--- deliantra/Deliantra/res/types.xml 2008/08/25 04:04:57 1.35 +++ deliantra/Deliantra/res/types.xml 2010/03/09 15:20:01 1.61 @@ -24,10 +24,10 @@ # list of attributes not to import from default_type # # # # # +# Description of this type.]]> # # # # # +# How to use this type.]]> # # # # ... attributes ... # # # @@ -103,12 +103,12 @@ false CDATA #IMPLIED> + Which movement types automatically (as opposed to manually) activate this object. "> + Which movement types deactivate this object (e.g. button). "> @@ -118,10 +118,13 @@ or grants (e.g. for amulets). "> - Objects using these movement types cannot move over this space. + "> + Objects using these movement types are allowed to move over this space. Takes precedence over 'blocked movements'. @@ -150,10 +153,10 @@ "> + Whether the teleporter should only be activated on push. - + Whether the teleporter should only be activated on release. "> @@ -351,6 +354,12 @@ "> + ]> @@ -470,6 +479,8 @@ + + @@ -676,7 +687,7 @@ If <glow radius> is set to a value greater zero, the object appears lit up on dark maps. <glow radius> can be a value - between 0 and 4, the higher, the more light does the object emit. + between 0 and 9, the higher, the more light does the object emit. This bitmask-value informs the player of which material(s) the @@ -694,7 +705,7 @@ If an item is set to block view, players (and monsters) cannot - see byond it unless they cross it or manage to stand ontop. + see beyond it unless they cross it or manage to stand ontop. If an item is identified, the player has full knowledge about it. @@ -714,6 +725,10 @@ arch/res/sound.conf.res or a path. If you enter <path> in this field it will point to sound/<path>.ext + + Unique items exist only one time on a server. If the item + is taken, lost or destroyed - it's gone for good. + - + + @@ -790,10 +806,10 @@ nature, thus adding magic attacktype to the spell-damage they produce.

