry flesh items from their <treasurelist>. |
1977 | These flesh items "inherit" resistances and level from the monster they belong to. |
1984 | These flesh items "inherit" resistances and level from the monster they belong to. |
… | |
… | |
1979 | not the case - so you have to set it manually. |
1986 | not the case - so you have to set it manually. |
1980 | <br><br> |
1987 | <br><br> |
1981 | Generally adding special flesh-treaties for dragon players is a great thing |
1988 | Generally adding special flesh-treaties for dragon players is a great thing |
1982 | to do. Always consider that dragon players might really not be interested |
1989 | to do. Always consider that dragon players might really not be interested |
1983 | in that special piece of weapon or armour, so don't let the dragon-fellows miss |
1990 | in that special piece of weapon or armour, so don't let the dragon-fellows miss |
1984 | out on the reward completely. ]]> |
1991 | out on the reward completely.]]> |
1985 | </use> |
1992 | </use> |
1986 | <attribute arch="food" editor="foodpoints" type="int"> |
1993 | <attribute arch="food" editor="foodpoints" type="int"> |
1987 | The player's stomache will get filled with this amount of foodpoints. |
1994 | The player's stomache will get filled with this amount of foodpoints. |
1988 | The player's health will increase by <foodpoints>/50 hp. |
1995 | The player's health will increase by <foodpoints>/50 hp. |
1989 | </attribute> |
1996 | </attribute> |
… | |
… | |
2013 | <ignore> |
2020 | <ignore> |
2014 | <ignore_list name="non_pickable" /> |
2021 | <ignore_list name="non_pickable" /> |
2015 | </ignore> |
2022 | </ignore> |
2016 | <description><![CDATA[ |
2023 | <description><![CDATA[ |
2017 | Floor is a very basic thing whithout too much |
2024 | Floor is a very basic thing whithout too much |
2018 | functionality. It's a floor - you stand on it. ]]> |
2025 | functionality. It's a floor - you stand on it.]]> |
2019 | </description> |
2026 | </description> |
2020 | <attribute arch="is_floor" value="1" type="fixed" /> |
2027 | <attribute arch="is_floor" value="1" type="fixed" /> |
2021 | <attribute arch="no_pick" value="1" type="fixed" /> |
2028 | <attribute arch="no_pick" value="1" type="fixed" /> |
2022 | <section name="terrain"> |
2029 | <section name="terrain"> |
2023 | &movement_types_terrain; |
2030 | &movement_types_terrain; |
… | |
… | |
2057 | Encounter-Floor is pretty much the same as normal floor. |
2064 | Encounter-Floor is pretty much the same as normal floor. |
2058 | Most outdoor floor/ground-arches are set to be "encounters". |
2065 | Most outdoor floor/ground-arches are set to be "encounters". |
2059 | That is kind of a relict from former code: When walking over |
2066 | That is kind of a relict from former code: When walking over |
2060 | encounter-floor, players sometimes got beamed to little maps |
2067 | encounter-floor, players sometimes got beamed to little maps |
2061 | with monsters on them. Nowadays this feature is disabled - |
2068 | with monsters on them. Nowadays this feature is disabled - |
2062 | Hence encounter floor is not different from normal floor. ]]> |
2069 | Hence encounter floor is not different from normal floor.]]> |
2063 | </description> |
2070 | </description> |
2064 | <attribute arch="is_floor" value="1" type="fixed" /> |
2071 | <attribute arch="is_floor" value="1" type="fixed" /> |
2065 | <attribute arch="no_pick" value="1" type="fixed" /> |
2072 | <attribute arch="no_pick" value="1" type="fixed" /> |
2066 | <section name="terrain"> |
2073 | <section name="terrain"> |
2067 | &movement_types_terrain; |
2074 | &movement_types_terrain; |
… | |
… | |
2094 | |
2101 | |
2095 | <!--####################################################################--> |
2102 | <!--####################################################################--> |
2096 | <type number="6" name="Food"> |
2103 | <type number="6" name="Food"> |
2097 | <description><![CDATA[ |
2104 | <description><![CDATA[ |
2098 | By eating/drinking food-objects, the player can fill his |
2105 | By eating/drinking food-objects, the player can fill his |
2099 | stomache and gain a little health. ]]> |
2106 | stomache and gain a little health.]]> |
2100 | </description> |
2107 | </description> |
2101 | <attribute arch="food" editor="foodpoints" type="int"> |
2108 | <attribute arch="food" editor="foodpoints" type="int"> |
2102 | The player's stomache will get filled with this amount of foodpoints. |
2109 | The player's stomache will get filled with this amount of foodpoints. |
2103 | The player's health will increase by <foodpoints>/50 hp. |
2110 | The player's health will increase by <foodpoints>/50 hp. |
2104 | </attribute> |
2111 | </attribute> |
… | |
… | |
2116 | <description><![CDATA[ |
2123 | <description><![CDATA[ |
2117 | Gates play an important role in Deliantra. Gates can be opened |
2124 | Gates play an important role in Deliantra. Gates can be opened |
2118 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2125 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2119 | or carrying special key-objects (-> inventory checker). |
2126 | or carrying special key-objects (-> inventory checker). |
2120 | Unlike locked doors, gates can get shut again after a player has |
2127 | Unlike locked doors, gates can get shut again after a player has |
2121 | passed, which makes them more practical in many cases. ]]> |
2128 | passed, which makes them more practical in many cases.]]> |
2122 | </description> |
2129 | </description> |
2123 | <use><![CDATA[ |
2130 | <use><![CDATA[ |
2124 | Use gates to divide your maps into seperated areas. After solving |
2131 | Use gates to divide your maps into seperated areas. After solving |
2125 | area A, the player gains access to area B, and so on. Make your |
2132 | area A, the player gains access to area B, and so on. Make your |
2126 | maps more complex than "one-way". ]]> |
2133 | maps more complex than "one-way".]]> |
2127 | </use> |
2134 | </use> |
2128 | <attribute arch="no_pick" value="1" type="fixed" /> |
2135 | <attribute arch="no_pick" value="1" type="fixed" /> |
2129 | <attribute arch="speed" value="1" type="float"> |
2136 | <attribute arch="speed" value="1" type="float"> |
2130 | The speed of the gate affects how fast it is closing/opening. |
2137 | The speed of the gate affects how fast it is closing/opening. |
2131 | </attribute> |
2138 | </attribute> |
… | |
… | |
2155 | <type number="113" name="Girdle"> |
2162 | <type number="113" name="Girdle"> |
2156 | <import_type name="Amulet" /> |
2163 | <import_type name="Amulet" /> |
2157 | <description><![CDATA[ |
2164 | <description><![CDATA[ |
2158 | Wearing a girdle, the object's stats will directly be inherited to |
2165 | Wearing a girdle, the object's stats will directly be inherited to |
2159 | the player. Girdles usually provide stats- or damage bonuses and no |
2166 | the player. Girdles usually provide stats- or damage bonuses and no |
2160 | defense. ]]> |
2167 | defense.]]> |
2161 | </description> |
2168 | </description> |
2162 | <use><![CDATA[ |
2169 | <use><![CDATA[ |
2163 | Feel free to create your own special artifacts. However, it is very |
2170 | Feel free to create your own special artifacts. However, it is very |
2164 | important that you keep your artifact in balance with existing maps. ]]> |
2171 | important that you keep your artifact in balance with existing maps.]]> |
2165 | </use> |
2172 | </use> |
2166 | <attribute arch="magic" editor="magic bonus" type="int"> |
2173 | <attribute arch="magic" editor="magic bonus" type="int"> |
2167 | <magic bonus> works just like ac, except that it can be improved by |
2174 | <magic bonus> works just like ac, except that it can be improved by |
2168 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2175 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2169 | than direct armour-class bonus on the helmet. |
2176 | than direct armour-class bonus on the helmet. |
… | |
… | |
2177 | <!--####################################################################--> |
2184 | <!--####################################################################--> |
2178 | <type number="100" name="Gloves"> |
2185 | <type number="100" name="Gloves"> |
2179 | <import_type name="Amulet" /> |
2186 | <import_type name="Amulet" /> |
2180 | <description><![CDATA[ |
2187 | <description><![CDATA[ |
2181 | Wearing gloves, the object's stats will directly be inherited to |
2188 | Wearing gloves, the object's stats will directly be inherited to |
2182 | the player. Gloves can add defense or damage bonuses. ]]> |
2189 | the player. Gloves can add defense or damage bonuses.]]> |
2183 | </description> |
2190 | </description> |
2184 | <use><![CDATA[ |
2191 | <use><![CDATA[ |
2185 | Feel free to create your own special artifacts. However, it is very |
2192 | Feel free to create your own special artifacts. However, it is very |
2186 | important that you keep your artifact in balance with existing maps. ]]> |
2193 | important that you keep your artifact in balance with existing maps.]]> |
2187 | </use> |
2194 | </use> |
2188 | <attribute arch="magic" editor="magic bonus" type="int"> |
2195 | <attribute arch="magic" editor="magic bonus" type="int"> |
2189 | If the gloves provide <armour class>, <magic bonus> will increase it. |
2196 | If the gloves provide <armour class>, <magic bonus> will increase it. |
2190 | If the gloves have <weapon class> instead, then <magic bonus> |
2197 | If the gloves have <weapon class> instead, then <magic bonus> |
2191 | will increase that. |
2198 | will increase that. |
… | |
… | |
2197 | <ignore> |
2204 | <ignore> |
2198 | <ignore_list name="non_pickable" /> |
2205 | <ignore_list name="non_pickable" /> |
2199 | </ignore> |
2206 | </ignore> |
2200 | <description><![CDATA[ |
2207 | <description><![CDATA[ |
2201 | A handle can be applied by players and (certain) monsters. |
2208 | A handle can be applied by players and (certain) monsters. |
2202 | Every time it is applied, the <connection> value is triggered. ]]> |
2209 | Every time it is applied, the <connection> value is triggered.]]> |
2203 | </description> |
2210 | </description> |
2204 | <use><![CDATA[ |
2211 | <use><![CDATA[ |
2205 | Handles are commonly used to move gates. When placing your lever, |
2212 | Handles are commonly used to move gates. When placing your lever, |
2206 | don't forget that some monsters are able to apply it. |
2213 | don't forget that some monsters are able to apply it. |
2207 | The ability to apply levers is rare among monsters - |
2214 | The ability to apply levers is rare among monsters - |
2208 | but vampires can do it for example. ]]> |
2215 | but vampires can do it for example.]]> |
2209 | </use> |
2216 | </use> |
2210 | <attribute arch="no_pick" value="1" type="fixed" /> |
2217 | <attribute arch="no_pick" value="1" type="fixed" /> |
2211 | <attribute arch="connected" editor="connection" type="int"> |
2218 | <attribute arch="connected" editor="connection" type="int"> |
2212 | Every time the handle is applied, all objects |
2219 | Every time the handle is applied, all objects |
2213 | with the same <connection> value are activated. |
2220 | with the same <connection> value are activated. |
… | |
… | |
2225 | <ignore_list name="non_pickable" /> |
2232 | <ignore_list name="non_pickable" /> |
2226 | </ignore> |
2233 | </ignore> |
2227 | <description><![CDATA[ |
2234 | <description><![CDATA[ |
2228 | Handle triggers are handles which reset after a short period |
2235 | Handle triggers are handles which reset after a short period |
2229 | of time. Every time it is either applied or reset, the |
2236 | of time. Every time it is either applied or reset, the |
2230 | <connection> value is triggered. ]]> |
2237 | <connection> value is triggered.]]> |
2231 | </description> |
2238 | </description> |
2232 | <use><![CDATA[ |
2239 | <use><![CDATA[ |
2233 | When you connect an ordinary handle to a gate, the gate normally remains |
2240 | When you connect an ordinary handle to a gate, the gate normally remains |
2234 | opened after the first player passed. If you want to keep the gate shut, |
2241 | opened after the first player passed. If you want to keep the gate shut, |
2235 | connecting it to a handle trigger is an easy solution. ]]> |
2242 | connecting it to a handle trigger is an easy solution. ]]> |
2236 | </use> |
2243 | </use> |
2237 | </type> |
2244 | </type> |
2238 | |
2245 | |
2239 | <!--####################################################################--> |
2246 | <!--####################################################################--> |
2240 | <type number="88" name="Hazard Floor"> |
2247 | <type number="88" name="Hazard Floor"> |
… | |
… | |
2245 | <ignore_list name="non_pickable" /> |
2252 | <ignore_list name="non_pickable" /> |
2246 | </ignore> |
2253 | </ignore> |
2247 | <description><![CDATA[ |
2254 | <description><![CDATA[ |
2248 | The best example for Hazard Floor is lava. It works like standard |