A particularly nice feature of abilities is that they can hold two - spells: One for short range- and one for long range use. + spells: One for short range - and one for long range use. \n\n You should know that spellcasting monsters receive abilities via - <treasurelist>. ]]> + <treasurelist>.]]> + And what fun is a magic resistance cloak when it has no effect?]]> @@ -844,6 +860,66 @@
+ + + + + + This flag controls whether the torch can be lit up again using + a lighter or whether it can only be used once, in which case + they can be enabled by simply applying them without any special tools. + + + This field specifies the burning duration of the torch. + + + This field sets the glow radius of the torch if it is enabled. + If you want to make a torch that is already burning set the + "glow radius" field. + + + If this field specyfies the cursed effect's level. If it is + 0 no cursed effect will be generate. See also the "cursed" flag. + + + Cursed torches, which have a level above 0, explode if the + player applies them. + + + + + + + + This field is the speed of the lamp. (If the value 0.00208 is given + here the fuel field will specify the burning duration in minutes.) + + + This field sets the burning duration of the lamp, which depends on the speed + field of this object. + + + This field sets the glow radius of the lamp if it is enabled. + If you want to make a lamp that is already burning set the + "glow radius" field. + + + If this field specyfies the cursed effect's level. If it is + 0 no cursed effect will be generate. See also the "cursed" flag. + + + Cursed lamps, which have a level above 0, explode if the + player applies them. + + + + @@ -852,7 +928,7 @@ When a player puts a defined number of certain items on the altar, then either a spell is casted (on the player) or a connector is triggered. If the latter is the case, the altar works only once. - Either way, the sacrificed item disappears. ]]> + Either way, the sacrificed item disappears.]]> &move_on; @@ -862,6 +938,7 @@ the name of an object. Yet, titles are not recognized by altars. If you want the player to have to drop a specific amount of money use "money". See also the "drop amount" attribute. + &match_compat; The drop amount specifies the amount of items (specified @@ -873,7 +950,7 @@ Note that the maximum possible for <drop amount> is 32767. - + If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once. @@ -897,7 +974,7 @@ connection activated), except for the fact that - they reset after usage. Hence, altar_triggers can be used infinitely. ]]> + they reset after usage. Hence, altar_triggers can be used infinitely.]]> The big advantage over normal altars is the infinite usability of altar_triggers! If there are ten players on one server, they're - quite grateful if things work more than once. =) ]]> + quite grateful if things work more than once. =)]]> @@ -917,6 +994,7 @@ the name of an object. Yet, titles are not recognized by altars. If you want the player to have to drop a specific amount of money use "money". See also the "drop amount" attribute. + &match_compat; The drop amount specifies the amount of items (specified @@ -928,7 +1006,7 @@ Note that the maximum possible for <drop amount> is 32767. - + If a connection value is set, the altar will trigger all objects with the same value, when activated. This will only work once. @@ -965,12 +1043,12 @@ + ]]> + ]]> This field describes which skill the player will be able to use wearing this item. @@ -981,11 +1059,11 @@ + the player. Amulets are usually meant for protection and defense.]]> + important that you keep your artifact in balance with existing maps.]]> This value defines the amount of armour-class bonus for wearing @@ -1140,7 +1218,7 @@ while on battleground. Acid, draining and depletion effects don't work either. When a player dies on battleground, he gets teleported to an exit - location which is defined in the battleground object. ]]> + location which is defined in the battleground object.]]> + "hidden" battleground tiles anywhere.)]]> @@ -1177,14 +1255,14 @@ It blocks all magic and prayers, usage of alchemy, prevents potions from being used and blocks bombs from exploding. Note that altars that do cast spells still work. - ]]> + ]]> + ]]> &movement_types_terrain; @@ -1193,7 +1271,7 @@ + Applying a book, the containing message is displayed to the player.]]> If this value is set to be greater than zero, the player needs a @@ -1219,6 +1297,29 @@ This is the key string of the book. The key string is checked by an inventory checker. (This is used eg. for the gate/port passes in scorn) + + If this flag is true the player won't be able to identify this + item with by using a skill. + + + + + + + + + A godgiven item vanishes as soon as the player + drops it to the ground. + + + Unique items exist only one time on a server. If the item + is taken, lost or destroyed - it's gone for good. + + + This is the item created after being inscribed - scrolls are treated + like spell scrolls, all else will have it's message replaced. + @@ -1227,11 +1328,11 @@ + protection bonus.]]> + important that you keep your artifact in balance with existing maps.]]> Boots with <speed bonus> will increase the player's walking speed @@ -1257,11 +1358,11 @@ + the player. Usually enhancing his defense.]]> + important that you keep your artifact in balance with existing maps.]]> <magic bonus> works just like ac, except that it can be improved by @@ -1275,11 +1376,11 @@ + the player. Usually enhancing his defense.]]> + important that you keep your artifact in balance with existing maps.]]> This poses a penalty to spell regeneration speed, for wearing the armour. @@ -1305,7 +1406,7 @@ When a predefined amount of weigh is placed on a button, the <connection> value is triggered. In most cases this happens when a player or monster steps on it. When the button is "released", the - <connection> value get's triggered a second time. ]]> + <connection> value get's triggered a second time.]]> &move_on; &move_off; @@ -1314,7 +1415,7 @@ The button is pressed (triggered), as soon as <press weigh> gram are placed ontop of it. - + Every time the button is pressed or released, all objects with the same <connection> value are activated. @@ -1333,7 +1434,7 @@ + <connection> value is triggered.]]> @@ -1343,7 +1444,7 @@ + Class changer are used while creating a character.]]> This entry determines which initial items the character receives. @@ -1386,11 +1487,11 @@ + sometimes a bit of resistance.]]> + important that you keep your artifact in balance with existing maps.]]> <magic bonus> works just like ac, except that it can be improved by @@ -1405,7 +1506,7 @@ + Applying a clock, the time is displayed to the player.]]> This text may describe the item @@ -1420,7 +1521,7 @@ container, depending on the settings.