2255 | The best example for Hazard Floor is lava. It works like standard |
2249 | floor, but damages all creatures standing on it. |
2256 | floor, but damages all creatures standing on it. |
2250 | Damage is taken in regular time intervals. ]]> |
2257 | Damage is taken in regular time intervals.]]> |
2251 | </description> |
2258 | </description> |
2252 | <use><![CDATA[ |
2259 | <use><![CDATA[ |
2253 | The default lava for example does minor damage. But you can turn |
2260 | The default lava for example does minor damage. But you can turn |
2254 | it up so that your hazard floor poses a real threat.<br> |
2261 | it up so that your hazard floor poses a real threat.<br> |
2255 | Like magic walls, such floors add a permanent thrill to your map. |
2262 | Like magic walls, such floors add a permanent thrill to your map. |
2256 | You can use that to safely chase off too-weak players, or just |
2263 | You can use that to safely chase off too-weak players, or just |
2257 | to have something different. ]]> |
2264 | to have something different.]]> |
2258 | </use> |
2265 | </use> |
2259 | <attribute arch="is_floor" value="1" type="fixed" /> |
2266 | <attribute arch="is_floor" value="1" type="fixed" /> |
2260 | <attribute arch="lifesave" value="1" type="fixed" /> |
2267 | <attribute arch="lifesave" value="1" type="fixed" /> |
2261 | &move_on; |
2268 | &move_on; |
2262 | <attribute arch="no_pick" value="1" type="fixed" /> |
2269 | <attribute arch="no_pick" value="1" type="fixed" /> |
… | |
… | |
2313 | <import_type name="Amulet" /> |
2320 | <import_type name="Amulet" /> |
2314 | <description><![CDATA[ |
2321 | <description><![CDATA[ |
2315 | Wearing a helmet, the object's stats will directly be inherited to |
2322 | Wearing a helmet, the object's stats will directly be inherited to |
2316 | the player. Normal helmets usually increase defense, while crowns |
2323 | the player. Normal helmets usually increase defense, while crowns |
2317 | add more special bonuses like stats/resistances paired with |
2324 | add more special bonuses like stats/resistances paired with |
2318 | low defense. ]]> |
2325 | low defense.]]> |
2319 | </description> |
2326 | </description> |
2320 | <use><![CDATA[ |
2327 | <use><![CDATA[ |
2321 | Feel free to create your own special artifacts. However, it is very |
2328 | Feel free to create your own special artifacts. However, it is very |
2322 | important that you keep your artifact in balance with existing maps. ]]> |
2329 | important that you keep your artifact in balance with existing maps.]]> |
2323 | </use> |
2330 | </use> |
2324 | <attribute arch="magic" editor="magic bonus" type="int"> |
2331 | <attribute arch="magic" editor="magic bonus" type="int"> |
2325 | <magic bonus> works just like ac, except that it can be improved by |
2332 | <magic bonus> works just like ac, except that it can be improved by |
2326 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2333 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2327 | than direct armour-class bonus on the helmet. |
2334 | than direct armour-class bonus on the helmet. |
… | |
… | |
2338 | <ignore_list name="non_pickable" /> |
2345 | <ignore_list name="non_pickable" /> |
2339 | </ignore> |
2346 | </ignore> |
2340 | <description><![CDATA[ |
2347 | <description><![CDATA[ |
2341 | Holy_altars are altars for the various religions. Praying |
2348 | Holy_altars are altars for the various religions. Praying |
2342 | at a Holy_altar will make you a follower of that god, and |
2349 | at a Holy_altar will make you a follower of that god, and |
2343 | if you already follow that god, you may get some extra bonus. ]]> |
2350 | if you already follow that god, you may get some extra bonus.]]> |
2344 | </description> |
2351 | </description> |
2345 | <attribute arch="no_pick" value="1" type="fixed" /> |
2352 | <attribute arch="no_pick" value="1" type="fixed" /> |
2346 | <attribute arch="other_arch" editor="god name" type="string"> |
2353 | <attribute arch="other_arch" editor="god name" type="string"> |
2347 | The altar belongs to the god of the given name. Possible options for |
2354 | The altar belongs to the god of the given name. Possible options for |
2348 | <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
2355 | <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
… | |
… | |
2371 | Horns are very similar to rods. The difference is that horns regenerate |
2378 | Horns are very similar to rods. The difference is that horns regenerate |
2372 | spellpoints faster and thus are more valuable than rods. |
2379 | spellpoints faster and thus are more valuable than rods. |
2373 | <br><br> |
2380 | <br><br> |
2374 | A horn contains a spell. The player can use this spell by applying and |
2381 | A horn contains a spell. The player can use this spell by applying and |
2375 | "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be |
2382 | "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be |
2376 | used endlessly. ]]> |
2383 | used endlessly.]]> |
2377 | </description> |
2384 | </description> |
2378 | <use><![CDATA[ |
2385 | <use><![CDATA[ |
2379 | Horns are powerful due to their fast recharge rate. They should |
2386 | Horns are powerful due to their fast recharge rate. They should |
2380 | never contain high level attacking spells. Even curing/healing spells |
2387 | never contain high level attacking spells. Even curing/healing spells |
2381 | are almost too good on a horn. ]]> |
2388 | are almost too good on a horn.]]> |
2382 | </use> |
2389 | </use> |
2383 | <attribute arch="sp" editor="spell" type="spell"> |
2390 | <attribute arch="sp" editor="spell" type="spell"> |
2384 | Sets the <spell> of the horn. Consider twice before handing out any |
2391 | Sets the <spell> of the horn. Consider twice before handing out any |
2385 | horns to players, since they can be used endlessly without any mana cost! |
2392 | horns to players, since they can be used endlessly without any mana cost! |
2386 | Horns with heal/ restoration/ protection spells, IF available, MUST be |
2393 | Horns with heal/ restoration/ protection spells, IF available, MUST be |
… | |
… | |
2412 | <!--####################################################################--> |
2419 | <!--####################################################################--> |
2413 | <type number="73" name="Inorganic"> |
2420 | <type number="73" name="Inorganic"> |
2414 | <description><![CDATA[ |
2421 | <description><![CDATA[ |
2415 | Inorganic materials are generally used as ingredients for |
2422 | Inorganic materials are generally used as ingredients for |
2416 | alchemical receipes. By themselves, they have no special |
2423 | alchemical receipes. By themselves, they have no special |
2417 | functionalities. ]]> |
2424 | functionalities.]]> |
2418 | </description> |
2425 | </description> |
2419 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2426 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2420 | </attribute> |
2427 | </attribute> |
2421 | &resistances_basic; |
2428 | &resistances_basic; |
2422 | </type> |
2429 | </type> |
… | |
… | |
2435 | <br><br> |
2442 | <br><br> |
2436 | Alternatively, you can set your inv. checker to block all players |
2443 | Alternatively, you can set your inv. checker to block all players |
2437 | that do/don't carry the matching object. |
2444 | that do/don't carry the matching object. |
2438 | <br><br> |
2445 | <br><br> |
2439 | As you can see, inv. checkers are quite powerful, holding a |
2446 | As you can see, inv. checkers are quite powerful, holding a |
2440 | great variety of possibilities. ]]> |
2447 | great variety of possibilities.]]> |
2441 | </description> |
2448 | </description> |
2442 | <use><![CDATA[ |
2449 | <use><![CDATA[ |
2443 | Putting a check_inventory space in front of a gate (one below) and |
2450 | Putting a check_inventory space in front of a gate (one below) and |
2444 | one on the opposite side works reasonably well as a control mechanism. |
2451 | one on the opposite side works reasonably well as a control mechanism. |
2445 | Unlike the key/door-combo, this one works infinite since it is |
2452 | Unlike the key/door-combo, this one works infinite since it is |
2446 | independant from map reset. Use it to put a "structure" into your |
2453 | independant from map reset. Use it to put a "structure" into your |
2447 | maps: Player must solve area A to gain access to area B. This concept |
2454 | maps: Player must solve area A to gain access to area B. This concept |
2448 | can be found in nearly every RPG - simple but effective. ]]> |
2455 | can be found in nearly every RPG - simple but effective.]]> |
2449 | </use> |
2456 | </use> |
2450 | <attribute arch="no_pick" value="1" type="fixed" /> |
2457 | <attribute arch="no_pick" value="1" type="fixed" /> |
2451 | <attribute arch="slaying" editor="match key string" type="string"> |
2458 | <attribute arch="slaying" editor="match key string" type="string"> |
2452 | This string specifies the object we are looking for: We have a match |
2459 | This string specifies the object we are looking for: We have a match |
2453 | if the player does/don't carry a key object or a mark with identical |
2460 | if the player does/don't carry a key object or a mark with identical |
… | |
… | |
2529 | <!--####################################################################--> |
2536 | <!--####################################################################--> |
2530 | <type number="60" name="Jewel"> |
2537 | <type number="60" name="Jewel"> |
2531 | <description><![CDATA[ |
2538 | <description><![CDATA[ |
2532 | Items of the type Gold & Jewels are handled like a currency. |
2539 | Items of the type Gold & Jewels are handled like a currency. |
2533 | Unlike for any other type of item, in shops, the buy- and selling |
2540 | Unlike for any other type of item, in shops, the buy- and selling |
2534 | prices differ only marginally. ]]> |
2541 | prices differ only marginally.]]> |
2535 | </description> |
2542 | </description> |
2536 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2543 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2537 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2544 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2538 | This text may describe the object. |
2545 | This text may describe the object. |
2539 | </attribute> |
2546 | </attribute> |
… | |
… | |
2541 | |
2548 | |
2542 | <!--####################################################################--> |
2549 | <!--####################################################################--> |
2543 | <type number="24" name="Key"> |
2550 | <type number="24" name="Key"> |
2544 | <description><![CDATA[ |
2551 | <description><![CDATA[ |
2545 | When carrying a key, a normal door can be opened. The key will |
2552 | When carrying a key, a normal door can be opened. The key will |
2546 | disappear. ]]> |
2553 | disappear.]]> |
2547 | </description> |
2554 | </description> |
2548 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
2555 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
2549 | A godgiven item vanishes as soon as the player |
2556 | A godgiven item vanishes as soon as the player |
2550 | drops it to the ground. |
2557 | drops it to the ground. |
2551 | </attribute> |
2558 | </attribute> |
… | |
… | |
2556 | <ignore> |
2563 | <ignore> |
2557 | <ignore_list name="non_pickable" /> |
2564 | <ignore_list name="non_pickable" /> |
2558 | </ignore> |
2565 | </ignore> |
2559 | <description><![CDATA[ |
2566 | <description><![CDATA[ |
2560 | A locked door can be opened only when carrying |
2567 | A locked door can be opened only when carrying |
2561 | the appropriate special key. ]]> |
2568 | the appropriate special key.]]> |
2562 | </description> |
2569 | </description> |
2563 | <use><![CDATA[ |
2570 | <use><![CDATA[ |
2564 | If you want to create a locked door that cannot be opened (no key), |
2571 | If you want to create a locked door that cannot be opened (no key), |
2565 | set a <key string> like "no_key_available". This will clearify things |
2572 | set a <key string> like "no_key_available". This will clearify things |
2566 | and only a fool would create a key matching that string. |
2573 | and only a fool would create a key matching that string. |
… | |
… | |
2568 | Door-objects can not only be used for "doors". In many maps these |
2575 | Door-objects can not only be used for "doors". In many maps these |
2569 | are used with all kinds of faces/names, especially often as |
2576 | are used with all kinds of faces/names, especially often as |
2570 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2577 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2571 | There you have magic forces (door objects) put under certain artifact |
2578 | There you have magic forces (door objects) put under certain artifact |
2572 | items. To get your hands on the artifacts, you need to bring up the |
2579 | items. To get your hands on the artifacts, you need to bring up the |