A special feature of containers is the "cauldron", - capable of mixing alchemical receipes. ]]> + capable of mixing alchemical receipes.]]> Second there are the permanent chests - Those are containers, they can be opened and closed again. Archetype name is "chest_2". - ]]> + ]]> If set, the container will hold only certain types of objects. @@ -1446,6 +1547,11 @@ If <key string> is set, only players with a special key of matching <key string> are able to open the container. + + When the key string starts with "match ", then it is expected to + be a match expression, which will be applied to the player, so + you can use e.g. (match type=POTION in inv). Note that the matched + object will be removed. The container can hold a maximum total weight of the given value @@ -1495,7 +1601,7 @@ + predefined exchange-ratio.]]> + sane, so the player could gain infinite wealth by using your converter.]]> @@ -1533,6 +1639,12 @@ This text may contain a description of the converter. + + If the converter has this flag set the generated items will + be flagged as unpaid. Useful if you want to make a converter in a shop. + (For instance for 'dragon scale' to 'dragon shield' converters in some + armour shops.) +
@@ -1544,11 +1656,11 @@ A creator is an object which creates another object when it is triggered. The child object can be anything. Creators are VERY useful for all kinds of map-mechanisms. They can even - periodically create things. ]]> + periodically create things.]]> + The created items will still always appear ontop of the floor.]]> @@ -1558,13 +1670,13 @@ one of the inventory items is duplicated. The duplicated item is randomly chosen from all items present. - + Whenever the connection value is activated, the creator gets triggered. &activate_on; - - If <infinit uses> is set, the creator will work + + If <unlimited uses> is set, the creator will work infinitely, regardless of the value in <number of uses>. @@ -1599,14 +1711,12 @@