2573 | appropriate quest items (key objects). ]]> |
2580 | appropriate quest items (key objects).]]> |
2574 | </use> |
2581 | </use> |
2575 | <attribute arch="move_type" value="0" type="fixed" /> |
2582 | <attribute arch="move_type" value="0" type="fixed" /> |
2576 | <attribute arch="no_pick" value="1" type="fixed" /> |
2583 | <attribute arch="no_pick" value="1" type="fixed" /> |
2577 | <attribute arch="slaying" editor="key string" type="string"> |
2584 | <attribute arch="slaying" editor="key string" type="string"> |
2578 | The <key string> in the door must be identical with the |
2585 | The <key string> in the door must be identical with the |
… | |
… | |
2605 | <ignore> |
2612 | <ignore> |
2606 | <ignore_list name="system_object" /> |
2613 | <ignore_list name="system_object" /> |
2607 | </ignore> |
2614 | </ignore> |
2608 | <description><![CDATA[ |
2615 | <description><![CDATA[ |
2609 | Magic_ears trigger a connected value |
2616 | Magic_ears trigger a connected value |
2610 | when the player speaks a specific keyword. ]]> |
2617 | when the player speaks a specific keyword.]]> |
2611 | </description> |
2618 | </description> |
2612 | <use><![CDATA[ |
2619 | <use><![CDATA[ |
2613 | Whenever you put magic_ears on your maps, make sure there are |
2620 | Whenever you put magic_ears on your maps, make sure there are |
2614 | CLEAR and RELYABLE hints about the keywords somewhere. Don't make |
2621 | CLEAR and RELYABLE hints about the keywords somewhere. Don't make |
2615 | something like a gate that is opened by speaking "open" or |
2622 | something like a gate that is opened by speaking "open" or |
… | |
… | |
2617 | <br><br> |
2624 | <br><br> |
2618 | Magic_ears are typically used for interaction with NPCs. You |
2625 | Magic_ears are typically used for interaction with NPCs. You |
2619 | can create the impression that the NPC actually *does* something |
2626 | can create the impression that the NPC actually *does* something |
2620 | according to his conversation with a player. Mostly this means |
2627 | according to his conversation with a player. Mostly this means |
2621 | opening a gate or handing out some item, but you could be quite |
2628 | opening a gate or handing out some item, but you could be quite |
2622 | creative here. ]]> |
2629 | creative here.]]> |
2623 | </use> |
2630 | </use> |
2624 | <attribute arch="no_pick" value="1" type="fixed" /> |
2631 | <attribute arch="no_pick" value="1" type="fixed" /> |
2625 | <attribute arch="connected" editor="connection" type="int"> |
2632 | <attribute arch="connected" editor="connection" type="int"> |
2626 | The Magic_ear will trigger all objects with the |
2633 | The Magic_ear will trigger all objects with the |
2627 | same connection value, every time it is activated. |
2634 | same connection value, every time it is activated. |
… | |
… | |
2649 | Magic walls can contain any spell. However, some spells do not |
2656 | Magic walls can contain any spell. However, some spells do not |
2650 | operate very successfully in them. The only way to know is to test |
2657 | operate very successfully in them. The only way to know is to test |
2651 | the spell you want to use with a wall. |
2658 | the spell you want to use with a wall. |
2652 | <br><br> |
2659 | <br><br> |
2653 | Several types of magical walls are predefined for you in the |
2660 | Several types of magical walls are predefined for you in the |
2654 | archetypes, and can be found on the "connected" Pickmap. ]]> |
2661 | archetypes, and can be found on the "connected" Pickmap.]]> |
2655 | </description> |
2662 | </description> |
2656 | <use><![CDATA[ |
2663 | <use><![CDATA[ |
2657 | Spellcasting walls pose an interesting alternative to monsters. |
2664 | Spellcasting walls pose an interesting alternative to monsters. |
2658 | Usually they are set to be undestroyable. Thus, while monsters |
2665 | Usually they are set to be undestroyable. Thus, while monsters |
2659 | in a map can be cleared out, the magic walls remain. Low level |
2666 | in a map can be cleared out, the magic walls remain. Low level |
… | |
… | |
2670 | walls' spell(s). |
2677 | walls' spell(s). |
2671 | <br><br> |
2678 | <br><br> |
2672 | It is possible to make walls rotate when triggered. But that is so |
2679 | It is possible to make walls rotate when triggered. But that is so |
2673 | confusing (and useless IMHO) that I did not mention it above. You |
2680 | confusing (and useless IMHO) that I did not mention it above. You |
2674 | can find a working example on the map |
2681 | can find a working example on the map |
2675 | "/pup_land/castle_eureca/castle_eureca8". ]]> |
2682 | "/pup_land/castle_eureca/castle_eureca8".]]> |
2676 | </use> |
2683 | </use> |
2677 | <attribute arch="dam" editor="spell" type="spell"> |
2684 | <attribute arch="dam" editor="spell" type="spell"> |
2678 | The magic wall will cast this <spell>. |
2685 | The magic wall will cast this <spell>. |
2679 | </attribute> |
2686 | </attribute> |
2680 | <attribute arch="level" editor="spell level" type="int"> |
2687 | <attribute arch="level" editor="spell level" type="int"> |
… | |
… | |
2735 | player stepping on it. This force does nothing except containing a |
2742 | player stepping on it. This force does nothing except containing a |
2736 | <key string> which can be discovered by detectors or inventory |
2743 | <key string> which can be discovered by detectors or inventory |
2737 | checkers. It is also possible to use markers for removing marks again. |
2744 | checkers. It is also possible to use markers for removing marks again. |
2738 | <br><br> |
2745 | <br><br> |
2739 | Note that the player has no possibility to "see" his own marks, |
2746 | Note that the player has no possibility to "see" his own marks, |
2740 | except by the effect that they cause on the maps. ]]> |
2747 | except by the effect that they cause on the maps.]]> |
2741 | </description> |
2748 | </description> |
2742 | <use><![CDATA[ |
2749 | <use><![CDATA[ |
2743 | Markers hold real cool possibilities for map-making. I encourage |
2750 | Markers hold real cool possibilities for map-making. I encourage |
2744 | you to use them frequently. However there is one negative point |
2751 | you to use them frequently. However there is one negative point |
2745 | about markers: Players don't "see" what's going on with them. It is |
2752 | about markers: Players don't "see" what's going on with them. It is |
2746 | your task, as map-creator, to make sure the player is always well |
2753 | your task, as map-creator, to make sure the player is always well |
2747 | informed and never confused. |
2754 | informed and never confused. |
2748 | <br><br> |
2755 | <br><br> |
2749 | Please avoid infinite markers when they aren't needed. They're |
2756 | Please avoid infinite markers when they aren't needed. They're |
2750 | using a little space in the player file after all, so if there |
2757 | using a little space in the player file after all, so if there |
2751 | is no real purpose, set an expire time. ]]> |
2758 | is no real purpose, set an expire time.]]> |
2752 | </use> |
2759 | </use> |
2753 | <attribute arch="no_pick" value="1" type="fixed" /> |
2760 | <attribute arch="no_pick" value="1" type="fixed" /> |
2754 | <attribute arch="slaying" editor="key string" type="string"> |
2761 | <attribute arch="slaying" editor="key string" type="string"> |
2755 | The <key string> can be detected by inv. checkers/detectors. |
2762 | The <key string> can be detected by inv. checkers/detectors. |
2756 | If the player already has a force with that <key string>, |
2763 | If the player already has a force with that <key string>, |
… | |
… | |
2802 | When a player picks an item from a shop and attempts to |
2809 | When a player picks an item from a shop and attempts to |
2803 | walk over the shop mat, the item's selling-price is automatically |
2810 | walk over the shop mat, the item's selling-price is automatically |
2804 | subtracted from the player's money. |
2811 | subtracted from the player's money. |
2805 | <br><br> |
2812 | <br><br> |
2806 | For money, always use the default arches. |
2813 | For money, always use the default arches. |
2807 | Don't modify them. ]]> |
2814 | Don't modify them.]]> |
2808 | </description> |
2815 | </description> |
2809 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2816 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2810 | </type> |
2817 | </type> |
2811 | |
2818 | |
2812 | <!--####################################################################--> |
2819 | <!--####################################################################--> |
… | |
… | |
2827 | Monsters can behave in various kinds of ways. |
2834 | Monsters can behave in various kinds of ways. |
2828 | They can be aggressive, attacking the player. Or peaceful, |
2835 | They can be aggressive, attacking the player. Or peaceful, |
2829 | helping the player - maybe joining him as pet. |
2836 | helping the player - maybe joining him as pet. |
2830 | The unagressive creatures who communicate with players are |
2837 | The unagressive creatures who communicate with players are |
2831 | usually called "NPCs" (Non Player Character), a well-known |
2838 | usually called "NPCs" (Non Player Character), a well-known |
2832 | term in role-play environments. ]]> |
2839 | term in role-play environments.]]> |
2833 | </description> |
2840 | </description> |
2834 | <use><![CDATA[ |
2841 | <use><![CDATA[ |
2835 | Monsters play a central role in most maps. Choosing the right |
2842 | Monsters play a central role in most maps. Choosing the right |
2836 | combination of monsters for your map is vital: |
2843 | combination of monsters for your map is vital: |
2837 | <UL> |
2844 | <UL> |
… | |
… | |
2862 | can use. |
2869 | can use. |
2863 | </UL> |
2870 | </UL> |
2864 | I know it's impossible to make the perfectly balanced map. There's always |
2871 | I know it's impossible to make the perfectly balanced map. There's always |
2865 | some part which is found too easy or too hard for a certain kind of player. |
2872 | some part which is found too easy or too hard for a certain kind of player. |
2866 | Just give it your best shot. And listen to feedback from players if you |
2873 | Just give it your best shot. And listen to feedback from players if you |
2867 | receive some. :-) ]]> |
2874 | receive some. :-)]]> |
2868 | </use> |
2875 | </use> |
2869 | <attribute arch="alive" value="1" type="fixed" /> |
2876 | <attribute arch="alive" value="1" type="fixed" /> |
2870 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
2877 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
2871 | When the monster is killed, items from the treasurelist will |
2878 | When the monster is killed, items from the treasurelist will |
2872 | drop to the ground. This is a common way to reward players |
2879 | drop to the ground. This is a common way to reward players |
… | |
… | |
3201 | </ignore> |
3208 | </ignore> |
3202 | <description><![CDATA[ |
3209 | <description><![CDATA[ |
3203 | As the name implies, mood floors can change the "mood" of |
3210 | As the name implies, mood floors can change the "mood" of |
3204 | a monsters/NPC. For example, an unagressive monster could be |
3211 | a monsters/NPC. For example, an unagressive monster could be |
3205 | turned mad to start attacking. Similar, an agressive monster |
3212 | turned mad to start attacking. Similar, an agressive monster |
3206 | could be calmed. ]]> |
3213 | could be calmed.]]> |
3207 | </description> |
3214 | </description> |
3208 | <use><![CDATA[ |
3215 | <use><![CDATA[ |
3209 | Mood floors are absolutely cool for NPC interaction. To make an |
3216 | Mood floors are absolutely cool for NPC interaction. To make an |
3210 | unaggressive monster/NPC attack, put a creator with "other_arch |
3217 | unaggressive monster/NPC attack, put a creator with "other_arch |
3211 | furious_floor" under it. Connect the creator to a magic_ear, so the |
3218 | furious_floor" under it. Connect the creator to a magic_ear, so the |
… | |
… | |
3215 | it directly to a magic_ear. Then the player speaks a keyword like |
3222 | it directly to a magic_ear. Then the player speaks a keyword like |
3216 | "help me" - and the NPC joins him as pet. |
3223 | "help me" - and the NPC joins him as pet. |
3217 | <br><br> |
3224 | <br><br> |
3218 | (Of course you must always give clear hints about keywords! |
3225 | (Of course you must always give clear hints about keywords! |
3219 | And there is no reason why you couldn't use a button/lever/pedestal |
3226 | And there is no reason why you couldn't use a button/lever/pedestal |
3220 | etc. instead of a magic_ear.) ]]> |
3227 | etc. instead of a magic_ear.)]]> |
3221 | </use> |
3228 | </use> |
3222 | <attribute arch="no_pick" value="1" type="fixed" /> |
3229 | <attribute arch="no_pick" value="1" type="fixed" /> |
3223 | <attribute arch="last_sp" editor="mood" type="list_mood"> |
3230 | <attribute arch="last_sp" editor="mood" type="list_mood"> |