What is "unique" about them, compared to inv. checkers/ pedestals? - First, detectors check their square for a match periodically, not - instantly. Second, detectors check directly for object names. Third, - detectors do not check the inventory of players/monsters. ]]> + instantly, so generate much higher server load + Second, detectors check directly for object names. Third, + detectors do not check the inventory of players/monsters.]]> - + + Best avoid this type at all costs, use a pedestal instead. @@ -1614,7 +1724,7 @@ Actually it does also check for the <key string> in key-objects, but for this case inventory checkers are often more powerful to use. - + When the detector is triggered, all objects with the same connection value get activated. @@ -1632,6 +1742,31 @@
+ + + + + + + + + + When the map script object is triggered, it will execute + the perl script with the triggering object as $activator. + + &activate_on; + + This perl script will be executed each time the objetc is triggered. + + + + @@ -1641,7 +1776,7 @@ that fly past. Unlike spinners, directors always move objects in the same direction. It does not make a difference from what angle you shoot into it.
- Directors are visible per default. ]]> + Directors are visible per default.]]>
You'd better not place directors in monster vs. player combat - areas too much, because that freaks out wizard-type players. ]]> + areas too much, because that freaks out wizard-type players.]]>
Projectiles will leave the director flying in the selected <direction>. @@ -1672,14 +1807,14 @@ Diseases are an intersting form of spellcraft in Deliantra. Once casted, they can spread out and infect creatures in a large area. Being infected can have various effects, from amusing farts - to horrible damage - almost everything is possible. ]]> + to horrible damage - almost everything is possible.]]> + Infection with a "positive disease" could even be a quest reward.]]> @@ -1831,10 +1966,10 @@
+ removed.]]> @@ -1871,7 +2006,7 @@ The duplicator has one arch name specified as <target arch>, and only objects of this archetype can be affected.
It will multiply the number of items in the pile, by the <multiply factor>. - If the latter is set to zero, it will destroy objects. ]]> + If the latter is set to zero, it will destroy objects.]]> A duplicator with <multiply factor> 3 for example should have a - loosing rate of 2/3 = 67%. ]]> + loosing rate of 2/3 = 67%.]]> Only objects of matching archtype, lying ontop of the duplicator will be @@ -1892,7 +2027,7 @@ <multiply factor>. If it is set to zero, all target objects will be destroyed. - + An activator (lever, altar, button, etc) with matching connection value is able to trigger this duplicator. Be very careful that players cannot abuse it to create endless amounts of money or other valuable stuff! @@ -1909,7 +2044,7 @@ When the player applies an exit, he is transferred to a different location. (Monsters cannot use exits.) Depending on how it is set, the player applies the exit just by walking into it, or by pressing <a>pply when standing on - the exit. ]]> + the exit. ]]>
You can be quite creative with the outlook of secret exits (their "face"). - Don't forget to give the player relyable hints about them though. ]]> + Don't forget to give the player relyable hints about them though.]]>
The exit path defines the map that the player is transferred to. @@ -1969,7 +2104,7 @@ flesh has resistances set, a dragon player has a chance to gain resistance in those categories. The only constraint to this process is the <flesh level>. Don't forget that flesh items with resistances have to be balanced - according to map/monster difficulty. ]]> + according to map/monster difficulty.]]> + out on the reward completely.]]> The player's stomache will get filled with this amount of foodpoints. @@ -2015,7 +2150,7 @@ + functionality. It's a floor - you stand on it.]]> @@ -2040,9 +2175,14 @@ Unique floor means that any items dropped on that spot - will be saved byond map reset. For permanent apartments, + will be saved beyond map reset. For permanent apartments, all floor tiles must be set <unique map>. + + A buildable can be built upon. This is usually used in combination with + the unique attribute for player apartments or guild storages. But it's + use is not limited to private maps. + This text may describe the object. @@ -2059,7 +2199,7 @@ That is kind of a relict from former code: When walking over encounter-floor, players sometimes got beamed to little maps with monsters on them. Nowadays this feature is disabled - - Hence encounter floor is not different from normal floor. ]]> + Hence encounter floor is not different from normal floor.]]> @@ -2084,9 +2224,14 @@ Unique floor means that any items dropped on that spot - will be saved byond map reset. For permanent apartments, + will be saved beyond map reset. For permanent apartments, all floor tiles must be set <unique map>. + + A buildable can be built upon. This is usually used in combination with + the unique attribute for player apartments or guild storages. But it's + use is not limited to private maps. + This text may describe the object. @@ -2096,7 +2241,7 @@ + stomache and gain a little health.]]> The player's stomache will get filled with this amount of foodpoints. @@ -2118,18 +2263,18 @@ by activating a button/trigger, by speaking passwords (-> magic_ear) or carrying special key-objects (-> inventory checker). Unlike locked doors, gates can get shut again after a player has - passed, which makes them more practical in many cases. ]]> + passed, which makes them more practical in many cases.]]> + maps more complex than "one-way".]]> The speed of the gate affects how fast it is closing/opening. - + Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled. @@ -2157,11 +2302,11 @@ + defense.]]> + important that you keep your artifact in balance with existing maps.]]> <magic bonus> works just like ac, except that it can be improved by @@ -2179,11 +2324,11 @@ + the player. Gloves can add defense or damage bonuses.]]> + important that you keep your artifact in balance with existing maps.]]> If the gloves provide <armour class>, <magic bonus> will increase it. @@ -2199,16 +2344,16 @@ + Every time it is applied, the <connection> value is triggered.]]> + but vampires can do it for example.]]> - + Every time the handle is applied, all objects with the same <connection> value are activated. @@ -2227,12 +2372,12 @@ + <connection> value is triggered.]]> + connecting it to a handle trigger is an easy solution. ]]> @@ -2247,14 +2392,14 @@ + Damage is taken in regular time intervals.]]> Like magic walls, such floors add a permanent thrill to your map. You can use that to safely chase off too-weak players, or just - to have something different. ]]> + to have something different.]]> @@ -2303,7 +2448,7 @@ Unique floor means that any items dropped on that spot - will be saved byond map reset. For permanent apartments, + will be saved beyond map reset. For permanent apartments, all floor tiles must be set <unique map>.
@@ -2315,11 +2460,11 @@ Wearing a helmet, the object's stats will directly be inherited to the player. Normal helmets usually increase defense, while crowns add more special bonuses like stats/resistances paired with - low defense. ]]> + low defense.]]> + important that you keep your artifact in balance with existing maps.]]> <magic bonus> works just like ac, except that it can be improved by @@ -2338,9 +2483,9 @@ + if you already follow that god, you may get some extra bonus.]]> @@ -2373,12 +2518,12 @@

A horn contains a spell. The player can use this spell by applying and "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be - used endlessly. ]]> + used endlessly.]]> + are almost too good on a horn.]]> Sets the <spell> of the horn. Consider twice before handing out any @@ -2414,7 +2559,7 @@ + functionalities.]]> @@ -2437,7 +2582,7 @@ that do/don't carry the matching object.

As you can see, inv. checkers are quite powerful, holding a - great variety of possibilities. ]]> + great variety of possibilities.]]> + can be found in nearly every RPG - simple but effective.]]> @@ -2471,7 +2616,7 @@ Enabled means having that object is a match. Disabled means not having that object is a match. - + Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled. @@ -2531,7 +2676,7 @@ + prices differ only marginally.]]> @@ -2543,7 +2688,7 @@ + disappear.]]> A godgiven item vanishes as soon as the player @@ -2558,7 +2703,7 @@ + the appropriate special key.]]> + appropriate quest items (key objects).]]> @@ -2581,6 +2726,11 @@ is unique among the Deliantra mapset. DONT EVER USE the default string "set_individual_value". + + When the key string starts with "match ", then it is expected to + be a match expression, which will be applied to the player, so + you can use e.g. (match type=POTION in inv). Note that the matched + object will be removed. Restricting the use of spells to pass this door. @@ -2607,7 +2757,7 @@ + when the player speaks a specific keyword.]]> + creative here.]]> - + The Magic_ear will trigger all objects with the same connection value, every time it is activated. @@ -2651,7 +2801,7 @@ the spell you want to use with a wall.

Several types of magical walls are predefined for you in the - archetypes, and can be found on the "connected" Pickmap. ]]> + archetypes, and can be found on the "connected" Pickmap.]]> + "/pup_land/castle_eureca/castle_eureca8".]]> The magic wall will cast this <spell>. @@ -2683,7 +2833,7 @@ spells. Arch default is level 1 - you should always set this value to meet the overall difficulty of your map. - + Every time the <connection> value is triggered, the wall will cast it's spell. You should set <casting speed> to zero, or this won't have much visible effect. @@ -2734,10 +2884,11 @@ A marker is an object that inserts an invisible force (a mark) into a player stepping on it. This force does nothing except containing a <key string> which can be discovered by detectors or inventory - checkers. It is also possible to use markers for removing marks again. + checkers. It is also possible to use markers for removing marks again + (by setting the "name" slot to the name of the marker to be removed).

Note that the player has no possibility to "see" his own marks, - except by the effect that they cause on the maps. ]]> + except by the effect that they cause on the maps.]]>
Please avoid infinite markers when they aren't needed. They're using a little space in the player file after all, so if there - is no real purpose, set an expire time. ]]> + is no real purpose, set an expire time.]]>
@@ -2756,7 +2907,7 @@ If the player already has a force with that <key string>, there won't be inserted a second one. - + When the detector is triggered, all objects with the same connection value get activated. @@ -2804,7 +2955,7 @@ subtracted from the player's money.