3224 | <mood> is used to determine what will happen to the |
3231 | <mood> is used to determine what will happen to the |
3225 | monster when affected by the mood floor: |
3232 | monster when affected by the mood floor: |
… | |
… | |
3269 | can monsters. Motion is involuntary. Additionally, players or |
3276 | can monsters. Motion is involuntary. Additionally, players or |
3270 | monsters can be "frozen" while ontop of movers so that they MUST |
3277 | monsters can be "frozen" while ontop of movers so that they MUST |
3271 | move along a chain of them. |
3278 | move along a chain of them. |
3272 | <br><br> |
3279 | <br><br> |
3273 | Multisquare monsters can be moved as well, given |
3280 | Multisquare monsters can be moved as well, given |
3274 | enough space. Movers are usually invisible. ]]> |
3281 | enough space. Movers are usually invisible.]]> |
3275 | </description> |
3282 | </description> |
3276 | <use><![CDATA[ |
3283 | <use><![CDATA[ |
3277 | NEVER EVER consider a mover being unpassable in the backwards |
3284 | NEVER EVER consider a mover being unpassable in the backwards |
3278 | direction. Setting "forced movement" makes it seemingly impossible |
3285 | direction. Setting "forced movement" makes it seemingly impossible |
3279 | but there is still a trick: One player can push a second player |
3286 | but there is still a trick: One player can push a second player |
… | |
… | |
3286 | cannot be discovered with the show_invisible spell. |
3293 | cannot be discovered with the show_invisible spell. |
3287 | <br><br> |
3294 | <br><br> |
3288 | Note that Movers and Directors are seperate objects, even though |
3295 | Note that Movers and Directors are seperate objects, even though |
3289 | they look and act similar. Directors only do spells/missiles, |
3296 | they look and act similar. Directors only do spells/missiles, |
3290 | while movers only do living creatures (depending on how it |
3297 | while movers only do living creatures (depending on how it |
3291 | is set: monsters and players). ]]> |
3298 | is set: monsters and players).]]> |
3292 | </use> |
3299 | </use> |
3293 | <attribute arch="attacktype" editor="forced movement" type="bool"> |
3300 | <attribute arch="attacktype" editor="forced movement" type="bool"> |
3294 | If forced movement is enabled, the mover "freezes" anyone it |
3301 | If forced movement is enabled, the mover "freezes" anyone it |
3295 | moves (so they are forced to move along a chain). |
3302 | moves (so they are forced to move along a chain). |
3296 | For players there is no way to escape this forced movement, |
3303 | For players there is no way to escape this forced movement, |
… | |
… | |
3348 | <ignore_list name="non_pickable" /> |
3355 | <ignore_list name="non_pickable" /> |
3349 | </ignore> |
3356 | </ignore> |
3350 | <description><![CDATA[ |
3357 | <description><![CDATA[ |
3351 | Pedestals are designed to detect certain types of living objects. |
3358 | Pedestals are designed to detect certain types of living objects. |
3352 | When a predefined type of living creature steps on the pedestal, the |
3359 | When a predefined type of living creature steps on the pedestal, the |
3353 | connected value is triggered. ]]> |
3360 | connected value is triggered.]]> |
3354 | </description> |
3361 | </description> |
3355 | <use><![CDATA[ |
3362 | <use><![CDATA[ |
3356 | If you want to create a place where only players of a certain race |
3363 | If you want to create a place where only players of a certain race |
3357 | can enter, put a teleporter over your pedestal. So the teleporter is |
3364 | can enter, put a teleporter over your pedestal. So the teleporter is |
3358 | only activated for players of the matching race. Do not use gates, |
3365 | only activated for players of the matching race. Do not use gates, |
3359 | because many other players could sneak in. If you put powerful |
3366 | because many other players could sneak in. If you put powerful |
3360 | artifacts into such places, generally set "startequip 1", so that |
3367 | artifacts into such places, generally set "startequip 1", so that |
3361 | they are preserved for that one race and can't be traded to others. ]]> |
3368 | they are preserved for that one race and can't be traded to others.]]> |
3362 | </use> |
3369 | </use> |
3363 | <attribute arch="no_pick" value="1" type="fixed" /> |
3370 | <attribute arch="no_pick" value="1" type="fixed" /> |
3364 | <attribute arch="slaying" editor="match race" type="string"> |
3371 | <attribute arch="slaying" editor="match race" type="string"> |
3365 | the <match race> defines the object we're looking for. If <match race> |
3372 | the <match race> defines the object we're looking for. If <match race> |
3366 | matches the monster's or the player's race, we have a match. |
3373 | matches the monster's or the player's race, we have a match. |
… | |
… | |
3384 | <ignore_list name="non_pickable" /> |
3391 | <ignore_list name="non_pickable" /> |
3385 | </ignore> |
3392 | </ignore> |
3386 | <description><![CDATA[ |
3393 | <description><![CDATA[ |
3387 | Pits are holes, transporting the player when he walks (and falls) into them. |
3394 | Pits are holes, transporting the player when he walks (and falls) into them. |
3388 | A speciality about pits is that they don't transport the player to |
3395 | A speciality about pits is that they don't transport the player to |
3389 | the exact destination, but within a two-square radius of the destination |
3396 | the exact destination, but within a configurable radius of the destination |
3390 | (never on blocked squares).<br> |
3397 | (never on blocked squares).<br> |
3391 | Optionally, pits can get closed and opened, similar to gates.<br><br> |
3398 | Optionally, pits can get closed and opened, similar to gates.<br><br> |
3392 | Monsters and items are affected by pits just as well as players. |
3399 | Monsters and items are affected by pits just as well as players. |
3393 | Even multipart monsters can fall through them, given enough space. ]]> |
3400 | Even multipart monsters can fall through them, given enough space.]]> |
3394 | </description> |
3401 | </description> |
3395 | <use><![CDATA[ |
3402 | <use><![CDATA[ |
3396 | Pits can add interesting effects to your map. When using them, make |
3403 | Pits can add interesting effects to your map. When using them, make |
3397 | sure to use them in a "logical way": Pits should always drop the |
3404 | sure to use them in a "logical way": Pits should always drop the |
3398 | player to some kind of lower level. They should not be used to |
3405 | player to some kind of lower level. They should not be used to |
3399 | randomly interconnect maps like teleporters do. ]]> |
3406 | randomly interconnect maps like teleporters do.]]> |
3400 | </use> |
3407 | </use> |
3401 | <attribute arch="no_pick" value="1" type="fixed" /> |
3408 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
3409 | <attribute arch="range" editor="spread radius" type="int"> |
|
|
3410 | The radius of the square area that the pit will randomly put the player into (0 to 3, default 1). |
|
|
3411 | </attribute> |
3402 | <attribute arch="connected" editor="connection" type="int"> |
3412 | <attribute arch="connected" editor="connection" type="int"> |
3403 | When a <connection> value is set, the pit can be opened/closed |
3413 | When a <connection> value is set, the pit can be opened/closed |
3404 | by activating the connection. |
3414 | by activating the connection. |
3405 | </attribute> |
3415 | </attribute> |
3406 | &activate_on; |
3416 | &activate_on; |
… | |
… | |
3421 | Zero means completely open/down, the "number of animation-steps" (usually |
3431 | Zero means completely open/down, the "number of animation-steps" (usually |
3422 | about 6 or 7) means completely closed/up state. I suggest you don't |
3432 | about 6 or 7) means completely closed/up state. I suggest you don't |
3423 | mess with this value - Leave the default in place. |
3433 | mess with this value - Leave the default in place. |
3424 | </attribute> |
3434 | </attribute> |
3425 | &move_on; |
3435 | &move_on; |
3426 | <attribute arch="speed" editor="activation speed" type="float"> |
|
|
3427 | If the <activation speed> is nonzero, the pit will |
|
|
3428 | automatically be activated in regular time-intervals. Hence, the |
|
|
3429 | player can just step on it and gets teleported sooner or later. |
|
|
3430 | The duration between two activates depends on the given value. |
|
|
3431 | Default in the pit arch is <activation speed> 0, i.e. disabled. |
|
|
3432 | |
|
|
3433 | VERY IMPORTANT: If you want to have your pit activated via |
|
|
3434 | button/handle/magic_ear/etc, you must set <activation speed> to zero! |
|
|
3435 | </attribute> |
|
|
3436 | &speed_left; |
|
|
3437 | </type> |
3436 | </type> |
3438 | |
3437 | |
3439 | <!--####################################################################--> |
3438 | <!--####################################################################--> |
3440 | <type number="7" name="Poison Food"> |
3439 | <type number="7" name="Poison Food"> |
3441 | <description><![CDATA[ |
3440 | <description><![CDATA[ |
3442 | When eating, the player's stomache is drained by 1/4 of food. |
3441 | When eating, the player's stomache is drained by 1/4 of food. |
3443 | If his food drops to zero, the player might even die. ]]> |
3442 | If his food drops to zero, the player might even die.]]> |
3444 | </description> |
3443 | </description> |
3445 | </type> |
3444 | </type> |
3446 | |
3445 | |
3447 | <!--####################################################################--> |
3446 | <!--####################################################################--> |
3448 | <type number="5" name="Potion"> |
3447 | <type number="5" name="Potion"> |
3449 | <description><![CDATA[ |
3448 | <description><![CDATA[ |
3450 | The player can drink these and gain various kinds of benefits |
3449 | The player can drink these and gain various kinds of benefits |
3451 | (/penalties) by doing so. ]]> |
3450 | (/penalties) by doing so.]]> |
3452 | </description> |
3451 | </description> |
3453 | <use><![CDATA[ |
3452 | <use><![CDATA[ |
3454 | One potion should never give multiple benefits at once. ]]> |
3453 | One potion should never give multiple benefits at once.]]> |
3455 | </use> |
3454 | </use> |
3456 | <attribute arch="level" editor="potion level" type="int"> |
3455 | <attribute arch="level" editor="potion level" type="int"> |
3457 | If the potion contains a spell, the spell is cast at this level. |
3456 | If the potion contains a spell, the spell is cast at this level. |
3458 | For other potions it should be set at least to 1. |
3457 | For other potions it should be set at least to 1. |
3459 | </attribute> |
3458 | </attribute> |
… | |
… | |
3486 | <type number="156" name="Power Crystal"> |
3485 | <type number="156" name="Power Crystal"> |
3487 | <description><![CDATA[ |
3486 | <description><![CDATA[ |
3488 | Power crystals can store a player's mana: |
3487 | Power crystals can store a player's mana: |
3489 | When the player applies the crystal with full mana, half of |
3488 | When the player applies the crystal with full mana, half of |
3490 | it flows into the crystal. When the player applies it with |
3489 | it flows into the crystal. When the player applies it with |
3491 | lacking mana, the crystal replenishes the player's mana. ]]> |
3490 | lacking mana, the crystal replenishes the player's mana.]]> |
3492 | </description> |
3491 | </description> |
3493 | <attribute arch="sp" editor="initial mana" type="int"> |
3492 | <attribute arch="sp" editor="initial mana" type="int"> |
3494 | <initial mana> is the amount of spellpoints that the |
3493 | <initial mana> is the amount of spellpoints that the |
3495 | crystal holds when the map is loaded. |
3494 | crystal holds when the map is loaded. |
3496 | </attribute> |
3495 | </attribute> |
… | |
… | |
3508 | Projectiles like arrows/crossbow bolts are used as ammunition |
3507 | Projectiles like arrows/crossbow bolts are used as ammunition |
3509 | for shooting weapons. |
3508 | for shooting weapons. |
3510 | <br><br> |
3509 | <br><br> |
3511 | It's very easy to add new pairs of weapons & projectiles. |
3510 | It's very easy to add new pairs of weapons & projectiles. |
3512 | Just set matching <ammunition class> both for shooting |
3511 | Just set matching <ammunition class> both for shooting |
3513 | weapon and projectile. ]]> |
3512 | weapon and projectile.]]> |
3514 | </description> |
3513 | </description> |
3515 | <use><![CDATA[ |
3514 | <use><![CDATA[ |
3516 | If you want to create new kinds of projectiles, you could |
3515 | If you want to create new kinds of projectiles, you could |
3517 | add an alchemical receipe to create these. |
3516 | add an alchemical receipe to create these. |
3518 | |
3517 | |
3519 | Don't create new pairs of weapons & projectiles unless |
3518 | Don't create new pairs of weapons & projectiles unless |
3520 | they really fullfill a useful purpose. In fact, even bows |
3519 | they really fullfill a useful purpose. In fact, even bows |
3521 | and crossbows are rarely ever used. ]]> |
3520 | and crossbows are rarely ever used.]]> |
3522 | </use> |
3521 | </use> |
3523 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3522 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3524 | This number is a bitmask, specifying the projectile's attacktypes. |
3523 | This number is a bitmask, specifying the projectile's attacktypes. |
3525 | Attacktypes are: physical, magical, fire, cold.. etc. |
3524 | Attacktypes are: physical, magical, fire, cold.. etc. |
3526 | This works identical to melee weapons. Note that shooting |
3525 | This works identical to melee weapons. Note that shooting |
… | |
… | |
3588 | <type number="70" name="Ring"> |
3587 | <type number="70" name="Ring"> |
3589 | <import_type name="Amulet" /> |
3588 | <import_type name="Amulet" /> |
3590 | <description><![CDATA[ |
3589 | <description><![CDATA[ |
3591 | Rings are worn on the hands - one ring each. |
3590 | Rings are worn on the hands - one ring each. |
3592 | Wearing rings, the object's stats will directly be inherited to |
3591 | Wearing rings, the object's stats will directly be inherited to |
3593 | the player. Usually enhancing his spellcasting potential. ]]> |
3592 | the player. Usually enhancing his spellcasting potential.]]> |
3594 | </description> |
3593 | </description> |
3595 | <use><![CDATA[ |
3594 | <use><![CDATA[ |
3596 | When you create an artifact ring, never forget that players can |
3595 | When you create an artifact ring, never forget that players can |
3597 | wear <B>two</B> rings! Due to that it is extremely important to |
3596 | wear <B>two</B> rings! Due to that it is extremely important to |
3598 | keep rings in balance with the game. |
3597 | keep rings in balance with the game. |
3599 | <br><br> |
3598 | <br><br> |
3600 | Also keep in mind that rings are generally the wizard's tools. |
3599 | Also keep in mind that rings are generally the wizard's tools. |
3601 | They should primarily grant bonuses to spellcasting abilities |
3600 | They should primarily grant bonuses to spellcasting abilities |
3602 | and non-physical resistances. ]]> |
3601 | and non-physical resistances.]]> |
3603 | </use> |
3602 | </use> |
3604 | </type> |
3603 | </type> |
3605 | |
3604 | |
3606 | <!--####################################################################--> |
3605 | <!--####################################################################--> |
3607 | <type number="3" name="Rod"> |
3606 | <type number="3" name="Rod"> |
… | |
… | |
3610 | </ignore> |
3609 | </ignore> |
3611 | <description><![CDATA[ |
3610 | <description><![CDATA[ |
3612 | A rod contains a spell. The player can use this spell by applying and |
3611 | A rod contains a spell. The player can use this spell by applying and |
3613 | fireing the rod. Rods need time to regenerate their "internal" spellpoints, |
3612 | fireing the rod. Rods need time to regenerate their "internal" spellpoints, |
3614 | lowering the effectiveness in combat. But unlike wands/scrolls, rods can be |
3613 | lowering the effectiveness in combat. But unlike wands/scrolls, rods can be |
3615 | used endlessly. ]]> |
3614 | used endlessly.]]> |
3616 | </description> |
3615 | </description> |
3617 | <use><![CDATA[ |
3616 | <use><![CDATA[ |
3618 | Rods with healing/curing spells are extremely powerful. Usually, potions have |
3617 | Rods with healing/curing spells are extremely powerful. Usually, potions have |
3619 | to be used for that purpose. Though, potions are expensive and only good for |
3618 | to be used for that purpose. Though, potions are expensive and only good for |
3620 | one-time-use.<br> ]]> |
3619 | one-time-use.<br>]]> |
3621 | </use> |
3620 | </use> |
3622 | <attribute arch="sp" editor="spell" type="spell"> |
3621 | <attribute arch="sp" editor="spell" type="spell"> |
3623 | Sets the <spell> of the rod. Consider twice before handing out special |
3622 | Sets the <spell> of the rod. Consider twice before handing out special |
3624 | rods to players, since they can be used endlessly without any mana cost! |
3623 | rods to players, since they can be used endlessly without any mana cost! |
3625 | Rods with heal/ restoration/ protection spells, IF available, MUST be |
3624 | Rods with heal/ restoration/ protection spells, IF available, MUST be |
… | |
… | |
3665 | Runes hit any monster or person who steps on them for 'dam' damage in |
3664 | Runes hit any monster or person who steps on them for 'dam' damage in |
3666 | 'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3665 | 'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3667 | and will cast this spell when it detonates. Yet another kind is the |
3666 | and will cast this spell when it detonates. Yet another kind is the |
3668 | "summoning rune", summoning predefined monsters of any kind, at detonation. |
3667 | "summoning rune", summoning predefined monsters of any kind, at detonation. |
3669 | <br><br> |
3668 | <br><br> |
3670 | Many runes are already defined in the archetypes. ]]> |
3669 | Many runes are already defined in the archetypes.]]> |
3671 | </description> |
3670 | </description> |
3672 | <use><![CDATA[ |
3671 | <use><![CDATA[ |
3673 | Avoid monsters stepping on your runes. For example, summoning runes |
3672 | Avoid monsters stepping on your runes. For example, summoning runes |
3674 | together with spellcasting- and attack-runes is usually a bad idea. ]]> |
3673 | together with spellcasting- and attack-runes is usually a bad idea.]]> |
3675 | </use> |
3674 | </use> |
3676 | <attribute arch="no_pick" value="1" type="fixed" /> |
3675 | <attribute arch="no_pick" value="1" type="fixed" /> |
3677 | &move_on; |
3676 | &move_on; |
3678 | <attribute arch="level" editor="rune level" type="int"> |
3677 | <attribute arch="level" editor="rune level" type="int"> |
3679 | This value sets the level the rune will cast the spell it contains at, |
3678 | This value sets the level the rune will cast the spell it contains at, |
… | |
… | |
3747 | <ignore_list name="non_pickable" /> |
3746 | <ignore_list name="non_pickable" /> |
3748 | </ignore> |
3747 | </ignore> |
3749 | <description><![CDATA[ |
3748 | <description><![CDATA[ |
3750 | When the player applies a savebed, he is not only saved. Both his |
3749 | When the player applies a savebed, he is not only saved. Both his |
3751 | respawn-after-death and his word-of-recall positions are pointing |
3750 | respawn-after-death and his word-of-recall positions are pointing |
3752 | to the last-applied savebed. ]]> |
3751 | to the last-applied savebed.]]> |
3753 | </description> |
3752 | </description> |
3754 | <use><![CDATA[ |
3753 | <use><![CDATA[ |
3755 | Put savebed locations in towns, do not put them into dungeons. |
3754 | Put savebed locations in towns, do not put them into dungeons. |
3756 | It is absolutely neccessary that a place with savebeds is 100% secure. |
3755 | It is absolutely neccessary that a place with savebeds is 100% secure. |
3757 | That means: |
3756 | That means: |
… | |
… | |
3761 | <LI> Insert a reliable exit! Make sure there is no possibility that |
3760 | <LI> Insert a reliable exit! Make sure there is no possibility that |
3762 | players get trapped in a savebed location. |
3761 | players get trapped in a savebed location. |
3763 | <LI> If possible, mark the whole site as no-spell area (Insert this |
3762 | <LI> If possible, mark the whole site as no-spell area (Insert this |
3764 | arch called "dungeon_magic" everywhere). This is not required, |
3763 | arch called "dungeon_magic" everywhere). This is not required, |
3765 | but it makes the place much more safe. |
3764 | but it makes the place much more safe. |
3766 | </UL> ]]> |
3765 | </UL>]]> |
3767 | </use> |
3766 | </use> |
3768 | <attribute arch="no_pick" value="1" type="fixed" /> |
3767 | <attribute arch="no_pick" value="1" type="fixed" /> |
3769 | <attribute arch="no_magic" value="1" type="fixed" /> |
3768 | <attribute arch="no_magic" value="1" type="fixed" /> |
3770 | <attribute arch="damned" value="1" type="fixed" /> |
3769 | <attribute arch="damned" value="1" type="fixed" /> |
3771 | </type> |
3770 | </type> |
… | |
… | |
3778 | <description><![CDATA[ |
3777 | <description><![CDATA[ |
3779 | Scrolls contain spells (similar to spell-potions). Unlike potions, |
3778 | Scrolls contain spells (similar to spell-potions). Unlike potions, |
3780 | scrolls require a certain literacy skill to read successfully. |
3779 | scrolls require a certain literacy skill to read successfully. |
3781 | Accordingly, for a successful reading, a small amount of |
3780 | Accordingly, for a successful reading, a small amount of |
3782 | experience is gained. Scrolls allow only one time usage, but |
3781 | experience is gained. Scrolls allow only one time usage, but |
3783 | usually they are sold in bulks. ]]> |
3782 | usually they are sold in bulks.]]> |
3784 | </description> |
3783 | </description> |
3785 | <use><![CDATA[ |
3784 | <use><![CDATA[ |
3786 | For low level quests, scrolls of healing/curing-spells |
3785 | For low level quests, scrolls of healing/curing-spells |
3787 | can be a nice reward. At higher levels, scrolls become less |
3786 | can be a nice reward. At higher levels, scrolls become less |
3788 | and less useful. ]]> |
3787 | and less useful.]]> |
3789 | </use> |
3788 | </use> |
3790 | <attribute arch="level" editor="casting level" type="int"> |
3789 | <attribute arch="level" editor="casting level" type="int"> |
3791 | The spell of the scroll will be casted at this level. |
3790 | The spell of the scroll will be casted at this level. |
3792 | This value should always be set, at least to 1. |
3791 | This value should always be set, at least to 1. |
3793 | </attribute> |
3792 | </attribute> |
… | |
… | |
3805 | <type number="33" name="Shield"> |
3804 | <type number="33" name="Shield"> |
3806 | <import_type name="Amulet" /> |
3805 | <import_type name="Amulet" /> |
3807 | <description><![CDATA[ |
3806 | <description><![CDATA[ |
3808 | Wearing a shield, the object's stats will directly be inherited to |
3807 | Wearing a shield, the object's stats will directly be inherited to |
3809 | the player. Shields usually provide good defense, only surpassed |
3808 | the player. Shields usually provide good defense, only surpassed |
3810 | by brestplate armour. Resistances on shields aren't uncommon either. ]]> |
3809 | by brestplate armour. Resistances on shields aren't uncommon either.]]> |
3811 | </description> |
3810 | </description> |
3812 | <use><![CDATA[ |
3811 | <use><![CDATA[ |
3813 | Feel free to create your own special artifacts. However, it is very |
3812 | Feel free to create your own special artifacts. However, it is very |
3814 | important that you keep your artifact in balance with existing maps. ]]> |
3813 | important that you keep your artifact in balance with existing maps.]]> |
3815 | </use> |
3814 | </use> |
3816 | <attribute arch="magic" editor="magic bonus" type="int"> |
3815 | <attribute arch="magic" editor="magic bonus" type="int"> |
3817 | <magic bonus> works just like ac, except that it can be improved by |
3816 | <magic bonus> works just like ac, except that it can be improved by |
3818 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
3817 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
3819 | than direct armour-class bonus on the shield. |
3818 | than direct armour-class bonus on the shield. |
… | |
… | |
3828 | wielded both at the same time. Like with any other equipment, |
3827 | wielded both at the same time. Like with any other equipment, |
3829 | stats/bonuses from shooting weapons are directly inherited to the player. |
3828 | stats/bonuses from shooting weapons are directly inherited to the player. |
3830 | <br><br> |
3829 | <br><br> |
3831 | It's very easy to add new pairs of weapons & projectiles. |
3830 | It's very easy to add new pairs of weapons & projectiles. |
3832 | Just set matching <ammunition class> both for shooting |
3831 | Just set matching <ammunition class> both for shooting |
3833 | weapon and projectile. ]]> |
3832 | weapon and projectile.]]> |
3834 | </description> |
3833 | </description> |
3835 | <use><![CDATA[ |
3834 | <use><![CDATA[ |
3836 | Shooting weapons should not add bonuses in general. There's already |
3835 | Shooting weapons should not add bonuses in general. There's already |
3837 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
3836 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
3838 | Shooting weapons should especially not add bonuses to the player |
3837 | Shooting weapons should especially not add bonuses to the player |
3839 | that have nothing to do with schooting. A Wisdom bonus on a bow |
3838 | that have nothing to do with schooting. A Wisdom bonus on a bow |
3840 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
3839 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
3841 | - still crap. ]]> |
3840 | - still crap.]]> |