For money, always use the default arches. - Don't modify them. ]]> + Don't modify them.]]>
@@ -2829,7 +2980,7 @@ helping the player - maybe joining him as pet. The unagressive creatures who communicate with players are usually called "NPCs" (Non Player Character), a well-known - term in role-play environments. ]]> + term in role-play environments.]]> + receive some. :-)]]> @@ -3203,7 +3354,7 @@ As the name implies, mood floors can change the "mood" of a monsters/NPC. For example, an unagressive monster could be turned mad to start attacking. Similar, an agressive monster - could be calmed. ]]> + could be calmed.]]>
(Of course you must always give clear hints about keywords! And there is no reason why you couldn't use a button/lever/pedestal - etc. instead of a magic_ear.) ]]> + etc. instead of a magic_ear.)]]>
@@ -3237,7 +3388,7 @@ enabled for continous operation, you need to insert a <connection> value! - + This should only be set in combination with <mood number> 4. Normally, monsters are affected by the mood floor as soon as they step on it. But charming (monster -> pet) is too powerful, @@ -3271,7 +3422,7 @@ move along a chain of them.

Multisquare monsters can be moved as well, given - enough space. Movers are usually invisible. ]]> + enough space. Movers are usually invisible.]]> + is set: monsters and players).]]> If forced movement is enabled, the mover "freezes" anyone it @@ -3350,7 +3501,7 @@ + connected value is triggered.]]> + they are preserved for that one race and can't be traded to others.]]> @@ -3370,8 +3521,10 @@ If it is set to "player", any player stepping on the pedestal is a match. Very useful if you want to open a gate for players but not for monsters. + + &match_compat; - + When the pedestal is triggered, all objects with the same connection value get activated. @@ -3379,6 +3532,55 @@
+ + + + + + + + + + + + + + + + + + + + + &match_compat; + + Optionally you can leave out the "match " prefix. + + + When the match is triggered, all objects with the same + connection value get activated. + + &move_on; + &move_off; + &move_block; + + + @@ -3386,20 +3588,23 @@ Optionally, pits can get closed and opened, similar to gates.

Monsters and items are affected by pits just as well as players. - Even multipart monsters can fall through them, given enough space. ]]> + Even multipart monsters can fall through them, given enough space.]]>
+ randomly interconnect maps like teleporters do.]]> - + + The radius of the square area that the pit will randomly put the player into (0 to 3, default 1). + + When a <connection> value is set, the pit can be opened/closed by activating the connection. @@ -3423,24 +3628,13 @@ mess with this value - Leave the default in place. &move_on; - - If the <activation speed> is nonzero, the pit will - automatically be activated in regular time-intervals. Hence, the - player can just step on it and gets teleported sooner or later. - The duration between two activates depends on the given value. - Default in the pit arch is <activation speed> 0, i.e. disabled. - - VERY IMPORTANT: If you want to have your pit activated via - button/handle/magic_ear/etc, you must set <activation speed> to zero! - - &speed_left;
+ If his food drops to zero, the player might even die.]]> @@ -3448,10 +3642,10 @@ + (/penalties) by doing so.]]> + One potion should never give multiple benefits at once.]]> If the potion contains a spell, the spell is cast at this level. @@ -3488,7 +3682,7 @@ Power crystals can store a player's mana: When the player applies the crystal with full mana, half of it flows into the crystal. When the player applies it with - lacking mana, the crystal replenishes the player's mana. ]]> + lacking mana, the crystal replenishes the player's mana.]]> <initial mana> is the amount of spellpoints that the @@ -3510,7 +3704,7 @@

It's very easy to add new pairs of weapons & projectiles. Just set matching <ammunition class> both for shooting - weapon and projectile. ]]> + weapon and projectile.]]> + and crossbows are rarely ever used.]]> This number is a bitmask, specifying the projectile's attacktypes. @@ -3590,7 +3784,7 @@ + the player. Usually enhancing his spellcasting potential.]]>
Also keep in mind that rings are generally the wizard's tools. They should primarily grant bonuses to spellcasting abilities - and non-physical resistances. ]]> + and non-physical resistances.]]>
@@ -3612,12 +3806,12 @@ A rod contains a spell. The player can use this spell by applying and fireing the rod. Rods need time to regenerate their "internal" spellpoints, lowering the effectiveness in combat. But unlike wands/scrolls, rods can be - used endlessly. ]]> + used endlessly.]]> ]]> + one-time-use.
]]>
Sets the <spell> of the rod. Consider twice before handing out special @@ -3667,11 +3861,11 @@ and will cast this spell when it detonates. Yet another kind is the "summoning rune", summoning predefined monsters of any kind, at detonation.