3842 | </use> |
3841 | </use> |
3843 | <attribute arch="race" editor="ammunition class" type="string"> |
3842 | <attribute arch="race" editor="ammunition class" type="string"> |
3844 | Only projectiles with matching <ammunition class> can be fired |
3843 | Only projectiles with matching <ammunition class> can be fired |
3845 | with this weapon. For normal bows set "arrows", for normal |
3844 | with this weapon. For normal bows set "arrows", for normal |
3846 | crossbows set "crossbow bolts". |
3845 | crossbows set "crossbow bolts". |
… | |
… | |
3967 | These items are all flagged as unpaid. |
3966 | These items are all flagged as unpaid. |
3968 | When a player drops an item onto shop floor, the item becomes |
3967 | When a player drops an item onto shop floor, the item becomes |
3969 | unpaid and the player receives payment according to the item's |
3968 | unpaid and the player receives payment according to the item's |
3970 | selling-value. |
3969 | selling-value. |
3971 | Shopfloor always prevents magic (To hinder players from burning |
3970 | Shopfloor always prevents magic (To hinder players from burning |
3972 | or freezing the goods). ]]> |
3971 | or freezing the goods).]]> |
3973 | </description> |
3972 | </description> |
3974 | <use><![CDATA[ |
3973 | <use><![CDATA[ |
3975 | Tile your whole shop-interior space which shop floor. |
3974 | Tile your whole shop-interior space which shop floor. |
3976 | (That assures players receive payment for dropping items). |
3975 | (That assures players receive payment for dropping items). |
3977 | Place shop mats to enter/leave the shop, and make sure |
3976 | Place shop mats to enter/leave the shop, and make sure |
3978 | there is no other exit than the shop mat. ]]> |
3977 | there is no other exit than the shop mat.]]> |
3979 | </use> |
3978 | </use> |
3980 | <attribute arch="is_floor" value="1" type="fixed" /> |
3979 | <attribute arch="is_floor" value="1" type="fixed" /> |
3981 | <attribute arch="no_pick" value="1" type="fixed" /> |
3980 | <attribute arch="no_pick" value="1" type="fixed" /> |
3982 | <attribute arch="no_magic" value="1" type="fixed" /> |
3981 | <attribute arch="no_magic" value="1" type="fixed" /> |
3983 | <attribute arch="auto_apply" editor="generate goods" type="bool"> |
3982 | <attribute arch="auto_apply" editor="generate goods" type="bool"> |
… | |
… | |
4017 | "shopping-area" and one outside. Shop mats don't use exit paths/ |
4016 | "shopping-area" and one outside. Shop mats don't use exit paths/ |
4018 | or -destinations. When stepping onto a shopmat the player gets beamed |
4017 | or -destinations. When stepping onto a shopmat the player gets beamed |
4019 | to the nearest other mat. If the player has unpaid items in his |
4018 | to the nearest other mat. If the player has unpaid items in his |
4020 | inventory, the price gets charged from his coins automatically. |
4019 | inventory, the price gets charged from his coins automatically. |
4021 | If the player has insufficient coins to buy his unpaid items, he |
4020 | If the player has insufficient coins to buy his unpaid items, he |
4022 | is unable to pass any shopmat (So he has to drop unpaid items). ]]> |
4021 | is unable to pass any shopmat (So he has to drop unpaid items).]]> |
4023 | </description> |
4022 | </description> |
4024 | <use><![CDATA[ |
4023 | <use><![CDATA[ |
4025 | As stated above, always place TWO shop mats into your shop. |
4024 | As stated above, always place TWO shop mats into your shop. |
4026 | Not more and not less than that. ]]> |
4025 | Not more and not less than that.]]> |
4027 | </use> |
4026 | </use> |
4028 | <attribute arch="no_pick" value="1" type="fixed" /> |
4027 | <attribute arch="no_pick" value="1" type="fixed" /> |
4029 | &move_on; |
4028 | &move_on; |
4030 | </type> |
4029 | </type> |
4031 | |
4030 | |
… | |
… | |
4036 | </ignore> |
4035 | </ignore> |
4037 | <description><![CDATA[ |
4036 | <description><![CDATA[ |
4038 | The purpose of a sign or magic_mouth is to display a certain message to |
4037 | The purpose of a sign or magic_mouth is to display a certain message to |
4039 | the player. There are three ways to have the player get this message: |
4038 | the player. There are three ways to have the player get this message: |
4040 | The player walking onto it (-> magic_mouth), the player pressing <a>pply |
4039 | The player walking onto it (-> magic_mouth), the player pressing <a>pply |
4041 | (-> sign) or the player triggering a button/handle/etc (-> magic_mouth). ]]> |
4040 | (-> sign) or the player triggering a button/handle/etc (-> magic_mouth).]]> |
4042 | </description> |
4041 | </description> |
4043 | <use><![CDATA[ |
4042 | <use><![CDATA[ |
4044 | Use signs and magic_mouths, plenty of them! Place magic_mouths to add |
4043 | Use signs and magic_mouths, plenty of them! Place magic_mouths to add |
4045 | some true roleplay feeling to your maps, support your storyline or give |
4044 | some true roleplay feeling to your maps, support your storyline or give |
4046 | hints about hidden secrets/dangers. Place signs to provide the player |
4045 | hints about hidden secrets/dangers. Place signs to provide the player |
4047 | with all kinds of useful information for getting along in your maps. ]]> |
4046 | with all kinds of useful information for getting along in your maps.]]> |
4048 | </use> |
4047 | </use> |
4049 | <attribute arch="connected" editor="connection" type="int"> |
4048 | <attribute arch="connected" editor="connection" type="int"> |
4050 | When a connection value is set, the message will be printed whenever |
4049 | When a connection value is set, the message will be printed whenever |
4051 | the connection is triggered. This should be used in combination with |
4050 | the connection is triggered. This should be used in combination with |
4052 | <invisible> enabled and <activate by walking/flying> disabled. |
4051 | <invisible> enabled and <activate by walking/flying> disabled. |
… | |
… | |
4093 | <ignore_list name="system_object" /> |
4092 | <ignore_list name="system_object" /> |
4094 | </ignore> |
4093 | </ignore> |
4095 | <description><![CDATA[ |
4094 | <description><![CDATA[ |
4096 | Skills are objects which exist in the player/monster inventory. |
4095 | Skills are objects which exist in the player/monster inventory. |
4097 | Both NPC/monsters and players use the same skill archetypes. Not all skills |
4096 | Both NPC/monsters and players use the same skill archetypes. Not all skills |
4098 | are enabled for monster use however. ]]> |
4097 | are enabled for monster use however.]]> |
4099 | </description> |
4098 | </description> |
4100 | <use><![CDATA[ |
4099 | <use><![CDATA[ |
4101 | For mapmaking, Skill objects serve two purposes: |
4100 | For mapmaking, Skill objects serve two purposes: |
4102 | <p>First, the predefined skill archtypes (in the 'skills' directory) |
4101 | <p>First, the predefined skill archtypes (in the 'skills' directory) |
4103 | can be seen as the global skill definitions. A skill which doesn't |
4102 | can be seen as the global skill definitions. A skill which doesn't |
… | |
… | |
4108 | </p><p> |
4107 | </p><p> |
4109 | Secondly, in order to enable monsters to use skills, you will need to |
4108 | Secondly, in order to enable monsters to use skills, you will need to |
4110 | copy default skill archtypes into the monsters' inventories. |
4109 | copy default skill archtypes into the monsters' inventories. |
4111 | You can even customize the skills by changing stats. It is not |
4110 | You can even customize the skills by changing stats. It is not |
4112 | recommended however, to use skills in your maps which are totally |
4111 | recommended however, to use skills in your maps which are totally |
4113 | unrelated to any predefined skill archtype.</p> ]]> |
4112 | unrelated to any predefined skill archtype.</p>]]> |
4114 | </use> |
4113 | </use> |
4115 | <attribute arch="invisible" value="1" type="fixed" /> |
4114 | <attribute arch="invisible" value="1" type="fixed" /> |
4116 | <attribute arch="no_drop" value="1" type="fixed" /> |
4115 | <attribute arch="no_drop" value="1" type="fixed" /> |
4117 | <attribute arch="skill" editor="skill name" type="string"> |
4116 | <attribute arch="skill" editor="skill name" type="string"> |
4118 | The <skill name> is used for matchings. When a usable |
4117 | The <skill name> is used for matchings. When a usable |
… | |
… | |
4147 | |
4146 | |
4148 | <!--####################################################################--> |
4147 | <!--####################################################################--> |
4149 | <type number="130" name="Skill Scroll"> |
4148 | <type number="130" name="Skill Scroll"> |
4150 | <description><![CDATA[ |
4149 | <description><![CDATA[ |
4151 | By reading a skill scroll, a player has a chance to learn the |
4150 | By reading a skill scroll, a player has a chance to learn the |
4152 | contained skill. ]]> |
4151 | contained skill.]]> |
4153 | </description> |
4152 | </description> |
4154 | <use><![CDATA[ |
4153 | <use><![CDATA[ |
4155 | Skill scrolls are very much sought for by players. Currently, |
4154 | Skill scrolls are very much sought for by players. Currently, |
4156 | all skill scrolls are sold in shops randomly, which is in fact not |
4155 | all skill scrolls are sold in shops randomly, which is in fact not |
4157 | a good system. It would be nice to have some cool quests with |
4156 | a good system. It would be nice to have some cool quests with |
4158 | skill scrolls rewarded at the end. ]]> |
4157 | skill scrolls rewarded at the end.]]> |
4159 | </use> |
4158 | </use> |
4160 | <attribute arch="race" value="scrolls" type="fixed" /> |
4159 | <attribute arch="race" value="scrolls" type="fixed" /> |
4161 | <attribute arch="skill" editor="skill name" type="string"> |
4160 | <attribute arch="skill" editor="skill name" type="string"> |
4162 | The <skill name> matches the skill object that can |
4161 | The <skill name> matches the skill object that can |
4163 | be learned from this scroll. |
4162 | be learned from this scroll. |
… | |
… | |
4173 | When carrying the appropriate special key, a locked door can |
4172 | When carrying the appropriate special key, a locked door can |
4174 | be opened. The key will dissapear. |
4173 | be opened. The key will dissapear. |
4175 | <br><br> |
4174 | <br><br> |
4176 | This object-type can also be used for "passport"-like items: |
4175 | This object-type can also be used for "passport"-like items: |
4177 | When walking onto an invetory checker, a gate for example might |
4176 | When walking onto an invetory checker, a gate for example might |
4178 | get opened. The "passport" will stay in the player's inventory. ]]> |
4177 | get opened. The "passport" will stay in the player's inventory.]]> |
4179 | </description> |
4178 | </description> |
4180 | <use><![CDATA[ |
4179 | <use><![CDATA[ |
4181 | How to make a "passport": You take the special key arch |
4180 | How to make a "passport": You take the special key arch |
4182 | (archetype name is "key2"), set the face to something like |
4181 | (archetype name is "key2"), set the face to something like |
4183 | card.111 and the name to "passport" - that's all. The <key string> |
4182 | card.111 and the name to "passport" - that's all. The <key string> |
4184 | certainly must match with the appropiate inventory checker. |
4183 | certainly must match with the appropiate inventory checker. |
4185 | <br><br> |
4184 | <br><br> |
4186 | Of course you can be creative with names and faces of |
4185 | Of course you can be creative with names and faces of |
4187 | key-objects. A "mysterious crystal" or a "big dragon claw" |
4186 | key-objects. A "mysterious crystal" or a "big dragon claw" |
4188 | (with appropriate faces) appear more interesting than just |
4187 | (with appropriate faces) appear more interesting than just |
4189 | a "strange key", or "passport". ]]> |
4188 | a "strange key", or "passport".]]> |
4190 | </use> |
4189 | </use> |
4191 | <attribute arch="slaying" editor="key string" type="string"> |
4190 | <attribute arch="slaying" editor="key string" type="string"> |
4192 | This string must be identical with the <key string> in the |
4191 | This string must be identical with the <key string> in the |
4193 | locked door, then it can be unlocked. It can also be used |
4192 | locked door, then it can be unlocked. It can also be used |
4194 | to trigger inventory checkers. |
4193 | to trigger inventory checkers. |
… | |
… | |
4229 | players can learn it by reading the book. Once learned, players |
4228 | players can learn it by reading the book. Once learned, players |
4230 | can use the spell as often as they like. With increasing skill level |
4229 | can use the spell as often as they like. With increasing skill level |
4231 | of the player, spells may gain power but also increase cost.<br> |
4230 | of the player, spells may gain power but also increase cost.<br> |
4232 | Monsters can use spells which are put in their inventory (provided |
4231 | Monsters can use spells which are put in their inventory (provided |
4233 | that certain "enabling" settings are correct). The monster's |
4232 | that certain "enabling" settings are correct). The monster's |
4234 | <treasurelist> can also be used to provide it with spells. ]]> |
4233 | <treasurelist> can also be used to provide it with spells.]]> |
4235 | </description> |
4234 | </description> |
4236 | <use><![CDATA[ |
4235 | <use><![CDATA[ |
4237 | A lot of the spells' settings can be tuned and customized. |
4236 | A lot of the spells' settings can be tuned and customized. |
4238 | When creating new spells which are accessible to players, it is |
4237 | When creating new spells which are accessible to players, it is |
4239 | important to think about balance. A single spell which is too |
4238 | important to think about balance. A single spell which is too |
4240 | powerful and/or too easy to use can eventually toss the whole skill |
4239 | powerful and/or too easy to use can eventually toss the whole skill |
4241 | and magic school system out of whack. Testing new spells is |
4240 | and magic school system out of whack. Testing new spells is |
4242 | quite important therefore. ]]> |
4241 | quite important therefore.]]> |
4243 | </use> |
4242 | </use> |
4244 | <attribute arch="no_drop" value="1" type="fixed" /> |
4243 | <attribute arch="no_drop" value="1" type="fixed" /> |
4245 | <attribute arch="invisible" value="1" type="fixed" /> |
4244 | <attribute arch="invisible" value="1" type="fixed" /> |
4246 | <attribute arch="skill" editor="skill name" type="string"> |
4245 | <attribute arch="skill" editor="skill name" type="string"> |
4247 | The <skill name> matches the skill which is needed |
4246 | The <skill name> matches the skill which is needed |
… | |
… | |
4279 | to read.<br><br> |
4278 | to read.<br><br> |
4280 | You can create widely customized spells only by adjusting the |
4279 | You can create widely customized spells only by adjusting the |
4281 | spell object in the spellbooks inventory. Refer to the description |
4280 | spell object in the spellbooks inventory. Refer to the description |
4282 | of spell objects for detailed information how to customize spells.<br> |
4281 | of spell objects for detailed information how to customize spells.<br> |
4283 | If you want to have a random spellbook instead, choose a <treasurelist> |
4282 | If you want to have a random spellbook instead, choose a <treasurelist> |
4284 | with a compilation of spells that the book may contain. ]]> |
4283 | with a compilation of spells that the book may contain.]]> |
4285 | </description> |
4284 | </description> |
4286 | <use><![CDATA[ |
4285 | <use><![CDATA[ |
4287 | Don't put any of the godgiven spells into a spellbook! These are |
4286 | Don't put any of the godgiven spells into a spellbook! These are |
4288 | reserved for the followers of the appropriate cults. Handing them |
4287 | reserved for the followers of the appropriate cults. Handing them |
4289 | out in a spellbook would violate the balance between different religions. |
4288 | out in a spellbook would violate the balance between different religions. |
4290 | <br><br> |
4289 | <br><br> |
4291 | Note that there is no fundamental difference between the spellbooks |
4290 | Note that there is no fundamental difference between the spellbooks |
4292 | of varying schools (pyromancy, sorcery, evocation, summoning, and |
4291 | of varying schools (pyromancy, sorcery, evocation, summoning, and |
4293 | even praying). The difference lies only in the spells they contain. |
4292 | even praying). The difference lies only in the spells they contain. |
4294 | It is up to you, the mapmaker, to pick the right type of book |
4293 | It is up to you, the mapmaker, to pick the right type of book |
4295 | for your spells. ]]> |
4294 | for your spells.]]> |
4296 | </use> |
4295 | </use> |
4297 | <attribute arch="skill" value="literacy" type="fixed" /> |
4296 | <attribute arch="skill" value="literacy" type="fixed" /> |
4298 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4297 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4299 | There are two ways to put spells into a spellbook: |
4298 | There are two ways to put spells into a spellbook: |
4300 | 1. Put a spell object in the books inventory. In this case, |
4299 | 1. Put a spell object in the books inventory. In this case, |
… | |
… | |
4319 | </ignore> |
4318 | </ignore> |
4320 | <description><![CDATA[ |
4319 | <description><![CDATA[ |
4321 | Spinners change the direction of spell objects and other projectiles |
4320 | Spinners change the direction of spell objects and other projectiles |
4322 | that fly past. Unlike directors, it does make a difference from what |
4321 | that fly past. Unlike directors, it does make a difference from what |
4323 | angle you shoot into the spinner. The direction of objects flying past |
4322 | angle you shoot into the spinner. The direction of objects flying past |
4324 | is always changed by a certain degree. ]]> |
4323 | is always changed by a certain degree.]]> |
4325 | </description> |
4324 | </description> |
4326 | <use><![CDATA[ |
4325 | <use><![CDATA[ |
4327 | Spinners are very rarely used. I believe they are quite |
4326 | Spinners are very rarely used. I believe they are quite |
4328 | confusing and pointless. The only use I can think of is building |
4327 | confusing and pointless. The only use I can think of is building |
4329 | some puzzle about where to shoot into spinners to shoot somewhere you |
4328 | some puzzle about where to shoot into spinners to shoot somewhere you |
4330 | otherwise couldn't. |
4329 | otherwise couldn't. |
4331 | |
4330 | |
4332 | When placing spinners on a map with magic walls, make sure the spell- |
4331 | When placing spinners on a map with magic walls, make sure the spell- |
4333 | projectiles from magic walls don't get to fly in loops. ]]> |
4332 | projectiles from magic walls don't get to fly in loops.]]> |
4334 | </use> |
4333 | </use> |
4335 | <attribute arch="sp" editor="direction number" type="int"> |
4334 | <attribute arch="sp" editor="direction number" type="int"> |
4336 | The spinner will change the direction of flying objects by |
4335 | The spinner will change the direction of flying objects by |
4337 | 45 degrees per <direction number>. Negative values spin clockwise, |
4336 | 45 degrees per <direction number>. Negative values spin clockwise, |
4338 | positive values counter clockwise. |
4337 | positive values counter clockwise. |
… | |
… | |
4351 | Swamp areas show a special behaviour: |
4350 | Swamp areas show a special behaviour: |
4352 | When a player stands still on a swamp-square for too long, |
4351 | When a player stands still on a swamp-square for too long, |
4353 | he will start to sink in and eventually drown and die. |
4352 | he will start to sink in and eventually drown and die. |
4354 | Items dropped on the swamp sink in and dissapear. |
4353 | Items dropped on the swamp sink in and dissapear. |
4355 | Players with knowledge of the woodsman skill are a lot less likely |
4354 | Players with knowledge of the woodsman skill are a lot less likely |
4356 | to die in the swamp. ]]> |
4355 | to die in the swamp.]]> |
4357 | </description> |
4356 | </description> |
4358 | <attribute arch="is_floor" value="1" type="fixed" /> |
4357 | <attribute arch="is_floor" value="1" type="fixed" /> |
4359 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4358 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4360 | <attribute arch="speed" editor="drowning speed" type="float"> |
4359 | <attribute arch="speed" editor="drowning speed" type="float"> |
4361 | The higher the <drowning speed>, the faster will players and items |
4360 | The higher the <drowning speed>, the faster will players and items |
… | |
… | |
4385 | different location. The main difference to the object-type exit |
4384 | different location. The main difference to the object-type exit |
4386 | is the possibility to have teleporters connected to levers/buttons/etc. |
4385 | is the possibility to have teleporters connected to levers/buttons/etc. |
4387 | Sometimes teleporters are activated even against the players will. |
4386 | Sometimes teleporters are activated even against the players will. |
4388 | <br><br> |
4387 | <br><br> |
4389 | Unlike exits, teleporters can also transfer items and |
4388 | Unlike exits, teleporters can also transfer items and |
4390 | monsters to different locations on the same map. ]]> |
4389 | monsters to different locations on the same map.]]> |
4391 | </description> |
4390 | </description> |
4392 | <use><![CDATA[ |
4391 | <use><![CDATA[ |
4393 | When creating maps, I guess sooner or later you'll want to have |
4392 | When creating maps, I guess sooner or later you'll want to have |
4394 | an invisible teleporter. If using "invisible 1", the teleporter |
4393 | an invisible teleporter. If using "invisible 1", the teleporter |
4395 | can still be discovered with the show_invisible spell. And in |
4394 | can still be discovered with the show_invisible spell. And in |
4396 | some cases you can't place it under the floor to prevent this. |
4395 | some cases you can't place it under the floor to prevent this. |
4397 | <br><br> |
4396 | <br><br> |
4398 | Fortunately, there is a cool trick to make a perfectly invisible |
4397 | Fortunately, there is a cool trick to make a perfectly invisible |
4399 | teleporter: You simply add teleporter functionality to the floor |
4398 | teleporter: You simply add teleporter functionality to the floor |
4400 | itself. That means: You take the floor arch (e.g. "flagstone"), |
4399 | itself. That means: You take the floor arch (e.g. "flagstone"), |
4401 | set "type 41", and add slaying/hp/sp/connected... everything you need. ]]> |
4400 | set "type 41", and add slaying/hp/sp/connected... everything you need.]]> |
4402 | </use> |
4401 | </use> |
4403 | <attribute arch="slaying" editor="exit path" type="string"> |
4402 | <attribute arch="slaying" editor="exit path" type="string"> |
4404 | The exit path specifies the map that the player is transferred to. |
4403 | The exit path specifies the map that the player is transferred to. |
4405 | <exit path> can be an absolute path, beginning with '/' |
4404 | <exit path> can be an absolute path, beginning with '/' |
4406 | (for example "/peterm/FireTemple/fire1"). It can also be a relative |
4405 | (for example "/peterm/FireTemple/fire1"). It can also be a relative |
… | |
… | |
4478 | after some time.]]> |
4477 | after some time.]]> |
4479 | </description> |
4478 | </description> |
4480 | <use><![CDATA[ |
4479 | <use><![CDATA[ |
4481 | Use gates to divide your maps into separated areas. After solving |
4480 | Use gates to divide your maps into separated areas. After solving |
4482 | area A, the player gains access to area B, and so on. Make your |
4481 | area A, the player gains access to area B, and so on. Make your |
4483 | maps more complex than "one-way". ]]> |
4482 | maps more complex than "one-way".]]> |
4484 | </use> |
4483 | </use> |
4485 | <attribute arch="no_pick" value="1" type="fixed" /> |
4484 | <attribute arch="no_pick" value="1" type="fixed" /> |
4486 | <attribute arch="connected" editor="connection" type="int"> |
4485 | <attribute arch="connected" editor="connection" type="int"> |
4487 | Whenever the inventory checker is triggered, all objects with identical |
4486 | Whenever the inventory checker is triggered, all objects with identical |
4488 | <connection> value get activated. This only makes sense together with |
4487 | <connection> value get activated. This only makes sense together with |
… | |
… | |
4580 | Trapdoors are very similar to pits. The difference is that they |
4579 | Trapdoors are very similar to pits. The difference is that they |
4581 | can not be closed. Instead, the weight of the object on the |
4580 | can not be closed. Instead, the weight of the object on the |
4582 | trapdoor determines weither it slams the trapdoor open and falls through |
4581 | trapdoor determines weither it slams the trapdoor open and falls through |
4583 | or not.<br> |
4582 | or not.<br> |
4584 | Once a trapdoor has been opened (by a creature or items of sufficient |
4583 | Once a trapdoor has been opened (by a creature or items of sufficient |
4585 | weight,) it remains open, acting like an opened pit. ]]> |
4584 | weight,) it remains open, acting like an opened pit.]]> |
4586 | </description> |
4585 | </description> |
4587 | <use><![CDATA[ |
4586 | <use><![CDATA[ |
4588 | Trapdoors should be used in the same fashion as pits: |
4587 | Trapdoors should be used in the same fashion as pits: |
4589 | They should always drop the victims to some kind of lower level. They |
4588 | They should always drop the victims to some kind of lower level. They |
4590 | are not supposed to be used to randomly interconnect maps like teleporters. ]]> |