- Many runes are already defined in the archetypes. ]]> + Many runes are already defined in the archetypes.]]> + together with spellcasting- and attack-runes is usually a bad idea.]]> &move_on; @@ -3749,7 +3943,7 @@ + to the last-applied savebed.]]> If possible, mark the whole site as no-spell area (Insert this arch called "dungeon_magic" everywhere). This is not required, but it makes the place much more safe. - ]]> + ]]> @@ -3780,12 +3974,12 @@ scrolls require a certain literacy skill to read successfully. Accordingly, for a successful reading, a small amount of experience is gained. Scrolls allow only one time usage, but - usually they are sold in bulks. ]]> + usually they are sold in bulks.]]> + and less useful.]]> The spell of the scroll will be casted at this level. @@ -3807,11 +4001,11 @@ + by brestplate armour. Resistances on shields aren't uncommon either.]]> + important that you keep your artifact in balance with existing maps.]]> <magic bonus> works just like ac, except that it can be improved by @@ -3830,7 +4024,7 @@

It's very easy to add new pairs of weapons & projectiles. Just set matching <ammunition class> both for shooting - weapon and projectile. ]]> + weapon and projectile.]]> + - still crap.]]> Only projectiles with matching <ammunition class> can be fired @@ -3969,13 +4163,13 @@ unpaid and the player receives payment according to the item's selling-value. Shopfloor always prevents magic (To hinder players from burning - or freezing the goods). ]]> + or freezing the goods).]]> + there is no other exit than the shop mat.]]> @@ -4019,11 +4213,11 @@ to the nearest other mat. If the player has unpaid items in his inventory, the price gets charged from his coins automatically. If the player has insufficient coins to buy his unpaid items, he - is unable to pass any shopmat (So he has to drop unpaid items). ]]> + is unable to pass any shopmat (So he has to drop unpaid items).]]> + Not more and not less than that.]]> &move_on; @@ -4038,15 +4232,15 @@ The purpose of a sign or magic_mouth is to display a certain message to the player. There are three ways to have the player get this message: The player walking onto it (-> magic_mouth), the player pressing <a>pply - (-> sign) or the player triggering a button/handle/etc (-> magic_mouth). ]]> + (-> sign) or the player triggering a button/handle/etc (-> magic_mouth).]]> + with all kinds of useful information for getting along in your maps.]]> - + When a connection value is set, the message will be printed whenever the connection is triggered. This should be used in combination with <invisible> enabled and <activate by walking/flying> disabled. @@ -4095,7 +4289,7 @@ + are enabled for monster use however.]]> ]]> + unrelated to any predefined skill archtype.

]]>
@@ -4149,13 +4343,13 @@ + contained skill.]]> + skill scrolls rewarded at the end.]]> @@ -4175,7 +4369,7 @@