4589 | are not supposed to be used to randomly interconnect maps like teleporters.]]> |
4591 | </use> |
4590 | </use> |
4592 | <attribute arch="no_pick" value="1" type="fixed" /> |
4591 | <attribute arch="no_pick" value="1" type="fixed" /> |
4593 | &move_on; |
4592 | &move_on; |
4594 | <attribute arch="weight" editor="hold weight" type="int"> |
4593 | <attribute arch="weight" editor="hold weight" type="int"> |
4595 | This value defines how much weight the trapdoor can hold. |
4594 | This value defines how much weight the trapdoor can hold. |
… | |
… | |
4621 | <attribute arch="value" /> |
4620 | <attribute arch="value" /> |
4622 | <attribute arch="material" /> |
4621 | <attribute arch="material" /> |
4623 | </ignore> |
4622 | </ignore> |
4624 | <description><![CDATA[ |
4623 | <description><![CDATA[ |
4625 | A treasure-object turns into certain randomitems when the map is loaded |
4624 | A treasure-object turns into certain randomitems when the map is loaded |
4626 | into the game. ]]> |
4625 | into the game.]]> |
4627 | </description> |
4626 | </description> |
4628 | <use><![CDATA[ |
4627 | <use><![CDATA[ |
4629 | About usage of the "random-artifact" treasurelist: |
4628 | About usage of the "random-artifact" treasurelist: |
4630 | This will generate powerful stuff like girdles, xray helmets, special |
4629 | This will generate powerful stuff like girdles, xray helmets, special |
4631 | swords etc. If you put this as reward to your quest, players might be |
4630 | swords etc. If you put this as reward to your quest, players might be |
4632 | motivated to do it more than once. BUT, by doing so they will get a huge |
4631 | motivated to do it more than once. BUT, by doing so they will get a huge |
4633 | number of different artifacts! Besides, players will always seek the place |
4632 | number of different artifacts! Besides, players will always seek the place |
4634 | with the most easy-to-get random artifact and ignore all others. |
4633 | with the most easy-to-get random artifact and ignore all others. |
4635 | My advice: Don't use it! Attract players with good fighting experience |
4634 | My advice: Don't use it! Attract players with good fighting experience |
4636 | (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> |
4635 | (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> |
4637 | </use> |
4636 | </use> |
4638 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4637 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4639 | This entry determines what kind of treasure will appear. Look into |
4638 | This entry determines what kind of treasure will appear. Look into |
4640 | /crossfire/share/crossfire/treasures for details about existing |
4639 | /crossfire/share/crossfire/treasures for details about existing |
4641 | treasurelists. |
4640 | treasurelists. |
… | |
… | |
4672 | player stepping on it WHEN TRIGGERED. This force does nothing except containing a |
4671 | player stepping on it WHEN TRIGGERED. This force does nothing except containing a |
4673 | <key string> which can be discovered by detectors or inventory |
4672 | <key string> which can be discovered by detectors or inventory |
4674 | checkers. It is also possible to use markers for removing marks again. |
4673 | checkers. It is also possible to use markers for removing marks again. |
4675 | <br><br> |
4674 | <br><br> |
4676 | Note that the player has no possibility to "see" his own marks, |
4675 | Note that the player has no possibility to "see" his own marks, |
4677 | except by the effect that they cause on the maps. ]]> |
4676 | except by the effect that they cause on the maps.]]> |
4678 | </description> |
4677 | </description> |
4679 | <use><![CDATA[ |
4678 | <use><![CDATA[ |
4680 | Markers hold real cool possibilities for map-making. I encourage |
4679 | Markers hold real cool possibilities for map-making. I encourage |
4681 | you to use them frequently. However there is one negative point |
4680 | you to use them frequently. However there is one negative point |
4682 | about markers: Players don't "see" what's going on with them. It is |
4681 | about markers: Players don't "see" what's going on with them. It is |
4683 | your task, as map-creator, to make sure the player is always well |
4682 | your task, as map-creator, to make sure the player is always well |
4684 | informed and never confused. |
4683 | informed and never confused. |
4685 | <br><br> |
4684 | <br><br> |
4686 | Please avoid infinite markers when they aren't needed. They're |
4685 | Please avoid infinite markers when they aren't needed. They're |
4687 | using a little space in the player file after all, so if there |
4686 | using a little space in the player file after all, so if there |
4688 | is no real purpose, set an expire time. ]]> |
4687 | is no real purpose, set an expire time.]]> |
4689 | </use> |
4688 | </use> |
4690 | <attribute arch="no_pick" value="1" type="fixed" /> |
4689 | <attribute arch="no_pick" value="1" type="fixed" /> |
4691 | <attribute arch="slaying" editor="key string" type="string"> |
4690 | <attribute arch="slaying" editor="key string" type="string"> |
4692 | The <key string> can be detected by inv. checkers/detectors. |
4691 | The <key string> can be detected by inv. checkers/detectors. |
4693 | If the player already has a force with that <key string>, |
4692 | If the player already has a force with that <key string>, |
… | |
… | |
4732 | <attribute arch="name_pl" /> |
4731 | <attribute arch="name_pl" /> |
4733 | <attribute arch="value" /> |
4732 | <attribute arch="value" /> |
4734 | <attribute arch="unpaid" /> |
4733 | <attribute arch="unpaid" /> |
4735 | </ignore> |
4734 | </ignore> |
4736 | <description><![CDATA[ |
4735 | <description><![CDATA[ |
4737 | Walls usually block passage and sight. ]]> |
4736 | Walls usually block passage and sight.]]> |
4738 | </description> |
4737 | </description> |
4739 | &movement_types_terrain; |
4738 | &movement_types_terrain; |
4740 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4739 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4741 | If set, the object is able to "roll", so it can be pushed around. |
4740 | If set, the object is able to "roll", so it can be pushed around. |
4742 | This setting is used for boulders and barrels. |
4741 | This setting is used for boulders and barrels. |
… | |
… | |
4755 | <type number="109" name="Wand & Staff"> |
4754 | <type number="109" name="Wand & Staff"> |
4756 | <description><![CDATA[ |
4755 | <description><![CDATA[ |
4757 | Wands contain a certain spell. The player can apply (ready) and |
4756 | Wands contain a certain spell. The player can apply (ready) and |
4758 | fire the wand. After a defined number of casts, the wand is |
4757 | fire the wand. After a defined number of casts, the wand is |
4759 | "used up". It is possible to recharge a wand with scrolls of |
4758 | "used up". It is possible to recharge a wand with scrolls of |
4760 | charging, but usually that isn't worth the cost. ]]> |
4759 | charging, but usually that isn't worth the cost.]]> |
4761 | </description> |
4760 | </description> |
4762 | <use><![CDATA[ |
4761 | <use><![CDATA[ |
4763 | Wands are quite seldomly used. The reason prolly is that they're |
4762 | Wands are quite seldomly used. The reason prolly is that they're |
4764 | generally not cost-efficient. Handing out high-level wands with |
4763 | generally not cost-efficient. Handing out high-level wands with |
4765 | powerful special spells isn't a good idea either, because of |
4764 | powerful special spells isn't a good idea either, because of |
4766 | the recharge ability. |
4765 | the recharge ability. |
4767 | <br><br> |
4766 | <br><br> |
4768 | For low levels, staffs of healing/cure and word of recall are |
4767 | For low levels, staffs of healing/cure and word of recall are |
4769 | quite desirable though. Ideal rewards for low level quests. ]]> |
4768 | quite desirable though. Ideal rewards for low level quests.]]> |
4770 | </use> |
4769 | </use> |
4771 | <attribute arch="sp" editor="spell" type="spell"> |
4770 | <attribute arch="sp" editor="spell" type="spell"> |
4772 | The <spell> specifies the contained spell. |
4771 | The <spell> specifies the contained spell. |
4773 | </attribute> |
4772 | </attribute> |
4774 | <attribute arch="level" editor="casting level" type="int"> |
4773 | <attribute arch="level" editor="casting level" type="int"> |
… | |
… | |
4799 | <ignore_list name="non_pickable" /> |
4798 | <ignore_list name="non_pickable" /> |
4800 | </ignore> |
4799 | </ignore> |
4801 | <description><![CDATA[ |
4800 | <description><![CDATA[ |
4802 | A weak wall is a breakable spot amidsts a solid wall. Typically |
4801 | A weak wall is a breakable spot amidsts a solid wall. Typically |
4803 | these weak walls look similar to their solid "relatives" except |
4802 | these weak walls look similar to their solid "relatives" except |
4804 | for a small crack or little chunks of wall on the ground. ]]> |
4803 | for a small crack or little chunks of wall on the ground.]]> |
4805 | </description> |
4804 | </description> |
4806 | <use><![CDATA[ |
4805 | <use><![CDATA[ |
4807 | If you want to create hidden rooms, using weak walls is alot |
4806 | If you want to create hidden rooms, using weak walls is alot |
4808 | better than completely indiscernible passages in a wall.<br> |
4807 | better than completely indiscernible passages in a wall.<br> |
4809 | Anyways, there can be a lot more to weak walls than just finding |
4808 | Anyways, there can be a lot more to weak walls than just finding |
4810 | them: Rising their defensive stats, weak walls can become a |
4809 | them: Rising their defensive stats, weak walls can become a |
4811 | serious obstacle. An ice wall might only be torn down by a fire |
4810 | serious obstacle. An ice wall might only be torn down by a fire |
4812 | attack for example. A granite wall for instance might be very |
4811 | attack for example. A granite wall for instance might be very |
4813 | hard to destroy. ]]> |
4812 | hard to destroy.]]> |
4814 | </use> |
4813 | </use> |
4815 | <attribute arch="alive" value="1" type="fixed" /> |
4814 | <attribute arch="alive" value="1" type="fixed" /> |
4816 | <attribute arch="no_pick" value="1" type="fixed" /> |
4815 | <attribute arch="no_pick" value="1" type="fixed" /> |
4817 | <attribute arch="tear_down" value="1" type="fixed" /> |
4816 | <attribute arch="tear_down" value="1" type="fixed" /> |
4818 | <attribute arch="race" editor="race" type="string"> |
4817 | <attribute arch="race" editor="race" type="string"> |
… | |
… | |
4847 | <!--####################################################################--> |
4846 | <!--####################################################################--> |
4848 | <type number="15" name="Weapon"> |
4847 | <type number="15" name="Weapon"> |
4849 | <description><![CDATA[ |
4848 | <description><![CDATA[ |
4850 | Wielding a weapon, the object's stats will directly be inherited to the |
4849 | Wielding a weapon, the object's stats will directly be inherited to the |
4851 | player. Usually enhancing his fighting-abilities. Non-magical weapons can |
4850 | player. Usually enhancing his fighting-abilities. Non-magical weapons can |
4852 | be improved with scrolls. ]]> |
4851 | be improved with scrolls.]]> |
4853 | </description> |
4852 | </description> |
4854 | <use><![CDATA[ |
4853 | <use><![CDATA[ |
4855 | If you create artifacts (equipment) with stats- or resistance-bonus: |
4854 | If you create artifacts (equipment) with stats- or resistance-bonus: |
4856 | Keep playbalance in mind! Such items mustn't be reachable without hard |
4855 | Keep playbalance in mind! Such items mustn't be reachable without hard |
4857 | fighting AND questing. ]]> |
4856 | fighting AND questing.]]> |
4858 | </use> |
4857 | </use> |
4859 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4858 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4860 | This number is a bitmask, specifying the weapon's attacktypes. |
4859 | This number is a bitmask, specifying the weapon's attacktypes. |
4861 | Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons |
4860 | Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons |
4862 | have no more than one or two attacktypes. Keep in mind that all weapons |
4861 | have no more than one or two attacktypes. Keep in mind that all weapons |
… | |
… | |
5036 | </type> |
5035 | </type> |
5037 | |
5036 | |
5038 | <type number="116" name="Event Connector"> |
5037 | <type number="116" name="Event Connector"> |
5039 | <description><![CDATA[ |
5038 | <description><![CDATA[ |
5040 | Event connectors link specific events that happen to objects to |
5039 | Event connectors link specific events that happen to objects to |
5041 | a crossfire plug-in. They are not used at all in Deliantra ]]> |
5040 | a crossfire plug-in. They are not used at all in Deliantra.]]> |
5042 | </description> |
5041 | </description> |
5043 | </type> |
5042 | </type> |
5044 | |
5043 | |
5045 | </types> |
5044 | </types> |