This object-type can also be used for "passport"-like items: When walking onto an invetory checker, a gate for example might - get opened. The "passport" will stay in the player's inventory. ]]> + get opened. The "passport" will stay in the player's inventory.]]> + a "strange key", or "passport".]]> This string must be identical with the <key string> in the @@ -4231,7 +4425,7 @@ of the player, spells may gain power but also increase cost.
Monsters can use spells which are put in their inventory (provided that certain "enabling" settings are correct). The monster's - <treasurelist> can also be used to provide it with spells. ]]> + <treasurelist> can also be used to provide it with spells.]]> + quite important therefore.]]> @@ -4281,7 +4475,7 @@ spell object in the spellbooks inventory. Refer to the description of spell objects for detailed information how to customize spells.
If you want to have a random spellbook instead, choose a <treasurelist> - with a compilation of spells that the book may contain. ]]> + with a compilation of spells that the book may contain.]]> + for your spells.]]> @@ -4321,7 +4515,7 @@ Spinners change the direction of spell objects and other projectiles that fly past. Unlike directors, it does make a difference from what angle you shoot into the spinner. The direction of objects flying past - is always changed by a certain degree. ]]> + is always changed by a certain degree.]]> + projectiles from magic walls don't get to fly in loops.]]> The spinner will change the direction of flying objects by @@ -4353,7 +4547,7 @@ he will start to sink in and eventually drown and die. Items dropped on the swamp sink in and dissapear. Players with knowledge of the woodsman skill are a lot less likely - to die in the swamp. ]]> + to die in the swamp.]]> @@ -4387,7 +4581,7 @@ Sometimes teleporters are activated even against the players will.

Unlike exits, teleporters can also transfer items and - monsters to different locations on the same map. ]]> + monsters to different locations on the same map.]]> + set "type 41", and add slaying/hp/sp/connected... everything you need.]]> The exit path specifies the map that the player is transferred to. @@ -4444,7 +4638,7 @@ please DO NOT use that. It turned out to be a source for numerous map-bugs. - + If a connection value is set, the teleporter will be activated whenever the connection is triggered. To use this properly, <activation speed> must be zero. @@ -4480,10 +4674,10 @@ + maps more complex than "one-way".]]> - + Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with <blocking passage> disabled. If unset, the gate opens automatically @@ -4560,7 +4754,7 @@ This attribute defines what attacktype to use for direct damage when the trap detonates. - + When the trap is detonated, all objects with the same connection value get activated. @@ -4582,12 +4776,12 @@ trapdoor determines weither it slams the trapdoor open and falls through or not.
Once a trapdoor has been opened (by a creature or items of sufficient - weight,) it remains open, acting like an opened pit. ]]> + weight,) it remains open, acting like an opened pit.]]> + are not supposed to be used to randomly interconnect maps like teleporters.]]> &move_on; @@ -4623,7 +4817,7 @@ + into the game.]]> + (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> This entry determines what kind of treasure will appear. Look into @@ -4672,9 +4866,10 @@ player stepping on it WHEN TRIGGERED. This force does nothing except containing a <key string> which can be discovered by detectors or inventory checkers. It is also possible to use markers for removing marks again. + (by setting the "name" slot to the name of the marker to be removed).

Note that the player has no possibility to "see" his own marks, - except by the effect that they cause on the maps. ]]> + except by the effect that they cause on the maps.]]>
Please avoid infinite markers when they aren't needed. They're using a little space in the player file after all, so if there - is no real purpose, set an expire time. ]]> + is no real purpose, set an expire time.]]>
@@ -4693,7 +4888,7 @@ If the player already has a force with that <key string>, there won't be inserted a second one. - + Unlike a regular marker this is the connection that triggers this marker to activate. @@ -4734,7 +4929,7 @@ + Walls usually block passage and sight.]]> &movement_types_terrain; @@ -4757,7 +4952,7 @@ Wands contain a certain spell. The player can apply (ready) and fire the wand. After a defined number of casts, the wand is "used up". It is possible to recharge a wand with scrolls of - charging, but usually that isn't worth the cost. ]]> + charging, but usually that isn't worth the cost.]]>
For low levels, staffs of healing/cure and word of recall are - quite desirable though. Ideal rewards for low level quests. ]]> + quite desirable though. Ideal rewards for low level quests.]]>
The <spell> specifies the contained spell. @@ -4801,7 +4996,7 @@ + for a small crack or little chunks of wall on the ground.]]> + hard to destroy.]]> @@ -4849,12 +5044,12 @@ + be improved with scrolls.]]> + fighting AND questing.]]> This number is a bitmask, specifying the weapon's attacktypes. @@ -5038,7 +5233,7 @@ + a crossfire plug-in. They are not used at all in Deliantra.]]>